Recently, VR devices are being fired, but most people understand VR only at the conceptual level. A considerable number of people are not familiar with VR and even if they are interested, they do not know where to start. This article will guide you on how to choose a VR device you like.
Although there are only a few VR helmets, or only a few good devices are available to consumers. But now, consumer demand for VR has really existed, so it is time to compare VR devices that consumers can purchase now or in the future.
Below, we will compare the functions and parameters of five helmets:
HTC Vive
Facebook Oculus Rift
Sony PlayStation VR
Samsung Gear VR
Google Cardboard
Why is there an asterisk next to Google Cardboard? Because it is not a product, but a development kit. The Cardboard name does not refer to cardboard but is a platform that represents many devices. A wide range of materials, cheap paper materials, there are (plastic) polishing materials. Like Android, it refers not only to the latest Galaxy and Nexus phones, but also to many other different mobile phones.
Given that Google Cardboard is more about providing an inclusive platform than products, it will become more and more important in the future (maybe the importance of this month's fastest Google I/O conference will be prominent), so Compare it with other products.
In addition, Sony PlayStation VR is not yet on the market and it will wait until October this year. But now that the reservation has been accepted and Sony has released all the parameters of the product and provided the product to the customer, it is reasonable to include the Sony PlayStation VR in the comparison.
Therefore, the following is the comparison of these 5 helmets .
Hosts
Today's VR helmets cannot be used independently (at least those you want to buy are not enough). This means that you need a high-end gaming PC, PlayStation 4 console or smartphone to drive.
Today's best VR needs to be equipped with a game PC. VR helmets that can be driven by smart phones, such as Gear VR and Google Cardboard, are generally good, but far behind HTC Vive and Oculus Rift in performance and tracking (Gear VR requires a specific Samsung Galaxy flagship intelligence Phone to drive).
In theory, the performance and price of PlayStation VR are good, but based on our demo, we can't recommend it yet unless Sony makes a huge change.
Host starting price
The best VR helmets are not cheap in any way. HTC Vive and Oculus Rift are expensive for their helmets alone. If you don't have a game PC that meets the requirements, you'll need to spend $950 or more to buy one. HTC Vive is worth buying for those who can afford it, but not everyone is willing to pay $ 1,800 to buy a high-end video game.
Sony has another huge advantage. Sony currently sells more than 36 million PS4s, so users with PS4s do not need to pay for them. If it weren't Sony Sony's PS Move, the quality would be slightly worse, and when Sony's VR is listed as mainstream consumer in October, we'll be ecstatic and laugh from ear to ear.
In addition, the Gear VR is about the same price as the Galaxy S6. The Galaxy S6 is the cheapest handset that can be used with a helmet. Most people don't need to spend so much money because they already have a Samsung flagship phone.
software service
HTC Vive and Oculus Rift game PCs require a Windows system (7 or higher).
No game library has content at the beginning, but HTC Vive, Oculus Rift, and Gear VR had some games at the beginning. We used PSVR to play some demos. It seems that PSVR is also a very interesting product, but we have reservations about its controllers, so we won't be too excited.
The operation of Gear VR requires Samsung's favorite Android system. Gear VR only loads information from the Oculus app, and when the phone is plugged into the Gear VR helmet for the first time, the Oculus app is automatically installed.
It is the best choice for mobile VR content source so far.
Cardboard is compatible with Android phones and iPhones, but you will find that downloading content on the Play Store is smoother than playing on the App Store.
Open hardware
As of today, of these five VR helmets, only Vive, Rift, and Cardboard let you choose the content source.
Rift has a big asterisk, because at this point you have to jump to the settings and tick a box to allow the device to get content from an unknown source other than the Oculus Store. Oculus tries to be compatible with both modes to show that he is open. However, we also fully understand that many, if not most, consumers do not know that they can check this box to download information from an unknown source. It seems that Facebook has been involved in somehow.
Considering that the VR helmet is basically a high-end gaming machine, many PC game players are a little angry at Oculus's practice. Will you buy a PC monitor that can only download content in one local store?
If the Rift is a closed but unlocked door, Gear VR is a locked door, because you have no other choice but to download from the Oculus Store. There is a hacker tool that allows you to play Cardboard games on Gear VR, but it is not an official version. Samsung or Oculus does not support it, so there is no guarantee that future software updates will not be compromised.
Open App Store
Instead, only Vive's SteamVR and Google Cardboard's Play Store or App Store are hardware-independent. This means if you have a Vive and bought some Steam VR games but you later bought a Rift, you may be able to play some games on the new Rift helmet (depending on whether the developer supports it). But if you have a Rift and buy some games on Oculus Home, and then you buy a Vive, none of those games can be played on Vive. At the very least, there is no way to play without jailbreaking.
