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Guide To Choosing The Best VR Headset

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You’re about to take the plunge in virtual reality (VR). You see how much fun your friend is having playing with his Oculus Rift. Your Galaxy S7 toting friends are showing off their Gear VR. You’ve played with an HTC Vive in the store, and now you are ready to get into VR. How exactly do you do that? What VR platform should you invest in? Virtual reality broke out in a big way in 2016 with big names such as Sony and Facebook (via Oculus) releasing VR headsets for the masses.

While virtual reality isn’t new by any means (the first VR headset was built in 1968), 2016 was the year that VR truly broke out into the mainstream. Cheap VR headsets can now be found in several big box stores and even grocery stores such as Wegmans. Despite the coming out party for VR, it’s still very much an early adopters market. How the rest of the market responds to VR in the long term remains to be seen since we’re still on the first versions of current VR headsets. With that said, here are the top VR headsets to look at:

 

Oculus Rift

Starting out this list is the Oculus Rift. The Rift started out as the brainchild of Oculus founder Palmer Luckey and id Software cofounder John Carmack. After Luckey created a Kickstarter for the Rift back in 2012, it quickly became the darling of the gaming industry and raised upwards of $2.5 million. The Rift has gone through several iterations starting with the Development Kit 1 or DK1. Each successive iteration of the Rift improved on the specs dramatically such as screen resolution, refresh rate, and frame rate.

In 2014, Oculus was bought by Facebook for $2 billion. The influx of cash from Facebook allowed Oculus to finish development of the Rift and it finally went on sale on March 28, 2016 for $600. Oculus formed a partnership with Microsoft to allow Rift games to be played natively with the Xbox One controller (which was also packaged in with the Rift headset). Initial reviews of the Rift were overwhelmingly positive with many reviewers praising the comfort of the headset and truly high end graphics that don’t compromise.

The major drawback was the lack of the Oculus Touch controllers at launch. The Oculus Touch Controllers free the user’s hands and allow more immersive VR experiences. The Touch controllers were later released in early December. The Touch Controllers connect to the Rift via Bluetooth thereby freeing up a USB port. However, even with the two cameras, the tracking may occasionally go out.

The solution is to buy a 3rd camera sensor which eats up another USB port and costs $80. Unfortunately, in order to render the detail required of Rift in a manner that doesn’t make the user nauseous, a PC with a high-end graphics card was required (NVIDIA GTX 970 or AMD Radeon R9 290).

In October 2016, Oculus lowered the system requirements a little by adopting the “motion interpolation” technology which allows games to run at lower frame rates. This would also allow cheaper computers with lower specs to run VR games on the Rift. That said, computers that can run VR games comfortably still cost around $600-700 not to mention the cost of the Rift itself.

 

HTC Vive

Up until March 2015, HTC was primarily known as a smartphone maker. The Taiwan based company unveiled the Vive at Mobile World Congress on March 2015 as a collaboration with gaming company Valve. HTC engineered the actual VR headset while Valve created SteamVR operating system for use on the Vive. The Vive was designed as a whole room experience from the beginning.

It utilizes two IR cameras placed on opposite sides of the room as well as two motion controllers to allow full movement in a VR environment. Up until the release of the Oculus Touch Controllers for the Rift, the HTC Vive was the only one allowing full room scale VR.

Most early VR games for the Rift were created for traditional couch gaming using the Xbox One controller, just with the added benefit of VR head tracking. In order to prevent users from bumping into the wall or furniture, the Vive has a feature called Chaperone which actually shows a cool “Tron” view of the real world using the built-in camera on the front once the user gets too close to an obstacle.

Reviews for the Vive were also favorable with many lauding the complete immersion offered by the motion controllers. Unfortunately, some reviewers complained how bulky and uncomfortable the Vive headset was compared to the Rift.

Additionally, be prepared to set aside about 15-20 minutes setting up the play space if you want the full room-scale games. The Room-Scale mode requires you to place the IR cameras (called Lighthouses) on opposite sides of the room. The space requirement can be as small as 6.5ft by 5ft or as large as 15ft by 15ft.

Fortunately, there is a Standing-Only setting that allows you to use the Vive in tighter spaces. Like the Rift however, all of that VR goodness doesn’t come cheap.

In fact, the HTC Vive retails for about $800, a good $200 more expensive than the base Oculus Rift. That’s also not factoring in the cost of the high-end computer needed to render the VR graphics on the Vive.  

