Tag Archive : vr headset

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Art is Real, Art is Virtual – Brought to you by Hyundai Motor Company


We are wondering, what are the ideal ways to
show VR exhibitions? And it seems that there are lots of different
ideas and some artists like the fact that they can be
shown anywhere because you are catapulted into a totally
different area, a different region, a different sphere. And there is VR on the one hand
and there is AR, and then there’s mixed reality which is being
developed. I think it’s going to be a spectrum of
possibilities and they will actually merge into each other
a little bit. I know Bjarne Melgaard as a very important
Scandinavian painter, also someone who makes sculptures. And I know of video works, etc, but this is the first time you work with this
new, very powerful medium, virtual reality. And an obvious question is of course,
not only why you did it but rather, what it offers that you couldn’t have done in
more traditional mediums? How the VR functions for me
was that I had the possibility to materialize a narrative
in a kind of almost transcendental way. So, I could take all these older references and I could present them
in a totally contemporary context. I couldn’t have done that in any other medium. It’s something strange with VR,
that it promises sublime experiences. What is the experience for the audience? You are immersed in a very isolated experience
which you are not in a regular museum. And here, you can somehow
be within the artwork. I feel like, isn’t it a little bit of a challenge
for VR now to go beyond just three masks
from the ceiling? I mean, just talking to people who try this
medium now, I feel like there are almost two schools
or two approaches. And I could see your piece, could we say that it’s almost like
a hyperdense retrospective. -It could of course, be inside a show of yours.
-Yes. There are others with whom we have worked who like the fact that it’s a totally abrupt
kind of cut that you know, you can sit in the basement
and then you are kind of catapulted -into a different space. Many people, they talk about how will this be
for artists, this medium? How will this develop? But I haven’t heard so many people talking
about how will this be for a curator? What is a curator now in relation to the art? In a way, I have been
a very classical old school curator, working for museums,
the Venice Biennale, things like that. So, of course it will change everything. We can apropos the emerging
or the kind of mixing of real and virtual. One could probably do,
I wouldn’t even call them bi-annuals but kind of events that happen in LA,
Copenhagen, some in South Africa at the same time. And it’s you know,
it takes place in a physical space but it has so strong a virtual presence that
it’s actually a kind of international event. I think, that these technologies
and VR being the visually most overwhelming and therefore maybe the best example, is a possibility to actually totally disrupt
traditional structures of the art world. The gallery, the art fair, the museum,
the private collection; all of that to a certain extent is irrelevant
because it can actually be art for all. Is it also interesting
that the artworks get detached from all these openings and conferences
and talks, and you can go back to maybe
the individual experience of an artwork?

Oculus Rift: Rick and Morty Virtual Rick-ality | The Completionist


so a couple of months ago oculus set me in oculus rift with their touch controllers and I got super into robo recall haven’t had that much art kid shooting fun in the long while and I really loved playing the game even if I was paid to show it off but since then I’ve logged well over 30 to 40 hours of playing VR games I really enjoy what I’ve played thus far and a few weeks ago me and my girlfriend really got into a cartoon show that I’m sure most of you guys really know well by now called Rick and Morty the show is unstoppable it’s truly a wonderful comedic masterpiece in fact while I was at PAX East this year they had a Rick and Morty VR game available for people to try and it turns out that game actually came out a couple of months ago so I thought now that I have an oculus rift and the game came out and I’m super into the show yo I would really love to talk about Rick and Morty virtual reality so Rick and Morty virtual reality is a game oh sorry one second here go for Girard oh hey mr. oculus marketing guy what’s up oh you found out that I was going to make a video on Rick and Morty and now you just want to pay me money to make the video hell yeah that sounds awesome let’s go but only if I can spend all of the budget on a stupid 3d title sequence with awful air horns and music what was that you’re down let’s go ooh whoa this video is brought to you by oculus get knocking this rift plus touch for the summer offered promotion and an affordable price of 399 do you play such awesome games such as superhot VR Robo recall and block a brutal game about luck the oculus rift plus touch buy one today where do you get one you ask yourself well the link to get one is in the description down below by the auxin is rip plus touch today or else your neighbor Martha’s dog will judge you indefinitely and you wouldn’t want that would you oculus rift plus touch because you want to please your neighbor’s dog Rick and Morty virtual reality is a game that stars you playing as a Morty clone specifically designed to serve the original Rick and Morty the game takes place entirely in morning’s garage although it contains several elements of traveling through different portals to access different locales without a doubt the clear shining star of the game is the writing and vocal performances just looking at Rick and Morty making fun of you before you even begin the game just sets the tone for how the rest is going to go now with the limited physical space of the oculus the game is a little bit limited on how to move you can teleport around the room into three different places the laundry area the work table and the supply rack I think it’s given to say that having the best setup for your oculus is incredibly important but it’s even more so important for Rick and Morty as you’ll be picking up a lot of items off the ground or from hard-to-reach places and while the game recognizes that you want the item you’re pointing towards sometimes it just won’t come to you luckily the developers knew this would be an issue and incorporated a mr. meeseeks box to get you those hard-to-reach items you can actually spot a lot of them at one time if you’d like and killing them is quite funny although unlike the show you have to end their lives after they fulfill their duties not them speaking of mr. meeseeks you kind of are won in this game the whiteboard to your left acts as your current objective telling you what to do almost all the time at some point to be given a SmartWatch that is your communication device for Rick and Morty aside from moving forward throughout the plot by listening to the two of them talking to you this device will help you throughout the entire game anytime your loss or are confused you can simply look at the watch and for the most part you’ll get comedic gold telling you where to go or what to do next Rick and Morty has layers upon layers of references jokes and moments straight from the show it’s fascinating how spot-on they were on this game execution I haven’t laughed Hart in awhile while playing a game in probably ever they even have a game called Troy which is a VR home simulator version of the Rick and Morty arcade game Roy what the hell well where am I my hair’s not bad Morty the rover all points of Rick and Morty’s VR adventure is that you’re a clone which has to serve the purpose of the two protagonists and frankly they don’t give a crap about you in fact there will be many moments where you’ll have to go to hell and I can’t honestly remember the last time I enjoyed dying in a video game scripted or not Rick and Morty VR absolutely would not work normally with standard controls it was designed with VR in mind and honestly that’s great using the cloning device with the controller would not be nearly as fun the activities are endless and they feel super fun to do because not only is the entire game a massive nod to one of the best freakin cartoon shows of all time but the gameplay incorporates all of the wonderful elements of the show into itself there were so many aha moments I had when I figured out what to do next I felt like I was challenged to not look at my watch unless I absolutely had to there’s an entire mini game that focuses on movement you have to activate as many of the knobs and gadgets as quick and as fast as you can and at first that was super stressful but once I got the hang of it poof I was having a great old time and I found myself wanting to do it again and again on the other hand there was one segment why I was legitimately confused for maybe 30 to 45 minutes it involved connecting these two pieces to the rest of an electric board with some specific regulations and requirements I felt like a complete idiot when I finally figured it out even though I thought it was way harder than it needed to be and I have to admit I am a little bit under the recommended amount of room I need when I’m playing with my oculus so take it from me don’t be like me and make sure you have enough room for when you’re playing these games yes I did need more room but I still felt like even after making that room I still had problems trying to pick up and grab items from hard-to-reach places and since there’s not really a good moving mechanic in the game you’ll accumulate junk very quickly especially as you’re fulfilling or failing objectives the game is about trial and error as you move throughout it and at times because you are in VR you can start to feel overwhelmed or maybe even claustrophobic but this is something that can easily be addressed in future titles like Rick and Morty the game is truly an objective puzzle solving game which is way different than that of Robo recall or let’s say superhot VR obviously and in its own way it’s just as fun I do miss the high-octane feeling when using the oculus and there is a section later on in the game that acts as a shooting segment which should hopefully satiate your need for the over-the-top violence Rick and Morty virtual reality was made for Rick and Morty fans and it’s kind of made for completionists too as it has a lot of postgame content such as collectibles and getting higher scores for unlockable I had such genuine good time playing this game I feel like it’s worth it’s $3 price tag it’s one of those games that you’ll get a lot more from each playthrough as you revisit it so if you’ve got an oculus rift I recommend picking this bad boy up and if you don’t have an oculus rift you know what to do to get one brother click that link in the description down below don’t piss off Martha don’t piss off her dachshund make peace with the animals and pick up an oculus rift today that’s it that’s all guys I hope you liked today’s video and hey if you like to add we did let us know in the comments below we got one more VR video on Star Trek coming out in August so get hype for that I’ll see you guys next time