Oculus and Facebook are building an exclusive Rift brand. Most of Rift's best products are Oculus, at least for now. This depends on which perspective you look at. Some people may think this is a convincing reason. Therefore, people choose Rift. Others think this is a boycott of consumers and will push them to choose Vive.
We can see the two sides of things. Oculus has invested a lot of money in the development of Rift's specificity, so there is a certain reason to profit from it. On the other hand, we are also very fond of those consumer-friendly products, just like the open VR standard-friendly concept hidden behind Valve's non-unique practices.
But in the end, we recommend purchasing a more open helmet, which is Vive.
material
Back at the helmet itself, the Rift has a smooth surface, a small silhouette, and a fabric-covered front.
In other words, the Rift looks different from other ugly helmets that look better. In addition, VR is often used in a private place in your own home, so when you consider buying a product, the appearance (if any) should not be too large.
Rift's design also has some drawbacks. In fact, you can't wear glasses under the Rift helmet. If you don't wear it loose, the lens will fog up.
We didn't see any fogging in the Vive or PSVR experience demos.
Built-in headphones
One of the coolest designs of Rift helmets is the built-in headphones that give you an integrated look and feel. No need to use a headphone cable, as long as the helmet can be started playing.
The Vive does not have a built-in headphone, but there is a pair of earbuds in the box. It can be inserted into any pair of old headphones, and it is also very simple. The same is true for other helmets.
Screen Resolution
Say you may not believe that Gear VR has the highest resolution, but this does not mean that Gear VR can provide the best visual effects. When the number of pixels is relatively small, the visual impact of Vive and Rift's high-end graphics cards is much higher than that of Gear VR.
Vision
The problem of the field of vision is very complicated, and the simple parameters can't tell the difference (see analysis). But for those rough ideas, these numbers are a very good start.
Also note that if you use a 5.1-inch Samsung cell phone (Galaxy S7, S6, or S6 edge), the Gear VR's field of view is slightly smaller than with a tablet phone (S7 edge, S6 edge+, or Note 5).
If you want to use Cardboard with an iPhone 6s or smaller screen (up to 4.7 inches), the view will be smaller due to the smaller display, so if you want to experience good mobile VR, you need to be quite Big cell phone.
Screen type
OLED or AMOLED panels are in fact the current standard VR configuration, thanks to their low-persistence and dark-black color screens. Only one helmet is not equipped with such a panel, that is Cardboard. If used with an iPhone or Android phone, the display is IPS/LCD.
Lens (distance to eyes) adjustment
Only Vive and PlayStation VR can adjust the distance from the glasses to the lens, which helps in the next aspect.
Support to wear glasses
All helmets (maybe in addition to some Cardboard hardware) allow the user to wear glasses under the helmet. However, compared to Rift and Gear VR, the lens and slider adjustments of Vive and PSVR allow the user to have a more comfortable experience when wearing glasses, so users wearing glasses can find the perfect balance between vision and comfort.
Focal length adjustment
To a certain extent, Gear VR is the easiest to use for people wearing glasses because the user can take off the glasses and use the built-in focus adjustment function to get a clear image. It's like the vision test done by an optometrist.
Interpupillary distance (horizontal) adjustment
The three helmets Rift, Vive, and PSVR in the first row can adjust the horizontal distance to adjust the image to the right position.
However, PSVR level adjustment is somewhat different. Both Vive and Rift have two display panels inside, so you can manually adjust the level. However, PSVR has only one display panel, so it is obviously necessary to adjust its level by software.
Refresh rate
PSVR has the highest refresh rate of 120 HZ, and also supports a 90 HZ refresh rate, which is more flexible for developers (especially for games converted from PC-powered VR devices).
Wireless device
In addition to price and portability, the only advantage of mobile VR today is wireless. Both PC-based and console-based VRs require a cable connection.
Positioning tracking
This is one of the biggest drawbacks of mobile VR. Without any external tracker, the virtual world moves with you as you tilt or move (rather than you tilt or move in the virtual world). This quickly broke your immersion.
External tracker
Both the Oculus Rift and PlayStation VR use optical sensors (cameras) to locate the helmet in space. The principle of Vive is completely different. It emits laser light through the base station. The helmet and the photoelectric sensor on the controller determine its precise position in space through the laser light.
Although the results are similar, Vive's approach enables functions not possible with the Oculus Rift and PlayStation VR.
Sit and play VR
Sitting in VR is the most common. This means that the user can experience a third-person or first-person perspective VR game on a chair (the chair usually has armrests).
Standing and playing VR
A higher level of play is to stand and play VR. You can stand up, kneel down, tilt sideways and move one or two steps in either direction.
Of course, when using a mobile VR helmet, you can stand up. But if there is no location tracker, it is no different from sitting and playing. According to our definition, standing up for VR requires an external tracker.
Wide-range mobile VR
We should probably put this in the first place for comparison because it distinguishes the HTC Vive from Rift and other current helmets. Vive's design is capable of 360-degree indoor tracking, allowing you to move around in a wider range of areas and devote your entire body to the virtual world. This is the first person perspective VR experience that we have always dreamed of.
