Project Morpheus & Oculus Rift Display and Design Comparison
As we approach the end of the beginning, of the first stage of virtual reality evolution, we are finally starting to see a pretty solid picture emerge. The Oculus Rift certainly seems to have started to take shape, and Fran Mirabella, from IGN, recently caught up with Richard Marks, Director of Playstation Magic Lab and Creator of Sony’s VR headset, and managed to extract a few gems about Project Morpheus. With so much focus on VR technology at E3 this year, it seems almost certain that virtual and augmented reality will get the mainstream market penetration, that has been forecasted and documented about so frequently. Of course, some of the key players in this market are Facebook’s Oculus Rift, and Sony’s Project Morpheus. With a lot of new info, and unveilings at this years E3. We thought we would compare some stats on these two head mounted displays, with the hope of gaining some insight into how they might perform when the release dates come knocking.
The Project Morpheus will come equipped with a 1920 x 1080 screen display. Comparatively, Oculus have decided to adopt a dual screen approach, the screens are said to be 2160 x 1200, split over 2 eyes. Both of the screens are oriented horizontally, and are mounted flush in the unit. One of the benefits of using two displays is that it allows the screens to move independently from one another, and also allows the lenses and screens to move together. When it comes to field of view, it could be said that there is a slight advantage on the side of the Morpheus, but this remains to be seen, as so far, we know that the Morpheus delivers a 100 º Field of View. Whereas Oculus has announced that the consumer unit may be capable of achieving “Over 100 º FOV”. This will be defined by how the unit is worn by the user, meaning, if you need to have the lenses closer to your face to find the sweet spot, you will inherently have a wider field of view. The Oculus Rift display uses OLED technology that flickers at a faster rate, giving a smoother experience. The Morpheus adopts a 5.7-inch OLED Display that offers full 1080, all pixels now have RGB sub-pixels. There is also a comparison to be made on frame rates. The Morpheus will be outputting 120 fps (120 Hz) to its display, while the Oculus crunches out at 90 Hz, to deliver a low persistence experience. Project Morpheus also uses system software, appropriately titled ReProjection, that turns 60 fps in to 120 fps, by filling the in-between frames automatically.
Comfort has been a focus for both of the designs, as users may end up occupying their virtual worlds for long periods at a time. Exact specs for the weight of the Rift have not yet been disclosed, but it has been said that it can be held comfortably in one hand. Reducing the weight of the device is important if the head set is intended for long use, as even things of little weight, can offer great resistance over time.
Project Morpheus is aesthetically reminiscent of something you would expect to see in a Sci-Fi movie. Its helmet like features give it a slightly different feel from the rift, and make it feel a bit robust in design. Also, it can be noted that Oculus have done a bit of house keeping on the data cables. Tidying up the HDMI and USB cable on the Consumer Rift, by placing them together in one neat casing, has arguably made it less cumbersome.
There are also improvements to ventilation and padding. Although some first hand reviews, from E3 2015, have suggested that there may still be a balance to address with light bleed. One of the variables of this balance includes optimizing the devices ergonomics to better accommodate users that wear glasses.
All in all, its shaping up to be a pretty epic battle in the near future of VR. One that seems like it will continue to grow and grow, along with the appetite for all things virtual. As always, thanks for checking in, feel free to leave your thoughts in the comments below.