Oculus’ New $99 Samsung Gear VR Makes Serious Virtual Reality Affordable
techcrunch.com
techcrunch.com
The reason it works so well is the GearVR platform is comprised effectively of three things:
a) Lenses to make for comfortable, adjustable viewing.
b) A touchpad for input.
c) A ton of high quality / high fidelity sensors like Accelerator, Gyrometer, Geomagnetic, Proximity (1)
Since most VR functionality is driven through sensor fusion it's a very elegant solution to develop a one-size-fits-all headset that gives devs a way to build/test/deploy against one set of sensors vs a phone-by-phone approach.
Take that plus the fact that the DK2 screen is an overclocked Galaxy 3 screen (2) and it makes complete sense.
(1) via http://www.samsung.com/global/microsite/gearvr/gearvr_specs....
(2) http://techcrunch.com/2014/07/31/oculus-rift-dk2-gets-torn-a...
Watch this channel at 1pm for John Carmack's lecture.
Carmack's: http://www.twitch.tv/oculus/v/17538854?t=3h31m10s
Also very cool to see such a sweeping overview of the ongoing engineering challenges we face.
It's not even a matter of engineering the solutions; we have yet to fully understand so many of the problems, and we'll need years (decades?) of research before beginning to think about some of the solutions. That's not to say it can't be an overall positive technology/experience in the meantime, but it'll likely be many years before it's free of certain side effects (e.g., nausea, discomfort) that bother people.
While the road toward "perfect" VR is just getting started, these first-gen consumer sets have crossed the starting line, and are qualitatively different from earlier VR experiences.
(BTW, while comfort isn't a totally solved problem, for 1:1 motion, these sets (and PSVR) are pretty good and I think for most people, won't make them sick.)
These are the good old times of VR. Cherish them.
It seems that VR heavily depends on high quality screens, with very high resolution, and low latency and persistence. However this works with a screen that isn't optimised for those attributes.
$99 may be good, but it seems likely that it will be much worse than the Oculus Rift, I think is targeting ~$400-500, and could be far better. Is it worth it?
I have a Gear VR for Note 4 and it's pretty awesome (especially for 360° video)... But there's just no content yet.
I'm really looking forward to Land's End, a new Gear VR game from Monument Valley's makers: http://www.theverge.com/2015/9/21/9353235/lands-end-vr-game-...
http://uploadvr.com/john-carmack-talks-difficulty-mobile-pos...
That guy's pretty outspoken. (And yes, he's referring to live action content; I presume mobile VR will be tilted more toward video streaming etc than gaming, but I could be wrong.)
The big problem that scares me is sports licensing and all the legal stuff attached.
VR will allow lots of cool stuff like that :) . One possibility I was thinking about was putting the cameras on the referees instead of the players themselves (for sports such as soccer).
But I think it'll happen as soon as there's a critical mass of people buying VR headsets.
It's possible an athlete already accustomed to encumbrance wouldn't mind more -- like a few cameras on a football helmet -- but keep in mind that even a GoPro is ~80g, and you need about 3-4 of those to get 360 (mono). Stereo is actually super important, and that requires a lot more cameras.
Personally, I put this in one of those 'future, maybe' categories.
Now, a VR view from courtside seats... well, that's literally already happening. Just look up NextVR, among others (that I'm probably not allowed to talk about).
2016 is the (first) year of VR, for real.
Also, OTOY is talking about live streaming. That said, I have spoken with more than one startup that wants to put cameras on athlete's heads/helmets. Dunno how practical it is, but I guess it'll happen eventually.
With VR, the question is (and has always been) "when". As in, "man, that's awesome, when will it actually happen?" Because everything is possible in VR, and that's part of the problem.
I currently develop my toy VR applications with Unity and only target PC/Mac. I'm assuming I can just publish to Android from Unity and be set (never done it, just know this exists)? That is I target Android and can use the phone-VR setup?
Pretty solid coincidence that I'm currently in the market for a new phone as well. I tihnk I'll go with this and then skip the regular Oculus and get a Morpheus instead since I own a PS4 but the only machine suitable for smooth VR is at work (and I surely want to play around at home, too) :D
The biggest one is that it's wireless so you don't have to worry about the cord at all.
You do lose processing power, but quite frankly I think that is fine because it forces developers to really focus on making the UX/UI experience really tight.
