Should a $20 virtual reality system made of paper be uttered in the same sentence as tech from Samsung? You might be surprised.
It's been an interesting year for virtual reality. We've seen massive leaps forward in helmet-style VR systems in finished form of Oculus Rift and the not-quite-finished HTC Vive, with Sony's own Project Morpheus preparing to follow suit for the PS4. By mid-2016 you'll be hard-pressed to find a AAA game that doesn't offer some form of immersive benefit that can only be found by strapping one of these things to your face.
At the same time all of this has been happening, smartphone-based VR has been gaining momentum. We've seen Samsung partner with Oculus to produce a not-quite-commercial VR system with its own ecosystem of software, with Google's Cardboard gaining well over a dozen manufacturing partners and offering support for just about everything with a screen.
Each is an impressive offering in its own right, but choosing between the two if you've got a device that supports both isn't easy. To make that decision, you'll need to think about where and why you want a VR experience, as well as what you're willing to spend on that decision.
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