Here is a list of VR/AR/MR headsets that I think are great:
Oculus Quest
Sony PS VR
Valve Index
ThirdEye Gen X2
Vuzix Blade Smart Glasses
Microsoft HoloLens
Nreal Lightweight Glasses
In terms of my favourite VR headset, it would have to be the Oculus Quest.
The Oculus Quest pales in comparison in terms of specification compared to other VR headsets out there, such as the Valve Index. However, its best feature is the simplicity in setting it up. The Oculus Quest utilizes a built-in sensor array that recognizes the user’s environment, allowing them to easily map out a VR space the user can use. The Quest is also completely wireless, which adds on to a more immersive experience.
As a newcomer to the VR industry, the idea of a system that requires minimal setup and is essentially “plug-and-play” makes it extremely attractive. It is also reasonably priced with mid-ranged specs, allowing new users to obtain a decent VR experience without having to fork out exorbitant amounts of money.
Based on my search online, the preferred MR headset I would use is the Microsoft HoloLens. The HoloLens provides gesturing and gaze tracking, and can accurately map and interact with the environment, allowing for a seamless and immersive MR experience.
The only downside to the device would be its cost: with a price of $3000, it would be more suited towards professional or industrial usage, rather than for personal entertainment.
My first interaction with Virtual Reality (VR) headsets came when my friend asked if I was interested in developing for VR because his team in Engineering was keen to do VR training simulations with the Oculus Quest. I was first shown “First Contact”, a demo scene Oculus provides and was immediately blown away by the amazing graphics. I was also amazed by the ability of me to interact with the scene, which I knew was not actually realistic, but it felt so unbelievably real. After my first introduction to VR, I was certain that this is a field I want to work in, because I see its potential in solving so many real-world problems.
In fact, I was so intrigued by VR that after I was shown the
demo scene, I went back home and immediately searched for how I could purchase
my own Oculus Quest, only to realise how expensive it is (priced around $739).
Upon further research into gaming headsets, I realised that PlayStation VR cost
about $443, which sounds better in terms of price, until I realised that I
would still need to purchase a PlayStation console and other hardware to
complete the PlayStation VR set up, which ultimately suggests that it is a lot
more pricey than the Oculus Quest. Developing for the PlayStation VR itself is
also a hassle because you need to get the devkit from Sony themselves and it can
be overwhelming for new developers to dive into development for VR. Oculus
Quest development is pretty much the same as developing for Android since the
Quest runs on Android, therefore the barriers to entry is lower because there are
tutorials readily available on the web.
Then came the Oculus Rift S, which is about the same price
as the Oculus Quest as well. And considering that it is a PC-powered headset, I
felt that it would be inconvenient, especially comparing to the Oculus Quest
which allows to walk around a virtual environment with no annoying cables
attached. In general, these VR headsets felt a little pricey to me, especially
since I just began getting involved in VR. That was when I found out about the
Google Daydream View 2.
The Google Daydream View 2 is available at a relative low
price of SGD $160. It seems lightweight and very portable, compatible with many
Android phones such as those from Samsung, Huawei, LG and Google themselves.
This compatibility suggest that it is a very accessible headset for anyone who
is keen to try out VR for entertainment purposes. Based on video reviews, it
appears to user-friendly with not a too complicated set up process. The fact
that it is made of microfibres suggests that it is incredibly lightweight
compared to the chunkier PC-powered headsets such as the ones by HTC or Oculus.
The downside will be the graphical quality when compared to these PC-powered,
higher end headsets. Also, if you do not own a phone which is compatible with
the headset then you are unable to experience the Google Daydream View 2.
However, in my opinion, this is the best entry level headset for anyone keen on
trying out VR.
If I want to develop an application that everyone can experience easily, I would develop it for Android tested with Google Daydream View 2, because it will provide greater market reach albeit poorer quality graphics.
