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Ars: Samsung Gear VR Is Today's Best Virtual Reality

An anonymous reader writes: Samsung took a distinctly different tack from Oculus VR in developing virtual reality tech. Whereas Oculus has a dedicated device, Samsung simply has a high-tech piece of headgear that you strap a Galaxy Note 4 phone into. A review popped up at Ars Technica after a month using the device, and they say it works surprisingly well. Quoting: "Though the weight of the two units is comparable, the Gear VR benefits from a strap system that distributes that weight on the upper forehead and the back of the skull rather than through an elastic death grip around the eye area."

They still say a purchase is hard to justify, simply because the content selection is lacking. But as that improves, the price tag will become worth it. "Simple, minimally interactive virtual reality experiences like The Deep, BluVR, and Titans of Space have become go-to apps when passing the Gear VR around a party for friends to check out. It's incredible just sitting in place and following along with your gaze as sea life or entire planets fly by in sharp, well-rendered, 360-degree glory."

74 comments

  1. Holodeck? by Anonymous Coward · · Score: 0

    Or android? Which would you have if only one?

    1. Re:Holodeck? by Anonymous Coward · · Score: 1

      The holodeck can simulate fully fuckable hard light androids.

    2. Re:Holodeck? by Anonymous Coward · · Score: 0

      But an android can create holodecks.

    3. Re:Holodeck? by Anonymous Coward · · Score: 0

      That's holodock.

    4. Re:Holodeck? by peragrin · · Score: 1

      That's something I would hate. Who cleans the holo deck after Kirk/Riker bang holo characters ? Since you are fucking a force field the pressure is probably prefect however when you are done, you junk would all just drop to the floor.

      --
      i thought once I was found, but it was only a dream.
    5. Re:Holodeck? by Anonymous Coward · · Score: 0

      But an android can create holodecks.

      But they're shacky and blurry.

    6. Re:Holodeck? by NotDrWho · · Score: 1

      At the conclusion of each holodeck session all "extraneous" matter is automatically transported to Geordi's personal quarters. Don't ask why.

      --
      SJW's don't eliminate discrimination. They just expropriate it for themselves.
  2. GearVR _is_ Oculus VR technology! by Anonymous Coward · · Score: 0

    Samsung is developing GearVR together with Oculus, there is even a GearVR discussion area in the Forums of OculusVR.com.

    1. Re:GearVR _is_ Oculus VR technology! by gl4ss · · Score: 1

      yeah it sounds some asshat just wrote the blurb without following any of the story for the past year.

      next month he'll write about the revolutionary google solution....

      --
      world was created 5 seconds before this post as it is.
  3. Wait until after GDC by 3.5+stripes · · Score: 1

    There are some impressive things in the works.

    --


    He tried to kill me with a forklift!
  4. Demolition Man by Anonymous Coward · · Score: 0

    I'm getting bad visions of Stallone and Bullock having bad VR sex in that movie.

  5. Cheaper option, Google Cardboard by MrDoh! · · Score: 3, Informative

    Heck, can even order a 'nice' version from Amazon for 20 bucks, drop in your phone, done, you've got a VR headset. Pretty amazing how well it actually works.

    --
    Waiting for an amusing sig.
    1. Re:Cheaper option, Google Cardboard by javilon · · Score: 2

      When Google's Project Tango is ready and the hardware is shipped in phones, Google cardboard will have positional tracking. And since it has a camera, you can use it both for virtual reality and enhanced reality apps. You will be able to run around with the headset (as opposed to Occulus Rift where you are tethered).

      If your phone has Project Tango hardware and a good amoled screen with high resolution, and if the manufacturer implements a high refresh rate, you will have a lot of what the Occulus Rift has in terms of image quality, but without the limitations. And you have to have a phone anyway this days, so it is just a matter of dropping a few more bucks for the extra hardware.

      --


      When his defense asked, "Which computer has Jon Johansen trespassed upon?" the answer was: "His own."
    2. Re:Cheaper option, Google Cardboard by DigiShaman · · Score: 1

      I'm holding out for the cutout on the back of a cereal box.

      --
      Life is not for the lazy.
    3. Re:Cheaper option, Google Cardboard by TuringTest · · Score: 1

      If your phone has Project Tango hardware and a good amoled screen with high resolution, and if the manufacturer implements a high refresh rate, you will have a lot of what the Occulus Rift has in terms of image quality

      ...and if the hardware has high latency, half of their users will report headaches and severe dizziness that last for days after using it.