10 Best VR Headset 2019 – Virtual Reality Systems for PCs & iPhone


Hey everyone. How’s it going? You know what, I’m having really good products
for you and now in this video we are telling about the top Ten Best VR Headset. On my view or judgment I formed about something
new and I have listed them based on facts and features. If you want to watch more interesting videos
like this so don’t forget to subscribe our channel and also don’t forget to press the
bell icon on YouTube app for never miss any update. If you want more product information checkout
the links in the description for complete products information and best price. Now that virtual reality (VR) has proven to
be a mainstream form of entertainment – not just an overpriced tech fad for early adopters
– there are lots of different ways to get your home decked out for the best VR headset. But the problem is that picking a VR headset
is not easy, especially now that there are more and more headsets hitting the streets. Here we have picked out the very best VR headsets
on the market right now, including models from Oculus, HTC and PlayStation. Just be ready to apologise for the strange
“ooooh” and “ahhhh” noises you will make while drooling at the gorgeous worlds inside. So I have put together some of the Best VR
Headset from what is available and reviewed them. Watch this video till end for more interesting
products information. Let’s start. At Number 1 is Oculus Rift S PC-Powered VR
Gaming Headset. Oculus Rift S designed with Lenovo puts you
at the center of virtual reality’s most pulse-pounding, PC-powered gameplay. See the action unfold all around you through
our sharpest lenses and next-generation optics. Lose yourself in the experience with a comfortable,
improved design that lets you start playing faster and keep playing longer. Oculus Insight tracking gives you the power
to move throughout your playspace in any direction. No external sensors. No complicated setup. Just hands-on action and interaction with
our updated Oculus Touch controllers right out of the box. Step into the game and the future of PC VR. Blast, slash and soar your way through the
top library in VR gaming. Oculus Rift S lets you play hundreds of games
and exclusives already available in the Oculus store, with so much more to come. Keep your head in the game thanks to a halo
headband redesigned with speed in mind. Rift S stays securely and comfortably in place
with a quick twist of the fit wheel, so it can take-or double take-your fastest reactions. Arm yourself with our updated Oculus Touch
controllers. Your slashes, throws and grabs appear in VR
with intuitive, realistic precision, transporting your hands and gestures right into the game. Take a step forward with Oculus Insight. It translates your movements into VR no matter
which way you’re facing and provides room-scale tracking without external sensors. This is the best overall VR Headset & we recommend
you to buy this one. Checkout the description for best price. At Number 2 is Samsung Gear VR. Samsung Gear VR with Controller Explore virtual
worlds and travel the globe with Gear VR. With your phone in the headset and the controller
in your hand, you can explore virtual reality worlds and get deeper into immersive games. Go anywhere, do anything, be anyone with virtual
reality. Complete 360 immersion with a wide 101 o field
of view. New social features to interact with friends
in VR -watch a movie TV together, play a game or just chat in a virtual world. Seamless integration with Samsung Gear 360
to create your own VR content. At Number 3 is Oculus Go Standalone Virtual
Reality Headset. Play your favorite VR titles with this 32GB
Oculus Go headset. Its lightweight structure and soft, breathable
fabric provide a comfortable viewing experience during marathon sessions. And its high-resolution fast-switch LCD screen
improves visual clarity for an immersive effect. Powered by the Qualcomm Snapdragon 821 mobile
platform means low power, high quality audio, video and interaction wherever you are. This Oculus Go headset has built-in speakers
to help you feel you are part of the action. Designed with innovative, breathable fabrics
and injection foam molding developed for professional athletes. Dramatically improves visual clarity and reduces
screen-door effect. Offering a wide field of view with significantly
reduced glare. Speakers built into the headset, transporting
you straight into VR and making the headset easy to share with someone else. No additional devices required while in VR
(Oculus Go requires the Oculus Companion App, downloadable from the iOS and Android store
on a smartphone). Allows you to store a collection of digital
photos, clips, videos and games just right on the Go. At Number 4 is Pansonite 3D VR Glasses. Pansonite Latest Version of VR with a new
handheld controller that seamlessly responds to organic, human movements in virtual experiences. After three years of research , development
and adjustment, we not only reduce the volume and weight , but also pay more attention to
internal component. We went on to conquer multiple barriers to
obtain very accurate fitting of parts. HD resin aspherical lens are updated to be
more smooth and purified. It can completely eliminate the feel of vertigo
and provide you high-resolution imaging and the color visual event. It has soft and breathable leather padding
keeps you feeling good even after hours watching. The small volume and lightweight gives you
lots of comfort while using or carring. This adjustable T-shaped strap is made of
lightweight material, which can decrease the pressure around your eyes, face and on your
head, providing you more comfortable feeling. This Flexible and adjustable headband is suitable
for different people. At Number 5 is Google Daydream View VR Headset. Daydream View is a headset and controller
that lets you experience high-quality, immersive virtual reality. Simply place your Daydream-ready phone into
the headset to get started. Daydream View’s lightweight, durable headset
is made from soft, breathable fabric to help you stay comfortable longer. And, with a hand-washable facepad, you will
be able to keep the headset fresh and clean to share with your friends. Browse from an ever-growing collection of
apps and games in the Daydream app – a home for all of your virtual reality experiences. The Daydream View controller transforms with
your imagination. Go from the sidelines to the center of action. Feel the adrenaline rush as you speed down
the racetrack. Bowl a strike with a swing of your arm. Cast a spell with your own magic wand. At Number 6 is HTC VIVE Pro Virtual Reality
Headset Only. VIVE Pro is the most capable and fully featured
virtual reality system VIVE has ever made. Designed to meet the needs of today’s most
demanding VR users – from expansive office environments and crowded arcades, to the comfort
of your living room. VIVE Pro surpasses the bar-setting experience
to realize the most immersive virtual reality experience. VIVE Pro is engineered from top down for optimized
ergonomics. Just place the headset on your face, slide
the strap over your head–it’s done. The new chassis evenly distributes the weight
of the device to achieve an optimal center of gravity – creating comfort in VR that is
unlike any other. Escape reality and jump into games and visual
experiences with this VIVE Pro headset. Compatible with Windows 8.1 and 10, it brings
images and sound to life via your PC, and enhanced ergonomics provide greater comfort
in wear. High-impedance headphones faithfully reproduce
everything from crashing waves to the sounds of battle. This VIVE Pro headset produces resolutions
of up to 2880 x 1660 for incredible detail. This version of the VIVE Pro includes the
Head Mounted Display only. You must have controllers and base stations
to complete your VR experience. At Number 7 is Oculus Quest All-in-one VR
Gaming Headset. Oculus Quest is an all-in-one gaming system
for virtual reality. No wires. No PC. Just set up with the Oculus mobile app, and
you are free to explore VR from almost anywhere. Sensors inside the headset precisely track
your movements and instantly translate them into VR, while helping you steer clear of
nearby objects. And with Oculus Touch controllers, your hands
are in the game. Turn a small space into an immersive gaming
area with this Oculus Quest all-in-one VR system. The wireless headset and controllers provide
a compact setup and don’t require a PC, and the 64GB of storage accommodate compatible
VR game titles. This Oculus Quest all-in-one VR system uses
Insight tracking technology for instant, accurate response to movements. You can play almost anywhere with just a VR
headset and controllers. Transport your hands and gestures right into
the game. Positional audio is built directly into the
headset, so you can hear your teammates or what’s sneaking up behind you even without
headphones. At Number 8 is HTC VIVE Virtual Reality System
Tracker. The Vive tracker creates a wireless and seamless
connection between your attached tools and the Vive system. Attach a DSLR camera to the Vive tracker to
make Mixed reality videos and expand the fun. VIVE Tracker brings any real-world object
into your virtual world. Add it to specially-designed accessories to
play your favorite games. Attach it to a camera and put yourself in
your own mixed reality videos. The possibilities are endless. Make your own mixed reality videos with your
own camera. Simply attach your DSLR to VIVE Tracker and
you now become the center of your virtual world. You can even record yourself to improve your
gaming performance. At Number 9 is Sony PlayStation VR Headset. Sony PlayStation VR is the latest member of
the PS4 family – so whichever PS4 console you own, you are Playstation VR ready; connect
the headset to your PS4, add a PlayStation Camera and leave reality behind. 5.7 inch O LED screen See hyper-real 3D environments
come to life with a custom O LED screen. 360 degree vision Whichever way you turn the
360 degree immersion of Playstation VR makes you part of a living, breathing world with
a seamless field of view. 120 frames per second Smooth visuals and super
low latency combine to create an incredibly immersive gaming world. Discover a new dimension in sound with cutting-edge
3D audio that lets you accurately perceive the direction and distance of sounds that
are coming from above, below and all around you. PlayStation VR Camera With dual lenses and
3D depth sensors. The PlayStation Camera tracks the position
of the headset. PlayStation Move controller and DUAL SHOCK
4 light bar wherever you are, ensuring you are always at the centre of your VR gaming
universe. Get everything you need to get started with
Playstation VR in this incredible value bundle, containing the Sony Playstation VR headset. PlayStation Camera and a copy of PlayStation
VR worlds, which includes five great games. At Number 10 is Lenovo Mirage Solo with Daydream
VR Headset. Lenovo Mirage Solo’s engineered to be so comfortable,
you will forget you were wearing it. Artfully weight-balanced and coated with breathable,
thick padding, it’s adjustable to your precise measurements. Mirage Solo sports a stand-out look that begs
to be worn, while gesturing to the future. VR has never been so appealing. Powered by the Qualcomm Snapdragon 835 Mobile
VR Platform. The Lenovo Mirage Solo delivers untethered
high-quality. Immersive VR experiences with the ability
to feature 6 degrees of freedom movement, 3D audio and 4K visuals with natural interactions. Lenovo Mirage Solo puts Daydream VR’s hundreds
of incredible experiences at your fingertips–including YouTube, Netflix and much more. Access a whole new library of WorldSense-powered
experiences, such as Blade Runner, Revelations, which lets you move about and interact with
your environment as you search for clues to unravel a Replicant conspiracy. These are the Best VR Headset you can buy
right now. We recommend you to buy at Number 1 Oculus
Rift S PC-Powered VR Gaming Headset. This is the best deal in the market. Subscribe our channel & Don’t forget to check
out the links in the description for more information.

