Technology Wireless VR is here but there’s no great reason to buy a headset yet

00:50  12 june  2018
00:50  12 june  2018 Source:   qz.com

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3) Battery life is great . While I know charging yet another battery might sound like a pain, all portable There ’ s absolutely no reason not to have both wired and wireless headphones and use one or the other The question isn’t really why you should buy wireless headphones , but why wouldn’t you?

The biggest reason not to buy wireless headphones used to be that they didn't sound very good. Bottom line: there ' s a really nice indie-rock sound profile here . The Beats Solo Wireless , which are great until their inevitable and inconvenient death.

a person standing in a dark room © Provided by Quartz

This week, the video-game industry descends upon Los Angeles for the annual E3 (Electronic Entertainment Expo) convention to show off the latest gaming hardware and software. Although the festivities officially begin June 12, many of the larger companies held press events Sunday and today to ensure everyone is talking about their latest products as the show floor opens.

One of the trends that has dominated E3 over the last few years has been virtual reality. Since Facebook’s Oculus and HTC released their first proper consumer-ready VR headsets in 2016 (followed swiftly by Sony later in the year), it’s felt like we’ve been on the cusp of a future envisioned by science-fiction writers for years, where we could drop into immersive virtual worlds as we pleased. But, in reality, the early experiences were awkward at best, often dull, and occasionally quite nauseating.

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If you're looking to go wireless for your VR rig, there are about to be lots of options. Here ' s how to choose the best one. It would be super great if we could all just ditch the cord tethering the headset to the real world.

Curmudgeon Chris Thomas gives five reasons to reconsider buying Bluetooth headphones , and why you should consider sticking with a wire. Bluetooth does a really great job at transmitting “good enough” music for commuters, and that’s There ’ s lots that can go wrong with a wireless connection.

These early headsets had to be wired into powerful computers or video game systems to work, meaning you couldn’t stray far from where you started, or you’d risk wrecking your setup. Some, like the HTC Vive, required a bit of home remodeling to install the sensors that tracked you as you moved about, and others, like the Oculus Rift, couldn’t actually track you, meaning you had to sit still in your immersive-world gaming. But late last year, companies started to introduce systems that didn’t require a connection to a computer, or installing any sensors. All you needed was a headset, a controller, and a wifi connection.

a close up of a helmet: The Lenovo Mirage Solo. © Provided by Quartz

The Lenovo Mirage Solo.

Quartz recently spent time with two of these systems, the $200 Oculus Go, and the $400 Lenovo Mirage Solo (built on Google’s Daydream VR platform). Both are self-contained systems that run off of internal processors and storage, and each has their benefits and drawbacks. The Oculus Go, for example, is a far comfier headset for extended periods of gaming, but the Mirage Solo has what’s called inside-out tracking, which allows the headset to see the world around you, letting you move through it as you play without bumping into anything.

Waterproof Wireless Speakers for Outdoor Summer Fun

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Buy the ASTRO Gaming A50 Xbox One headset here . Pros: Comfortable. 7.1 surround. Great Look. Cons: Price. Find more HUHD Xbox Fiber-optical Wireless information and reviews here . 8. Plantronics RIG Flex LX. Plantronics has yet to make themselves a stand-out among audiophiles, but

Next Level Gaming: Virtual Reality is here . PlayStation 4 VR was released last year and it has been selling decently but not to the amount Sony wanted it to be. There are already adapters you can buy to make VR headsets wireless that only add 2ms latency.

But in both cases, the novelty wears off quickly. The headsets are far more convenient than their predecessors, but also less powerful. They run on processors often found in smartphones (not the high-end chips required to run the gaming computers Oculus and HTC required for their original systems), and they’re still plagued by the same issue that has dogged the industry as long as it’s existed: there just isn’t that much to do in VR. Yes, you can chat to the cartoon floating torso and head of your friends in Facebook Spaces, or you can watch Netflix in a fake home theater; or you can play some games where you try to shoot down random objects flying at you. Because of the smartphone-level innards of these headsets, the graphics are often far blockier and cartoonish than games optimized for the older headsets.

But this year’s E3 might show us what the near future may hold. Oculus is preparing to show off Stormland, a new open-world virtual reality game that looks like it could be an immersive version of a Zelda game, but with robots. Although details are still quite thin, it looks like exactly the sort of game many had hoped for when VR systems were first announced. It’s a regular video game, except instead of experiencing it on a screen, it’s all around you.

AT&T plans to give free TV to its wireless customers

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There ' s an opportunity here for Google, but there are also some boxes that its headset (assuming it exists) will need to tick for it to be a killer product. Balancing size and horsepower. No standalone VR headset today is likely to be anywhere near as powerful as the Vive or Rift – there ' s a reason we put

A year later, the dream of a VR headset in every household has yet to come to fruition. Mom' s going to buy it when Mom has a reason to buy it." — Daniel O'Brien, HTC Vive general manager. " It' s just that we haven't gotten to the apps that we love yet , and the really great experiences are still pretty

Others are expected to announce similarly in-depth titles. Bethesda Softworks, the company behind massively popular games like the Fallout and Elder Scrolls series, announced two new VR games June 10, including a VR rendition of the original first-person shooting game that kicked off an entire gaming genre, Wolfenstein.

It’s often the case that one truly amazing game can spur game console sales. The original Halo game helped turn Microsoft’s Xbox into a gaming powerhouse; Wii Sports made the Nintendo Wii one of the most popular consoles of all time, and the new Zelda game has made the Nintendo Switch a success.

Whether or not a game announced at E3 finally spurs the VR gaming revolution, analysts are predicting a boom soon. Researchers at PwC are expecting VR to be a $7 billion industry by 2022, and that there will be as many active headsets in the US as there currently are Netflix accounts—around 55 million. (Right now, estimates suggest about 1 million headsets are being sold per quarter globally.)

But it seems unlikely that today’s headsets will be the ones we’re using for tomorrow’s games—the technology just isn’t quite there. A game like Stormland will require a power processor and graphics card, well beyond what’s in the wireless systems of 2018. But if users are stuck connected to PCs like that, it will limit how fun they can be: the illusion of an immersive world falls apart really quickly when you trip over a cable and yank your headset off your face.

AT&T to launch wireless plans bundled with video after Time Warner win .
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