      Occulus limitations are there to provide an extremely low latency, which is needed to reduce the above effects. Full immersion in a VR environment has disorientation effects much more intense than those of 3D cinema. There are some users immune to them, but major publishers are not interested in this technology unless they can sell it to 99% of common people.

      Cardboard is a cheap way to test what it's like to have a virtual environment with head position tracking, but it doesn't compare to the quality of an Oculus device. Heck, even Oculus is having problems with creating lasting nausea for many, and it's being created by an all-star team of world-class developers.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    4. Re:Cheaper option, Google Cardboard by gweilo8888 · · Score: 1

      And having used the latest version myself in a tech demo at CES, even Oculus suffers badly from latency, not to mention absolutely shockingly-low resolution that makes it feel like a 1980s video game. Sorry, but I'll be sitting out this round of VR entirely; we need much greater processing power and resolution before VR becomes anything more than a momentary distraction that is quickly forgotten.

    5. Re:Cheaper option, Google Cardboard by 3.5+stripes · · Score: 1

      Are you basing your opinion on the DK1 or the DK2?

      --


      He tried to kill me with a forklift!
    6. Re:Cheaper option, Google Cardboard by Anonymous Coward · · Score: 0

      At CES they were running Crescent Bay, an internal version newer than DK2, and it was open to the public. So he might have been there.

    7. Re:Cheaper option, Google Cardboard by 3.5+stripes · · Score: 1

      I'm surrounded by VR stuff, and though the DK1s were kinda low rez, I find it hard to believe the DK2 or the new WXQGA AMOLED screens on the next gen are still too low rez?

      --


      He tried to kill me with a forklift!
    8. Re:Cheaper option, Google Cardboard by Solandri · · Score: 1

      I find it hard to believe the DK2 or the new WXQGA AMOLED screens on the next gen are still too low rez?

      20/20 vision is defined as the ability to distinguish a line pair with 1 arc-minute separation. Or 2 pixels per arc-minute. At a viewing distance of 2 feet, this works out to just about 300 DPI. Which is where the 300 DPI spec for printers and 227 PPI spec for Apple's Retina laptop displays come from. You cannot distinguish the pixels at 2-3 feet if you have 20/20 vision.

      Half of this spec - 150 DPI on printers, ~100 PPI on monitors - is considered "good enough" for most purposes. A 24" 1080p monitor is 91 PPI, so "good enough" for viewing from about 3 feet away.

      A WXQGA screen (2560x1600) breaks down to 1280x1600 per eye. For the pixels to be small enough to be invisible to the eye, the image has to be smaller than 10.7 degrees by 13.3 degrees. That's a tiny image - a bit bigger than your fist at arm's length. For a "good enough" image, the image has to be smaller than 21 degrees by 27 degrees. Which is still tiny (roughly 2x2.5 fists at arms length). If the image is any bigger than that, you easily see the pixels.

      So there's a lot of progress which needs to be made, not just in display resolution but in GPUs to drive those higher resolutions, before these VR units will stop being "too low rez." 4k and 8k displays are going to be much more important for VR than for big screen TVs.

      (One possible workaround on the GPU side is for a camera to monitor where you're looking at, and only render that spot in high resolution. The image your eyes send to the brain is really crappy, with just a tiny spot in high resolution. GPUs have to render the entire scene in that high resolution because they don't know where your eyes are looking. But if you can track where the eye is looking, you can eliminate a lot of the GPU's workload. On a monitor this doesn't really work because other people can't watch the screen at the same time you are. But on a head-mounted display, there is no problem.)

    9. Re:Cheaper option, Google Cardboard by gweilo8888 · · Score: 1

      Even the supposed 1440p of the DK3 -- has that spec ever been officially confirmed? Not to my knowledge -- spanned across a 100-degree field of view as in the DK2 is less than 25.6 horizontal pixels per degree.

      I can't calculate more precisely than that, sadly, because I can't find a FOV spec for an individual eye with the Oculus, and I don't know what overlap there is between eyes to calculate this. Check out what the human visual system is capable of, though, and even 25.6 pixels per degree is not remotely close, so it's splitting hairs to worry about what the actual figure is.

      The fact of the matter is that even on the latest model, you are getting just around 1280x1440 pixels per eye -- far less than even a consumer monitor these days -- and that is being wrapped around a much greater area of your field of view than would be the case with that consumer monitor. The perceived resolution of every VR rig on the market or that I've seen publicly in development is awful; the DK3 is just a bit less awful than most. The problem is that to provide sufficient resolution would require custom displays (instead of cheaping out and using existing smartphone LCDs), and it would require a hell of a lot more processing power to provide a low-latency, lag and stutter-free signal at that resolution. In other words, it would be expensive as hell, and that's before the developer themselves made any profit at all.