RT Life – Bruce’s Virtual Penis

September 27, 2019 | Articles, Blog | 100 Comments

RT Life – Bruce’s Virtual Penis


This video, presented by the latest Rooster Teeth documentary “Connected”. Coming April 15th for Rooster Teeth sponsors. (BEEPING)
Shut up. Start your free 30-day trial
now at roosterteeth.com. ADAM: VR is the future and we’re here in Funhaus land where we have virtual reality. -To test our virtual reality,
we have Joel. JOEL: I’m like Galactus. [INTRO THEME PLAYING] ADAM: This is Joel. -Joel’s doing all this. -BRUCE: Do something cool, Joel!
-JOEL: I can’t– there’s not– I can’t do– -Oh!
-ADAM: Hit the button! Ah. ADAM: Joel may look like a crazy person, but he’s actually stomping around. -Boom. Bam.
-BRUCE: Get the monster! Suck it! ADAM: Punch that. Yeah… -Oh, yeah, there you go. JOEL: Dah!
ADAM: D– ADAM: Nice… (Joel laughs) BRUCE: Wait, what did he punch? ADAM: He punched the wall. -Alright, my turn. -Ooh, got two lasers. -You know what, Joel?
JOEL: What? ADAM: I think you broke the controller. JOEL: I don’t think I did. -Dah!
ADAM: D– -Nice… (Joel laughs) (Joel laughs in slow motion) JOEL: Maybe you’re just not good at VR. BRUCE: Looked like you were
humping it there for a second. ADAM: Look at him draw.
He’s in his element. BRUCE: Did you draw a tiny little penis
on that drawing? -Is that was that is?
JOEL: No. -Definitely not. ADAM: That’s- BRUCE: That’s a tiny little penis right there.
ADAM: That’s a baby penis. JOEL: Here, I guess-
BRUCE: Joel, look down at my penis. -Joel, Look down at my penis! ADAM: Wow!
JOEL: It’s too small… ADAM: It’s very small.
BRUCE: Accurate, but small. JOEL: Boop! See, isn’t that gorgeous? ADAM: Oh, it’s shooting semen.
BRUCE: Oh, wow! *Laughter* -It’s beautiful! ADAM: Joel, I’m gonna draw you! JOEL: Me?!
ADAM: Yeah, you! -Joel is mostly… Hair…
JOEL: Oooh… ADAM: Whoa!
JOEL: I know. There are no mistakes, just derpy accidents. (Flashback to wall punching again, and slow-mo laughing) -Whoa, that’s… Okay, that’s a thing. -Man… I have a dick nose. ADAM: Well…
JOEL: Dick and ball nose. BRUCE: Police! Can you draw someone? Free sex?
*Everyone laughs* JOEL: Are you proud of yourself?
ADAM: Ah, yeah! ELYSE: I’m going to draw the uh… Most artistic man in this office… Matt Peake.
JOEL: There we go. -Matt Peake who’s right he- ADAM: He’s gone. ELYSE: Hi guys! JOEL: Oh man, he looks just like that pizza you had for lunch yesterday! -Matt “Peake-za!” (Slo-mo laughing again) JOEL: You can draw in three dimensions!
BRUCE: *Laughs* JOEL: So you have to uh, make it…
ELYSE: Oh really? ADAM: Yeah, look a- Walk up to him. ELYSE: Ya- Oh, fuck!
*Everyone laughs* ADAM: Elyse, what are your thoughts on VR? ELYSE: I love it! (Slo-mo laughter again)

