Here’s another recap of popular consumer VR headsets, whether you’re a fan of off-world adventures or not.
Are VR headsets still bulky? Are standalone devices all you need? Low-end or high-end? If you’re into VR gaming, are there a lot of choices? Are you okay with the Facebook (Meta Platforms) ecosystem?
This Space.com article has links to related topics as well:
- What causes motion sickness in VR, and how can you avoid it?
- How to build a PC for VR
- How to set up your room for VR play
- VR headset deals
Each highlighted device includes information on:
- Supported platforms (a really important factor)
- Price
- Resolution
- Field of view
- Refresh rate
- Controllers
- Pros & cons
- Recap
- Link to full review
• Space.com > “Best VR headsets 2022: Oculus Quest 2, Valve Index, PSVR, and more…” by Gerald Lynch (May 3, 2022) – Enter virtual worlds with the best VR headsets, whether you’re looking for immersive gaming, virtual cinema experiences or interactive workouts.
If you want to watch movies on a virtual cinema, and play a few games then the Oculus Quest 2 [by Reality Labs of Meta Platforms] is perfect, but if you want more cutting edge tech and graphics, then you should look at other options from HTC, Valve, and HP. VR is also branching out away from games completely with devices like the HTC Vive Flow, which is a travel VR headset that plugs into your phone to escape the hustle and bustle of your commute.
- OCULUS QUEST 2
- VALVE INDEX
- PLAYSTATION VR
- HTC VIVE PRO 2
- HTC COSMOS ELITE
- HP REVERB G2
- HTC VIVE FLOW
I found this CNBC article a useful recap of the current virtual reality (VR) consumer business outlook.
• CNBC > “Meta is opening its first store as VR headsets inch closer to mainstream reality” by Trevor Laurence Jockims, special to CNBC.com (May 8, 2022) – Outlook for the “Field of Dreams” approach?
Key points
Factors for the business case – of growing media consumption
References
• HP.com > “6 Ways Virtual Reality is Changing the World” (January 5, 2020)
Or ready for virtual work environments?
So, in some future era will many workers not only play in VR landscapes but also work there? Using refined versions of today’s headsets rather than interacting with current monitors and displays?
Any research on virtual work environments? This article highlights one such study.
• PC World > “Working in the Metaverse is going to suck, researchers confirm” by Michael Crider, Staff Writer (June 16, 2022) – A team of researchers put test subjects through a 40-hour work week in VR, with terrible but “expected” results.
Credit: Pixabay/CC0 Public Domain