      To my mind, we're still a good five years or more away from quality VR being affordable on a consumer budget. Whether there will be a viable gaming industry left at that point is up for debate, with the way that so much of the industry has abandoned quality games in favor of nickel-and-diming its customers to death on freemium drek.

    10. Re:Cheaper option, Google Cardboard by Anonymous Coward · · Score: 0

      I'm sure that would be super awesome having to hold that piece of shit up to your face to watch a movie and playing games one handed sounds like a fun challenge!

  6. I wouldn't get it by Stormwatch · · Score: 0

    I wouldn't get a Samsung smartphone anyway, not until they give up on that cancer called TouchWiz.

    1. Re:I wouldn't get it by Lumpy · · Score: 1

      Then Avoid HTC. they have a throbbing tumor called Sense and the freaking Blinkfeed crap.

      Oh and HTC M8.. STILL on 4.4.3 because they cant bother with rolling out updates. Typical scumbag HTC.

      --
      Do not look at laser with remaining good eye.
    2. Re:I wouldn't get it by Russ1642 · · Score: 1

      I like Samsung hardware but their forced bloatware is really pissing me off.

    3. Re:I wouldn't get it by Anonymous Coward · · Score: 0

      Not my experience at all....my M8 (on Verizon, other carriers may vary) is on 4.4.4, with 5.0.1 to come in the next couple weeks based on current reports. And I've been able to turn off BlinkFeed (maybe not entirely, but at least enough so that it doesn't bother me)

    4. Re:I wouldn't get it by Anonymous Coward · · Score: 0

      I wouldn't get a Samsung smartphone anyway, not until they give up on that cancer called TouchWiz.

      I used to feel the same way, but I have the 12.2" note tablet and it's actually pretty good now. Even the launcher seemed fine as a replacement for the normal android launcher, if that's the sort of thing you like. I prefer Smart Launcher 2 to either, so I didn't use the launcher for very long, but the other parts have been working well enough, and it adds some useful things like a tiling window manager. All said, I like the device -- hardware is nice, TouchWiz doesn't bug me, the multiwindow stuff isn't tied to the launcher so I can use any launcher i want, etc.

      The biggest problem is the way they choose to bundle things. I don't mind the bundling of common things like twitter, even though I don't use them, because I can still disable them and I understand the logic behind it. The thing that annoys me is a lot of their supplied tools (like their remote PC utility, WatchON, etc) can't be disabled at all because they use some kind of busybox-style design and it's all-or-nothing. WatchON is especially egregious because it's a tool for a defunct service that was used to interact with other devices you probably don't even have. And it has an update on the store so I either waste space on the update or keep getting harassed about it all the time...

  7. I don't want VR entertainment by rodrigoandrade · · Score: 2

    Call me old fashioned, but once I get home from work, I want to sit on the couch, grab a gamepad and a beer, and play games. Not jump like a fucking monkey, not wave hands in the air like a cheerleader, etc.

    VR seems to be more work than fun, especially if you want to get the fully immersive shebang, which will likely require that 360-degree treadmill thingy and a nice surround sound system.

    Thanks, but no thanks.

    1. Re:I don't want VR entertainment by Anonymous Coward · · Score: 0

      Why not sleep on the holodeck like Barclay. Then you can use the latest trendy VR and still be a couch potato.

    2. Re:I don't want VR entertainment by mwvdlee · · Score: 4, Funny

      Not jump like a fucking monkey, not wave hands in the air like a cheerleader, etc.

      You're not alone; none of us want to bring our work home.

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    3. Re:I don't want VR entertainment by gl4ss · · Score: 1

      there's no need for that. "vr" works just fine for sitting on the couch with gamepad in hand. it's just a more immersive display, there's no fundamental need to only use it with treadmills and all other kind of silly shit that non gamers seem to dream up.

      the best game expriences I had with the ver 1 oculus were mouse and keyboard games. official tf2 (at least the first patches for it) fucked it up by tying up/down looking into the head movement - WHO THE FUCK CAN PLAY A MATCH LIKE THAT?

      that(mouse controlling _where you look_ while you just sit on your fat ass) playing(and no it's not more disorienting than watching a screen playing fps) and joystick games are the way to go with it (you know, flying etc, where the vehicle itself has a natural "forward".

      then there's pure noninteractive entertainment which works okay and again gives you a big field of view without actually having to have 3 curved displays costing an arm and a leg.. and you can sit on the couch while looking at that, or lie in the bed, whatever.

      the walking around shit is highly overhyped and that's done by people who are not big into gaming. those who are big into gaming understand that playing 4-8 hours of jumping around would be prety shitty in the long literal run... and much less feasible. and would need a bigger space.

      also, I wouldn't watch anything 3d with a regular 3d tv, but on goggles it works okay.