The Dynovisor: The Jaguar VR that wasn’t

September 17, 2019 | Articles, Blog | 3 Comments

The Dynovisor: The Jaguar VR that wasn’t


hello and welcome to re-enthused today we are
taking a look at the atari jaguar or more specifically a peripheral which was
kind of released for it okay it’s a long … we’ll explain that one as we go along so
when Atari released the Jaguar which is really its last-ditch proper attempt at
the console market they threw a lot of stuff at it and one of the things
that they kind of demonstrated and showed off at a few game shows even, was
effectively a VR system now it was quite an extensive VR system, it apparently
had tracking and it had little motion control thing but that fell through they
started trying to work with a company called virtuality which if you’re old
enough you probably know them they made really the first arcade ready virtual
head setups including walking devices and the proper heads set and wand
controls and stuff like that now as I said the deal between them and
Atari fell through and so it was never technically released there are a few
demos as well but only one game ever came to market that featured the
technology and was this one which is Missile Command 3d and it still has a
menu to allow you to use their headset even though it wasn’t released so anyway
virtually had done all this work and obviously they didn’t just want to
forget that they end up releasing something, and what they released was this, yeah we can’t get that in shot. There we go that that’s more or less in there there
you go so it’s such a big box so yeah so this
is the Dynovisor HMD head mount display because that’s basically what it more or
less is it’s not a VR helmet it’s effectively a screen
designed to be used by consoles so anyway lets open up, there she is. So this
is the Dynovisor itself and it is basically just a couple of screens in
there and they kind of work together to give the illusion of having a 3d screen
so yeah we just kind of focus but if you look here it says virtuality which is the yep the original this one’s a bit mucky it’s got um it’s
was obviously owned by a smoker, there’s something rattling away inside these speaker foam
bits have gone really horrible but it does work. Now this doesn’t plug
directly into the Jaguar we don’t really know how the other VR system was
supposed to work. What this does is it plugs into this little converter
box and its has inputs for composite so anything with a
composite output can go into here now it comes with a power supply because this
doesn’t give you power because it is basically two little screens inside
there and yeah – not very good screens well let’s get it plugged into the
Jaguar and then well we can try the best we can to get footage back in a sec so
here we are inside Missile Command 3D now yeah lots of very pointed examples
of it being 3d there so if we get through to the main menu as you can see
we’ve got original 3d and virtual which is the thing that gives us VR. so this lets us set how we could roll it because
unlike um the examples were showing off at game shows this doesn’t come with
head tracking so you have to use the controller for everything so that just lets
you mess about with the controls a little bit we won’t touch anything in there right
so now we need to power on the headset the headset has a power supply and power
switch right so what we’re gonna try to do is
we’re gonna try to record oh yeah this is not gonna work we’re
gonna try to record the output excuse me playing on the camera we’re going to try and record the output of the headset using this camera now I’m going to be
very surprised if we get any kind of result out of this all I’ve yet to find
a good way of recording any kind of virtual reality system but anyway you
know that’s let’s not give up before we’ve tried right so we can see the
screen we zoom in it’s gonna be basically almost
impossible to see you’ll see kind of movement in there I will find a better
way to do this I’m also recording the actual game footage so yep so this is the game anyway unlike
traditional Missile Command you’re kind of firing lasers although it does
change and you can play the original as well and the idea is just to blow these
Rockets out of the sky now you see you’re underwater there’s different like
kind of themes and the speed of movement means you’re highly unlikely to be able
to actually get all of them you can’t moving is really bad on the Jaguar joypad. The Jaguar joypad not being the greatest in the world move damn it
yeah oh that’s a fish in the background how big are these Rockets really or is
that fish just far away it is very simplistic 3d sound is okay oh hello
Things come into the screen and stuff yeah see I’m never gonna get there yeah it is
not a great game I’ll be honest I wasn’t a huge fan of Missile Command it’s not a
terrible game but it just wasn’t one that I’m particularly interested in and
this really just takes it in a worse way with worse controls. There was at
least some kind of strategy to it with having to hit the arc yeah but anyway
yeah so that was basically it I don’t think I can get a better picture
of the game which is a shame yeah I don’t know this is gonna turn out it was
quite difficult trying to get some footage of the 3D portion, that and
my camera kind of crapped out a bit as well but anyway if you enjoyed the video
please it like if you really enjoy the video please hit subscribe if you didn’t
enjoy it or you have something else to say then please leave it in the
comments below see you next time

