The current dev kit is wired, though the wire is "very long" (around five meters, we're told). The dev kit also has a "breakout box" between the headset and your television (akin to the original Oculus Rift dev kit).

PlayStation R&D engineer Richard Marks dug into the nitty-gritty a bit: He said Morpheus needs a high-resolution, high-quality screen ("no problem," he quipped), great sound (SCE is developing binaural tech to produce sound, incorporating that into the experience), tracking (he pointed out that the PS4 camera is "almost custom-built for VR"), and control (Sony's sticking with DualShocks, cameras and Move, apparently).

Project Morpheus specs: Component: Processor unit, head-mounted unit

Display Method: LCD

Panel Size: 5 inches

Panel Resolution: 1920×RGB×1080 (960×RGB×1080 per eye)

Field of View: 90 degrees

Sensors: Accelerometer, Gyroscope

Connection interface: HDMI + USB

Function: 3D audio, Social Screen

Marks admitted that VR needs to be easy to use -- as in, as simple as picking it up off the coffee table and quickly jumping in. So, perhaps no wire then? That's still unclear. He finished with a plea to devs to create content for Project Morpheus, "which is why we're announcing this at GDC." Sony's already working with a handful of devs, including Epic Games and Crytek. We expect it won't be too long before the large world of game devs jumps in.

Update: In a Q&A following tonight's session, we were told by R&D engineer Anton Mikhailov that the headset was given its project name for "the god of dreams" (he's not lying). In terms of first-party Sony studios working on content for Morpheus, the Sony trio on-stage stayed mum, pointing to the handful of titles revealed tonight as the first example.