      --
      world was created 5 seconds before this post as it is.
    4. Re:I don't want VR entertainment by delt0r · · Score: 1

      My great great great grandfather use to hate coming home and getting entertained by these new fangled technology things. Seems way more work than its worth, like this pong video game. Why would anyone want that?

      Yea like we all are the same and the *only* time we ever do anything is after work. Now get off my lawn you old geezer. I want the kids to play on it.

      --
      If information wants to be free, why does my internet connection cost so much?
    5. Re:I don't want VR entertainment by Anonymous Coward · · Score: 0

      the walking around shit is highly overhyped and that's done by people who are not big into gaming. those who are big into gaming understand that playing 4-8 hours of jumping around would be prety shitty in the long literal run... and much less feasible. and would need a bigger space.

      Greed. The one thing I can think of where it might work would be for fighting-games with a friend.
      I recall that wii boxing could be quite intensive but I wouldn't want to play that for an extensive time.
      Otherwise, VR headset feels like the thing that should only be used with games where it feels natural to sit down like racing games, mecha fighters and space shooters.
      Elite Dangerous with VR probably works nice and the people who are really into racing games have already invested more in their force feedback steering wheel and pedals so a VR set on top of that is probably seen as a minor investment.

    6. Re:I don't want VR entertainment by Anonymous Coward · · Score: 1

      You obviously haven't tried the Rift or the VR.

      All that's been solved. The future is now.

    7. Re:I don't want VR entertainment by Noxal · · Score: 4, Informative

      My Oculus Rift DK2 does ALL of this already. And it's not even the consumer version. We aren't decades away. It's here. Literally. Right now.

    8. Re:I don't want VR entertainment by DrXym · · Score: 2

      VR seems to be more work than fun, especially if you want to get the fully immersive shebang, which will likely require that 360-degree treadmill thingy and a nice surround sound system.

      The biggest issue with VR is it's extremely limited what kinds of games you could play with it. Racing games - yes. Spaceship / fighter games - yes. Some sedentary sports simulations - yes. First person shooter games - yes but now the cracks start to appear - how to reconcile actions like crouching, running, turning, looking between the virtual world and the real one. Basically the further you go from a seated experience, the worse it's going to become. I also expect that holds for the amount of nausea inducing too.

    9. Re:I don't want VR entertainment by rodrigoandrade · · Score: 1

      Your great great great grandfather was long dead when Pong was invented.

      Seriously, can you imagine ANY setting (besides an arcade parlor, which are few and far in between nowadays) where a gaming VR headset makes sense? Are you willing to buy more than one for when friends come over to play VR Wii sports? Are you going to plug it in a car's 12V accessory adapter to play during a long trip?

    10. Re:I don't want VR entertainment by Anonymous Coward · · Score: 0

      yup, because NO ONE sits down and plays a game by themselves....or watches tv alone....

    11. Re:I don't want VR entertainment by delt0r · · Score: 1

      Whoosh.

      Because if you don't want it, no one else will? Don't be an idiot. Let the younger more interesting people play.

      --
      If information wants to be free, why does my internet connection cost so much?
  8. Dizziness by Camembert · · Score: 3, Interesting

    Out of curiosity I bought the Stooksy VR set for my iphone 6+. It is a Google cardboard variant from plastic foam, and despite its crude appearance it has some good features: ability to adapt for the distance between your eyes, a focus ability and very useful for me: big enough to accommodate my glasses.
    In practice it is really impressive (considering that there are not that many great apps on the ios store that can handle google cardboard), the first time I tried Hiroshi Jump and the Zeiss cinema app I was grinning like an idiot.
    But I soon found that I was quickly getting dizzy when using the more interactive apps or rollercoaster side by side movies,as the difference between what you see and feel is so big. Think about playing Doom for the first time, but in my case an even stronger dizziness. How do others experience this?

    1. Re:Dizziness by Anonymous Coward · · Score: 5, Informative

      This is probably related to the delay between the sensors in the iphone detecting movement, and that movement being reflected in what is rendered on screen. Also the accuracy (or lack of) in the iphone's sensors may be an issue.