The Digital Revolution: Fundamentals of virtual, mixed and augmented reality


So we’re talking today about augmented
reality and virtual reality: AR and VR. Now, obviously these are terms that many of
us will have heard in a number of different contexts, but if we could just start from the beginning: what do we mean by AR and VR? – Yeah, sure. So virtual
reality is where you are basically immersed in digital content and it
surrounds you with digital content which makes you feel as if you’re somewhere
else, normally with a headset on. Augmented reality is different; you don’t
leave the real world behind, but you perceive the real world with digital
content layered into it so you have both going on at the same time. So they’re
quite similar, but the key difference is that one of them you’re leaving behind
the real world – you might be going into a version of the real world or you might
be going into a totally fantastical imaginary world – whereas augmented
reality you never leave the real world behind you just add to the real world
with digital content. – And then how do they do that?
Is the technology basically the same , or are we talking about fundamentally
different types of tech? – Some of it’s the same, some of it’s quite different. So, with virtual reality the key thing is to
put a 3D image in front of you to make your mind think you’re
in a 3D context. So the way that that’s done is by putting two slightly
different images, one in front of each eye, which your brain then constructs
into a 3D scenario. Because the images it’s receiving are slightly
different it assumes, it infers from that depth and 3D content etc, the image it
receives will also be 360 degrees and they’ll also be synchronised with your
movement. And that’s important because, if the synchronisation is done well, it
gives you the impression that wherever you’re moving actually the digital
content is static and it’s you moving within it. That’s the sort of
clever trick of VR; it makes you think that you’re moving within the digital
environment and that’s done using a combination of gyroscopes to measure the
movement of your head, sensors to tell where you are within your physical space
all of that sort of thing. Also the screens in front of your
eyes have to refresh and reload etc, very very quickly so that your brain can’t
perceive any lag between the movements that you make and the response of the
content in front of you. So it’s very very clever. So that’s how VR works,
broadly speaking. AR, at the simplest end,
is very often you use your smartphone to access it so it’s sort of 2D content. AR at the more sophisticated part of it is is 3D content. So again,
you’ll need two screens if it’s going to be 3D; you need two screens, one for
each eye, to give you a perception of depth. AR is done in a slightly different
way because you need a camera. You need a camera to relay what’s physically in
front of you and then the digital content there’s three different way,s
broadly speaking. There’s three different ways that it’s generated. One is sort of
image recognition generated. So the camera spots an image which then
triggers some digital content to pop up. And maybe the digital content is the end
in itself, or maybe it’s a link and it takes you through to a video or some
website content it’s something that we’ve done. – Yeah something we did in a recent client event and that seemed to work well, bringing in digital content into
the physical material. – It makes a really nice interface. So that is image recognition AR, if you like.
Another way that AR can be triggered is by location. So,
you’re in a particular location and the app or where the game recognises
where you are and up pops various different content depending on your
physical location. And the third way is called SLAM which is simultaneous
localisation and mapping technology. Now that does two different things at the
same time, simultaneously. It uses GPS or perhaps other sensors around to know
where you are in your physical environment and then it also at the same
time spontaneously maps the unknown physical environment, but immediately
around you. So if we were in this room it would map where you and I are, the chairs
the tables, this and the bits and pieces all around us. And it does that and it
combines those two bits of information: those two maps of location and
context in order to generate digital content which is integrated into that
environment. So it can be much more sophisticated in terms of it can be 3D,
it can be interactive so it will be, you know, layered onto the table but not over
the edges or layered against the wall etc. – So then between AR and VR there’s quite
a range in what they can actually do? – Yeah, that’s right, there is. So at one end
of the spectrum you’ve got probably quite simple 2D augmented
reality – It’s probably just your smartphone as the kit that you need to
generate it – things like the filters that you get on photos sometimes where
you can get cute eyes or bunny ears or Santa hats – for the time of year that
we’re recording this. You can get quite simple AR all the way down the other end
of the spectrum to the sort of full immersive virtual reality where you
forget the world that you’re actually in and believe yourself to be in
the digital world that’s been created around you. And in the middle there’s a
there’s a very important zone which is where a lot of people think the future
might be which is where you’ve got the sophistication of the sort of 3D imagery
that you start to believe is physically there in front of you. You take that from
the virtual end of the spectrum, then you take the augmented, you keep a degree of reality and so you combine complex 3D content with your physical environment around
you, using that sort of SLAM combination of knowing where you are and
how you’re moving. And so you end up with digital content which is sophisticated
and interfaces really convincingly with what’s physically around you.
– So, just bringing it back to the present for the time being what are the applications
that we’re seeing for AR and VR right now? -Yeah, so we’ve mentioned a few already; a
lot of entertainment applications, so gaming we’ve talked about, videos, live
streaming – you didn’t get a ticket for that event, but you put on your headset
and it’s live streamed into your headset and it feels like you’re there. That’s
an area that’s well-established already really. Also anything which is sort of
design, 3D design; there are a lot of applications around there. There are
virtual reality paint brushes and tools that you can build an environment around
you. Sometimes it’s for designing things which will then be physically made.
Sometimes it’s art for art’s sake, you know, creative 3D creations that are
immersive and you can experience all around you. There are big applications in
advertising, sales and marketing, lots of applications there. Very often
the videos – which are the best way to show people what this sort of thing is
how it works – they’re often advertising particular products or sponsored by
particular products etc. It can be used very effectively in sales
and marketing – I want to buy a car: what would it look like with that paint job?
What would it look like with those alloys and thinking about that. Sofa: what would it look
like in my sitting room? I’m thinking of painting my wall? What would that colour
look like. And you can sort of layer the digital colors onto the actual picture
of your room etc. So, advertising, sales and marketing are very
important. Training – virtual reality in particular is important in a training
context particularly where you’ve got large, expensive – perhaps dangerous –
high-risk kit that needs to be trained on it can be much safer a lower risk
environment to do that in a virtual reality context. I mean, if you think
about it we’ve actually had that for quite some time when you think about
flight simulators. And that’s a sort of earlier version of virtual reality where
you climb into the box, rather than put the headset on. The box is constructed
around you but it’s the same kind of idea so there are lots of applications
around industry in that way. And then I suppose the other one to mention
is the healthcare sector where virtual reality has proved to be a very very
important tool in relation to therapy and helping people with phobias, helping
people with PTSD. You can experience the environment which you find distressing
in a way which is less challenging – because you can just switch it off – and you can
learn to control the triggers that could create the distress and you can learn to
cope better using VR therapy. And it’s also proved to be very effective pain
relief. There are studies, for example, with people with very extensive burns
and when the wounds dressings are changed that can be excruciatingly painful. And
they’ve discovered that if you put them into an immersive VR environment, a very
different environment from the burns that they experience – a nice icy snowy
world, for example – that can actually flood the neural pathways with a
different kind of thought and a different kind of response which blocks
out the pain signals and makes it much less painful. And it’s been shown to more
effective than morphine which is incredible. – But I think for some of us,
our perceptions will be coloured by things like smart glasses that there
have been various products launched over the past few years to great fanfare that
we haven’t perhaps seen pan out and have quite the same impact.
– So if for example you’re an engineer and you were working on something which is bespoke, and unique, and needs specific blueprint, specific designs etc. If you have to keep
putting down your tools to go back to the laptop and check the designs
that’s quite awkward and quite difficult. If you’ve got the images in your field
of vision and all you have to do to turn the page is tap your glasses or speak a
visual command etc you can see that that makes life easier and it’s when life is
made easier by technology that it really works and it starts to get sticky. Also
in that environment how the glasses look doesn’t matter so much, you know, you’re
not so worried; if it’s in the consumer environment maybe they didn’t look so
great, or you didn’t like the way you looked or whatever. Whereas in a business
environment if it’s making it easier to do your job you’re probably wearing a
hard hat and safety specs anyway, so you know there’s perhaps that’s
less of an issue. So, if you sort of take that idea of the business environment of
it making it easier to access digital files it eases the interface. Part of the
reason that people think this might be the future, is that where you have these
more powerful headsets there’s more powerful headsets which can convey 3D
vision all of a sudden you get all sorts of potential being opened up. There’s a
very powerful sort of advertising video for one of the mixed reality headsets
where, for example, in the kitchen you don’t need a screen anymore because it
pops up as a hologram in that sort of way. Or your digital pets, that
perhaps used to be in a little bit of kit or a little app, it actually drops
along beside you and you can see it – I mean that’s not a business
environment application – but again, if you’re a designer and you’re working
collaboratively with people you’re connected and you can both see the mixed
reality image and representation of what it is you’re designing, you can do it
interactively. Maybe you can do it across the distance – you’re helping somebody
with a task, a physical task, you’re watching what they’re doing they can see
your instructions being transmitted in front of them with instructions
integrated into what it is that you’re doing – directions, points, arrows that sort
of thing. So that is why I think people think that this could be the future,
because it will ease the interface. It’s all about interface, it’s all about
making digital content easily usable within everyday tasks and just making life simple
– So when we talk about AR and VR being a future thing
it sounds like mixed reality has a very big part in that future.
– Yeah ,that’s what people think. I think the challenge, one of the
challenges is the size of the headset. So at the moment
they’re still pretty large and they’re still very expensive. Now, one
of the things that we we know is changing is the speed of our
data connections. We’ve got next-generation connectivity coming – Osborne Clarke have done our big report with the Economist Intelligence Unit about it –
5G connectivity, for example, will give us very fast data speeds, very low latency
and it may be that that will actually remove the need to have large bulky
headsets because actually you can have the sort of hard difficult computing
being done remotely and that can then be relayed wirelessly because the
connection will be powerful and strong enough, etc. So it may be that that is
what’s needed to stop us from needing to have big heavy
headsets and to have small – maybe no bigger than the glasses that you and I
wear every day anyway – maybe no bigger than this and and with special lenses
that can give us the images across the lenses in a normal way. It may be that
that’s what we’re waiting for, but we’ll have to see
– And you mentioned that
Osborne Clarke, we’re looking at next-generation connectivity.
We’re lawyers, we’re interested in legal issues. What are the legal
issues can you see around AR or VR? So, some
technologies throw up difficult legal problems and they don’t really fit with
the state of the law. I don’t think we’re in that sort of territory here. So
obviously a lot of this technology is new, its inventions etc. So
we’ve got the usual portfolio of patents. For some of the inventions we’ve got
copyright around some of the software that’s being written etc. We’ve got
those sort of issues, but that’s nothing new – that’s kind of business as usual if
you’re in the research and development field all of those issues. We’ve got the
usual, as regards the hardware, we’ve got the usual sort of product
council issues around getting the product fit with, you know, compliant with
regulations, compliant with requirements, thinking about product liability,
thinking about consumer rights all that sort of thing. Again, I don’t think
there’s any unique issues that are thrown up here are unique difficulties. A
lot of the headsets will be collecting data; if that’s being processed, some of it
will be personal data about your location, about your movements, about your
eye movements. Some of it might be healthcare related, it might be being
pooled, it might be being used for profiling etc – you’ve got
all of that: we’re in GDPR territory with that sort of data being collected and
processed (if it is). As regards the content – the digital content falls across
various different buckets, depending on what it is, where you are etc. There’s no
sort of single regime for digital content it depends on
what’s defined as broadcasting? Is it video on-demand, is it live streaming, all
sorts of different things. So it’s important to be aware of which territory
you’re in to make sure you’re being compliant with all of that. And I suppose
the last thing from a litigation front – you know there are issues around where
the platform is. You’re within a platform that’s been created
through a VR or an AR environment and there have been, for example,
challenges where people have been trespassing because they were trying to
find a new creature, a new character in their AR game. Issues where you are
interacting in your VR environment as avatars and something happens in there
which affects you in your real life and was the platform responsible etc?
There’s litigation around those kind of issues. So there’s a lot of law, there’s a lot of legal issues are thrown up but
I don’t think we’re in the territory where they’re more complicated than in
other environments. – So really, we can see this AR and VR and mixed reality set to grow and grow then? – Well I think it’s certainly one of
the ways the future could go and it’s certainly one to watch.
– Catherine, thank you very much. – Thank you.

