Even now it is possible to distinguish both models with a closed software policy and open-source models. Our editorial staff sees the difference between these to types of helmets as a crucial one. Samsung and Sony models , for example, operate only with the software by their respective developers.
Talking about Samsung Gear VR, these are products designed only for using with smartphones of the same label. You just won't be able to use such a helmet without connecting it to your smartphone by Samsung. Dangerous, very dangerous policy. On the one hand, it guarantees a certain level of demand, as both PS4 and smartphones by Samsung enjoy a high popularity. This means that people will buy such kind of accessories as well. All the more so as the general tendency of VR world development gravitates toward standartization of technologies.
Even now adapters allowing the proprietors of various helmets to operate with the competitors' content! And some developers, such as Razer and Oculus, even unite their efforts in working out a software. All this may render «closed» models into the genuine outlaws of the VR world. Who would need helmets with dozens of cool games, if the market provided their analogues giving access to hundreds of applications?!
Nice question the answer to which we will get only with time. Apart from technological difference, there are also innumerable details one should consider whilst choosing a virtual reality helmet.
In this section of our article we stop indulging in philosophizing and tackle concrete parameters. Leaders in tackling this issue can be called Avegant Glyph. A helmet designed as a personal home cinema must perform ideal sounding. Moreover, Avegant consists of earphones combined with video glasses! And the first tests of gadget draft models show decent sounding of this device.
Sony Morpheus as well offers a very interesting technology. The developers affirm that it is capable of simulating up to 60 virtual acoustic sources.
And this is something new. Let's comment on this: in this model you will find innovative technological solution, rather than power earphones, which aims at attaching a real volume to the sound.
On the one side you hear an explosion, birds singing far away, noise of rain bickering at the asphalt somewhere at the bottom. This is what you will hear a virtual world in a device by Sony! While the company promised as much as p, ANTVR performs only p, with the information transferring not via a wireless connection, but only with the help of a wire. It has a TN display. Such kind of displays guarantees a blurry picture whilst abrupt head rotation, incorrect presentation of the colour palette, absence of the black colour, - one of the enraged comments says.
By the way, guys from Avegant Glyph have upstaged the others in this aspect, too. This time, in a negative way. The viewing angle of their device is only 45o… , which is insufficient to compete with most rivals on the market. It is quite possible to watch movies in such conditions while it is next to impossible to play at a decent level. What helmet has the best characteristics in this aspect?
It might sound trite but we have put forward Oculus Rift having a xp resolution for every eye with a o viewing angle. This is good and, what is more important, confirmed in dozens of test drives. At the moment the developers use two xp screens with the viewing angle similar to the one of Oculus.
Good performance which, in fact, have not been realized even within an experimental model yet. Note that the quality of the picture depends also on screen updates Hz , additional services on smoothing picture Sony is the best option possessing the technology of reprojecting , response time min 3 ms and the format of the main display OLED display is preferable, the bigger, the better.
Does it make you dizzy? It's the thin end of the wedge! On the top of everything, we can't but praise SteamVr for their «virtual chamber» system. This service allows you to turn a 21m2 in a genuine «Tony Stark's workshop». All this space will be involved into gaming, which means no limitations of three or four steps unlike certain models. By the way, it deals with the supremacy of wireless technologies as well.
Currently not all helmets are capable of working without a wire connection to their hardware, and how wrong they are!
Wires are hindering your movements and can represent danger for their proprietor. That is why Gadgets-review chooses a wire-free VR. All the developers mentioned in the review blow the trumpets of wireless capabilities. That's a pity that almost nobody could do without them in experimental models! Twenty years ago the world saw another surge in interest of developers toward virtual reality. At that time sensational projects of the first helmets and video glasses failed due to a weak technological base.
Time has passed and the mankind seems to be able to trace back to experiments at this field. But today virtual reality faces new enemies and challenges, each of which can question the future of most famous much talked-of developments.
Let's start with trite things. No developer has never ever convinced journalists and consumers that their helmets don't cause any faintness or nausea. This is the way the human vision functions that a slight delay of the picture causes «seasickness» to people.
Mismatch of physical actions and the world that you see drives your brain crazy! It strains trying to work as dejitterizer, while in the end you get tired and feel bad. This effect if particularly exquisitely felt in first person shooters. To be fair let's note that not all pioneer explorers of the virtual universe told about their faintness after testing an Oculus. However, it is next to impossible to count on global success of a product with such screw-ups.
No visual perfection costs human health. Fortunately, the consumer of the 21st century understands this simple rule. This means that developers are to work on and think how to arrange it in such a way that their devices should not infatuate users. Guys from SteamVR seem to have reached a certain progress in this respect. They claim that their technologies decrease the negative effect to the minimum. But no evidence of their words can be found even in paid-for reviews on English speaking sites.
So their competitors still can take their time to submit facts, not simple promises, to the public scrutiny. More gold! For games! Will gaming industry adjust to new gadgets? Nice question.