      One of the achievements of Oculus' technology (which is used in the GearVR) is to use dedicated sensors with high accuracy and to work hard on reducing what they call "motion to photon latency".

      The Oculus DK2 kit goes further by having a separate camera which tracks LEDs in the headset, further improving the positional accuracy. This isn't part of the GearVR solution though, since it is designed to be a mobile product.

      I can use my DK2 for long periods with no dizziness even in applications with lots of movement, such as roller-coaster simulations.

    2. Re:Dizziness by DigiShaman · · Score: 1

      Do you believe that the dizziness has more to do with tracking latency, 3D display perspective, or a combination of both?

      --
      Life is not for the lazy.
    3. Re:Dizziness by 3.5+stripes · · Score: 1

      Dizziness is due to your eyes saying to your brain "hey I'm moving", while your inner ear says "no we are not"...

      --


      He tried to kill me with a forklift!
    4. Re:Dizziness by rabbin · · Score: 1

      Are you able to play FPSs without motion sickness? And with a mouse? I've heard from others that for games in the first person perspective, VR is only fine if you're character is in a fixed, seated position.

    5. Re:Dizziness by Anonymous Coward · · Score: 1

      VR is only fine if you are character is in a fixed, seated position.

      That's what you wrote.

    6. Re:Dizziness by Nemyst · · Score: 2

      The DK2 also uses a low-persistence OLED screen running at 75Hz. This is a far cry from a run-of-the-mill phone's 60Hz screen. This significantly reduces motion blur, which can also help with dizziness.

    7. Re:Dizziness by jeffb+(2.718) · · Score: 1

      Yeah, I'd love to try this -- I'd be happy to spring for a Note 4 and the mount. But I'm one of the poor unfortunates who's highly susceptible to VR sickness. Not full-blown cookie-tossing, but twenty minutes in a CAVE or other immersive environment is enough to leave me feeling crappy for the rest of the day.

      I'm hoping super-low latency, high frame rates and short persistence will produce something I can use without getting sick, but I don't think it's right around the corner. A shame, too; I've been wanting VR for decades.

    8. Re:Dizziness by jeti · · Score: 1

      The intensity of these problems varies a lot between users. For many people, they lessen over time. Oculus claims to have solved the hardware and driver side of the problem (at least on the Rift) so that anyone can have an experience without sickness / feeling dizzy. However, this also requires that the software holds back and doesn't show any extreme movements.

    9. Re:Dizziness by butchersong · · Score: 1

      Sounds like instead of current VR tech approach we need something that simulates REM sleep. I don't I'd opt for a gen 1 implant but maybe gen 3 or 4...

    10. Re: Dizziness by Camembert · · Score: 1

      GP here: in the apps that I tried there was no lagginess nor was the accellerometer too inprecise, it sas simply a matter of living an illusion of movement that the body doesn't feel that gave me an unpleasant feeling. A VR app where I just looked around without moving (like, an aquarium app where sharks swim around you, or the zeiss cinema app) work very well without nausea.
      So these are my experiences with the iphone 6plus and the stooksy set, I expect that the Samsung experience will be roughly similar.
      A killer app: VR point of view porn videos. I am not a big porn consumer (no, really), but I was curious enough to download a trailer from a vendor site. The visual effect was shockingly convincing. Most strange was in fact seeing tattoos on "my" arms.

    11. Re:Dizziness by perryizgr8 · · Score: 1

      DK2 uses a Galaxy Note 4 screen. So GearVR is good in that sense. Though I doubt the phone can push out pixels as fast as your PC.

      --
      Wealth is the gift that keeps on giving.
    12. Re:Dizziness by jasper_amsterdam · · Score: 0

      Having used the DK2 both without positional tracking as well as with, I can confirm that just the tracking can make all the difference: it made me about as sick as using the DK1 did (obviously, this effect is minimal if you don't move your head around).

      --
      Let's put the genes back in Genesis.
    13. Re:Dizziness by jasper_amsterdam · · Score: 0

      Or the other way around, like moving your head when your VR doesn't do head tracking.

      --
      Let's put the genes back in Genesis.
    14. Re:Dizziness by Anonymous Coward · · Score: 0

      DK2 still seems to be the best, after all pretty much any x86 CPU + GPU is going to murder the very best highend puny ARM SoCs, that and the DK2 won't overheat or run out of battery charge.

      But they both share: no content, but with the DK2 it's excusable as it's still a development kit vs. a commercial product, but IF it's still like this when CV1 is released then they're fscked.

