Tuesday, December 22, 2015

Samsung Gear VR Review

SAMSUNG GEAR VR 

At a glance 




Gear VR (+) A lot of varied content; social VR adds a sense of presence; resolution is surprisingly good; only $100! 
Fear VR (-) Overheats and drain's phone's battery life; some motion sickness present depending on experience; can get heavy and cause eye strain after a while 

Competent virtual reality on the go 

We’ve been dreaming about virtual reality for years, but up until now, those dreams have been pretty well disappointed. While we’ll have to wait a bit for the release of the crème de la crème of modern VR —Oculus Rift and HTC Vive—you can get a good taste of it now with Samsung’s Gear VR. 

Made in partnership with Oculus VR, the Gear VR is essentially a headset attachment for modern Samsung phones, with support for the Note 5 and S6 series devices. We tested ours with Samsung’s Edge 6 Edge, which is one of the lighter options. It’s also a pretty good phone for VR with its 557 PPI screen. While the headset is made mostly of plastic, inside are optics that magnify and refocus your eyes on your phone’s screen. The phone locks into place via a Micro USB connector, and there’s some foam padding surrounding the face plate. The Gear VR also has an IPD adjuster, to accommodate for varying pupil distances (everyone’s is different), and a volume rocker. You secure the headset via a horizontal strap that wraps around the back of your head, and there’s an optional strap that goes straight down the top-middle of your head. Once you lock your phone in place, it automatically engages VR mode and you can navigate menus using the headset’s physical back button and 4-way directional touchpad on the right. But perhaps the niftiest feature of the Gear VR is that it retails for $100, which is a steal if you have a compatible Samsung phone. 

If you have a compatible Samsung phone, you have to get this. 
What does the Gear VR feel like? Inside the headset, you have access to roughly an 80–90 degree field of view, which seems a little more narrow in comparison to the Oculus Rift, by about 10 degrees or so. Within this view, you can look around with the help of the headset’s accelerometer and gyroscope. Tracking is pretty much 1:1. When VR experiences are done well, the headset is able to trick your brain into believing that your body is somewhere it is not. Of course, the experience isn’t perfect. With the S6 Edge’s 1440x2560-resolution screen, the “screen door effect” wasn’t bad, but you can still make out some of the pixels if you try. Also, sometimes the headset will be disoriented and will get out of whack. The view will go off axis, but by holding down the back button, you can bring up the menu to reorient the screen to the direction that you’re looking. This whole process can take a few up seconds with loading times, so we would have appreciated a one-touch button that did this more quickly. We also wish there was a separate button for the headset’s Passthrough Mode, which is a mode that enables you to see the real-life environment around you using the phone’s camera. As implemented now, it’s much faster to simply lift up the headset to look at your surroundings than to go through the menus to enable it. 

We were pleasantly surprised by how many apps there were at launch. There’s a wide variety of content, ranging from games to movies and beyond, and there's tons of free content. While most games are compatible with the headset’s simple swipe gestures, you can also pair a Bluetooth controller to the device. In terms of games, most of them have you using your head to look at targets in a shooting gallery. This can quickly start to feel shallow and tiring. Because Gear VR is running on Android, it inherits the platform’s cheap quality games. And because it’s running off a phone, don’t expect Crysis-level graphics. There are some fun VR games at the moment, however. Land’s End makes you feel like you’re a floating wizard in a fantastical land trying to solve puzzles. In Omega Agent, you feel like you’re floating through a city using a jetpack. Keep Talking and Nobody Explodes is a great asymmetrically designed game in which one player wearing the Gear VR has to defuse a bomb while other players have to flip through a manual to help them figure out how to do it. There’s also an arcade app that, as the name implies, throws you into a virtual arcade and allows you to play old-school games from Sega, Midway, and Bandai Namco. 