However, if I had the money, I would still choose to go with the Oculus Quest as my favourite VR headset. It is insane how portable the Quest is. When getting my project ready for demonstration to the Singapore Science Centre, all I really needed to do was to run my application once to test whether it works. There was no need to set up cameras around the room, connecting the controllers, turning on SteamVR, none of that extra setup required. On top of that, even though the Quest does not have as many games as the PlayStation VR, experts believe that the games available in the Oculus store will soon take over that of PlayStation store. Also, the Quest has superb graphics that is close enough to that provided with the Oculus Rift S, therefore, given the convenience, and the quality of graphics, I will put the Oculus Quest as my favourite VR headset.
I have never dabbled with any MR headsets, and while
searching online, I realised that the concept of a MR headset is not clearly
defined (most MR Headsets in fact offer more of a VR experience than actual
interaction with the physical environment). Meanwhile, headsets defined as AR
headsets such as the Microsoft HoloLens 2 and the Magic Leap One, allows users
to interact with 3D virtual objects, and these objects can interact with the real-world
users see. Therefore, I will be comparing these 2 headsets because in my
opinion, the other MR headsets are in fact virtual reality headsets.
Based on the demos I viewed, I will be reviewing the headsets
based on tracking and controllers, software platform and interface, and finally
content and applications.
In terms of tracking and controllers, the HoloLens 2 stands
out, because it can follow the position of the ten fingers of the user, to the
point that you can play a piano in augmented reality. On the other hand, the
Magic Leap 1 works with a controller, but also provides hand tracking features.
However, the hand tracking feature of the Magic Leap 1 does not detect the
position of the user’s hands in world space, but it merely detects predefined
gesture commands.
In terms of the software platform and interface, the
HoloLens 2 offers a very intuitive interface whereby the user can interact
directly with buttons using their hands. In addition, the HoloLens 2 features
voice recognition, which appears to be very easy to use. The Magic Leap 1’s
interface seams pretty much like that you would get in a VR headset, whereby
you scroll through windows using the controller and you cannot interact with
the buttons on the interface directly.
And finally, the content and applications offered with the HoloLens 2 far exceeds that available for the Magic Leap 1. HoloLens 2 offers all applications available from the first HoloLens. It also includes a collaboration application called Spatial, which offers a unique and effective way of collaboration that I feel will revolutionise corporate meetings in years to come. The Magic Leap 1 has a lack of applications and current applications are technical demos rather than real life experiences. Even though the Magic Leap 1 is cheaper than the HoloLens 2, both headsets are very expensive in the first place. Therefore, I foresee that at this stage of MR headsets, the applications will be more catered to big companies who are keen on adopting MR in their training or day-to-day operations. Therefore, if I owned a big company and if I wanted to depend on MR for my workers, I would spend the extra amount of money to get the HoloLens 2 rather than the Magic Leap 1, simply because it provides a significantly better user experience. Therefore, I prefer the HoloLens 2.
I like the Google Daydream view for the VR headset. It is affordable with a lower starting price at 59.99. It is compatible with various Android smartphones and thus is more mainstream and consumer friendly as many consumers own an Android smartphone. I also like the fact that it looks completely different from most other VR headsets, it is built with soft breathable fabric for comfort and thus has the consumer’s comfort and experience in mind. In fact, the facepad is also hand washable, allowing users to keep the VR headset fresh and clean to share with friends.
As for AR headsets, Google Glass was the pioneer in that market. It made waves in the AR headset industry when it came out 2013 with the explorer version being released to certified “Glass Explorers”. It was a very novel product, with input being through voice commands and a touchpad mounted on the side of the device. Even the sound input was one of the first of its kind, using bone conduction to do so. However, it was not a viable mass market product and has thus pivoted for industrial use in the form of the Google Glass Enterprise Edition.
The first ever VR headset that I have tried on was an Oculus Rift DK2 for my Orbital Project. Back when I used DK2, the cable runs over the back of the head which sometimes can drop down over the neck or shoulders, feels like it’s in the way. The screen resolution was not ideal, and the headset is heavy, making it uncomfortable over prolonged use. Not only that, the camera must be connected to a computer, thus restricting some movements.
From my experience then, the factors that I
looked out for in a VR headset are,
Comfortable even for prolonged use
High screen resolution and sound
Freedom of movement and minimal physical
restrictions
Easy & Quick Set up and configuration
The latest VR head mount displays ranking
high on the list are:
HTC Vive, Oculus Quest, Sony PlayStation VR, Google Daydream View, Oculus Rift S.