VR SHINECON Android 3D VR Glasses Review

August 30, 2019 | Articles, Blog | No Comments

VR SHINECON Android 3D VR Glasses Review


Hi everyone. So today we’re taking a look
at the VR Shinecon. This is a Google cardboard replacement essentially allowing you to do VR but without all of the really high cost or expense. Now obviously as anything with VR this is not going to be the most fully featured experience a la
the Galaxy Ghia, but it does give a pretty good impression of what you can
kind of expect using your mobile phone for this kind of technology. So first of
all what did they send me? Well they sent the VR Shinecon unit itself and a Bluetooth joystick . It’s a one handed joystick which has buttons that are mapped and a simple basic analog stick on the top. So let’s have a look in the box. Now it
must be said you do get a manual and so on with this but they’re pretty basic, it has to be said. All they really do is take you through the most basic functions of how
this works which I’m going to show you now. OK, so this is the actual unit itself. It has
a head strap which obviously very helpfully straps this device to your head.
Pulling down front of the unit reveals the lenses, two lenses and then a
separator, this will come in useful later on, for actually separating out the image
and making sure you don’t see crosstalk effectively between the two halves of the
screen. The front piece here, which is where the smartphone actually clips into, has a
couple of plastic fronds there for all intents and purposes, a little gripper. Pop your smartphone into the device, like so. Bearing in mind this is reasonably plasticky
from that point of view.Don’t use too much force you will very easily snap
these I would say. Now it does have a magnet here close the device up and it
doesn’t easily open on its own. If we give it a good wiggle, you can hear it rattle. Oops. When we had this on our heads it’s very
difficult to actually make the device actually fallout. Obviously if you’re tipping it upside down and in the way there, then it is going to be a little easy to jump the catch but not in normal
operation that’s the important thing to say there. Now on the side and top of the device are
essentially your focusing mirrors I suppose is what you can call it. These ones will pull the device further away from you, the smartphone. That will give you a bit more
depth and this one on the top changes where these two lenses sit. Again this
helps with essentially the crosstalk between the eyes and what you obviously want to make sure there is that you have separation so you’re not seeing each other eye, each other lens laying over the top of each other but more importantly that you
can’t see any of the blackness as it were inside this unit at the edges here
and here. So by adjusting these to suit your own eyes how far away they are on
your head from each other you will be able to get a pretty good picture out of it.
Now comfortability… or how comfortable is this device? At the end of the day you are strapping a piece of plastic to your head. That does come with some
caveats at the end of the day. This is a bulky unit, it is only held on by the
straps. Now these straps are adjustable and they do work pretty well, the actual padding on
them is nice and soft. Where the problem comes for this device is in the way it
sits on your bridge of your nose. As you can see there is no padding there whatsoever. You’ve got padding around the eyes but you’ve got nothing really to help
you here. After two or three minutes I’m afraid this was really, really uncomfortable to use to the point where it was just put to one side. The big problem with these kind of VR units is they are extraordinarily cheap and obviously the design time is not going in to making sure these are as
comfortable as possible. The problem becomes exacerbated depending on the weight of the device you have strapped into the front of this unit. Because as you can imagine there’s a natural pull here that this wants to go forward all the time
pressing down directly on the bridge of your nose. After like I say, a few minutes. five minutes maximum the bridge of my nose was hurting that much I just couldn’t bear it any longer. The Bluetooth controller, it
works pretty well it has to be said. It gives you a mouse pointer actually on your smartphone and so you can navigate around but again I found that as a package, a VR headset
and the Bluetooth controller, it didn’t really set my world on fire as it were when it comes to actually using this as VR. Now onto VR. Now, personally I don’t consider the Google cardboard way of doing things to be much in the way of virtual reality in
my opinion. It is really like a parlour trick more than anything else and these
kind of plastic units they’re not really helping anyone out at all. The true style of
VR using a mobile phone handset is the Ghia VR because the actual headset and the smartphone are able to communicate with each other. The headset itself has additional
gyroscopes and accelerometers in there and it is able to provide additional tracking data as it were to the smartphone and thus to the app. You get a much smoother experience all round with less eyestrain and less fatigue. These are a great little curiosity. They’re the kind of thing I think is going to be really big this Christmas, watch out for
one under the Christmas tree from auntie. But at the end of the day these are
really just a gimmick I wouldn’t spend any time at all using these for VR. The VR Shinecon is one of the better ones on the market but like I say that bridge of the nose problem is a real killer and for me
means that I cannot recommend this device I’m afraid.

Two Wide FOV VR Headsets Compared! (Pimax 5K+ vs Valve Index)


Hello good people, So currently there are no VR headsets in the
same price range with a wider field of view than the Pimax or the Valve Index headsets. On paper, the specs of the two headsets we
are comparing today are pretty similar, and if you are looking to buy one of these high-end
VR headsets, then you might want to know what the differences are and which one you should
buy. Many of you have asked for a comparison of
these two, so here we are. First, if you want to see more videos from
and to VR enthusiasts, consider subscribing if haven’t yet. Now, let’s jump in. I’ve got the Pimax 5K Plus here and the
Valve Index. I decided not to compare the Pimax 5K XR version
that has OLED displays because I thought it’d be fairer to compare the LCDs with each other. Throughout this comparison, I’m using the
ROV Test app which I’ll link below in case you want to check. Let’s start with the display clarity! The resolution of the Pimax 5K Plus is 2560
times 1440 per eye, while the Valve Index has a resolution of 1440 times 1600 per eye. Both use dual LCD panels, but they are custom
per headset. On the Pimax, if I focus on a spot directly
in front of me, I can tell that the Pimax resolution is better than that of the Valve
Index. Objects and text are sharper and a bit more
refined. However, in the Pimax, if you look at the
sides or move your head, you can see distortion. I also noticed that objects at a distance
could shimmer in the Pimax, which can be a little distracting. So while the Pimax wins in resolution, the
Valve Index does provide a more uniform image. The clarity of the Valve Index is great and
clear overall. It makes the Valve Index have a more comfortable
display to look at. Since both headsets use LCDs, the blacks are
noticeably greyer than a headset with an OLED display. I can’t spot much of a difference between
the blacks of these two headsets though. The Screen Door Effect is still there on both
headsets, but so much less noticeable than on the original HTC VIVE or the original Rift. I think both headsets have very similar SDE;
I mean it’s hard to tell the difference here. As for glare, it’s noticeable on both at
high contrast scenery, like white text on a black background. I’ve said it on the Valve Index review already;
the glare seems more noticeable than the original VIVE. It looks the same on the Pimax, except on
the Pimax, the glare looks farther away from the center, probably because the lenses are
bigger. It’s worth noting that glare isn’t a big
deal in most scenery for me. I forget about it most of the time, but some
people can be more sensitive to this. As for the sweet spot, I feel the Pimax has
a bigger one. The Valve Index becomes blurry faster at a
slight movement. Now, on the Pimax, you can set a refresh rate
of 90, 72, and 64 Hz. The Valve Index can do 90, 120 and 144 Hz. Playing a game at the higher refresh rates
of the Valve Index makes everything look noticeably smoother and also shows me more detail. This should also prevent motion sickness if
you are prone to that. So in this area, the Valve Index beats the
Pimax. And any other headset at the moment… Both headsets have a mechanical IPD adjustment;
this allows you to adjust the lenses to match your eyes and thus to make the screen sharper. The Pimax 5K Plus has a range of 60 to 73
mm, while the Valve Index has a range of 58 to 70 mm. If you are far below or above this range,
it might be the best option to get the headset closest to your range for the best sharpness. The Field of View, probably the most interesting
part of this comparison. So the Pimax 5K Plus is big for a reason. It fits two wide displays in there to accomplish
the wide FOV of about 200 degrees. I have to note, t’s not actually 200 degrees,
which I’ll show you in a bit. In comparison, the Rift S and HTC VIVE headsets
have a FOV of about 110 degrees. You can set the Pimax FOV in three different
settings: large, normal, and small so you can decide which one you prefer. The Valve Index accomplishes the wider FOV
with certain design choices, like allowing you to put the displays and lenses closer
to your eyes with this dialer. If you put it at the closest distance, Valve
says the increase is about 20 degrees more over the HTC VIVE. The Valve Index FOV looks about the same as
the smallest FOV setting of the Pimax 5K Plus. When measured in the ROV Test app, the smallest
FOV setting of the 5K Plus is about 120 degrees horizontal and vertical. While the Valve Index is 106 degrees horizontal
and 130 degrees vertical. The largest FOV of the Pimax is much larger,
about 160 degrees horizontal and 120 degrees vertical. So yes, the Pimax 5K Plus beats the Valve
Index here by far. While you are watching this video, don’t
forget to leave a like if this video was helpful to you. What about performance? We have tested both headsets on our VENOM
PC; specs are down below in our description. And both headsets perform well on this system,
although you need to spend a lot more time with the Pimax settings to get it to look
right at the best frame rate. The Pimax software, called Pitool, is buggy,
and I found myself having to restart the device a lot to use it properly. In certain resource-intensive games, like
No Man’s Sky, it was hard to get a decent framerate on the Pimax, while the Index is
doing a decent job after some tweaking. In other games, the Valve Index is almost
immediately ready to use out of the box. Both use the same tracking system. They use the VIVE base stations, and I tested
both headsets on the first generation base stations. And I’ve said it before; this system has
always been the most accurate tracking system for me. It’s worth noting that this means you can
use any HTC VIVE accessories or controllers with both headsets. As for audio, the Valve Index uses off-ear
speakers that don’t touch your ear. Yet, it still manages to direct crispy clear
sound into your ears. It feels like the sound is coming from around
you rather from inside your head, yes. And it has been the best audio solution we’ve
seen in a VR headset so far. Unfortunately, the Pimax only comes with a
3.5mm audio jack. Both have an integrated microphone, and I
feel both mics sound good, but I am leaning towards the Valve Index here too. When it comes to comfort, we are comparing
the Pimax 5K Plus using the original straps. The Valve Index comes with a strap system
much like the HTC VIVE Deluxe Audio Strap. Here, the Valve Index weights twice as much
than the Pimax. The Pimax weights about 470 grams, while the
Valve Index weights about 800 grams. However, the Valve Index straps balance out
the front heaviness, while the Pimax original straps are not doing that. So most people who own the Pimax, print out
adapters to put the Deluxe Audio Strap on it. So regarding comfort, the Valve Index strap
is going to be the most comfortable out of the box for most. But if you put the Deluxe Audio Strap on the
Pimax, then they are pretty similar. But the Deluxe Audio Strap is also 100 dollars. I have to note that the original Pimax straps
are more comfortable for seated games though, at least if you use a chair with a high headrest. So the Pimax is lighter, this is probably
because the Pimax compensated weight with lighter material. So the Pimax does feel like it could break
more easily. The build quality of the Valve Index feels
better. As for the ports, both use similar ports. A USB 3.0 and a DisplayPort cable. Both also have an external power adapter to
power the headset. Last, but not least! If you are a glasses wearer, then the Pimax
would be more comfortable. It’s much easier to fit glasses in the Pimax
headset than on the Valve Index. Any frames bigger than this one, won’t fit
at all in the Valve Index, unfortunately. And even if you were able to fit your glasses
in the Index, you won’t be able to enjoy the larger FOV since you’ll be farther away
from the lenses. If you do want to use the Valve Index with
prescription glasses, then I recommend getting prescription adapters for it. WidmoVR has some that Chary has been very
happy with, I’ll link it below. They will cost 65 dollars extra though. Before we conclude this video, let’s talk
about pricing. The Pimax 5K Plus sells for 699 US dollars,
and the Valve Index headset sells for 499 US dollars. Both prices are for the headset only, so without
the base stations or controllers. If you don’t have the base stations or controllers,
then you will need those as well, which will add to the total price. To summarize, the Pimax 5K Plus has better
resolution, but the Index has the best uniform image. The SDE, Glare, and IPD adjustment is not
that different. But the Index wins on refresh rate, audio,
comfort, and build quality. The 5K Plus wins on FOV by far and is better
suited for glasses wearers. So is the 200 dollars extra for the Pimax
worth it over the Index? For the normal VR consumer, I do not think
so. While the Pimax offers an incredible wide
experience, the Valve Index does better in a lot of areas for a lower price. I think a reason the Pimax could be worth
it over the Index is if you are a VR flight and racing simulator enthusiast where wide
FOV and higher resolution is important. So what do you think? Do you agree or disagree with our points,
let us know below so everyone can read it. Maybe you’ll be able to help them out with
your comment. A special thanks goes to artArmin, our right
hand Patron, and a special shout out goes to his Patreon page – Everyone, thank you all so much for your support
by watching. And as always VR on!