Even if you aren’t interested in games, the Gear VR has a bunch of other experiences to sift through. There are a ton of 360-degree photos from all around the globe to view, a healthy dose of 360-degree videos to watch (including all the 360 videos on Youtube), and you can even watch 2D movies in a 3D environment. There’s essentially a movie theater app that allows you to watch any movie you have on your phone in various three-dimensionally fleshed-out environments that include the aforementioned movie theater; you can even watch movies on the moon. Netflix also has a VR app that allows you to watch your favorite content in a virtual cozy cabin. It seems kind of silly to watch Netflix this way, but it works surprisingly well. Virtual tourism is another big component of Gear VR and there’s a healthy amount of 360-degree videos to watch that take you scuba diving with sharks or ringside at a fight. You can also watch Paul McCartney perform live in 360 degrees, or check out a futuristic-themed Muse music video that allows you to see something new every time you view it. Surprisingly enough, perhaps the most compelling aspect of Gear VR is the social app. Here, you choose an avatar and can sit in a virtual theater and watch live Twitch streams or online videos with strangers from across the globe. We virtually met people from Australia and Europe and legitimately felt like we were in the same room with them. Because Gear VR has a gyroscope, it can also track head movements, and coupled with the directional audio, it really feels like you’re looking at someone and talking with them. There is a certain sense of “presence” there, and it's pretty trippy. 


VR can take you to virtual worlds... 
That’s not to say that the Gear VR is without flaws, however. The biggest issue here is motion sickness. It’s better than the Oculus Rift development kit 2, but if the experience isn’t well optimized, chances are you’re going to get a little dizzy and/or motion sick. Your mileage will vary, of course. We suspect that its 60Hz refresh rate has something to do with it, as Oculus has stated in the past that 90Hz and above is what’s comfortable for most people. We also suspect that a lack of a positional camera doesn’t help, since the headset doesn’t accommodate for when you lean in or around objects. In our experience, dizziness occurs when your eyes don’t line up with what your brain expects to see. Gear VR does try to mitigate this issue by providing comfortability ratings for each app. Another gripe we had with Gear VR is that it quickly drains the phone’s battery and tends to overheat the device. There were times when games would judder or crash as a result. While you can’t really mitigate the heat issue, you can charge the device while using it. Another obstacle that Gear VR faces is that many VR apps take up a lot of space, so your phone can quickly fill up with VR programs. Some 360-degree videos try to deal with this by using compression, but the end results are generally blurry. The screen also tended to fog up when we had it on a little too tight, and we encountered several audio incompatibilities using a Bluetooth headset. To top it off, the Gear VR can cause some eye strain and be a bit heavy after extended use, even though the headset itself only weighs .62 pounds. Add to that the weight of the phone coupled with experiences that force you to constantly look up, and it can cause fatigue. 

Despite these problems, however, if you have a capable Samsung phone, getting the Gear VR is a no-brainer at $100. There’s a decent amount of content already and we’re confident it will only continue to increase. The big question is whether people who are currently content with their non-Samsung smartphones should jump aboard. Unless you’re a die-hard VR enthusiast, we’d suggest holding off until gen two. Hopefully by then it will have a faster refresh rate, wider FOV, and perhaps some integrated speakers. This additional time will also allow the Oculus store to make some UI improvements and bolster its library. If you have a compatible phone and are at all interested in VR, though, gear up for a good time!

Sunday, December 20, 2015

Facebook Inc. vs. Sony Corporation: Who Will Win the VR Market in 2016?



The virtual reality market, which currently includes smartphone-centered devices like Alphabet's Google Cardboard and Samsung's Gear VR, isn't worth much today. However, tech M&A advisory firm Digi-Capital expects that market to be worth $30 billion by 2020, fueled by rising interest in VR games and experiences. 

2016 is expected to be a pivotal year for the industry as two major headsets, Sony's PlayStation VR and Facebook's Oculus Rift, finally launch commercially. Which one of these headsets will reach more mainstream consumers and shape the future of virtual reality? 

Sony's strategy 
Sony's PlayStation VR, which is powered by the PS4, will have a 5.7" 1080 OLED display, a 100-degree field of view, and a 120Hz refresh rate. A DualShock 4 gamepad can be used for many games, the PlayStation Move wand controller can be used to simulate "hands" in a virtual environment, and the PlayStation Camera will track a user's body movements. 