Looking through the list, my most preferred
device is Oculus Quest.
The Oculus Quest VR headset is wire-free with
six-degrees-of-freedom motion tracking and two controllers, and all without the
need for a separate computer to use it. It is reasonably priced at US$399 and
cheaper compared to HTC Vive Pro ($599). The graphics are high res and stunning
with an OLED display panel with 1440 x 1600 per eye solution and powered by
Snapdragon 835 processor. It also takes room scalability into consideration, so
the user doesn’t accidentally hit the wall.
The setting up of the headset is quick and
easy just by using the Oculus mobile app, apps are downloaded right to the
headsets onboard. The user is also able to share their VR experience with
others via smartphone or tv.
The only downside to Oculus Quest is that it
has slight light leakage and it has a short battery life, lasting only 2-3
hours.
However, compared to the other headsets in
the list, Oculus Quest has fulfilled my criteria and is my most preferred
device. From Hassle-free set up and configuration to an immersive experience
anywhere with no wires and having self-contained tracking with full six degree
of freedom motion to high-resolution built-in speakers, this is the excellent
VR for a standalone device, and it is reasonably priced.
As for MR, my most preferred device is Microsoft HoloLens 2.
It is light, gaze and eye tracking capabilities, allowing voice commands and easy to adjust. No restrictions on physical movements as it is wireless. It also supports gaze, gesture and voice controls and able to track your eyes to see what you are focusing on. HoloLens 2 allows the wearer to interact more intuitively with holograms, such as grabbing and rotating them.
It is comfortable for people who wear prescription lenses (like me) and the fact that it has a flip up visor, allowing the user to just flip it up to make eye contact easily. Despite its price tag, I think it’s the best so far for me.
Thanks to advances in both technology and commoditization of components and overall products, XR has become more and more common. Now, it can even be included in your everyday smartphones, game systems, and plenty of others devices. The development that goes into the hardware and software has also begun to be streamlined, so it is much easier to have access to these devices than it was, say 5 years ago.
So without further ado, here are some current XR devices that don’t come 1st to mind.
Virtual Reality (VR)
Nintendo Labo (VR Kit)
Nintendo Labo are a set of “toys come to life”, as Nintendo puts it. They are cardboard sets that encourage building, engineering, programming, and of course, playing games. Each set comes with a number of designs and minigames that correspond to each Labo design. However, we will be focusing on the VR kit.
There are 6 designs included with the VR kit: * VR goggles * Camera * Bird * Wind flap * Blaster * Elephant And in particular with the VR kit, it is compatible with some other non-Labo titles such as: * Super Smash Bros. Ultimate * Legend of Zelda: Breath of the Wild * Super Mario Odyssey * Captain Toad: Treasure Tracker The VR kit also allows you to write your own small minigames.
Pros
Cons
+ Gives the skills of building and programming to beginners
– No strap for the head
+ Lots of variety both in Labo kits themselves, as well as this particular VR kit
– Only 3 DoF
+ Able to create your own games, furthering creating your own experiences
– Pricey and a bit flimsy (USD $80)
+ Wireless
– Timely setup
+ Starter pack is cheap (USD $40 for goggles and blaster)
– Short games
– Poor visuals (720p screen and 2 lenses)
– Cardboard granules appear after use, lots of cleaning
Google Cardboard
Google Cardboard is Google’s current foray in XR, as well as their most successful. Previously, they tried their hand with Google Glass, an AR set of glasses, and Daydream, an enhanced Cardboard. But seeing as they failed, we will continue with Cardboard.
Seeing as Google Cardboard is just a cardboard headset with a phone placed in there, it functions about the same as a normal smartphone would. That being said, there is a Cardboard app that pairs your phone and allows you to tap into VR apps more. The momentum for Cardboard has been falling, due to no killer apps.