Virtual Reality: The Creative Experience Redefined


[MUSIC PLAYING] All right, so we decided. I knew this was going to happen. I can’t stop talking
to my friend John. So we’ll just call
this part two, where we’re going to really
hit up the VR side of things, because I really want you
to see what’s going on. I know it’s– we talked
about it already. It’s certainly up and coming. So, John’s gonna
like– we’re going to play with some
stuff I have never had the experience of experiencing. And you’re going to
experience it with me. And then a couple
things I wanted you to see that John
showed me before that I was like, this is just too cool. And I talk about
it too often, so. Yeah, what are we going
to do first, John? So the first is the cardboard. So I’m going to show you the
scene that I built and tested and was just amazed at
people who struggled with the tablet, joystick– OK, first the joystick. You got it. So, I want you
to experience this. All right, so, again. So everybody can see
what I’m seeing, right? Correct. Correct, OK. All right. So, you’re just pushing the
lone button to move forward, right? Yeah, yeah. And then forward is
wherever you’re looking. OK, I gotta turn my body. [LAUGHS] It feels like a– one, it–
what’s the game that when I grew up– James Bond! When you’re going around
the corners for everything. Oh yeah. This is fun to watch. Yeah. I’m taking the approach. Like, you know, it
works like dude, already like we talked about. I mean, I think
this is so much fun, but my brain, I can
already feel there is like it’s trying to catch
up with whoa, there’s fire. This is what amazes me, is that
like you programmed– oh, I hear it. I didn’t think I remembered–
so oh, dude that’s so wild. Now is anything going to
happen if I get in it? JOHN: No, I haven’t built it. OK. Still, it’s a pain. Now here’s what’s cool. Yeah, so like I can look up. I love the way the light– I’m
mean it’s so natural looking. OK, I’m going to go see the
bottom, bottom of the map here. Oh, there’s the board. JOHN: And you can just
step off that board. You don’t have to follow it. Oh, OK. So I’m not going to look down. Good thing I’m in
the swivel chair. JOHN: Yeah, swivel chairs
are great for doing VR. Oh! JOHN: Oh hey, Nate. Yeah? JOHN: You see that little,
that sign right there? Yeah. JOHN: That’s one of
those moments where I modeled that myself. Yeah. JOHN: And to stand
over that little thing. Yeah. JOHN: I don’t know, I just– Dude, it feels so real. JOHN: It never gets old. Right, oh god! OK. JOHN: You need to go
a little bit forward before you make that turn. I’m going to blame
the swivel chair. It’s my limited movement
in the tree house here. All right, now what happens if
I go up there up on the top? Is there anything up there,
or is that where I came from? Oh, that’s where I came from. JOHN: Yep. OK, got you, OK. OK, slow down. JOHN: And kind of
look at your feet. Look down a little bit. Yeah. And now just kind of inch
forward until you kind of feel like you’re– yeah. So that looks about right. Dude, this is hard. I feel like this is
what it must feel like if you’re a construction
worker working on like some massive,
high building. OK. Yeah, I just need to
take my time here. JOHN: Yeah. [KNOCKS SOMETHING OVER] Oh, crap. I love that. Is that you with the camera? JOHN: It’s just a stick figure
from another thing I made. I love it. It’s the little details though. Oh OK, OK now I’m in this big
warehousey boxes everywhere area. JOHN: Yeah, so this is
just my playgrounds scene that I’ve been using
for a lot of my tests. Oh, OK. I think I know what
I see over there. Now folks, if you’re watching
here, you go to CameraSim, you’re going to see some
of this beauty right here. JOHN: This is my tribute
to the original CameraSim. Dude, it’s awesome. Now that, did that feel–
I mean look at that. JOHN: That’s another satisfied
CameraSim [INAUDIBLE]. Look at that
dude, it’s so cool. I love how you got it just like
oh, just a little swivel there. You took the time to
make the mechanism. Oh, it’s on a battery. I love it. Look it, you’ve got
the battery down here. That was awesome. And there’s that
classic background. JOHN: Yep. This is amazing. I love how the little thing,
that texture on the wood. That looks so good. Look at that how the sun
ray just moves with me. JOHN: The lens flare. Dude, that lens flare, yeah. Wow, dude. That’s so awesome. JOHN: OK, so this is where I’m
stretching the limits of what will induce VR sickness. Because if you step
into that orb– Yeah? JOHN: Watch what happens. You still have– you
can still look around, but I have kind of
taken away your ability to move around now. Oh my gosh, Wow, dude. JOHN: This can be pretty
sickening for some people. I can see where yeah, like
you’ve got to tell your mind like– but you know what it
reminds me of is kind of like a flight simulator or something. JOHN: But with a flight
simulator, you’re in a cockpit. Oh, that’s right. That’s why– JOHN: Now if for
that moment if I wrapped your view in some
sort of pod or cockpit– You probably wouldn’t
be the same, would it? JOHN: The odds of you getting
motion sickness go way down. Isn’t that wild, man? JOHN: Isn’t that strange? That is true, because
either that or it’s like you’re in like a– yeah, man. Oh wow, dude. When you’re traveling
through, that’s wild. JOHN: Yeah, did you feel
your stomach get a little? You feel a little bit. You’re like, I’m feeling hot,
like kind of hot, you know. Dude, that’s so cool though. But I mean, you could
imagine, yeah, like you said, if I had something in my hand,
going back to the James Bond thing, and I’m like going around
the corner and I got that. JOHN: Yeah. Dude, it would be so much fun. Yep. OK, go ahead and strap
that on to your liking. Oh, I’m on. OK, let me set it to record. This is the demo that
did for the Gear VR. Just ignore the–
you see that 60 FPS? Yeah, yeah. JOHN: Yeah, so that’s
just I’m keeping track of the frames
per second to see– this is my stress test demo. Because I have some physics
things that I’ll show you. There, OK. I see blue tooth connected. Give me your right hand. And then the top button
is the volleyball. No top button is forward. Oh yeah, moved forward now. JOHN: And then the one to
the right is the volleyball. Oh, OK. Oh, gotcha. JOHN: OK. So like with the
cardboard, forward is whichever way you’re looking. And all those cubes there,
any type, any place you see, then you can
go blast those. Oh dude, this
is so satisfying. This is so much better. JOHN: And then if
you look up top you’ll see some others
sort of stacked random. Oh, wow. Look up there. JOHN: And there’s
planks if you want to. Dude, the physics on
that is just so wild. Like it just flips upside down. JOHN: And I’m watching the
