Sony's Project Morpheus virtual reality headset for the PlayStation 4 is progressing very nicely.

At GDC in March, Sony unveiled a "near finished" version of Morpheus, which it says will launch in the first half of 2016. The new headset is lighter, has a larger display with higher resolution and faster refresh rate. It also has a wider field of of view, with nine exterior LEDs for positional tracking.

See also: I flew around on a Pegasus by riding a bike hooked up to a VR headset

This week, I finally got to try it out with four demos and all I can say is: next year can't come soon enough.

Compared to the Oculus Rift and HTC Vive, Morpheus is the most comfortable VR headset. While other VR headsets fit on your face like a pair of ski goggles with elastic straps on the sides and top, Morpheus has a hard adjustable band.

Oculus VR says its consumer version of the Rift fits on like a baseball cap, but I'd argue the Morpheus does so better.

Dodging objects in "The VR Room." Image: Lili Sams/Mashable

Morpheus' hard band puts the headset's weight on the top of your head and distributes it evenly rather than putting the weight on your face. It never slipped off my face like the Rift and Vive did.

Morpheus' display can also be adjusted to fit closer or farther or away from your face — a huge plus, if you wear glasses.

The VR Room

In the first demo called The VR Room, I was a cartoony Godzilla-like monster attacking a city and trying to dodge objects being thrown at me by as many as four other players. Yes, I was wearing the VR headset, while three other players had DualShock 4 controllers.

The pacing is a little quick and I had to swing my head left and right quickly in order to smash buildings and dodge objects. It was also Mashable photo editor Lili Sams' first VR experience and she found it to be the most dizzying of the demos.

VR is an isolating experience, for the most part, and Nintendo believes it won't have family appeal, but The VR Room begs to differ.

The London Heist

The second demo was called The London Heist, a Grand Theft Auto-like experience, and required using PlayStation Move motion controllers. The wand controllers with LED orbs replicated my hands in VR.

The experience was the most realistic one with rich PlayStation 3-level graphics that puts you shotgun in a getaway car as you're engaged in a shoot-out with motorcyclists. Your job, is to eliminate them with a machine gun.

You don't control the driving, but you've got full control over shooting the cyclists. Just aim a Move controller and pull the trigger to fire away. To reload your gun, you have to pick up a magazine on the dashboard with one Move controller and tap it to the other Move controller that's holding the gun.

The demo even takes strategy into account. Shoot a motorcycle's wheels and it'll spin out and crash into a ball of fire. It beats firing at the riders, who seemed to be wearing bulletproof vests or something.

Interestingly enough, Sams, who isn't a gamer, thought The London Heist was the most entertaining of the bunch.

Super Hypercube

Kokoromi's Super Hypercube made me nauseous. The game is a human Tetris-like demo where you use a DualShock 4 controller to twist and turn a geometric shape and try to slide it through a geometric window.

I enjoyed Super Hypercube's trippy graphics and simplistic gameplay, but I found it to be too fast...the constantly accelerating rainbow-colored bars on the floor only made me feel even more sick. At one point, I was leaning left and right to look around the geometric shape so much, I nearly fell down.

Demos like Super Hypercube remind me that there's still a learning curve for developers. VR content will require a lot of tweaking to get them right on the sweet spot so users won't get sick.

Headmaster

The last demo I got to try out was a soccer demo called Headmaster. The goal was to head soccer balls at targets.

Sounds simple, right? Wrong. It was damn hard.

I learned two things from Headmaster: 1) Heading a soccer ball at a specific point is not easy at all; I now have more sympathy for soccer players, and 2) I wish VR had haptic feedback. There was no way to tell when the ball made contact with my virtual head, so I always missed. It was frustrating to the point I tried to kick a ball with my foot, but of course, it didn't do anything.

Lower barrier to the living room

There's no doubt VR is happening. With the Rift and Morpheus launching next year and the HTC Vive coming out later this year, the wheels are turning.

Morpheus, unlike other VR headsets such as the Oculus Rift and HTC Vive, will not require an expensive PC with the latest specs. It will work with every PlayStation 4 console — machines that cost $399 and already have an install base of more than 23.8 million.

It's for that reason I think Morpheus has the greatest chance at making a splash with non-gamers and geeks. Sony's Morpheus will be a plug and play affair. It also helps that the headset is the most attractive and comfortable of the bunch. Sony's also got great relationships with game developers so the content will flow like the Nile River.

All Sony has to do now is price it affordably. Can we get Morpheus for $500 or less Sony?