Image: Flickr/Bago Games
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Oculus also used the Game Developer's Conference to show off their latest prototype of the Rift, the Kickstarted VR device first unveiled a year ago. Oculus and Sony's systems are ostensibly rivals, both boasting high resolutions and real-time head-tracking. And though nothing’s been announced yet, Microsoft is also rumoured to have its own VR plans for Xbox.Following several false starts in the past (most notably Nintendo's astoundingly painful Virtual Boy), virtual reality is, once again, the buzzphrase of gaming. Yet despite technical innovations, there have been longstanding concerns with VR that Sony, Oculus, and Microsoft will have to address if they'd like to see widespread adoption of the tech. How do the latest offerings shape up on some of the major issues?First up is cost. There’s been no word yet from any of the main players as to how much a consumer VR headset will set gamers back, but with two HD displays apiece you're almost certainly talking well into three digits, plus the extras you may need or want to enjoy the full experience. Sony's kit is designed to integrate with the new PS Move controller, and the PS Eye camera, not to mention games and the PS4 itself.More practically, there’s the issue of potential motion sickness: a problem with VR since its inception. Your body doesn't always accept the feeling of 'being' somewhere without actually being there: inner ears dislike the eyes telling them they're moving when they disagree, and over time they retaliate in the only way they know how. Latency between moving your head and the headset mirroring the move only compounds this. Both Sony and Oculus's kits operate with motion detection speeds of 1000Hz (a vast improvement from the Rift's previously sluggish 250 Hz), which, with any luck, will counteract this.Introducing Project Morpheus, our prototype virtual reality system for PS4: http://t.co/Vqiju8o4ZG pic.twitter.com/E1HsJ2rPdi
— PlayStation Europe (@PlayStationEU) March 19, 2014
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