From the Performance aspect the CV1 is much better and has better interactivity/presence abilities but if the goal is to get MM of people using VR, this is the way to do it. Everyone can thank cardboard for paving the way for this type of implementation.
I don't know if it was his idea or how involved he really was, just that he said he worked on it. The point is that cardboard was based on this.
The other frustrating limitation to the current generation of headsets is field of view, but FOV is fairly similar between the two as well.
IMO the value of each of these platforms is going to come down to content.
I think the Rift will be the choice of the "PC Master Race", but a solution like this is much more mass-market friendly. There's no reason a headset like this should cost more than $30 once mass-produced - and that's low enough to be an impulse purchase for a lot of people.
But yeah, I agree that when VR blows up big, it'll be something like this rather than the PC-based Oculus. That solution has always felt clunky and more like a development kit than a consumer product.
Is this true? Can an iPhone 6S theoretically run CS:GO or Crysis (an eight year old PC game)?
It blows my mind that we've come so far so fast.
An Nvidia Shield tablet is on paper roughly equivalent to an XBox360. The Shield set top box is double that. A few more doublings and the prediction will play out.
the point isn't that phones are cheaper than other things, it's that you need one anyways.
The GPU in a Shield tablet uses literally the same tech as a 980. But, the best that tech can do on <10 Watts is to keep up with an Xbox360.
You may not notice it on a tiny screen but on a monitor or a HMD it's absolutely terrible. It looks like a game from 8 years ago.
[1]: https://www.ifixit.com/Teardown/Oculus+Rift+Development+Kit+...
Do normal people actually upgrade their phone yearly? I've kept my last several phones for about 3 years each, and I tend to think that'd be overkill for most folks (admittedly, I tend to buy higher end phones, with large storage, so they last a little longer; and I never buy on contract, so I'm paying full price, so I don't want to do it often).
A quick Google suggests that even two years might be a bit long for Americans: http://www.phonearena.com/news/Americans-replace-their-cell-...
If this is the case, then I'm not sure Oculus was worth the money Facebook paid for them - Samsung seems to own all the relevant IP and it's not clear what Oculus provides that couldn't be replicated by another company in short order. If Oculus Gear takes off as a product, it seems like Chinese manufacturers would start churning out knockoffs and commoditize the product space.
Late in the game, the Oculus engineers pushed for major changes to the architecture to allow the phone to communicate with the sensors in the headset in a very low latency way -- something nearly bare metal. Evidently it took a lot of convincing.
(A friend heard this from Carmack in person, for what it's worth.)
It's significantly lower res than a Gear VR, and you can tell.
EDIT: your link confirms it's note 3, not note 4.
Crescent Bay and Gear VR felt fairly similar at GDC (rendering capabilities aside), so I'm really curious how much better the Rift CV1 is going to feel.
My time with Vive was very short, and felt so good I kinda forgot to look for flaws, but I hear CV1 is roughly the same (aka AWESOME!).
(And there are no guarantees, so this could be wrong... but probably not.)
Also, the Samsung S6 has a higher res screen than CV1 (the consumer version of the Rift coming out next year).
Poking around ebay I found lots of used Note 3's for less than $250.
In terms of rendering pipeline, even w/ the latest Gameworks VR / Liquid VR drivers and WDDM 2.0, the GearVR may still beat out the PC's latency - Carmack's OC keynote from last year is worth watching for some of those details. Since the GearVR has both a direct kernel driver for the sensors and front-buffer access to the GPU, he quoted something eyepopping, like 4ms M2P latency.
IMO, the killer app for GearVR is watching movies on long trips, and the really compelling 360 photo/video content that's starting to get made. If you're getting an Android phone anyway, the extra $99 seems like a no-brainer and is a compelling reason to buy a Samsung device over the competition.
[1] https://www.microsoft.com/microsoft-band/en-us/support/hardw...
[2] http://www.tizenexperts.com/2014/06/pair-your-samsung-galaxy...
The Oculus Rift DK2 was a complete disaster. I understand it's a "dev kit" but if they are to release it for general use they will need to drastically change the way the driver installs, the way it communicates error messages and issues with the connection.
It took me several hours to release I needed to move the Oculus Rift "monitor" to the right. And it's working "fine" on my desktop - but I can't get it working on a laptop (and current Oculus Rift statements suggest they will never support it on laptops...).