Pros
Cons
+ Open-source
– No standards in development
+ Cheap (USD $15)
– Resolution and refresh rate is only as good as your phone
+ Easy to assemble
– Makes VR seem gimmicky
+ Inspired many cheaper methods to achieve VR
– Lots of knockoff headsets that, admittedly are more stable
– Easier to experience dizziness and nausea, since the screen is 2 in from your face
– No dedicated controller comes with the device, unless you have a Daydream (failed) or buy a controller separately
Relativ (Relativty)
Relativty is a completely open-source, DIY VR headset. Built using Arduino, anyone is able to create, develop, and contribute to this small project. This project pretty much just focuses on the headset itself, but others in the community have made games and peripherals for this. Because it’s 100% open-sourced and relatively new as of writing, there’s only so much I can comment on, so I will leave the site and GitHub below: https://www.relativty.net/ https://github.com/relativty/Relativ
Pros
Cons
+ 100% open-source
– Arduino Due sensors don’t work well, so that code is being deprecated
+ 9 DoF is coming
– No standards in development
+ Multiple 3D-printable models exist
– No controllers (at least officially supported ones) exist, but are in development
+ Small, but active community
– Check the 3D models on the sizes of components, as they might not be the same as the ones listed in the Wiki
+ Based on OSVR
– Not standalone
+Works with SteamVR
+ 100% customizable to individual needs, due to being open-source and Arduino-based
Winner: Relativ (Relativty) I love open-source projects and I love DIY projects. I also have a bit of a bias, as I recently just built this and am trying to figure out controller support. If you just want to have a go at VR on your own, I’d highly recommend this, as you get a basic idea on the ins-and-outs of what’s in a VR headset, as well as specify this to your own needs. For all the materials, it was supposed to cost around USD $100, but I was able to get it down to about USD $80.
Augmented Reality (AR) / Mixed Reality (MR)
Vuzix Blade
The Blade, unlike the other glasses in Vuzix’s lineup, bill themselves as a head’s up display rather than a fully MR device. The OS is Android, and while you can somewhat use it as a standard Android device, there are several apps developed specifically for the Blade.
Some companies that have developed or worked with the Blade include: * Amazon * Accuweather * Yelp * Google
Pros
Cons
+ Simplistic UI
– Bulky and uncomfortable
+ Alexa is built-in
– Has few apps optimized for it
+ Rechargeable battery, with up to 8 hours
– Pricey (USD $800)
+ Touch pad
– Battery drains very fast
+ Motion detection
+ Expandable memory via MicroSD
Magic Leap 1
Magic Leap 1 is the 1st generation MR device from Magic Leap. It uses its own custom OS known as LuminOS. LuminOS is designed with spatial computing in mind, dealing with motion detection and object placement.
There have been a number of games and art installations revolving around using the Magic Leap 1, and the 2 is on the way. But since it is the 1st of the company’s, there is only so much software.
Pros
Cons
+ 8 GB RAM, 128 GB of storage
– Very little software
+ Comes with controller
– Pricey (USD $2295)
+ Custom OS to fit the needs of the device
– To use the simulations, you have to hook it up to a battery pack
+ Sleek design, comfortable
– Battery life of 3.5 hours
+ Motion detection for head, hands, and eyes; object placement and interaction
Varjo XR-1
Varjo’s XR-1 is the 1st of the company’s Mixed Reality line. It is mainly aimed at businesses and in the field of medicine. As a full on headset, the virtual view can be turned off in favor of the real world view.
The main use cases of the XR-1 is for R&D teams, as seen by the requirements for using it. It has near photorealism in the virtual world.
Pros
Cons
+ High-end graphics
– Very pricey (USD $10000)
+ Can go in and out of virtual world
– High requirements for use
+ Motion detection and object placement
– Use cases are currently only for businesses and R&D
– Some of the photorealism leans into the uncanny valley
– Not standalone, tethered
Winner: Magic Leap 1 While still in the early stages, the Magic Leap 1 shows a lot of promise in all industries. LuminOS seems to work relatively well, considering its not even in 1.0 yet. If the price can be lowered and more developers get interested, I think the Magic Leap will not only be a good competitor for Microsoft, but a great device to own.
