visualizer
10 years agoHonored Guest
Our first Gear VR test
First of all: It is amazing how smooth head tracking is working with only an Android Smartphone. Samsung Gear VR gives an idea where it could go with those new immersive VR glasses in the near future.
Well, hoping that 4K displays coming soon for those VR glasses .. (better for each eye)..
BUT: The Samsung Gear VR has several issues on the hardware side which I guess easy can be resolved:
-The range of setting the dioptrie is to small (the display is still to close i.e. to my eyes)
-There is no way to set the pupillary distance. For my eyes the pupillary distance is to small. It lacks of a adjusting wheel for this.
-The quality of the lenses is poor:
--There is only a restricted area where the display can be seen as sharp
--The lenses produces colored edge ((chromatic apperation)
--Unfortunately the lenses/the Gear VR don't shows the whole range of the Oculus picture (15% loss of pixels)
-The Gear VR presses on the nose
And on the firmware side:
-It lacks an option to reset anytime the default view angle in any position of the Gear VR. Because sometimes it happens that you sit on a fixed chair but the movie screen is very left or right of you straight view. Or you may want to see the movie by laying on a bed (; )
-There also should be an option to get away messages from the system like "it's downloading emails..." from the VR display. That's very disturbing.
-And Samsung should also support playing simple VR Cardboard (Open Dive) APPs. Which surely could be done with a special option within the Smartphone settings of the Note 4. I guess it even could be possible to combine this with the touchpad and buttons of the Gear VR. I mean, this could help to promote Gear VR and the Samsung Note 4 to even more popular.
I hope anyone of the responsible persons from the Samsung development department is reading this and will realize that Gear VR is close to a mass product. But not this version!
Regards
Visualizer
PS: We are developing since many years VR visualizations for architecture with Unity and new with Unreal 4
Well, hoping that 4K displays coming soon for those VR glasses .. (better for each eye)..
BUT: The Samsung Gear VR has several issues on the hardware side which I guess easy can be resolved:
-The range of setting the dioptrie is to small (the display is still to close i.e. to my eyes)
-There is no way to set the pupillary distance. For my eyes the pupillary distance is to small. It lacks of a adjusting wheel for this.
-The quality of the lenses is poor:
--There is only a restricted area where the display can be seen as sharp
--The lenses produces colored edge ((chromatic apperation)
--Unfortunately the lenses/the Gear VR don't shows the whole range of the Oculus picture (15% loss of pixels)
-The Gear VR presses on the nose
And on the firmware side:
-It lacks an option to reset anytime the default view angle in any position of the Gear VR. Because sometimes it happens that you sit on a fixed chair but the movie screen is very left or right of you straight view. Or you may want to see the movie by laying on a bed (; )
-There also should be an option to get away messages from the system like "it's downloading emails..." from the VR display. That's very disturbing.
-And Samsung should also support playing simple VR Cardboard (Open Dive) APPs. Which surely could be done with a special option within the Smartphone settings of the Note 4. I guess it even could be possible to combine this with the touchpad and buttons of the Gear VR. I mean, this could help to promote Gear VR and the Samsung Note 4 to even more popular.
I hope anyone of the responsible persons from the Samsung development department is reading this and will realize that Gear VR is close to a mass product. But not this version!
Regards
Visualizer
PS: We are developing since many years VR visualizations for architecture with Unity and new with Unreal 4