{"id":185665,"date":"2017-03-31T07:10:13","date_gmt":"2017-03-31T11:10:13","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/mobile-vr-isnt-pushing-virtual-reality-forward-its-hindering-it-new-atlas\/"},"modified":"2017-03-31T07:10:13","modified_gmt":"2017-03-31T11:10:13","slug":"mobile-vr-isnt-pushing-virtual-reality-forward-its-hindering-it-new-atlas","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/mobile-vr-isnt-pushing-virtual-reality-forward-its-hindering-it-new-atlas\/","title":{"rendered":"Mobile VR isn&#8217;t pushing virtual reality forward  it&#8217;s hindering it &#8211; New Atlas"},"content":{"rendered":"<p><p>    With each passing year, mobile VRtakes only the    tiniest steps forward (Credit: Will Shanklin\/New    Atlas)  <\/p>\n<p>    When today's virtual reality devices first hit the scene, we    expected mobile VR to progress and grow at a striking pace.    Fast forward to the present: Little has changed in mobile VR     to the point that its slow evolution could be dragging down the    mainstream adoption of virtual reality as a whole.  <\/p>\n<p>    To illustrate our point, we need to look no further than the    Samsung Gear VR and its only real    competitor, the Google Daydream View. These two headsets    are the major players in the mobile VR space, and while we    found several reasons to get excited about them initially,    their shortcomings and lack of progress have our enthusiasm    waning.  <\/p>\n<p>        More than 700 New Atlas Plus subscribers read our        newsletter and website without ads.      <\/p>\n<p>        Join them for just US$19 a year.      <\/p>\n<p>      Trying out the latest Gear VR and controller (Credit: Will      Shanklin\/New Atlas)    <\/p>\n<p>    Let's start with the Gear VR  a headset that came to fruition    through Samsung's partnership with Oculus. Oculus (which was    acquired by Facebook in 2014) is the maker of the PC-powered    Rift, perhaps the best-known VR headset in    the world. At CES 2015, Oculus Product VP Nate Mitchell told us to    expect a game of lead-and-follow between the Rift and Gear VR     that the Gear VR would catch up to the Oculus Rift prototypes    before too long.  <\/p>\n<p>    Even if we took that claim too literally, that prediction has    fallen laughably short. A third consumer edition of the Gear VR was    just announced, and while it adds a controller (prompted, no    doubt, by the nearly identical one from the Daydream View), our    initial impressions point at the same Gear experience we've    been seeing since launch. With the exception of incremental    changes in field of view, connectors and color, the headset    itself is nearly unchanged.  <\/p>\n<p>    The same goes for the overall quality of its content library.    While some good titles have been added over the past couple of    years, we mostly see the Oculus Store proliferating with    low-quality experiences, versions of mobile and    arcade-influenced games that do little to reflect the    capabilities and unique qualities of the medium. Many of our    favorite experiences have been available    since launch, or close to it.  <\/p>\n<p>      The newest Gear VR (2017) (Credit: Will Shanklin\/New Atlas)    <\/p>\n<p>    It's true that developers making games for mobile VR have to    deal with the expectations of consumers: Oculus Rift owners    wouldn't flinch at a $30 or $40 game, but most people don't    expect to pay very much (if at all) for a mobile game. However,    we think that obstacle could be overcome with truly impressive    mobile headsets.  <\/p>\n<p>    The content library for the Google Daydream is even more anemic    in both quantity and quality. And despite being poised to be    compatible with many more Android-running handsets, only six    phones - the Pixel, Pixel XL, Moto    Z, Asus ZenFone, Huawei Mate 9 and ZTE Axon 7  are    Daydream-ready. Mobile VR is clearly not a priority for most    phone makers.  <\/p>\n<p>    We do appreciate some of the Daydream's minor details, like its    soft covering and easy phone mounting. However, its controller     and that of the Gear VR  highlight the inadequacies of    mobile VR instead of inching it closer to its PC-powered    counterparts.  <\/p>\n<p>      Google Daydream View controller (Credit: Will Shanklin\/New      Atlas)    <\/p>\n<p>    For instance, why only the one motion controller? To truly    simulate hands in games you need two of them (a la Oculus    Touch), so the current setup is limited to Wii remote types of    experiences, where you point the remote at something and click.    It's a step forward from the trackpad built into the headset on    previous models, but still a very far cry from \"having hands\"    inside Rift and HTC Vive experiences.  <\/p>\n<p>    And will we see positional tracking (where the headset tracks    your movement through space, beyond just head rotation) in    mobile VR anytime soon? Without it, when you move the world    moves with you (instead of you moving through the world)     hardly the most immersive way to show off VR to newcomers.  <\/p>\n<p>    Apart from underwhelming hardware and software developments,    there's a very real nausea issue in mobile VR: Even if you do    have a mobile VR headset and you find a game that keeps you    riveted, the spins that stem from a temple-pinching,    fixed-focus display could very well put you out of commission.    That may be the biggest problem that positional tracking would    help with.  <\/p>\n<p>      Google Daydream View (Credit: Will Shanklin\/New Atlas)    <\/p>\n<p>    The far-reaching problem with middling experiences like these    is that they don't generate consumer excitement for higher-end    virtual reality. Mobile VR devices are positioned to be    affordable entry-level glimpses into the possibilities of VR,    yet we'd be hard-pressed to pinpoint a mobile VR experience    compelling enough to encourage a $1,000+ investment on a    PC-powered VR setup. There even seems to be a lack of    enthusiasm for it within the smartphone industry, based on the    lack of flagships rushing to become Daydream-ready.  <\/p>\n<p>    Mobile VR has trailed so far behind PC-powered experiences that    the two hardly seem related. If mobile VR headsets are ever    going to intrigue the masses, they need to progress forward in    leaps and bounds, or else they could scare off consumers from    seeing the very real potential in VR as a whole.<\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the original post:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/newatlas.com\/mobile-vr-not-good-enough\/48703\/\" title=\"Mobile VR isn't pushing virtual reality forward  it's hindering it - New Atlas\">Mobile VR isn't pushing virtual reality forward  it's hindering it - New Atlas<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> With each passing year, mobile VRtakes only the tiniest steps forward (Credit: Will Shanklin\/New Atlas) When today's virtual reality devices first hit the scene, we expected mobile VR to progress and grow at a striking pace. Fast forward to the present: Little has changed in mobile VR to the point that its slow evolution could be dragging down the mainstream adoption of virtual reality as a whole <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/mobile-vr-isnt-pushing-virtual-reality-forward-its-hindering-it-new-atlas\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":5,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-185665","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/185665"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=185665"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/185665\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=185665"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=185665"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=185665"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}