In 2020 there are many options for VR hardware. My personal preference are standalone headsets as I prefer the freedom and don’t need to worry about tripping over wires. I also believe that this leads to greater freedom with designing applications for VR as it does not restrict the movements of the user. Because of this, I am choosing the Oculus Quest as my favourite VR headset. The Oculus Quest uses outward-facing cameras to provide 6DOF motion tracking, and uses Oculus Touch motion controls. Combined with a faster Snapdragon 835 processor makes this VR headset incredibly immersive.
In terms of choosing my favourite MR headset it would definitely be the Hololens 2 (assuming that money wasn’t an issue). I have had the opportunity to try out the Hololens when it first came out and I was in awe. It seamlessly blends real life and computer generated graphics and had so many useful applications. This version is even lighter, a custom AI chip to improve performance and has a wider field of view so I think it would be even more impressive.
Intel Core i5-4590 or AMD FX 8350, NVIDIA GeForce GTX 970 or AMD Radeon R9 290, 4 GB RAM
– Headband – Left-right controllers
2019
Valve Index
– 130 degrees FOV with adjustable eye relief and IPD – Tethered – RGB LCD screens – External headphones that do not touch ears – 80/90/120Hz – 6DOF controllers – No wireless option available for now
– Headband – Left-right controllers – 2 base stations
2019
Out of all the listed VR devices above, the one I like the
most (based on the description and research on the internet) is Oculus Quest,
but if price is disregarded then it would be Vive Pro Eye. The points that I consider
when making that decision are the price to quality ratio, design, wireless
capability, and sensors.
I personally prefer untethered to tethered devices, which is strongly supported by the possibility that our legs may get tangled because VR activities mostly require body movements and that is quite dangerous, so there are 3 devices that fit the preference: Oculus Quest, Vive Pro and Vive Cosmos (by purchasing wireless adapter). Next thing to consider is the platform support. For Oculus Quest, it is not possible to connect to SteamVR unless you want to perform additional actions to make it possible (e.g. using Vridge or purchasing Oculus Link). Meanwhile, Vive Pro and Vive Cosmos support steamVR from the get-go and an alternative called Viveport. Having more options is always a nice thing, which is why I lean towards Vive VR devices in this category.
Aesthetically speaking, Oculus Quest wins in this department in my book due to its simplistic design. However, it may not be comfortable when worn on the head because it is quite heavy since all the hardware (CPU, memory, storage, graphics, etc.) that makes it wireless and the sensors contribute to the additional weight of the headset.
Having external sensors is not all that bad to me, they just require an initial setup to your room, thus not adding more weight to the headset which Vive Pro trumps at. If we are comparing Vive Pro to Vive Cosmos, I would rather have the former device. On top of not adding weights to the headset, outside-in tracking system (in Vive case the “base stations”) excels more at precision tracking than integrated sensors (inside-out tracking) which Vive Cosmos has. Plus, if you happen to use a software that takes eyes movement as an input, Vive Pro Eye got that covered.
When we are talking about price tag, however, Vive Pro is the most expensive out of all 3 options and that is not even including the wireless adapter or the eye tracking upgrade. Again, my choice would be Vive Pro Eye if price is not an issue.
AR Devices
Device/Feature
Unique Features
Type
Year Released
Vuzix Blade
– Quad-core ARM CPU – 8 Megapixel camera – Android OS – Head motion trackers – Touch pad – Wi-fi compatible – Voice commands and control – Haptic vibration alerts – 19 degrees to 28 degrees FOV – 2-2.5 hours of battery life
Smartglasses
2019
Wayray Navion
– SLAM capability – 4G connection – 30ft distance to virtual image – Advanced inertial sensors and GPS – 8 degrees x 4 degrees FOV
Holographic navigation system for cars
TBD
Apple ARKit 3
– 2D and 3D object detection and tracking – Plane detection – Face detection – Light Estimation – SLAM capability
Smartphone AR SDK
2019
First of all, I would like to say that AR devices that exist in the present come in various forms and purposes (smartglasses, projector, AR SDK kits, etc.), so it is harder for me to decide which one I like as each of them may excel in their own field. But for smartglasses, Vuzix Blade is up there on my personal preference.