frame rate as you do that, and it’s getting into the
40s, which isn’t awesome, so– Is it because I’m
shooting the ball so often? Ah, come back down. JOHN: It’s because
you’re looking up and you were taking
in a lot of objects. Oh, at one time. JOHN: Yeah. But this is a less
performant phone. So as phones get
more VR ready, it should be able to handle this. Yeah. Like from my experience
though, of course because I built– whoa, that was cool. I got it. I don’t know any better,
so I’m like just amazed that I can do just that. Oh, dude. I can just see everybody in
their office like sitting down and you’re like Fred,
what are you doing? Take the VR off your face. Oh, it’s so addictive. JOHN: Now turn around
and take those planks up to a higher level. I lost it. OK, I’ll try to not
fall off this time. Can I shoot them from up here? Oh yeah, I can. Dude. [LAUGHING] NATE: OK, sorry. I got distracted. Oh! I almost fell off. JOHN: Yeah, watch your feet
when you make those corners. That will help you know that
you’re in the right spot. NATE: Right there my
instinct was don’t look down. Whoa, whoa. Oh, my gosh. Dude, I for real
am getting nervous. JOHN: Yeah, you feel
pretty precarious. NATE: Dude, I
don’t want to fall. Like OK– JOHN: Now go to the
end of that plank. NATE: Oh, my gosh, dude. JOHN: And look down at your feet
and get as close as you can. Look down, don’t step off. NATE: Oh dude, holy crap. JOHN: And then to your
right, shoot some of those. NATE: OK. This will get my brain off
of the fact that I’m like– JOHN: Shoot some of those
cubes to your right. Down. NATE: Oh, OK. JOHN: Blast some of
those [INAUDIBLE]. NATE: OK, I feel better now. JOHN: Now I haven’t
put any audio in this, but that’s the next thing
I’m going to do with this and see how more immersive it
becomes when there is audio. NATE: Oh, yeah. Well, not only that, but I
could imagine like the higher I got maybe the
wind picked up more. JOHN: Yes, absolutely. NATE: Oh, dude, it would feel– JOHN: OK, let’s do something. NATE: OK. JOHN: You know that
this isn’t real, right? NATE: Obviously, somewhere. Yes. JOHN: So I’m going to have
you just step off that plank. So you know what’s coming. But look down and then step off. NATE: Whoa. JOHN: Isn’t that weird? So you knew that was coming,
you know it’s not real, yet your brain still sent a– NATE: Uh, yeah. JOHN: –distress
signal to your stomach. NATE: I just, and I
just clinched the chair. JOHN: All right, so
you see that little, that spot that lit up there? NATE: Yeah. JOHN: So if you tap,
that will sort of do a virtual walk there. And then the stuff
to your right, those are just different
like museums you can go to. NATE: Whoa, OK. So I can just pick one? JOHN: Yeah. NATE: OK. And I think I– JOHN: You might
have untouched it. NATE: OK, whoa, cool. Oh, this is assume. JOHN: So now you’re
just in an art museum. NATE: What? Dude, this is what I’ve been– JOHN: Yeah. And so just find a painting. NATE: Oh, wow. OK. JOHN: And I’ll show
you the part that I find particularly interesting. Where so you can go up and look
at this particular painting. NATE: Look, they’ve
even got the floor. OK, sorry. JOHN: Yeah, there’s
some good details. Now with the swiping
forward and backwards, see how you can get
kind of close to it? NATE: Oh, wow. Look at that, dude. And I’m not– I mean
the resolution is still pretty good. JOHN: It’s not bad. I thought it was– I didn’t
think it was going to hold up, but they– NATE: Wow, look at that, dude. Wow, that’s amazing. JOHN: And some of
these pieces will have like another control where
you can like click to the side and actually almost like step
into the artist’s workshop and get more history. NATE: No. Oh, see that’s– JOHN: Go to that one, because
I see something there. Then like if you click on
that thing to the right. NATE: Oh, I see it. It goes red blue when I hold it. NARRATOR: This
gallery [INAUDIBLE]. JOHN: Oh, OK. So there’s some audio
talking about Clint Gallery. [INAUDIBLE] Oh, you gotta, OK. You gotta [INAUDIBLE]. OK. But hear how it’s giving
you some history about that? And then so here you can get
more info about this artist, I guess. Swipe up. There you go, yeah. NATE: This is just– I mean,
I feel like I’m at a museum. And you know how you might have
like a pamphlet in your hand, and you’re like oh, what
should I go do next? Like dude, this is
just– this is awesome. I mean, you know, there’s still
nothing like going to a museum, but if you can’t, I
mean this– I mean. JOHN: It’s not bad. NATE: No. For a first attempt. JOHN: I wish the controls
were a little more intuitive. NATE: Yeah, it’s a little like
I’m trying to figure it out as I go. JOHN: Yeah. NATE: But I mean like
you said, I mean, and I think I’ve told
John this before. My dream would be where
literally you would look over to the right and there I
am or like somebody is, and like, hey, check this out. Like you feel like I’m with you. Oh, wow. This is cool. JOHN: Yeah, I remember
looking at this. You can actually go up and
spin those things around. I wanted to be able to like
feel like I was taking it out and rotating it around. NATE: Ooh, that would be cool. I mean, the fact though that
I can like– I’m a little– like I want to go
around it really easily. Oh, I see. [INAUDIBLE]. I’m trying to– OK. So I mean, that is cool. Oh hey, where’d you go. That’s cool though, I mean– JOHN: Step up to– go ahead and
tap and step up to that thing. And then if you
shoot to your left. NATE: OK. Oh. JOHN: See the little arrows? NATE: OK. JOHN: Look at the
arrow and then tap. Or maybe you just look at it? I don’t know. But see how you can kind of– NATE: Oh yeah, OK. JOHN: Rotate it around. NATE: Spin it around. JOHN: Which is all right. But I’ve seen some other
virtual manipulations of objects where you’re actually like
rotating them on any axis. NATE: Wow. All right, so we’re
catching back up here, because we’re going a little
gritty with this production crew. My iPhone dropped, so
thankfully we had another. Well, we were recording
live on John’s computer, which is awesome. So put that back together. But every week, as
you know, I’m getting, we’re just kind of working
on our project here. So I’m going to have John,
because he’s awesome, draw on it a little bit. But thanks again, John,
for coming over and just playing with me for like– Yeah, it was my pleasure. Because you know, I’m so, like
I said, I’m so inspired by you. And I hope you guys
got a lot out of that, especially if you’re into VR. Because holy cow,
it’s just, we’re like on the frontier
of awesomeness. So anyway, all right guys. I will see you next week. Everybody stay awesome
and have a great Monday. [MUSIC PLAYING]