Comparison
of Popular VR Devices
Written
by guest writer Brian Boyd
Consumer
Virtual Reality has exploded over the past few years, as technology has
seemingly caught up with what was expected from the VR craze of the
1990’s. Currently, it seems as though
everybody and their brother is coming out with a new device as people continue
to hop on the VR bandwagon. How can a
consumer decide which device is right for them?
Three of the most popular devices today are Gear VR, the Oculus Rift,
and Google Cardboard. In an effort to
make the decision for you a little easier, here is a brief comparison of those
three devices.
Price:
$200 plus cost of the phone (around $700 by itself, or around $300 with a contract)
Field
of View: 96 degrees
Display:
Super AMOLED 1440P from the Samsung Galaxy Note 4
Pros:
Uses the Note 4 as the screen, so it is very mobile. Easy to use, just strap it on and you’re set
to go (no wires!). Has a built-in
trackpad on the device, allowing for easy menu navigation and input. Speakers on the phone also mean no extra
headphones are required.
Cons:
Relatively expensive, as the Gear VR device itself is $200. Still requires the phone to use, not a
standalone device. Distinct lack of
content, only available downloads are demos.
Price:
$350
Field
of View: 100 degrees
Display:
1920x1080 per eye, OLED
Pros:
More content available than alternatives, including support from full games and
other pieces of software. Positional
tracking with included IR camera allows for moving and tracking within a
physical 3D space. Latency and lag is
unnoticeable thanks to a low persistence OLED display.
Cons:
Not consumer ready, current purchasable version is a developer kit. Difficult to set up and use, depending on
previous tech experience (easier for some people, hard for the average
person). One of the more expensive
options available currently. No built-in
input device, requires keyboard/mouse or Xbox controller for some software. Room for improvement in terms of
specifications, display, eye tracking, etc. Wired, requires a computer to run software.
Price:
Free (downloadable instructions to DIY) – ~$20 plus one of many modern
smartphones that fit in it
Field
of View: Unknown, users report it being less than 90 degrees
Display:
Depends on the phone used
Pros:
Cheapest option available. Mobile, no
wires required. Easy to use, slide the
phone in and you’re good to go. Built-in
speakers on the phone, no additional headphones required.
Cons:
No positional tracking (which can lead to VR sickness). Poor specs, lack of ergonomic design result
in uncomfortable usage for extended periods of time. Requires it to be held up to the head
constantly, no straps. Highly noticeable
latency.
At
the end of the day, your choice of VR device depends on what you can
afford. Smartphone-driven devices are
cheaper (if you have the phone) and easier to use, at the cost of a lack of
content and worse specs (leading to less immersion). Standalone devices like the Rift are more
expensive, require powerful enough computers to render everything, but lead to
more immersion. Consumers are advised to
wait until the Oculus Rift consumer device is released to have an additional
comparison point, but as for now, these three are probably your best bet.




No comments:
Post a Comment