Construction: to improve comfort
The Samsung Gear VR is in the form of a large ski mask, with its elastic band that keeps it firmly before the eyes. A removable protection (with velcro ) foam covered in soft fabric brings some comfort to their face, but its small thickness makes this new Gear VR (SM-R322) less comfortable to wear than previous models Innovator Edition (SM 320 and SM-321). Like the latter, a second resilient band can be added on the helmet and goes on top of the head for support.However, most users do not feel the need, as the Gear VR weighs only 318 g and 420 g once with a Galaxy S6 (46 g less if we do not put the protective shell or the top banner, 374 g). If the virtual reality helmets with integrated monitors (Rift Vive VR PS ...) promise to be lighter, the Gear VR is not penalized by its weight, any reasonable sum.However, depending on the shape of the face of the user, it can cause discomfort during prolonged use. Some people find the headset and relies too much on the nose and the lenses are too close orbits; issues that could be partially corrected by the use of a thicker foam.
We can still regret the lack of Gear VR settings, including adjusting the spacing of lenses or depth. Fortunately, it is possible to adjust the sharpness according to his view, thanks to a wheel which removes much the smartphone lenses. This overcomes the inability to wear glasses with the Gear VR. Despite all plastic look not necessarily very flattering at first and obviously designed with a view to maximum lightness, shows the Gear VR is sufficiently well done to not go for an ordinary disposable accessory. At € 100 the machine, we did not expect less, even if one could rather expect such a good build quality than previous models Innovator Edition, sold € 200. The implementation of the smartphone shows relatively simple, thanks to a spring-clamp system that comes firmly seat the smartphone into place. Small soft inserts avoid damaging the screens of precious Galaxy S6, although we would have liked a little more flexible locking system. It is also less obvious insert the smartphone if it is already plugged his earphones. Or, if you decide to connect these once the smartphone in its housing, the operation is not simple, since it must be maintaining the opposite edge to the mini-jack port smartphone on pain eclipsing the unit from the micro-USB ... It's still a hand to take, nothing insurmountable here.
The micro-USB port under the Gear VR allows its power and charging the smartphone. However, it is not possible to transfer files from a computer via this port. As for the use of the helmet, Samsung has scheduled a touch pad-pad shaped to better guide the finger horizontally and vertically. It serves primarily to scroll through the screens in 3D interfaces for applications or Oculus Store, but is also used in some applications like games ( Gunjack , etc.). The accuracy is good. We must however take some time to get used to locate the area to the blind - a mini-joystick could have been easier to handle. A dedicated button to return to the previous screen also finds its place above the pavement, while two others are used for volume control, a little toward the front of the helmet. Ergonomics remains thought overall.
display quality: a nice screen, but conspicuous display defects
If it is only compatible with the Galaxy family S6, the Gear VR makes this apparent weakness a strength, since it can count on excellent quality display of powerful hardware configurations and well established - developers n 'not to manage multiple devices, they know what to expect and can optimize their applications. The Super AMOLED qHD screens are honored and currently represent the very best mobile virtual reality - pending slabs AMOLED Ultra HD.The image is beautifully contrasted with a black level abysmal and high definition shows here all its interest. Yet despite the 2560 x 1440 px distributed over 5.1 inches (Galaxy S6) or 5.7 "( S6 edge +), it is clear that virtual reality will require more set screens for users forget they actually look just a screen. in fact, the pixel grid remains very much visible and we distinguish even the sub-pixels on a light background if one has a good view. the gap between the sub-pixels is too wide and it will definitely greater density to correct it. this effect grid - which is similar to screen-door effect , well known in default projection - is particularly noticeable when watching videos, even if they are only in 2D (360 ° or not), as our gaze then moves slightly in the image and focuses on a single plane. in contrast, it is less disruptive in games where immersion is larger and can get used to it fairly quickly, but not form completely ignored. It will somehow adapt, since no virtual reality headset is not able at this time to remove completely this grid effect. The image below gives a good idea of what it is issue (rendering on the Gear VR is located halfway between the second and third image).
Although the AMOLED technology is renowned for its excellent responsiveness, confirmed by a persistence time of 4 ms measured during the test of the GS6 screen , we can take some trails and a slight blur in some applications, particularly where the looking dark objects on a light background. The effect is so easily noticeable in applications such as Colossus and Land's End . Nothing to cry foul, but progress can still be made. More troublesome, however, chromatic aberrations are observed on the edges of objects (image above cons), again more specifically when the contrast is high. This time, it is rather the optics that are involved, since these aberrations are visible when viewed from the sides and not at the center of the image. However, we have seen worse on helmets cheap, but we were expecting more of the Gear VR finalized version. The optics also makes the edges of the blurred image, which is not to fix the field of view already quite narrow (96 °) which gives the impression of looking through a box. Indeed, the field of adult blithely exceed 120 ° and can therefore see very well the internal borders of the Gear VR.
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