      DK2 definitely still needs a boost in display resolution, as in my case I wear glasses("B" lenses are no where close to what I need and fsck some hamhanded surgeon tinkering with my eyes until they can grow me replacements when they fsck up) I started noticing that I could see every damned pixel and now notice them ALL OF THE FSCKING TIME! It's VERY annoying.

      Input also currently sucks for VR use: kb/mouse aren't the best, as is something like an xboxlike controller. Leap motion works to a degree but is sh!t. Sixense STEM sounds good but is WAY too FSCKING expensive! And we'll have to see what nimble sense(now owned by Oculus) comes up with for Oculus.

      Don't forget there's also technical illusion's castAR which sounds interesting and is promising virtual reality and augmented reality clip ons to go with their base pseudo hologramlike base operation.

      So at the end of the day, phone VR = gimmick(my nexus 5 as expected gets VERY warm VERY fast when trying VR and sucks down batt like nobody's business also as expected) and the gearvr is worse as while it maybe $200 unless you're one of the 5 people with a note 4 there's another $500-700 to add on for a gimmick, albeit the gearvr is a better gimmick than cardboard and likes(including the VR one which is basically cardboard w/o magnet and better lenses).

  9. Vendor lock in by Sir_Substance · · Score: 1

    "Sorry, we don't support the Galaxy 4 firmware anymore, better upgrade! Don't forget to link your account to your new device!"

    I want a monitor, not a phone, thanks.

    1. Re:Vendor lock in by Bing+Tsher+E · · Score: 1

      I just bought a new 'phone' last week. Put it in Airplane Mode where it will remain locked for the foreseeable future. I wanted a monitor, not a phone. It was only $40 and a pay-as-you-go model sporting Android 4.4. It's one heck of a decent monitor for the price I paid.

    2. Re:Vendor lock in by Sir_Substance · · Score: 1

      Bet you a dollar the VR software won't work in airplane mode?

  10. I wouldn't get it - not so fast by Anonymous Coward · · Score: 0

    I wouldn't get a Samsung smartphone anyway, not until they give up on that cancer called TouchWiz.

    I have a Note 4 and imho, Touchwiz is just fine now - definitely much improved from my previous Galaxy S3. Even more so if you use a different launcher such as Nova, like I am. It remains to be seen how it will truly be with Lollipop, but from the screenshots I've seen - there's little to worry about.

    1. Re:I wouldn't get it - not so fast by Rinikusu · · Score: 1

      My Note 4 gives me a "Unfortunately, Touchwiz Home has stopped" or somesuch error about every 3 minutes of use... Really annoying.

      --
      If you were me, you'd be good lookin'. - six string samurai
  11. Limited use cases by sjbe · · Score: 2

    VR seems to be more work than fun, especially if you want to get the fully immersive shebang, which will likely require that 360-degree treadmill thingy and a nice surround sound system.

    It is more work than most realize. I was working on VR tech 15 years ago. The graphics have gotten better but the fundamental problems with it remain. Foremost is that the use cases for it are VERY limited and even as a piece of kit for entertainment the novelty wears of very quickly. It's one of those technologies that sounds pretty cool (and is cool up to a point) but most people are going to go "huh, neat" and then never bother with it again. There is almost no use for it in most businesses aside from some high end simulations which very few businesses need. There is no use for it in the home except for some computer games which will only appeal to a relatively small group. Maybe some uses in virtual tours like for museums but that's pretty tiny too.

    I think there is a potentially huge market for augmented reality. I can think of all kinds of applications that most people would find useful. I think the market for immersive VR is quite small and mostly centers around computer games for geeks like us.

    1. Re:Limited use cases by mobby_6kl · · Score: 1

      I worked on a PDA-phone hybrid 15 years ago. These things are ugly and useless and expensive and will never take off!

  12. Motion sickness by sjbe · · Score: 1

    Do you believe that the dizziness has more to do with tracking latency, 3D display perspective, or a combination of both?

    It's a combination effect and you forgot the disconnect between perceived motion and actual motion which is what gives most people motion sickness. The proportions of each depend on the particular person. I used to work with this stuff in my day job some years back. The stronger you make the 3D effect (increasing perspective) the harder it is for people to adjust and the more likely you are to cause headaches and disorientation. I know for me I could increase it to a point and then my brain simply had problem adapting to/from the VR environment. Tended to cause a splitting headache for me kind of like putting on the glasses of someone with a strong prescription. If you are doing a motion simulation that is reasonably realistic it isn't hard to cause motion sickness. Your butt is telling you something different than your eyes and that makes a lot of people motion sick. Latency can have a similar effect. It's not a problem you can really solve for everyone though you can minimize it with improved tech.

