As with any digital display, the screen resolution determines the sharpness of the images you see. However, it’s important to consider the following key points to make sure you get the most out of your headset: If, after much consideration, you’ve decided to take the plunge into the wonderful world of VR, congratulations, you’re in for a real treat! It’s important to be aware of the downsides, though, as well as the fact that support is no longer being offered for many of these products. If you have a VR-compatible phone, specially designed headsets may be worth looking into. Despite their accessibility, many smartphone screens simply aren’t designed with VR in mind, and using smartphones for VR can possibly cause more harm (increased eye strain and nausea, for example) than the entertainment value they provide. While this is a bit of an exaggeration, it is true that companies like Google have started pulling the plug on their phone VR initiatives due to various reasons. However, as recently as 2019, articles stating that phone VR is dead started cropping up. Many VR headset alternatives were - and still are - available, from cardboard kits like Google Cardboard to dedicated headsets from companies such as Samsung’s Gear VR. All they need is a goggle-like accessory to turn them into VR screens. It makes sense, too, since phones are essentially tiny TV screens. Phone-based VR became a popular alternative in the mid-2010s due to its relative accessibility when compared to PC VR (more people have smartphones than high-end PCs or gaming consoles). This means that you need to make sure there is ample space around you to at least swing your arms safely or walk around the room without bumping into or tripping over anything. Unlike most other digital experiences, VR also requires you to use parts of your body in ways you otherwise wouldn’t while watching TV or playing a video game. Your brain needs time to adjust to this new experience. This is another reason to take breaks, and to start out using the headset for short periods of time and gradually increase. Also called "cybersickness," these symptoms could stem from the discrepancy between what your eyes are seeing and what is actually occurring. As with TV and computer gaming, taking breaks from your VR headset at least every 30 minutes is important for keeping your eyes in tip-top shape.Īnother concern is motion sickness - that is, headaches, nausea and disorientation - which can affect an estimated 40% to 70% of VR users at least temporarily. VR headsets are essentially goggles equipped with TV screens. In other words, you'll probably be spending quite a bit of money on a PC and accessories in order to get your VR headsets to run smoothly. This means that a complete set of VR hardware can easily wind up costing $1,000 or more.Īlso, as a general rule, the more graphically advanced and interactive VR experiences rely exclusively on high-end PCs or game consoles to be able to run at all, though some mid-range PCs are compatible with the relatively simpler “tour style” games or applications. Though standalone devices like the Oculus Quest 2 are slowly developing a presence, even the most affordable models are $400 for the headset alone, with required peripherals like room sensors and controllers costing upwards of an additional $120 each. VR headsets have become considerably more compact and affordable in recent years, but the main barrier to entry is still their high cost. Early headsets were huge and clunky and cost several thousand dollars for what was essentially a dry run for today’s models. Home virtual reality technology has come a long way in just under a decade. VR experiences today come in many flavors, from virtual tours of both real world and digitally created spaces, such as the very popular VR Chat application, to fully immersive video games that make you feel like you’re the protagonist of the story (like flying for the Rebels or the Empire in Star Wars: Squadrons). VR headsets offer the next step in digital entertainment, bringing the promise of a Star Trek-like virtual experience closer than ever before. Narrow field of view, controller tracking is subpar.
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