Vuzix blade, for example, is very similar to the predecessor of AR smartglasses, which is Google Glass. It works just like Google Glass, in essence it is a smartphone in form of a pair of glasses. But instead of the information being displayed on a smartphone screen, it is all displayed on your glasses screen. Notifications, calls, messages, taking photos or even yelp review when looking at a restaurant. Notable improvement from Google Glass such as the design: Vuzix Blade design is a huge step up from Google Glass. Google Glass design is widely criticized due to making the wearer looks goofy. However, Vuzix Blade looks just like any other trendy glasses. It is hard to tell if they are actually a pair of smartglasses unless someone takes a closer look.
Unfortunately there is an inconvenient downside of Vuzix Blade. They do not have speakers, so you have to use the Bluetooth function to pair it with your smartphone or Bluetooth headset when calling someone or listening to Alexa’s feedbacks.
Wayray Navion is another interesting and unique AR device for me, as it is a holographic AR navigation system used for cars by projecting layers of information to the car windshield. Some of the features are displaying speedometer, additional UI to warn the driver of an incoming pedestrian crossing the street, GPS system (routes and directions), and building identification.
MR Devices
Device/Feature
Unique Features
Minimum Requirements
Type
Year Released
Microsoft Hololens 2
– Untethered – 52 degrees FOV – Wi-fi compatible – Flip-up visor design – 8 Megapixel camera – Eye tracking – Built-in speakers – Voice commands and control – 6DOF controllers – Qualcomm Snapdragon 850 – 4GB RAM – 2-3 hours of battery life
There are not a lot of true MR devices existing in the public. Windows Mixed Reality devices, for example, are classified as VR headsets even though they have mixed reality as parts of the name. For MR category, my choice of device would be Varjo XR-1. It has the features of switching from MR to fully VR easily, photorealistic virtual objects, a very wide FOV, and ultra low latency. Those are all the attributes needed for a MR device to create an immersive experience of mixed reality, and Varjo XR-1 has it all, of course, with a hefty price tag.
While Microsoft Hololens 2 and Magic Leap 1 project holographic objects (to which they do refer the virtual objects created by their respective devices as holograms) that are a little bit transparent (see-through), Varjo XR-1 offers a more immersive experience by rendering the objects to be solid and photorealistic. Not to mention, there is also a pretty crucial existing problem to Magic Leap 1. When virtual objects are approached and very short distance is left between them and the wearer, part of the objects are cut off from sight depending on how close you are. Personally, that would really decrease the immersion value by a lot, and there is also the hologram-like objects reducing more of the immersion.
– Standalone – Reasonable price for standalone – Comfortable to wear – Easy to set up and use
– Poor battery life – Controller batteries are non-rechargeable – Light leaks in from nose area
Pico Neo 2 Eye
– Standalone – Native eye-tracking technology in partnership with Tobii – Able to wirelessly connect to PC
– Controllers don’t look very ergonomic – Not actually yet released
Nintendo Labo VR Kit
– Fresh method to creating different types of controllers with cardboard and Joy-cons – Ability to create your own games with Toy-con Garage
– Limitations by the Nintendo Switch’s screen, such as low resolution and refresh rate – Only 3DOF
HTC Vive Cosmos
– High resolution and refresh rate – Headset cameras removes any need for external base stations – Modular faceplate design
– Requires gaming desktop PC with dedicated graphics card – Light sensitivity problems – Tethered
Sony Playstation VR
– Large selection of games to play – High refresh rate
– Requires external sensors – Tethered
Valve Index
– High resolution and refresh rate – Practical new controllers, strapped around your hands instead of held – Able to open and close hand s naturally instead of relying on abstractions like grip or trigger
Based on my current experiences with the HTC Vive and Oculus Quest, my preference is definitely for non-tethered VR headsets since the cable easily get’s tangled up and is easy to trip over. Ideally I would also prefer the VR device to not have to be dependent on a high-end PC to run.
Hence my preferred VR device would be the Oculus Quest, given its relatively cheap price compared to other standalone VR devices which provide 6DOF.
However, I am very interested in the Pico Neo 2 Eye which has the function of eye tracking since the common methods for gaze inputs is to have rotate the headset for the center pointer to “look” at objects, and look forward to seeing how it can perform.
