Wednesday 18 May 2016

gear-vr

One of the first things I tell people who try the Gear VR is to sit down, preferably in a Oculus Rift and the HTC Vive need to be wired to a PC, offering up a glorious trek into imaginary virtual spaces, but limiting your movement in the physical world. There's no such limitation when a smartphone is powering the experience, so there's a temptation to stretch your legs and meander. This can prove comical for onlookers, but embarrassing for you. You'd think I'd learn by now that a rolling chair is just as dangerous as stumbling about in the dark, but when you're solving puzzles on far-flung islands, racing a go kart down colorful tracks or just blowing up spaceships that are charging from all sides...well, mistakes are made.
swivel chair. Competing VR devices like the 
This year, we'll see at least three major new VR devices: the aforementioned HTC Vive and Oculus Rift, as well as PlayStation VR. I've tried them all, and -- yes -- they all offer a more powerful illusion, as you'd expect from something that's powered by a PC or PlayStation 4. But the Gear VR is the only one of the bunch you can take with you. And while it's not going to make me switch to a Samsung phone, it's an inexpensive, must-have purchase for existing owners of compatible Galaxy phones who are gamers itching for a glimpse at the future.


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Unless you've got a guide, I recommend sitting down.Nate Ralph/CNET

The mobile VR experience

I'm of two minds about this whole mobile virtual reality thing. You'll look silly with a headset and smartphone strapped to your face, but it's far more approachable than devices like the Oculus Rift or the Vive, which require you to be tethered to a PC. And your smartphone is always with you: toss the Gear VR into a backpack, and your virtual escapades will follow you wherever you go. The Gear VR experience is tied to the hardware that's powering the experience, which is a nod in Oculus and Samsung's favor here. The new Gear VR is light and compact, which lends itself well to extended sessions spent strapped to your face. The original Gear VR only worked with the Galaxy Note 4. The Innovator Edition for the Galaxy S6 worked with the S6, and the S6 Edge. This time, you've got more options. The phones tuck into a docking port cryptically labeled "A" or "B" -- the 5.7-inch Samsung Galaxy Note 5 and Galaxy S6 Edge+ fit into A, and you'll need to slide the port over to B to fit the 5.1-inch Galaxy S6 and Galaxy S6 Edge. The Gear VR will also support the new Samsung Galaxy S7, and Galaxy S7 Edge.
eveloping all new experiences that rely on gaze and one hand will definitely be a challenge for developers, but some of the best games available in the Oculus Store are already doing a great job. You can always grab a Bluetooth controller for a more traditional approach -- I've been using the SteelSeries Stratus XL. The Gear VR doesn't support the sort of motion controls you'd find on more robust platforms, like the Oculus Rift's Touch controller, or the HTC Vive's wands, which is a bummer -- virtual reality feels far more immersive when you're going hands-on, but the mobile experience simply isn't there yet.
Gaming in VR is also obviously a bit different than your standard PC- or console-based fare, doubly so when you're gaming with a smartphone. A bluetooth headset is a must: the audio pumping out of your phone's speakers isn't nearly as engrossing as having the enclosed aural experience you'll get from a good set ofheadphones. I definitely recommend sitting in a swivel chair. The Gear VR doesn't offer support for the sort of head-tracking you'll find on the Oculus Rift or the HTC Vive, so you aren't going to be peering under or around anything.
You also won't be able to lean back or forward either, which can make certain experiences feel disjointed. Oculus Arcade is one example: it emulates the feeling of strolling into an arcade and playing classic games like Pac-Man or Sonic the Hedgehog, but you can't lean in to get closer to the arcade cabinets. And while the lack of wires technically means you're free to move, you'll probably just bump into things or people around you -- I have enough trouble figuring out where I am after spinning in circles on a chair.

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