'Project Morpheus' is Sony's virtual reality headset for the PlayStation 4

The rumors are true: Sony’s working on virtual reality. The hardware is called “Project Morpheus” and it’s headed to the PlayStation 4. The headset is two pieces: a closed display and what looks like a PlayStation Move sensor built in. SCE Worldwide Studios head Shuhei Yoshida unveiled it on-stage tonight at GDC 2014; he said the “prototype” is “by no means final.” It’s the culmination of over three years of work, Yoshida said, and the prototype unveiled tonight will also double as a dev kit. As seen above, a subtle PlayStation-themed blue light is emitted by Morpheus. A single […]

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  1. The Math for this doesn’t work. The same reason the PS Move and PS Eye failed is why this will fail. The VR goggles have to sell at least 1 M units before it will get any traction with developers, probably a lot more before any AAA titles would be made for use with it and without them continuously coming, there’s no reason to buy it. Here’s the math. Let’s say there are 8M PS4s in the wild and by release there’s 10M. Less than 5% of all of those owners have the PS4 Camera. At best this product will cost $300 but could be more. To get those users to spend that money and buy the camera at $60 for a total cost of $360 for existing users and bundled systems of maybe $700. Keep in mind PS4 + PS Vita systems (which would cost the same amount) plans were abandoned due to price. All of this for a system with a few launch titles and probably very little follow up in the queue. Asking devoted fans to drop that much money on a solution that has yet to prove itself is highly unlikely to sell more than 250K units at best for the first 3-6 Months. Sound familiar? The same thing happened to the PS Move. When the core base of users didn’t spend $150 for the move system, developers wouldn’t develop for it and it died. If Sony wants a AAA game, they will most likely either pay for it or develop it in house. Back to the numbers. If a developer actually sold 200K units to that pool (most games sell to <~30% of a target market), They would gross $12M at $60/unit. After development costs and marketing, I think it would be an unprofitable venture. Again. that's a best case scenario. I doubt it will do that well.

    • I agree. My question is why now? I mean, this could be viable in few more years as Oculus has made some decent strides, but when it comes to gaming, why not stick with their tried and true formula. In my opinion, Sony is trying the Move strategy all over again, trying to introduce their version of something someone else is already doing. They need to do something original that seamlessly integrates into an existing product, otherwise as you pointed out, it will just be another expensive accessory that has no added benefit for users.

      • I think the truth is that they are concerned that all they have is a game platform. Everyone around them is building ecosystems in a way that they can’t. MS is going to leverage technologies from WP, Windows, Onedrive, and a Store that may enable buy once run anywhere. Not to mention Amazon’s, Apple’s, and Google’s efforts to get into the living room.Technologies Sony just hasn’t had access to controlling or hasn’t worked out for them. These companies can leverage resources and capabilities that Sony can’t since they own their own operating systems and ecosystems. I think it explains why remote play, the Gaikai purchase, and push into VR even exist. They are looking at the future and what their competitors are putting together and quite frankly are afraid they won’t be able to compete. They got lucky with the PS4 and Microsoft’s blunder with their CPU/GPU/Memory configuration, but if MS used the same config, they’d be facing a huge ecosystem problem.

        • Pretty much, but I think MSFT went with the config they did to cut costs, because ultimately, they’re banking on their cloud computing and the overall value statement then raw specs, which don’t mean much in the real world. I think Sony has already lost personally.

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