3D VR GLASSES, 8K VR, Facebook VR, HTC Vive, Mixed Reality, Oculus Rift, Playstation VR, Samsung Gear VR,, VR headsets

Buyers Guide: VR Headsets 2018

While the Oculus, Vive and Playstation VR all watch to your attention, there’s a more straightforward virtual reality choice. Using a smartphone and VR headset, you can play games, watch videos and view 360 pictures. The options range very expensively to very very affordable. So what do you need to purchase and what features are essential?

image_20180819_021555_208VR does not have to be complicated to succeed – only watching 360 videos or viewing pictures is sufficient to wow someone new to virtual reality.

YouTube and Facebook support 360 videos, while the latter only updated also to manage 360 images. There are also currently a range of 360-degree consumer cameras out there. All you need is a smartphone, a VR headset, and internet access. There are also VR games out there. There are tons of cheap headsets available, but not all give the identical experience. Other more expensive options like the Samsung Gear VR are more expensive but provide more opportunities.

In our experience, having an adjustable focus is vital to get a sharp picture, and we wouldn’t purchase a VR viewer without. There are two primary choices – adjustable pupil width, and adjustable focus. Most economical plastic VR headsets have adjustable student width, which is required to guarantee each eye is seeing the picture straight on. Without student adjustment, you generally see a double image.

Cardboard VR headsets can have the lens set the ideal space, but are not usually accessible to fix. The focal length adjustment ensures that the lens and display are the perfect distance from each other, and your eyes. With no focus adjustment, the picture is typically somewhat soft.

Glasses, If you wear glasses, many VR viewers do not fit over the top very well, or can be uncomfortable for extended use. Search for models that specifically advertise that they utilize glasses. Focus can also be a problem – though, for many users, the focal adjustment can be sufficient to eliminate the glasses. VR headsets will need to hold the smartphone set up really, and there are a couple of various arrangements.

Most common is car mount design adjustable gripper, which can manage a selection of sizes, and provide precise placement. These work reasonably well with a variety of telephones, but can not always accommodate cases. Cheaper headsets often eliminate this and utilize an array of suction cups. It works reasonably well with the ideal phone, but many won’t remain in place. A cheap, smooth, supported polycarbonate phone can help. Other methods include specific slot loading mounts, or for the very cheap ones, secure cardboard flaps or rubber bands. Just about any telephone released in the past few years is perfectly capable of displaying 360-degree video and photographs.

image_20180819_021643_800For gambling, a more effective model may be required, but even then you may be surprised at how well older phones operate. A higher resolution display is best, in addition to a 5 inch or larger size. For very large telephones, double check it will fit within your audience of choice. VR headsets are made of cardboard or brushed plastic which mimics cardboard, or real full moulded plastic construction.

The inexpensive cardboard alternatives are great to mess around with, but for prolonged use, a suitable passed plastic version is best. Avoid the plastic versions of the cardboard audiences – they are not worth the cost increase compared to merely buying a moulded plastic version. Some VR headsets have a simple interface, like a single magnet’ button’. A better choice is to purchase a Bluetooth controller. Cheap versions start from about $10 and make a significant difference in using different programs.

VR Headsets, For those just starting out in VR, it can be well worth purchasing an el cheapo cardboard model to experiment with. If VR catches your attention (it will), upgrade to a better headset. The least expensive option available, Google Cardboard can be gotten for about $2.50 (including delivery) on eBay International.

image_20180819_021627_627With restricted to no focal point adjustment, the image will not be as sharp as more sophisticated headsets. Expect to pay a bit more if you want things like head straps. While Google Cardboard works reasonably well, it isn’t exactly comfortable to use for extended periods. Preferably, it is better suited to displaying the technology to new users. Another option is to get the real lenses (for as little as $1) and build your variants. Jumping online, there are tons of plastic VR audiences, with all kinds of bizarre unknown brand names.

The thing is, the majority of them have just rebranded versions of the identical thing. As always, search for models that have both student and focal adjustments. A fantastic model to start with is your VR BOX 2.0. The headset has both student and focal alterations and is often shipped with a control.