Name
Pros
Cons
Tesseract Holoboard Enterprise Edition
– High FOV at 82° – Allows for teams to collaborate in MR – Seems relatively cheap
– Requires a smartphone with Snapdragon 820 processor or above in order for this device to operate.
Magic Leap One
– Standalone – 6DOF – Interchangeable components – Features advanced eye-tracking, even blinks can be as a command function for the user – Controller with force control and haptic feedback
– Pricey – Only 40° FOV – User has to carry the lightpack
Microsoft HoloLens2
– Standalone, no external packs – Gesturing and gaze tracking – Improved FOV at 52° compared to HoloLens 1
– Pricey
My pick for my preferred MR device would be the HoloLens2, it looks the most stylish and least clunky to put on. The hand gesture controls are also pretty cool.
Based on my previous experiences,
I have always found that VR HWs are either clunky, headache-inducing or just
too expensive for the normal consumer. I guess that’s why despite owning a
gaming laptop and a PlayStation that are perfectly capable of supporting VR
games, I never really bought into the hype.
That is until I bought a Nintendo
Switch last year and found this really cool addition that Nintendo has introduced
to the VR world:
Behold the Nintendo Labo VR Kit
made for the Nintendo Switch:
Before someone mocks the design
and appeal of this product (I mean who has heard of a cardboard headset? Is
this a copycat of the Google Cardboard VR?), hear me out on why this is one of
my favourite VR HWs! However, we first need to understand Nintendo’s motivations
behind creating such a product.
What Nintendo has done was truly bizarre
at the time when this product was released. Like many gaming and PC companies,
Nintendo wanted to enter the VR market, but it did not want to stand beside the
slew of competitors such as Microsoft, Google, HTC, Sony, who were all more
than capable of creating the best VRs HWs possible. Furthermore, Nintendo devices
have always been geared towards a younger audience and its latest Nintendo
Switch product doesn’t even have the graphical horsepower like most of its
competition such as the Xbox and PlayStation counterparts. Thus, Nintendo did
what it had to do, it created a VR headset that draws the users’ creativity at
a much lower price point, geared towards its own unique target audience.
The Nintendo Labo VR is a
cardboard VR headset that introduces features and accessories you think only a
company such a DIY company such as IKEA would think of. There are a range of
things to build and customize the VR headset with accessories such as a
Blaster, an Elephant, and even a Bird! These accessories make the VR experience
a truly unique one as they complement the cartoony and kid-friendly characteristics
of a typical Nintendo game. With a battery life depending on the Switch console
itself as well as graphic limitations, it is a good entry-point for
experiencing the VR world without worrying about charging ever so often.
As such, this product taps on the
creativity and imagination in you to experience a world of VR that is unlike many
traditional VR headsets. Thus, it is one of my favourite VR HWs.
Now that we have covered a VR HW
that is more for entry-level VR experiences, the next entry for my favourite MR
HW will be more serious in terms of specifications in order to blur the lines
between reality and virtual reality perfectly.
My favourite mixed-reality HW has
to be the Asus Windows MR headset (HC102)
Looks like something from the
future, doesn’t it?
At less than 400g (according to
Asus’ website), it is by far one of the lighter MR headsets and it features a design
that is ergonomic and elegant. One can simply just flip up the visor and take a
short breather when required; a plus for usability and user safety. However,
the best part of this headset is the fact that it is cheaper than most of its
competitors such as Samsung as well as an easy setup that doesn’t require too
much horsepower on your computer.
This makes it affordable and
available to the average consumer who just wants to get in on the action whilst
getting the same refresh rates and sufficient visuals that a MR headset needs.
As you can see from my choices, I
am particularly fond of companies that go out of their way to create something
unique, comfortable and affordable for consumers. Sure, my favourites don’t
provide the most graphically intense visuals or the best possible experience. However,
what is important to gamers and consumers is the illusion of a virtual/mixed
world that seems real enough to get you in on the action.
Author: Darren Sim A0136233N
Images are sourced from Google or the products’ respective websites.
