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Sony has revealed a new edition of its virtual reality helmet Morpheus, which it says it plans to put on sale in 2016.

The new edition of Project Morpheus now features an OLED display, rather than an LCD one, letting it show more vibrant colors. That brings it in line with Facebook’s rival Oculus Rift.

The new virtual reality (VR) helmet is also capable of showing graphics at 120 frames per second (fps).

That beats the figure given by HTC for its recently unveiled Vive VR headset.

The frame rate is important as the higher the number, the smoother moving objects appear. It also reduces the risk of nausea.

HTC said on March 1 that its helmet provided a refresh rate of 90fps.

Oculus has not confirmed its specifications, but recent demonstrations of the recent Crescent Bay version of its kit have also been reported to run at 90fps.

Sony’s announcement is a surprise, because until now, the PlayStation console – which Morpheus depends on to play games – had not been thought to be able to render games at this rate.

However, speaking at the Game Developers Conference (GDC) in San Francisco, PlayStation executive Shuhei Yoshida revealed that a software update would allow the machine to create an “in-between frame” to double its current maximum of 60fps.Sony Project Morpheus PS4

“Higher frame rates are definitely important because they are going to translate into higher responsiveness of the gaming environment,” explained Brian Blau, an analyst at the Gartner tech consultancy who previously worked in the virtual reality industry.

“That’s going to mean people who are wearing the device aren’t going to feel as sick. 120fps approaches the range where you don’t notice the changes in the graphics – they will be smooth and fluid.”

Other details revealed at GDC include:

  • Morpheus now has a 0.018 second latency rate – the gap in time between the user moving their head and the headset responding. It was previously 0.04 seconds. Shuhei Yoshida suggested this meant the lag had now become imperceptible
  • The headset’s screen is now 5.7in – up from 5in before – and provides a 100-degree field of view, which should cover most of what the user sees
  • The number of LEDs used to track head movement has been increased from six to nine. Sony says this will improve the stability of the 360-degree tracking provided by its separate PS4 camera
  • A quick-release button has been added to make it easier for users to remove the headset

The screen resolution remains at 1080p high definition, providing 960 pixels by 1080 pixels per eye.

Shushei Yoshida said the current version was “near final”, suggesting there were further improvements to be made before it goes on sale, which is scheduled to happen within the first six months of 2016.

He added that more details would be unveiled at the E3 video games expo in June.

The release date is later than that of HTC’s Vive headset – a collaboration with video games publisher Valve – that is set to launch before the end of this year.

HTC’s kit is expected to be designed for games sold via Steam’s PC-focused Steam online marketplace, meaning it may not directly compete with Sony’s machine. PCs can generate higher quality moving images than the PS4 if fitted with special graphics cards.

Valve also released more details about how its VR system would work.

It said a tracking-system called Lighthouse would let users explore a virtual space and the objects within it from different angles by moving about in real life.

“In order to have a high quality VR experience, you need high-resolution, high-speed tracking,” said Valve’s Alan Yates in a statement released by HTC.

“Lighthouse gives us the ability to do this for an arbitrary number of targets at a low enough bill-of-materials cost that it can be incorporated into TVs, monitors, headsets, input devices, or mobile devices.”

HTC said it would allow manufacturers to build Lighthouse into their products without charging them a fee.

It also announced the Source 2 games engine – software used to create video games with 3D graphics – which it is making available to third-party developers.

The original version, which is 10 years old, was used to make games including Half-life 2, Portal and Titanfall.

Valve may provide more details about its VR platform later this week when selected GDC attendees will be among the first to try out the HTC Vive.

Oculus has yet to set a release date for its PC-connected virtual reality helmet.

However, Samsung already sells Oculus-branded VR kit that uses its smartphones as screens.

“I think 2015 and 2016 are going to be seminal years for VR,” said Sony’s Brian Blau.

“There’s a lot of products coming to market, which is going to mean consumers get to experience it in a way they haven’t been able to do before: at home and in high quality.

“Here at GDC, there are a lot of developers who are interested in VR.

“But the big issue is, will the helmets be affordable or expensive. The early adopters will probably pick one up and pay whatever price is asked, but a higher price will limit sales for mainstream gamers.”

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Gabe Newell, Valve Software’s boss, has said that OS Windows 8 will be a “catastrophe” for PC game makers.

Speaking at the Casual Connect game conference in Seattle, Gabe Newell said the next version of Windows could mean big changes to the PC market.

Many took his comment as a criticism of the changed user interface in Windows 8 as well as its built-in Windows Store.

The Windows Store could dent the success of Valve’s own online market, Steam, through which players buy games.

Gabe Newell, who worked for Microsoft for 13 years on Windows, said his company had embraced the open-source software Linux as a “hedging strategy” designed to offset some of the damage Windows 8 was likely to do.

“We want to make it as easy as possible for the 2,500 games on Steam to run on Linux as well,” said Gabe Newell.

“Windows 8 is a catastrophe for everyone in the PC space.”

Gabe Newell, Valve Software's boss, has said that OS Windows 8 will be a "catastrophe" for PC game makers

Gabe Newell, Valve Software's boss, has said that OS Windows 8 will be a "catastrophe" for PC game makers

The arrival of Windows 8 would be likely to drive some PC makers and others out of the business because it put so much pressure on their sales margins, Gabe Newell added.

He said the success of Valve, known for its Half Life, Left4Dead and Portal titles, had been down to the open nature of the PC.

“We’ve been a free rider, and we’ve been able to benefit from everything that went into PCs and the internet,” he told the conference.

“And we have to continue to figure out how there will be open platforms.”

However, he added, the openness that helped Valve as well as firms such as Google and Zynga could disappear with Windows 8.

“There’s a strong temptation to close the platform because they look at what they can accomplish when they limit the competitors’ access to the platform, and they say, <<That’s really exciting>>.”

This is seen by commentators to be a reference to the inclusion of a Windows Store in the Microsoft operating system.

This is a shop through which users will be able to buy apps for their Windows 8 device.

On some versions of Windows 8, it will be the only way to get downloadable software such as games.

Microsoft takes a cut, up to 30%, of every sale made through this store.

This could be a significant threat to the massively successful Steam online game store that Valve runs and which gives it a commission on every title sold through the online market.

A Windows Store closed to everyone but Microsoft might reduce the range of games available for sale through Steam.

Windows 8’s links with Microsoft’s Xbox Live online game service could also dent the appeal of Steam for many people.

Gabe Newell said Valve was preparing for the future in other ways. In particular, he said, it was trying to make tools and services that players could use to make games and gaming more fun for everyone.

“We think the future is very different [from] successes we’ve had in the past,” he said.

“When you are playing a game, you are trying to think about creating value for other players, so the line between content player and creator is really fuzzy.”

One harbinger of this future was perhaps found, he said, in the success of one Team Fortress player in Kansas who was earning $150,000 a year making virtual hats.

“This isn’t about video games,” he said.

“It’s about thinking about goods and services in a digital world.”