Slashdot Mirror


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."

11 of 74 comments (clear)

  1. 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. 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 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?
    2. 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.

    3. 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.

  3. 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 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.

  4. 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.

  5. 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.