After the Oculus Mobility Controller is released later this year, you can also stand up and move while playing VR. Sony also claims that PSVR also supports a wide range of VR experiences. However, we think that Vive is the only helmet that offers a wide range of mobile VR. This is due to the next comparison.
Virtual Boundary (Guardian System)
Vive's most outstanding and innovative feature is the Chaperone system, where a virtual wall appears when you are too close to the border of the experience area. This is to protect the safety of VR users. When moving, there is no need to worry about hitting a wall or any furniture.
Chaperone plays a vital role in a wide range of VR experiences. Without this feature, it would be very unfavorable, at least insecure. This is one of the reasons we believe that Vive is the most successful helmet in the first generation of VR helmets.
Mobile controller
Without a tracking controller, the first person perspective VR experience would be meaningless. Its role is to give you a hand in the virtual world. Currently only Vive supports this feature.
Later this year, Rift will have a pair of perfect mobile controller Oculus Touch listed. However, Oculus requires developers to develop games that can be tracked at 180 degrees (as opposed to 360 degrees for Vive). These games encourage players to play more in one direction, and our Demo with Touch is consistent with this point.
In this regard, regardless of the price of the PlayStation VR, it is difficult for us to recommend it to anyone. When we experienced the demo with the PS Move controller, we found that unlike the Vive and Rift, its tracking technology was unstable and inaccurate. It felt like a product of the Wii era.
Vive controllers, like HTC and Valve, can only achieve half a millimeter accuracy. Of course, this is a bit exaggerated, but the deviation is so big.
We were extremely disappointed with the Sony PS Move controller. This is the result of Sony's cutting costs. From the Vive and Rift controllers to the PS Move controller, it feels like suddenly moving from a high-end hotel to a worn guest house. The experience was too bad, and we even wrote an open letter to Sony asking for a little bit more optimization before the PS Move controller went public. The current appointment for equipment containing the PS Move controller has been sold out. Our request seems to have been ignored by Sony. At least in the short term, Sony has not taken our advice.
Mobile controller price
Vive controllers are package sales, while Rift controllers need to be purchased separately (but the current price is unknown).
Sony's sales are compromised and can be sold separately, or can be purchased for the full amount of $499. There are helmets and cameras inside. There is a slight discount, leaving $10. This price includes the PlayStation camera because this camera is required to use PSVR.
Gamepad support
These devices all support gamepads, but the Rift is the only device in any device that comes with a gamepad (an Xbox One controller). Although the PSVR itself does not have a gamepad, the PS4 console will have a DualShock 4 gamepad.
Because we haven't exactly unified our view of the PS Move controller, don't be surprised if we hear that we use DualShock in our favorite PSVR experience demo.
Built-in camera
The Vive has a beautiful front-facing camera that you can switch at any time by double-clicking the button on the controller. Together with Chaperone, it ensures your safety in the real world, especially when you need to quickly jump out of VR to get a drink, unplug the cable or chat with your family.
Mobile VR also has a camera, because of course all smart phones have a camera. However, the Cardboard platform does not have a built-in camera design when experiencing VR. Although the market is a little slower, Gear VR also has a camera. The software is inspired by the Vive camera. Because you can't walk around in Gear VR games, configuring the camera is not of much value.
release time
We can now buy Vive, Rift and Gear VR, if you want to buy cheap and easy VR devices, there are many Cardboard options. (But Google may come up with a better VR device at this month's I/O conference.)
Part of the reason for the less-recommended version of the Oculus Rift is that it can only be controlled by the gamepad. However, after the official listing of Oculus Touch this year, the situation will be much better. But even so, Oculus Rift is still not suitable for large-scale movement.
PSVR went public in October this year and has now begun to accept bookings, but the current batch of bookings have all been sold out.
Starting price
You may be hesitating when you see the price of Vive, but don't forget that Vive is the best VR helmet that you can buy at the moment, with room for maneuvering. At the same time, Vive's mobile controller is not only able to purchase separately (this is the only helmet that can say so), but also has a bonus in the product box you purchased.
Given that the Oculus Rift was back in 2012, it was a bit surprising that Rift's first consumer version of the device was defeated by its superior Vive. Although Oculus has had many innovations in the past few years, Vive's extensive walking and Chaperone system have made it slightly better.
PSVR helmets are cheaper and millions of PS4 devices are already in the world, so the acceptance of PSVR may be higher. Despite this, we are still a bit worried that mass consumers may consider the VR experience. After all, PSVR's mobile controller is really too bad.
If you already have a Samsung phone, Gear VR looks like a good choice. But if your phone is not Samsung, then we recommend that you buy a better Vive, or wait for a better mobile VR available with your current mobile phone. Gear VR is good, but not so good that it prompts you to buy a new phone again.
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