    Basically if you are prone to motion sickness in the real world, odds are good you will be prone to it in a VR environment too.

  13. What ever happened to quality reviewing? by JustNiz · · Score: 1

    The occulus team have put a massive amount of resource and effort into identifying and minimizing motion blur, input lag, head tracking lag and other artifacts that cause nausea and other subconcious effects that make their unit less useable and/or realistic.

    Consequently there is literally no way that you do or even could ever get the same experience just from strapping a phone to your head. This is yet another example of sloppy unprofessional reviewing based on only the most superficial and immediately apparent aspects of the product.

    1. Re:What ever happened to quality reviewing? by Whorhay · · Score: 1

      I'd attribute it to a slashvertisement.

      That said I wonder if for some people it's just not an issue or significantly less of an issue anyways? I have several friends that I can never get to play First Person games with me because they get motion sickness almost immediately. They can play them on consoles for some reason but on a computer they start getting the urge to vommit and headaches. While I've never played a game that induced any kind of motion sickness symptoms at all. Would I be fine with bad VR implementations, that would make them hurl right off the bat? Or are the issues with VR drastic enough that even those of us that aren't very susceptible to motion sickness would be affected? Maybe we need some kind of standardized testing method to determine a persons motion sickness tolerance, and then use that as a baseline for testing VR equipment so that buyers can easily determine what level of quality they need to avoid headaches and vommit.

    2. Re:What ever happened to quality reviewing? by perryizgr8 · · Score: 1

      Samsung developed this with Oculus. And DK2 uses the same screen. I expect many techniques from Oculus' research to be present here too.

      --
      Wealth is the gift that keeps on giving.
  14. I own Gear VR: Two main advantages by Anonymous Coward · · Score: 0

    1. The gyroscopes in the headset really do make 360 degree motion (up and down, turn around) downright magical. The immersion is spectacular, and the inputs & environment are quite well designed. As a first consumer product, they really did a bang-up job.

    2. It'll make my Note 4 much easier to sell since I cannot root the f***ing thing

  15. Resolution issues. by Anonymous Coward · · Score: 0

    Buddy has one, the main issue is resolution. It's not nearly high enough. You can easily see the pixels. Someone smarter than me will need to do the math, but my rough guess is they need 5X-10X the resolution they have now.

  16. Old VR single screen... by Anonymous Coward · · Score: 0

    I've been futzing around with VR equipment since the early 90's... even owned a network gaming center in the late 90's with various VR and simulator equipment. My two favorites: Sony Glastron, and LiquidImage MRG headset... I think that MRG2 was about $8,000... both systems used magnetic field device for head tracking.... and simulated mouse moves. I would play mostly Quake (3 I think, back in '98)...and no one ever reported any issues of motion sickness with the HMD. I had a sit down rig, with a joystick... the main thing was that the MRG headset was a single LCD panel, 800x600 if I remember correctly (cost me $800 to repair once)...with a flat Fresnel lense... yeah, you could see ring patterns from the lense, and pixels, if you paid attention to them. If you just got into the game, it was great. Really didn't need stereoscopic eye pieces for immersive feeling in a "3D simulated" FPS like Quake...and the audio was positional too back then... anyway, I wonder if the emphasis on dual screen stereo is too much (in terms of both hype, and technical necessity) for immersive feeling... I also currently own a Durovis Dive headset with I slide my phone into... it was "cheap", and is fun, but needs some work, but still, working with a single high rez screen can still produce some pretty good times.

  17. Show me the use case by sjbe · · Score: 1

    I worked on a PDA-phone hybrid 15 years ago. These things are ugly and useless and expensive and will never take off!

    Ok prove me wrong. Tell me what the killer app for immersive VR is that will make it something more than a geeky niche toy. I'd be happy to be proven wrong so dazzle me with the use case that I'm not thinking of. Show me with examples specific to VR rather than snarky examples of unrelated technologies. I'm all ears.

    Seriously, I'd be happy to be wrong but I doubt I will be.

    1. Re:Show me the use case by NeverVotedBush · · Score: 2

      Well, be happy because you are wrong. Many businesses don't need VR - like the corner market and such - but many businesses do. Anything design related like engineering companies, architecture firms, all the way to travel and entertainment. Hospitals and medical research, automotive, and so on. All will benefit greatly from being able to see and explore things they never could before. This puts million dollar 3D visualization facilities in reach of just about everyone.