As for DK2, have you tried .7 release yet? They completely removed the "extend my desktop" piece you had issues with. It's way less fungible than earlier releases, but feels much more polished / simple.
Basically now the Rift is considered a proper HMD as a category of its' own and not a bastardized monitor. There is no more extended mode. Everything compiled with Oculus SDK 0.6.0.0 and above now works in Direct Mode only. The latency is noticeably better. With the latest AMD/Nvidia drivers, you just plug the headset in and there's no monitor-type configuration at all.
Note this is with Windows 10; I don't have first-hand experience with 8.1 but think it'd be much the same. It really is that much better.
Also, if you haven't checked out the latest VR Desktop (http://www.vrdesktop.net), you need to do this too. In addition to giving you a giant screen to see your desktop on, you can now play full-screen games in it, watch YouTube 360 videos properly in it and watch 3D movies encoded in side-by-side or top/bottom encoding. It's really really awesome :)
Tried to use that to show it off to a friend on his desktop running Windows 10. Didn't work. The demo desk worked - but nothing else did. Also - didn't I read something where .7 is not backwards compatible with apps compiled for .6?
> AMD drivers and the Rift's extended mode stopped working together.
I find extended mode only works for me on my AMD card. And I think this is part of the problem - there appears to be a number of "it works for me"/"it doesn't work for me" threads all over the Oculus Rift forum from people with varying builds including threads of "if you follow this incantation and sacrifice a chicken while modifying your registry - this will make the Oculus Rift work"
> Also, if you haven't checked out the latest VR Desktop
I tried that out - but it crashed for me almost every time I tried using it.
For me the Oculus Rift has pretty much been a fail - I couldn't tell if the fail has been on my end (ie my desktop) or Oculus Rift's end. Though I really think if they hope to get a market share is to hire the guy(s) who has been working on JanusVR and make that a bundled "app". Right now that is the only reason why I don't just put it in a box and forget about it. Yes - I understand this is a "development kit" but I would like to know that it's functional before I develop for it. If people have to read out of the Necronomicon to use it - there is no point in developing for it. I feel like others share this opinion because I think Elite Dangerous implemented support but said that they won't update it until the Oculus Rift has a non-dev kit version.
I'm just frazzled because I purchased this $300 device expecting it to be somewhat stable - and it seems like something I would get out of a kickstarter.
As an aside, I really wish Google and Oculus could get together and work out how to allow Cardboard apps to take advantage of the extra hardware from the Gear VR if it's available. Using a Gear VR and then trying Cardboard shows how woefully inadequate Cardboard is; but there are some cool Cardboard apps that I'd really love to be able to try with the much much better tracking of my Gear VR.
1) How long can you use it with say an S6 before the battery is drained if I don't use the micro USB cable that they offer (especially with something like a game running on it)
2) What about storage. A modern 3d game requires quite a bit of space. Sure you could load a couple of them onto the phone but AFAIK the S6 doesn't even support SD cards...how is this handled? USB OTG? I read that the Gear has a microSD...can I really store all stuff on this or is there a requirement to leave some Gear apps etc. on the actual phone?
More resolution would be nice, but it's not everything. The biggest issue for VR geeks is probably the lack of positional tracking. A close second (or first, depending on how sensitive you are) is the relatively low refresh rate (60Hz) causes noticeable strobing for a lot of people. At that refresh rate you don't get the temporal super-resolution bonuses you get at higher rates. Fill factor is as important (if not moreso) for screen-door effect - the CV1 and Vive screens are lower-res, but look much better. AFAIK, the S6/N5 screens don't support global refresh (although there is direct front-buffer access). Lack of physical IPD adjustment is a big deal, and it's hard to solve w/ a single screen w/o sacrifices. Oh, and of course, running the devices comfortably w/o overheating.
edit: wording
Add to that the quality of the optics, the high quality screen, the wide field of view, and the difference is substantial; if you haven't tried both, just trust me. They're not even in the same category.
Now, the Zeiss headset, that thing is just a high end Google Cardboard.
2) No software ecosystem.
3) No hype, interest or marketing.
It's kinda like Microsoft tablet laptops before the iPad. Serviceable, but not a category maker.
I'm also selling Orift.co for anyone interested in the VR space! (https://flippa.com/5569435-invest-in-the-future-of-virtual-r...)