Virtual Reality is going to be the big growth area in
2016 as far as consumer tech is concerned, with Sony's PlayStation VR and HTC's
Vive already generating an incredible amount of hype. However, the company
largely responsible for the public's renewed interest in the concept is the
Facebook-owned Oculus, whose Rift headset has undergone some revisions since
being crowdfunded via Kickstarter in 2012. In addition to Rift, Oculus has also
teamed up with Samsung to create a scaled-down version of its product dubbed
Gear VR, and this could potentially be the device which really pushes the
technology into the mainstream.
This stance might cause serious VR fans to scoff, but
Oculus staffer John Carmack (yes, the same John Carmack who co-founded id
Software, the studio behind Doom and Quake) feels that Gear VR - when twinned
with experiences like the forthcoming port of Minecraft - could be VR's best
bet at convincing mainstream consumers to put on a headset and abandon all
sense of self-esteem. His point is that true VR needs to be totally wireless -
something that Oculus Rift, PSVR and Vive currently don't offer - so that you
can turn around and move about without worrying about tripping over cables you
can't see. The trade-off with Gear VR is that you're not using a super-powerful
computer to run the software, but a phone which you can fit in your pocket. Is
the compromise one worth taking? Let's find out.
Ø
Design Hardware
When you take the Gear VR out of its packaging you'll
probably be surprised at how light and compact it is - even with a phone
inserted, it's not bulky or heavy in any way. The main headset has a
semi-transparent front cover which pops off to reveal the dock for your Galaxy
handset (support is currently limited to the Galaxy Note 4, Galaxy S6/S6 Edge
and Galaxy S7/S7 Edge), while around the sides you'll find a focus adjuster,
volume rocker and "back" button, as well as a Micro USB charging
port. Two elasticated straps are used to secure the device to your head, and
these fasten with velcro, making them easy to adjust to ensure you get a snug
fit.
On the right-hand side of the unit
there's a directional touch pad which is your primary input during use - although
many apps allow you to make selections by moving a cursor with your head. The
touchpad takes quite a bit of getting used to because there's no tactile
feedback and it's a little too easy to swipe in the wrong direction and have a
swipes mistaken for a tap. Thankfully, Bluetooth pad support is included as
standard so you can connect a controller and use that to navigate if you find
the touchpad too fiddly.
Audio is piped through your phone's
weedy speaker so you'll want to connect a pair of headphones when using the
device - there's a handy little cut-away portion on the device so
that the 3.5mm headphone socket is accessible at all times. The Micro USB port we mentioned earlier is used to charge the phone when it's connected - the Gear VR doesn't need its own power source as it basically uses your phone for this. Games which require both phone power and a USB connection are alluded to in the instruction manual, but there doesn't seem to be any examples available as yet.
that the 3.5mm headphone socket is accessible at all times. The Micro USB port we mentioned earlier is used to charge the phone when it's connected - the Gear VR doesn't need its own power source as it basically uses your phone for this. Games which require both phone power and a USB connection are alluded to in the instruction manual, but there doesn't seem to be any examples available as yet.
Inside the Gear VR there's a custom
inertial measurement unit - or IMU - for rotational tracking. This additional
piece of kit makes the headset incredibly accurate when it comes to tracking
your head movements, and this is one of the reasons why the Gear VR is vastly
superior to efforts like Google Cardboard, which use the sensors already on
your smartphone - these simply weren't designed for this kind of functionality.
Ø Software
The Gear VR needs the Oculus app to
function, so you'll need to install this before connecting your handset to the
Gear VR. The app serves as a hub for all your Oculus content, and includes a
store which requires you to enter your credit card details to purchase titles -
you can't use your Google Play balance. Some apps are free, but the most
enticing offerings need some investment on the player's part, and at the time
of writing, prices are quite steep when compared to standard mobile games.
Expect to play between £3.99 and £7.99 for the really high quality titles.