The platform's launch titles will include the rhythm-based shooter REZ Infinite, the racing gameDriveClub, and the multiplayer shooter EVE: Valkyrie. Sony hasn't set an official price for the headset yet, but Sony Computer Entertainment CEO Andrew House stated that it would "be priced as a new gaming platform" during the Tokyo Game Show. This likely means that the device will cost $300 to $400. 

Facebook's Oculus Rift will be compatible with higher-end "Oculus ready" PCs. These systems cost at least $800, which is substantially higher than the PS4's price tag of $350. The Rift is expected to cost more than $350, which gives it a higher combined price tag than the PS4 and the PlayStation VR. 




Like the PlayStation VR, the Rift will likely sport a 5.7" screen, but it will have a slightly higher resolution and a wider 110-degree field of view. However, the Rift is expected to have a lower maximum refresh rate of 90Hz. A high-resolution, wide field of view, and a high refresh rate are all required to reduce the latency which can cause motion sickness while wearing VR headsets. Oculus games can be controlled with an Xbox One controller or its own Oculus Touch controller, which simulates hand movements. 

Confirmed launch titles for the Rift include Job Simulator, which lets a player virtually perform a variety of jobs, the real-time strategy game Moon Strike, and Harmonix's Rock Band. A large number of existing PC games are also being modified with Rift support. Facebook will also likely release more VR films for its headsets through the Oculus Story Studio. 

The number of potential gamers 
Sony's PlayStation VR is ultimately limited by the number of PS4 gamers. To date, over 30 million PS4 consoles have been sold. If PS4 sales eventually rise to PS3 levels, the PlayStation VR could potentially reach over 86 million consoles. That's a pretty big market, but it's likely that only hardcore gamers will pay up to $400 for a VR headset. 

Facebook's Oculus Rift could reach a much wider audience of PC gamers. Various market estimates place the global PC gaming population at 700 million to 800 million. Last year, research firm NPD Group estimated that about 20% of those gamers (140 million to 160 million people) are considered "heavy core" gamers. Those numbers indicate that Facebook could easily sell more VR headsets than Sony. 

While it's easy to consider the PlayStation VR and the Oculus Rift to be rivals, there might be enough room for both headsets to thrive. The two devices are designed for non-overlapping markets with a similar goal in mind -- to boost mainstream awareness for VR games and experiences. Meanwhile, companies like Alphabet and Samsung are focusing on turning smartphones into lower-cost VR headsets. 





So which company will pull ahead? 
As long as all these devices generate interest in VR experiences across consoles, PCs, and mobile devices, their manufacturers could reap the rewards of higher hardware sales and ecosystem growth. But if we look at long-term growth, Facebook could eventually pull ahead by integrating VR experiences into its social network of 1.55 billion monthly active users. 

Facebook CEO Mark Zuckerberg already hinted at this future, stating that Oculus would start with "immersive gaming" but eventually expand into "a platform for many other experiences" like remote teaching or attending live events. Facebook is already offering glimpses of that future with 360-degree videos, and Oculus could eventually become a tool for visiting friends in virtual reality environments. Therefore, Sony might be introducing a cool new gaming peripheral, but Facebook could be ushering in a new age of digital communication.




Is The World Ready For Virtual Reality? Samsung's Gear VR May Provide Insight To Investors



Samsung’s recent price reduction of its Virtual Reality headset, the Gear VR, to just $99 has made waves in the tech media as a strategy which could move this market past the early adopters and into the mainstream. According to Tech Times, the low price and excitement regarding the product were the key reasons it sold out on Amazon and at Best Buy within a day of its release. 

Another barrier to widespread adoption of this technology has fallen, and everyone is speculating if this will cause VR to finally catch on with everyday consumers. 

Right now, it seems that the only reasonable answer is: it depends. For investors looking to get in on this budding product category, there’s a lot that needs to happen before it becomes a lucrative opportunity. 


The gaming industry is often seen as the genesis of VR for the everyday consumer. One of the first forays into the world of consumer-grade VR products was Sega’s VR headset, which launched in 1991. However, both Sega’s product and Nintendo’s attempt – the Virtual Boy – faded quickly into obscurity. The typical post-mortem explanation for this is that the hardware and software were not ready to deliver a true VR experience 

In 2010, Palmer Luckey raised enough money to build the first Oculus VR headsets. His prototype displayed only 2-D images and was extremely cumbersome for the wearer, but it boasted a 90-degree field of vision, something Luckey’s predecessors weren’t able to accomplish. 