      And while there are many lining up to play GTA5 or similar first person mayhem kinds of games, regular people can have the equivalent of million dollar simulators in their own homes both for training and for enjoyment. Flight and driving simulations are transformed when the visuals become what you would actually see from cabs, cabins, and cockpits.

      There isn't one killer app. It's a killer view in all sorts of different apps. Until you actually experience it it is hard to describe well enough to convey. What I can tell you is I have flown the real deal commercial and military flight simulators. Full motion, hemispherical projection, etc. They may have real cockpits but the out the window view is a 2D projection and flat. Very cool but not totally immersive. Do that in an Oculus Rift and now everything is 3D. You can use a mouse to aim and click on knobs and switches which isn't so realistic, but whatever plane you want to fly is simply a matter of programming. And it is far more immersive and real feeling than any simulator I've ever been in. That is no exaggeration. It's the same for driving sims. In 3D you can "feel" the car breaking loose just from the slight changes in angles that you can now perceive with the head tracking and 3D view. It is astonishing.

      Architecture firms have been going nuts that they can now actually enter their creations and fine tune things as well as show them to customers. It's not just a "this is nice" kind of thing. The reports are that the architects are having "wow" moments and are modifying designs that they thought were fine before but once they can explore them in virtual space, they see that things could be even better.

      Plenty of people won't have any use for VR at all. But plenty of others will see it as a game changer for their profession, their training, their hobbies, and possibly even their health. It's something you really need to experience to understand. And for the uses that really will push VR into all aspects of any kind of design and training, the game demonstrations don't cut it either.

      VR is very weird. Those that haven't seen what it can do are much more likely to claim it is unimportant and will never catch on. Those that have seen can see the potential in everything from games and sims to real world valuable insight generators in many professions. I would bet you haven't actually experienced VR and therefor suffer from the inability to extrapolate. Trust me on this. When you put on an HMD and look around some environment you could never see otherwise, any environment that a computer can generate and synthesize, you will understand.

  18. I found my LCD shutter glasses the other day... by Anonymous Coward · · Score: 0

    Some of the games that I used to play on my desktop with my 3d shutter glasses were nothing short of amazing, including expert manipulation of focal length and field of view, even though it was all a contrived experience of using relatively slow pulse width modulation to convince my visual cortex that I was seeing a volume with actual dimensionality instead of being tricked by a flickering, alternating LCD shutter essentially rendering each eye blind 50% of the time.

    That device is an RS232 device, which means all it takes to manipulate it is a micro controller or a pair of systems on a chip that can render two slightly different perspectives on one monitor and something like a max232 to control the shutter function. (God I am glad I don't have epilepsy!)

    The other device that has already been retired in favor of my HTC one M8, is my HTC Evo 3d which is now working as a 3d scanner device to be used with my 3d printer.. 3d stereoscopic camera and a screen that could deliver 3d images without the need for specialized eye ware . (I did run into more than a few people that when looking at 3d images on the Evo had a nausea response, but not me, I watched movies on it and it was nothing short of amazing. I waited to upgrade for so long because I was waiting for another 3d phone like that to come out and years later the HTC one M8 is the closest thing (though I believe the implementation of 3d on the Evo 3d was much better, if not a little nintendo 3ds for some people's tastes. ) The nausea thing though is what I think killed the Evo for most people. I think the effect was due to a sensitivity some people have and also you could adjust the display's rendering of the left and right image for how far apart your own eyes are. That has got to be a multi sensory thing, I was swung around a lot as a kid and went on all kinds of roller coaster rides and went places that pretty much ended any fear of heights. (Sears tower, Grand Canyon, Mount Saint Helens, Hawaiian mountains and lots of Helicopter rides.) There was a story a few days back about someone who didn't develop proper visual 3d processing as a child and had his visual cortex start processing 3d information during a 3d movie. He described it as being a wonderful thing, and I bet it was but for some people I would wonder if that kind of experience wouldn't make them want to lose their lunch like my old Evo 3d did.. who knows?

  19. Head tracking by jasper_amsterdam · · Score: 0

    I have experienced the Oculus DK 1 and am now in posession of a DK2. While I haven't tried the Gear VR, I think the reviewers treat the lack of positional tracking very very mildly. To me, the sense of disorientation in the DK1 is so huge, and having used the DK2 without positional tracknig as well as with, I can confirm just the tracking can make all the difference. Sure, you can say 'just don't move your head', but then you might as well say 'just don't look around' and use a standard 3D screen. Full positional head tracking is a key element of VR, and Oculus was absolutely right to move in that direction with the DK2.

    --
    Let's put the genes back in Genesis.