Facebook VR, VR gameplay, VR headsets

Facebook Explains Why It Engineered A Varifocal VR Headset

Oculus Rift Facebook
A gamer wears a high-definition virtual reality headset, manufactured by Oculus VR Inc., at the Eurogamer Expo 2013 in London, Sept. 28, 2013.

At Screen Week in Los Angeles Facebook revealed why its researchers and engineers assembled a varifocal VR headset.

During the past few years, researchers in Facebook’s Reality Labs (previously called Oculus Research) developed a set of prototypes made to address a fundamental problem confronting current VR headset design. The event opened Tuesday with a keynote by Douglas Lanman, who directs the Computational Imaging Team at FRL that developed the prototypes in partnership with eye tracking systems developed by Rob Cavin and Alex Repair in addition to wide-field-of-view optics developed by a team headed by Jacques Gollier.

The work was first shown as the Half Dome prototype in Facebook’s recent developer conference, but the demonstration during Exhibit Week went much deeper as part of a symposium put together from the world’s preeminent researchers and engineers in screen technology. Lanman used the event to explain why and how Facebook engineered this system with moving screens over multiple generations. {It started with a loud monstrosity but was finally engineered to what we see in Half Dome.

The headset really moves the screens to match the positioning of your eyeballs and might assist with the vergence-accommodation conflict plaguing VR headsets now. In virtually all consumer VR headsets, the lenses create your eyes focus far away. When things appear near, there is a battle in where the lenses of the headset are focusing your eyes and where they wish to concentrate. This may lead to eyestrain and restricts how long some people today want to wear a headset.

Here is how Lanman clarified the issue in a meeting with UploadVR:
“Nearly all consumer HMDs prompt single fixed attention. Some have focus knobs, but most simply lock the optical focus of the screens to something around two meters. When you look at a near thing, vergence (eye spinning ) and lodging (deformation of the eye’s crystalline lens) proceed together. As your lens deforms to concentrate on a nearby virtual thing, it’s focusing away from the fixed attention of the HMD. So, most individuals report seeing a few blurs. The sustained vergence-accommodation conflict was linked, in previous vision science books, to visual fatigue, including eye pressure.”

Exploring the sorts of displays to fix this issue is a”daunting technology challenge,” according to Lanman, so the”science community is just starting to investigate.”

image_20180819_021600_289“Regarding visual clarity of near objects, varifocal screens have shown beneficial in our experience, in addition to according to prior books,” Lanman said.

In our interview, Lanman provided the first hint of what it feels like to test the Half Dome system.
“In a quiet room I do not hear the displays or feel them moving,” Lanman said. “These still feature prototypes, so the technology is not completely perfected.”

An Oculus spokesperson declined to say when programmers or journalists may have the ability to check the system. Oculus has previously presented new dev kits for testing at its developer conference late in the year.

“We may never find these particular technologies in a product,” spokesman Brandon Boone wrote in an email. “Not ruling it out forever, but for now, we aren’t embracing it any farther than we now have.”

This chart from Lanman’s presentation and sourced to Matsuda et al. reveals several kinds of VR headsets with attention support.

Virtual worlds that keep everything in a space already look great, and Half Dome’s moving screens would not do much to enhance that, as Lanman explains. But experiences that have a lot of interactions within arms reach (like most of the best VR experiences) can be made to appear far more detailed (less fuzzy ) using a varifocal screen helping to focus your eyes at the near area naturally. Lanman notes, but some readers over the age of about 45 might not have”noticed a problem with clarity of near objects.”

“This may be due to the audience starting to experience presbyopia,” Lanman said. “Wherein they can’t concentrate on close objects without the assistance of bifocals, trifocals, progressives, or another augmentation.”

The work presented this week by Facebook Reality Labs joins other big advancements, such as an 18.1 camera screen developed by LG and Google that could one day make it harder to differentiate real from virtual in a headset. Japan Screen Inc. and Samsung also introduced super high-resolution screens tuned for VR. Taken altogether, the job makes clear that some of the world’s largest tech companies remain committed to creating better VR headsets.