The buzz surrounding this innovation, and the company that spawned it, turned out to be the spark for the rush toward VR consumer products. Facebook purchased Oculus for $2 billion, Sony started developing a VR headset as a companion to its Playstation gaming systems, and smartphone manufacturers like Samsung and HTC are building VR headsets into their own ecosystems of products

Change Your Sex in Virtual Reality

After creating its Music Village last year, the Les Arcs European Film Festival, currently taking place in the Savoie region of France, has added a new element for its seventh incarnation. The festival’s Interactive Village offers visitors the chance to try several experimental installations, including one that explores the latest in virtual reality. 

The Machine to Be Another offers two individuals the chance to “exchange” bodies for ten minutes, using virtual reality helmets. The project, created by BeAnotherLab in collaboration withMIT, questions our relationship to otherness, ethics, empathy and the environment, and is rooted in a technology based on studies published free on the web. 

It’s art with a scientific approach that gives participants the opportunity to embrace their own and each others’ bodies in all their imperfections. The process is very simple: both people perfectly synchronize their movements, seeing the world through each others’ points of view via Oculus Rift headsets. Together, they achieve the feeling of perfect metempsychosis. It must be strange to look down and see that the hand you’re shaking is your own, or that your pecs have been replaced with unknown breasts. 

Collider Hangs from the Side of a Plane Like Tom Cruise – via Virtual Reality



Virtual reality in movie marketing campaigns has been on the rise for a few years now. There’s loads of experiences like the one Lionsgate did for The Divergent Series: Insurgent earlier this year during which you sit in chair, wear glasses and watch some footage while a fan blows in your face, but very few truly transport you into a film. However, Paramount did just take a big step in the right direction. 

In celebration of the DVD, Blu-ray and digital HD release of Mission: Impossible – Rogue Nation, Paramount set up a virtual reality experience in Bryant Park in New York City that’s meant to make you feel like you’re hanging from the side of a plane, just like Tom Cruise in the movie. Rather than sitting with the glasses on the entire time, this experience requires that you stand and don a harness. Then, when the plane takes off in the footage, your legs are lifted up which does start to give you the sensation that your body is flapping in the wind. However, there was one major component missing from the experience – actual wind. There is a light breeze coming your way, but if you’re expected to believe that you’re flying high, 5,000 feet in the air, you need a pretty significant gust in your face. 

the-walk-virtual-reality-experienceSo maybe the Mission: Impossible – Rogue Nation virtual reality experience wasn’t the ultimate package, but it’s definitely pushing the technology further than most. At this point, my favorite movie-themed VR is still the one done for The Walk back in September. In that one, you put the glasses on and see what Philippe Petit (Joseph Gordon-Levitt) sees when he steps out onto the high wire between the towers of the World Trade Center. Clearly you cannot fall, but what gives you the sensation that you might is the fact that you are asked to step out on a small rope taped to the ground. You’re not even elevated in the slightest, but there’s something about being able to feel “the wire” beneath your feet that messes with your head and makes you terrified to take one wrong step. 

There’s no doubt that studios will keep producing VR experiences so hopefully most will take a cue from Paramount and Sony and use unconventional techniques to add to the technology rather than resorting to the now all-too-familiar sitting/fan in your face arrangement. 

You can check out some photos from my experience hanging from the side of the plane and some images of the footage I was seeing in the glasses below. Mission: Impossible – Rogue Nation is currently out on DVD, Blu-ray and digital HD, and if you haven’t had the chance to catch it already, I highly recommend checking it out. 

Making exercise virtually easier

A virtual reality game for an exercise bike that makes physical activity so fun, you forget you’re burning calories 

A new stationary bike from Boston startup VirZoom requires an unusual accessory while you’re pedalling: a virtual reality headset, so you can turn your workout into a virtual adventure. 