 

PlayStation VR

Not to be left in the dust, Sony released their PlayStation VR (PSVR) on October 13, 2016. Unlike the HTC Vive and the Oculus Rift, the PSVR was designed to be connected to the PlayStation 4 console instead of a PC. The PSVR is meant to be a more affordable entry into the VR space as most people who purchase it will probably already own a PS4. Also, the price the PSVR itself is only $400.

The complete system consists of the headset itself, a processor box to output video to the TV and 3D audio, the PS camera, and two PlayStation Move controllers. Some readers may recognize the Move controllers from Sony’s previous foray into motion controllers to compete with the Nintendo Wii.

The main drawbacks to the PSVR is that it’s not quite as powerful as the Rift or the Vive. The PS4 is much weaker than high end gaming computers and thus the PSVR is limited to 1080p resolution. While 1080p is crisp from a distance, the pixels can be seen when viewed up close.

Also, while the Move controllers are a welcome addition and do provide more immersion than a PS4 DualShock controller, the limited viewing angle of the camera can cause the loss of tracking of the Move controllers. While the setup doesn’t require you to place cameras everywhere, the plethora of cords can be a real pain. Regardless, for the price, the PSVR remains a solid entry into the VR market.

 

Google Daydream View

Google’s Daydream View headset utilize smartphones to provide the VR experience. Before Daydream, there was Google Cardboard. It’s literally what you think it is: a cardboard box with two lenses inside that had a slot for sliding in a smartphone. Google wanted a cheap and easy way for people to experience VR for themselves.

Google also positioned Cardboard for education and schools. Teachers could use Cardboard in the classroom for more immersive learning experiences. Unfortunately, VR on phones was still a budding concept and experiences, while novel, were not the best.

To remedy that, Google unveiled the Daydream VR platform and Daydream View headset alongside the Pixel smartphone on October 4, 2016. Initially designed just for the Pixel, Daydream View is a small VR headset made of fabric that has an opening for the Pixel.

It also came with a simple motion controller for pointing and interacting with virtual objects. Nothing as fancy as the Rift and Vive or even the PSVR Move controllers but for affordable VR, it gets the job done. Google is leveraging the Daydream VR platform on Android to allow developers to easily create VR experience for Android based devices such as smartphones.

 

Samsung Gear VR

Samsung also stepped into the virtual reality ring with its Gear VR. The Gear VR was originally released in November 2015 for use with Samsung’s flagship smartphones such as the Galaxy S6/S7. It was developed with input from Oculus and provides a cheaper alternative to high end VR headsets.

The first edition of the Gear VR was released to developers in December 2014 and only worked with the Galaxy Note 4. Technically, consumers could buy it as well but it was marketed towards developers so they could get a handle on the technology in order to create applications for it.

There are currently around 185 applications for the Gear VR. In fact, Six Flags Magic Mountain partnered with Samsung to create the first roller coaster with VR in North America.

So which VR headset should you pick? That question largely hinges on what your bank account is looking like. If you own a gaming PC with a relatively newer graphics card then go for the HTC Vive or Oculus Rift. Both offer uncompromised VR experiences allowing you to fully utilize a room. Because of the high-end graphics and resolution, there’s much less chance of feelings of nausea or motion sickness.

If you own a PS4 and don’t want to shell out for a high end gaming PC, then the PSVR would make a better bet. While the screen resolution isn’t as high as the Vive/Rift, it’s not so distracting that it takes away from the experience. Plus, because the PS4 already has a huge install base, game developers are more likely to create games for it.

On the downside, the Rift, Vive, and PSVR all suffer from a copious amount of cables that must be managed. If you don’t own a PS4 or high end gaming PC (or maybe you just don’t want to shell out $400 for PSVR), the Samsung Gear VR or Google Daydream View are viable options especially if you own a Samsung or Google phone.

In fact, most people will probably use these as stepping stones into the world of VR. However, the VR experiences on these devices still pale in comparison to the higher end VR headsets, not to mention significantly eating into battery life on the smartphone. If you’re interested in the Daydream View but don’t own a Pixel, don’t fret.

Google announced that companies such as Samsung (ironically), HTC, LG, Alcatel, Xiaomi, Huawei, ZTE, and Asus will all create Daydream ready smartphones.

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