For the majority of game developers VR helmets are no more than the new type of a manipulator. Do you think the greats of this world will change their activity for a new joystick or mouse?
They are unlikely to do this. Although we should admit that virtual reality still is more attractive and promising phenomenon than the ordinary controllers. But this process of concluding preliminary contracts between the developers of games and virtual reality devices is stalled. Of coarse, enthusiasts and indie-studios have been creating games for the very Oculus and Morpheus for a long time, but, speaking of hit games, they are not eager to move to this new virtual platform.
They can be understood. Firstly, it is freaking hard to create a game with an hours-long gameplay , good graphics and ideal interoperation with a VR gadget! It is hard and expensive. At the same time it is unclear if such games will enjoy popularity. The sole price for helmets already can interfere with popularization of virtual reality and, consequently, the sales level!
A pupil fond of Warcraft is unlikely to afford a special helmet for a VR version of the game… These projects are likely to go west during fledging years, with only boring minute rollercoaster simulators and other amusement games seeming to be paid off.
The latter, in their turn, certainly, won't capture users for a long time…. It is clear that their developers themselves know one thing or two about creating games and they are unlikely to leave their offsprings withour any content.
Hardly can risks be avoided! So here we can only rely on the first sheepish attempts on the part of both PlayStation and developers of the legendary Half Life :. Speed of manufacturing. Yes, everyone hinders the realization of their drafts. Oculus, Morpheus and Avegant are delaying the releases from time to time. Samsung and AntVR seem to have reached the market, but their models are far from long-awaited and successful….
Valve Vive and Razer announced their working in the field of VR long time ago. But I have a gunch that they won't be flash-like in realizing their 3D dreams. At the moment the «expectancy map» looks like as follows. Sony intends to release a Project Morpheus helmet no sooner than H1 Avegant Glyph is going to see the light a bit earlier, in autumn Valve targets at the edge of and Despite all this Oculus can be called a favourite is this race for the sole reason that hundreds of thousands of the Terrans have already pre-ordered it.
The project is being already paid off virtually. Marketing is a powerful thing. Then again if we are speaking about releases' «snail's pace», we are to understand one simple thing. This negative point has its advantages. The developers are not just stringing along. Interim results of their work show that they really are improving their gadgets: pruning wires, increasing resolution, cultivate liaisons with software developers.
In such a case, there is no point in giving programmers and specialists the goose. In conclusion we would like to glance on main characteristics and functionality of the most famous projects in the VR field.
We are not imposing any certain models on you. After all, we don't have a possibility of comparing each of them after a real test-drive. That is why, read us, think of it and choose. Don't forget from time to time to update this page as our material will be upgraded with new interesting facts about the virtual reality devices.
Technical characteristics: xp resolution for each eye. Screen updates: 75 Hz. The viewing angle is grades. The response time is ms. The frequency of head posture identification is times per second. The indicators include a gyro sensor, accelerometer, magnetometer, IR sensors, embedded portable earphones.
The weight is g. USB is used to transfer data from the tracker, with there being an additional power connector. Functions : Due to the existing additional IR-leds in the device's backside, it follows better the turns up to grades.
Software developers have been working with the prototypes by Oculus, which promises an avalanche of content designed for this gadget. To sum up: Oculus has a great number of advantaged with the most important of them being the cross-functionality of the device and step-by-step development of this project. Developers and even consumers could get experimental versions of the product beforehand and had the time to present all their remarks to the «helmet».
Zuckerberg doesn't seem to feel like investing into a hopeless project! The Sony Project Morpheus prototype of the current generation is equipped with an enlarged 5,7''. OLED display with xp resolution and enhanced screen update sup to Hz, grade viewing angle, as well as nine sensors for identifying user position. Functionality: Sony has presented a technique called «reprojecting» which makes brains percept the frequency of 60 Hz 60 frames per second as the one of Hz.
It is achieved through adding an extra frame between the two set frames in order to reduce the sopite effect. Developers of the EVE: Valkyrie game argue that its PS4 version would interoperate with Project Morpheus, with virtual reality being already called a distinct established movement in the entertainment field. It supports up to 60 virtual sources of sound. The helmet will support both wire and wireless earphones. To sum up: «Morpheus» is believed to be the major competitor of Oculus.
However this is a purely gaming helmet. It is designed specifically for gaming and gamer's comfort. Stylish design of the model is to be pointed out, too. It looks really cool. But the absence of any information about its price cannot but confuse. The screw-ups of Project Morpheus include the picture quality which is worse than the Oculus Rift's one with the latter providing at the moment the higher immersion in virtual reality. Sony intends to release the Project Morpheus helmet no sooner than H1 In reality, the quality and level are lagging behind.
There are a wireless digital interface, metering unit, tracking movements, 9 grade IMU axles, transforming controller, four gaming modes, a lightsaber mode. There is a small gap downside the glasses which can be opened to see a mouse and keyboard. Ultimate combination mei 16th, LViss partners Premium partners Partners april 20th, LViss helmetvr-pricing At HelmetVR we are specialised in making custom simulator hardware in small series.
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