Last week, I pulled an Oculus developer headset over my eyes and settled onto the bicycle, which will retail for $250 (about Rs.16,578) when it ships next year. It looks almost exactly like a traditional folding bike except for the buttons and triggers scattered across its two handles. 

With several virtual reality headsets for consumers coming out this year — including Oculus’s anticipated ‘Rift’ — excitement is growing around applications like gaming. But virtual reality has long been used for rehabilitation, including exercising. A 2011 study from the University of North Carolina at Charlotte, U.S., for instance, found that when people thought the intensity of a virtual reality workout increased, so did their motivation. 

Inside the headset, Eric Janzsen, VirZoom’s co-founder and CEO, challenged me to a race car race. I leaned to hug corners on tight turns and pedalled faster to speed up my car. When I rolled over what looked through my headset like rougher ground, I was forced to pedal harder to keep up the same pace. 

In another game, I became a Pegasus, flying through a world filled with trees and rolling hills. The harder I pedalled, the higher I flew. The game itself was simple and, after a while, a bit boring: I had to find coins and fly through them to gain energy. While I felt my legs growing tired over time, my mind never had time to dwell on the pain of working out. 

How it works 

Initially, VirZoom will be compatible with three forthcoming virtual reality headsets — the Oculus ‘Rift’, Sony ‘PlayStation VR’ and HTC ‘Vive’ — all of which track head movements to make the leaning motion translate into movement within the game. The bike itself tracks how fast you pedal and can add more resistance based on what avatar you take on or what type of land you travel over. 

“We move you through the world in proportion to your effort,” Mr. Janzsen says. 

The platform will eventually open up to developers, but for now VirZoom is building its first five games from scratch because its team worries that the types of motion in existing games could make users sick. That makes sense: Early on, leaning too far to the side gave me a twinge of nausea. But as I grew more experienced with the bike, that feeling went away. 

Still, purchasing all the gear you’ll need to buy the bike won’t be cheap, and using it will be clunky. While VirZoom will cost $250, buyers will also have to factor in the cost of a headset (still undetermined for the three supported ones, which are all slated for release in 2016). And the Vive and Rift will need to be tethered to a powerful desktop computer, while the ‘PlayStation VR’ will have to connect to a PlayStation 4. 

For now, VirZoom is only planning to sell its bike to people who want to use it at home. Headsets will likely be too expensive and delicate for gymnasiums to lend out to attendees in a spin class at a gym, and I’m guessing people may not be too keen on sharing sweaty headsets — I know mine felt pretty gross when I was done with my workout. —New York Times

Cycling And Mountain Climbing Are Coming To Virtual Reality

Thank the technology gods in Silicon Valley for blessing us with virtual reality. People who have been told time and time again that they need to go outside can finally do so, in the digital world. 

There are now two apps that provide the experience of going outside and engaging into a physically demanding activity. One is Virzoom which aims to transform getting on top of a stationary bike into a fun experience. 

The virtual reality app for the Oculus Rift, HTC Vive, and Sony PlayStation VR allows users to treat exercising as a game by transporting the audience into a blood-pumping scenario. Venture Beat reported that one of the landscapes to choose from is a Wild West in which the player becomes a cowboy chasing down bandits in a little town. 

Virzoom comes with a foldable bike with controls on the handlebar for the VR headset. It also has a vitals monitor and more sensors to keep track of the user's movements. 

The portable and foldable bike costs US$199.95 and the company behind it is now taking pre-orders. An additional US$10 per month will also be collected for Virzoom Plus membership which offers additional health tracking options. 

Meanwhile, if mountain climbing is more up your alley, Crytek is taking virtual reality into new heights. The software developers from San Francisco introduced a new game called, "The Climb" in which the user will be treated into the physically demanding sport of scaling a mountain in the comforts of their living room. 

"The Climb" is not as active as Virzoom, but it does require movement. The first-person POV lets the gamer climb a mountain step-by-step using left and right triggers to grab a nearby ledge or looking and craning the neck to move, according to Polygon. 

The video game is scheduled to be released within the Oculus RIft's "launch window" next year and will be exclusive to the headset primarily. Versions are currently being developed for other gaming platforms.