When you're wearing the Gear VR you're
presented with an Xbox-style dashboard which shows your recent and purchased
applications and downloads. You can also access a sub-menu where you can control
elements like brightness and contrast, as well as switch on the phone's
rear-facing camera to see the "real world" through that transparent
front panel - handy if you want to get your bearings without removing the Gear
VR itself.
Because your phone is part of the whole
Gear VR package, notifications pop up during use. These can be disabled if
you'd rather have an undisturbed experience, but the 3D effect used as these
boxes briefly appear is pretty cool, and we didn't find them too obtrusive. In
fact, because they appear on-screen it saves you from having to remove the
headset to check your phone - something that will no doubt be an issue with
other VR headsets which lack this functionality. Finally, it's worth noting
that Oculus has included an Xbox Live-style "friends" system in its
app, so you can keep track of what your mates are playing and get that
all-important social element - a key feature when you consider that VR
effectively cuts you off from your surroundings.
Ø Gaming
While VR has a multitude of uses and
applications, the current trend is very much focused on what it can bring to
the gaming arena. On Gear VR, the majority of apps available are games, with
some selling the concept better than others. EVE Gunjack is a good example;
based in the same universe as the MMO EVE Online, it places you in a
static gun turret with the task of repelling wave upon wave of enemy craft. To
aim all you have to do is look around - and try not to get distracted by the
incredible sense of depth and the gorgeous visuals. A controller isn't required
to play, but we found it was much better with one, as reloading and firing can
be controlled by the buttons. Gunjack is hardly the deepest game ever and at £8
is quite pricey, but it's the perfect advertisement for VR's potential - this
is something that simply could not be replicated by traditional means.
Perhaps more striking is Land's End, a
highly atmospheric puzzle title from UsTwo, the studio which created the
insanely popular Monument Valley on iOS and Android. While the game is very
much on-rails and limits player movement within the superbly-rendered
environment, the sense of scale is remarkable; it's possible to look down
cliffs and observe the waves splashing against rocks. Land's End is also a game
which proves John Carmack's point about wires being a hindrance to immersion -
at several points you're expected to turn around 180 degrees to look at
elements behind you, and this would be tricky if the Gear VR wasn't a
self-contained, cable-free
Both of these examples are very much
built around VR, but there are other offerings which attempt to take
traditional gaming genres and give them an immersive spin. VR Karts is
basically a Mario Kart clone and requires a Bluetooth pad to play. You control
your vehicle as you might expect, with acceleration, braking and weapon
deployment mapped to various buttons. However, you can look around to see
drivers behind or alongside you, which adds more depth to the game than you
might otherwise expect.
There's a clear divide between games
which use a controller and those which revolve around aiming with head
movements. The latter require you to tap the side of the Gear VR to register
inputs and this becomes slightly bothersome over time; for this reason we'd highly
recommend getting a Bluetooth pad if you're serious about gaming on the device.
They're not expensive these days and there's a good chance you already have one
lying about the house somewhere.
Ø Experiences
Outside of gaming, you'll find a lot of
other apps to download that make use of the Gear VR's immersive qualities but
aren't games. For example, Oculus 360 Photos allows you to stand at the foot of
Notre Dame cathedral in Paris and gaze up to the sky. It's just a static image
but the effect is still impressive. A VR version of Google's Street View has
the same effect - while the imagery doesn't move, it still feels more like
"being there" than viewing it on a flat screen.
Elsewhere, there are a whole host of
apps which place you in exciting situations to make it feel like you're getting
in on the action. You could be surfing off the Australian coast or scaling a
snow-capped mountain - what you're seeing it obviously linear video footage
captured by a 360 degree camera, but the effect is nevertheless impressive.
It's just a shame that the video quality is quite poor when streaming, and
given that your phone isn't likely to have bags of storage to spare, not many
people are going to download the entire clip to watch it offline.
! Zakaria Jabri
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