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System Requirements: Windows 8, Windows 7, Windows 8.1


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It’s really my own fault for forgetting about the spiders. I’m calling them spiders because they had what any earthling would recognize as spiderlike qualities, but they weren’t spiders. They couldn’t have been. For one, each was the size of my space boot; for two and three, they were filled with white goo and it often took more than one pulse from my laser rifle to kill them. I’d already taken out at least a dozen of them—some as they crawled up a cave wall, others as they scuttled toward me across the alien landscape—but it wasn’t long before other, larger antagonists demanded my attention. And these shot fireballs at me. So I found cover behind a rock to wait out the projectile attack, and I forgot about the spiders. Actually, you know what? Time out. Let’s stop for a second. This is obviously the first part of a story about virtual reality. It’s the part that describes the thing I’m doing in VR as though I’m really doing it. And I write a little bit about doing the virtual thing, the simulacrum, and you think Oh, man, that sounds like a fun experience, but then I say Aha, but NO! THIS WAS VIRTUAL REALITY! and we all breathe deep the promise of immersive technology and wonder how our puny brains will handle it. Maybe that thing I’m doing is standing on the edge of a building, or ascending The Wall, driving a racecar, flying like a bird (or Iron Man or wandering a beach, or being swarmed by alien spiders while distracted by fireballs and then dying an ignominious death of spider bites before I can take out the enemy’s energy core. But every time I do this thing where I describe the thing I’m doing in VR as though I’m really doing it, here’s what I’m doing in meatspace: Nothing. I’m standing. Maybe I’m crouching. I’m probably holding a game controller and pushing an analog stick or a button. I definitely have a ridiculous expression plastered on my face and goofy.
By Richard Leadbetter Published Friday, It's been a long time coming, but Sony has finally revealed its take on the great virtual reality dream. Hot on the heels of Oculus Rift, Project Morpheus can be seen as mainstream validation of VR and the first serious attempt at bringing it to a home console since Sega's aborted 1993 vintage headset. In theory, Play Station 4 is the perfect home for virtual reality, too - Sony has the most powerful console GPU, a ready-made 3 D controller in the form of Play Station Move and a wealth of developers with direct experience creating stereoscopic 3 D games. Not only that, but it also possesses a remarkably talented R& D team. But while the mainstream access and the surrounding ecosystem are unrivalled, to what extent can Sony match the cutting-edge technology offered by Oculus Rift? The advantages of the PC for a pioneering new gameplay experience are numerous: as a completely open platform, anyone can buy the kit and experiment, from indie developers to hackers and to major game publishers. Not only that, but both the VR hardware itself and PC rendering technology can adapt and evolve more quickly. Already there has been discussion of 4 K VR displays, and even that might not be quite enough for the optimal immersive experience. In working with a fixed architecture and with limited scope for enhancements, Sony has to get Morpheus right on its first attempt. We see console VR as a major challenge for Sony on two fronts: hardware and software. On the former, what is clear is that Sony has done everything right based on the tools and technologies available. By most accounts, the Sony VR prototype is a very, very close match to the specs of the second-generation Oculus Rift dev kit. Screen resolution is the same, sensor frequency is a match and a similar system of using an external camera to check positional movement is.