Ars: Samsung Gear VR Is Today's Best Virtual Reality 74
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."
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."
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The holodeck can simulate fully fuckable hard light androids.
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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.
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At the conclusion of each holodeck session all "extraneous" matter is automatically transported to Geordi's personal quarters. Don't ask why.
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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....
Wait until after GDC (Score:2)
There are some impressive things in the works.
Cheaper option, Google Cardboard (Score:4, Informative)
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When Google's Project Tango [google.com] 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 i
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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 diso
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Are you basing your opinion on the DK1 or the DK2?
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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?
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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 D
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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 remote
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I wouldn't get it (Score:1)
I wouldn't get a Samsung smartphone anyway, not until they give up on that cancer called TouchWiz.
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My Note 4 gives me a "Unfortunately, Touchwiz Home has stopped" or somesuch error about every 3 minutes of use... Really annoying.
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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.
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I like Samsung hardware but their forced bloatware is really pissing me off.
I don't want VR entertainment (Score:3)
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.
Re:I don't want VR entertainment (Score:5, 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.
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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 controlli
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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.
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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?
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Because if you don't want it, no one else will? Don't be an idiot. Let the younger more interesting people play.
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You obviously haven't tried the Rift or the VR.
All that's been solved. The future is now.
Re:I don't want VR entertainment (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.
Limited use cases (Score:3)
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 fr
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I worked on a PDA-phone hybrid 15 years ago. These things are ugly and useless and expensive and will never take off!
Show me the use case (Score:2)
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.
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And while there are many lining up t
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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 indu
Dizziness (Score:4, Interesting)
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?
Re:Dizziness (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.
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That's what you wrote.
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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.
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Motion sickness (Score:2)
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
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Dizziness is due to your eyes saying to your brain "hey I'm moving", while your inner ear says "no we are not"...
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Re: Dizziness (Score:2)
So these are my experiences with the iphone 6plus and the stooksy set, I expect that the Samsung experience will be roughly similar.
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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 wanti
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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.
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What ever happened to quality reviewing? (Score:2)
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 app
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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 im
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Samsung developed this with Oculus. And DK2 uses the same screen. I expect many techniques from Oculus' research to be present here too.