Note: 3 DoF head-tracking means you can only track rotational movement. 6 DoF head-tracking means you can track both position and rotation.
Preferred VR headset:
I look out for 3 main things in a VR headset, which are cost, convenience and games supported.
I rate games supported > cost > convenience because I feel that the best VR headset should provide me with a pleasant game experience with the games I want to play at a reasonable price.
However, since my taste in VR games are usually compatible with most VR devices, cost and convenience will be the deciding factor to my prefered VR headset.
In terms of cost, Google Daydream View seems to offer the best value because it uses mobile devices as its processor. Since mobile devices can do other things besides playing VR games, its value is far greater than standalone VR headsets such as Oculus Quest/ Lenovo Mirage Solo where the extra cost for in-built processor can only be used to power VR related content.
Google Daydream View also has better materials which makes it more lasting than Google Cardboard and hence its worth the extra price. Not to mention the aesthetics of Google Daydream looks much better than that of Cardboard, providing a soft comfortable feel akin to wearing a sleeping mask.
In terms of convenience, Google Daydream View wins over wired headsets like Oculus Rift S/HTC Vive as it is so much easier to set up with it and there are no wire management to be done. Google Daydream View is also much more portable compared to Oculus Rift S/HTC Vive which means that I can enjoy my VR games anywhere, anytime.
Though the battery life of Google Daydream View is only as long as your mobile phone can hold which is usually around 2.5 hrs, I feel that it is a sufficient gaming time for me.
Hence my prefered VR headsets would be the Google Daydream View due to its low cost and portability.
List of MR headsets:
Headset
Cost (USD)
Field of View
Resolution
Controls
OS
HoloLens 2
3,500
52 by 50
2k
– Hand tracking – Voice recognition
Windows Holographic OS
Magic Leap 1
2,295
43 by 30
1280 by 960
– Physical controller – Hand tracking
Lumin OS
Holokit
30 + supported mobile phone
76
Depends on phone
– Gesture tracking with manomotion – External bluetooth controller
Holokit + phone OS
Occipital Bridge
399 + supported iphone
120
Depends on iphone
– Bridge controller
Bridge Engine + iphone OS
Preferred MR headset:
For MR headset, I would look into 4 things – interface, processing power, graphic quality and control.
I personally rank them as such: control > processing power > graphic quality > interface.
In terms of interface, I am personally more familiar with windows interface and windows OS, hence I find the interfaces of HoloLens 2 more intuitive to use than Magic Leap 1.
In terms of processing power, HoloLens 2 being backed by microsoft provides remote rendering for microsoft azure cloud subscribers, which enabled more powerful processing and hence allows greater interactivity. This cloud processing power also has the potential to surpass any mobile processing power that mobile MR headsets such as Holokit and Occipital Bridge has to offer, making HoloLens 2 having the best processing power out of all the headsets.
In terms of graphic qualtity, HoloLens 2 has a higher resolution and a larger field of view than Magic Leap 1, providing a clearer augmented reality imagery with a greater effective area of AR. Though HoloLens 2 has a smaller field of view compared to mobile MR headsets, it compensates with a much higher holographic image quality of 2K resolution.
In terms of controls, HoloLens 2 has better hand tracking control system that tracks fingers, enabling more interactions to be made possible, such as playing an augmented reality piano without the need of a controller. This enabled organic interactions that feels natural and intuitive.
The Magic Leap 1 hand tracking is much inferior and only tracks 8 predefined gestural commands, hence its main source of input is through a controller.
Occipital bridge and Holokit both enabled interactions but via an external bluetooth controller. Holokit does provides some gesture inputs through monomotion but its tracking are limited to predefined gestures.
Thus, my preferred choice of MR headset would be the HoloLens 2. Although it is much more expensive and is currently only available for corporate purchase, its specifications and features are much better than that of Magic Leap 1. Having a superior hand tracking that enabled organic interactions without any wires provides a seemless MR experience which are not replicatable by any of the other MR headsets currently. I believe if the HoloLens 2 continues to develop, it will eventually be commercialised to the masses which would bring down its price.
Lastly, a quick shoutout on latest list of AR headwear: