Showing posts with label samsung gear review. Show all posts
Showing posts with label samsung gear review. Show all posts

Samsung Gear VR Review

on Thursday, January 1, 2015
The Oculus Rift is an awesome virtual reality headset. Google Cardboard is an awesome one too. But what if you could have the best of both? Simple and high-tech all at once. That's Samsung's Gear VR. You can probably do the math for how cool that is. (It's awesome.)

What Is It?

An official Oculus-branded virtual reality headset that's powered by the Samsung Galaxy Note 4 smartphone. You literally fit it inside. A bulkier, cushier, more serious version of Google Cardboard. A mobile VR headset with no wires required. An "innovator edition," which is to say a tool for developers, not a completely polished retail product. Freakin' neat.

Why Does It Matter?

After decades, virtual reality is on the verge of being a real and real cool thing (depending on who you ask). The Oculus Rift is the not-so-far-off pinnacle of the technology, but phone-based VR headsets are also pretty dope. If you've already got a high-res supercomputer in your pocket, why not turn it into a VR experience too? It's a potentially easier way for virtual reality to go mainstream than pairing a dedicated headset with a beefy gaming PC. It's also available today. With Gear VR, Samsung and Oculus are putting their best foot forward.

Design

Gear VR is simple. So simple that it's almost anticlimactic to pull it out of the box. It's just a big plastic headset for your phone. It's got padding for your faceparts, and headstraps that go both around the back and over the top. Without a Note 4 in place it's remarkably empty looking. It just gawks at you with its big cartoony owl-eye lenses. "You are going to look so dumb when you put me on your face," it whispers. In your heart you know it's right but you don't care.
Gear VR is a little more than just a big, plastic, cushioned Google Cardboard, though; there's a special Oculus tracker inside to help keep your bearing. It's got a touchpad and back button on the side, which lets you have some rudimentary controls without having to pair a Bluetooth controller every time you want to go VR-ing. (Samsung has a controller, but it's not bundled with Gear VR and everything about the VR interface is designed to be used without one.)
The headset's also got some volume buttons, and a handy little proximity sensor on the inside that automatically turns on the screen and boots into the Oculus app when you put it on, and puts it to sleep when you rip it off. And on top, there's a little focus wheel that pushes and pulls the Note 4 screen towards and away from your face to focus. It's way easier to adjust to your eyes than the Rift developer kits.
Then there's the front. This is where you snap in your Note 4 and only your Note 4, and since the Gear VR has been designed so very specifically with this one handset in mind, the fit is like Cinderella's foot in a glass slipper. It's easy and satisfying to click it into place.
On the one end, there's a little microUSB nub that plugs into the bottom of the Note 4 to make the touchpad, back button and volume control work—it doesn't charge your phone. On the other side there's a little doodad that secures the device. It's simple and gets the job done.
It's worth noting here that while Samsung has pointedly said that you're not supposed to try and fit the Galaxy Note Edge in here, you totally can. I mean, it doesn't "fit" in the conventional sense, but I've crammed it in a few times without breaking anything (yet). The problem is that the Note Edge doesn't launch the Oculus app when you plug it in. I'm sure there's probably some workaround but it probably involves black magic. Or at least root access.
The finishing touch is a reflective little shield that snaps onto the outside, over the phone. It's completely cosmetic and I barely ever used it, but it's there if you want to look a little more like Kid Vid, or if you don't want to advertise that you literally have a phone strapped to your face.

Using It

Setup is both simple and annoying. All you have to do is snap the phone into the the headset, lift it up to your face and you're off to the races. Well, kind of. Doing so will prompt you to download a ton of stuff. In my case it was an OS update, then the Oculus app, then more stuff inside the Oculus app. The whole process took about an hour. Fortunately Gear VR comes with a microSD card that has all the huge 4K panoramas and 360 videos pre-loaded so you don't have to spend the rest of your life waiting for fun stuff to download.

Packed in you get some stuff like extremely hi-res panoramas of Mars and the bottom of the ocean and major cities, even a few spots in Chernobyl. Also there are some 360 videos that take you over New Zealand and New York City, and there's a 3D-rendered ad Samsung did for the World Cup. Though the Note 4 is a powerful phone, it'll never be able to replicate the horsepower of a gaming PC. So Gear VR is sort of aimed at watching videos and looking at photos and lighter fare than exploring the galaxy in a gunship like Elite Dangerous, and Samsung's pack-in media reflects that.
It also reflects a bigger problem with Gear VR right now: Watching videos and looking at pictures and playing simple phone-type games is fun for 20-30 minutes of amusement, but it's nothing that will suck you in like a 10-12 hour game will, and there aren't really any of those yet. It's an effect that sometimes makes Gear VR feel more like a really bad-ass Viewmaster than a true VR headset; the same way Google Cardboard is fun for a burst but not for hours.
When you first slap Gear VR on after everything's loaded up, you'll get dropped into the Oculus Home hub. Basically it's just a series of panels that float in front of you in some boundless blue expanse. 
You use the Gear's touchpad to swipe between pages of app icons, and select things by looking at them and tapping. It's a convenient and intuitive way to get around without requiring a gamepad. If you want to let someone else play with Gear VR for the first time, it's super easy: all you have to do is put it on their head, move one of their hands to the focus wheel and the other to the touchpad and back button. From there they can handle it on their own.
Should any phone notifications come in while you're there, they just pop up in a little card that says "One new text message" and then vanish from existence. If you need to see the real world for a sec without taking off the headset, that's possible too: just hold down the Back button and you can look through the Note 4's camera. It's a little laggy and not at all like using your eyeballs, but useful in a pinch.

I think my favorite of the built-in apps is the Oculus Cinema. Sean's talked about it at length, but it's worth mentioning again; the thing is awesome. It's basically a theater simulator. The app sits you down in a small home theater, a big movie theater, in a black void, or on THE MOON.
Wherever you choose, you watch content on a screen in front of you, but the real joy is being in the 3D space surrounding it. Looking around to inspect the home theater chairs around you is almost as fun as watching a 3D movie trailer (and yes, you can watch 3D movies in 3D in this 3D space). And the little details, like seeing an "Approved for all audiences" screen throw green light onto moonrocks, or seeing a lit-up EXIT sign on the periphery of the theater, make these feel like real places. Oculus Cinema is where I felt the most presence in Gear VR, where I felt the most like I actually was somewhere else.

ike

Man, VR is just so cool. I mean, ugh, I can't even verbalize how cool it is to have a VR headset hanging around my apartment.
Gear VR is stupid simple so it's fantastic for introducing other people to VR. My co-workers had a blast passing it around. My somewhat tech-averse fiancee specifically requested to try it out. Samsung's headset is the easiest way to show people what good virtual reality looks like, without making them come to your nerd-den. Carrying around and showing off Gear VR is infinitely easier than schlepping around an Oculus Rift DK2 and a gaming laptop or something.
It's not wildly (or at all) relevant to using Gear VR for virtual reality, but the Note 4 is a pretty damn good phone.

No Like

I wish there was more to do in it. More stuff should come later, but the lack of games and the relative shallowness of most of the offerings make the experience feel shallow. It's awesome, it just doesn't hold my attention for long. I didn't find anything that made me feel all "OH MY GOD I NEED TO DO THIS FOR HOURS!!!" but every 5-10 minute burst I had was great fun.
Not being able to charge and VR at the same time is dumb. 3 hours of battery life isn't bad, but the bigger problem is that we're talking about the battery life of your phone. Who wants to burn through 30 percent of phone battery to mess around in VR for a bit? That shit is precious!
$200 is a teensy bit expensive for a face-case with no controller included. Gear VR is definitely a big leap beyond Google Cardboard, or other "slap your phone in here" face-cases, but it's just not quite a $200 leap. At $100 though it'd be a slam dunk.
There's no guarantee a Galaxy Note 5 will fit in here.

Should You Buy It

Probably not. Unless you are a developer, this isn't even really meant for you. Yes Gear VR is super cool, and super promising for the future of virtual reality, but there's not enough to do quite yet to justify getting one. That is, unless you are a bleeding-edge evangelist who wants a VR headset you can bring to parties. The content might come in time, but still, the tech is bound to leap forward in the next year or two. I mean look at the leap from the first Rift to DK2.
The hardware on Gear VR is all Samsung (Oculus just provides software) so it's not a perfect parallel, but expect big leaps in screen quality if nothing else. 518ppi is absurd for a phone, but it's not good enough for VR. And Samsung has made it pretty clear that "beastly phones that are made for VR" is a road it wants to go down. This is not a one-off. Rest assured the Note 5 will be repping VR as well, maybe in an even bigger way.
That said, Gear VR is an awesome proof of concept; it's exciting to see a phone-based VR system that's this good. It's exciting that we've come this far in the two or so years since the Rift DK1 shipped. It's exciting to see how great VR could spread to normal people who wouldn't have to buy a whole gadget especially for it. This is almost undoubtedly the way virtual reality will make its way to the masses.
The Gear VR feels like proof that VR headsets aren't a dead-end this time around, and that you probably won't have to go out of your way to get one three or four or five years from now. No, you probably shouldn't buy it right now, but you should be very glad it exists.

Samsung Gear S Review

on Sunday, December 21, 2014
The Samsung Gear S smartwatch breaks new ground with phone-free communications, but makes too many compromises. With a high up-front price and monthly service charge, buy at your own risk
As soon as I strapped the Samsung Gear S smartwatch to my wrist, I knew we had a problem.
The Gear S is by far the largest smartwatch I’ve ever worn, and it looks ridiculous. Granted, I’m a scrawny dude, but I’ve never been this anxious about sporting a smartwatch in public—not even when wearing the bulbous Moto 360, which at least paired well with business attire. The Gear S doesn’t look good with anything, except for maybe an elaborate space-age costume.
I mention this right off the bat because every smartwatch needs to pass a basic fashion litmus test. If you don’t feel comfortable wearing it in front of people, it’s a non-starter no matter how useful it is. The Samsung Gear S failed my litmus test, and it’s not even that useful.

The high price of smartwatch freedom

Instead of being thinner and smaller than Samsung’s previous smartwatches—of which there are now five—the Gear S packs on more bulk in exchange for a larger screen and a built-in cellular connection. As such, it’s the first smartwatch from a major brand that can take calls, send and receive text messages, get notifications, and connect to the Internet without a nearby smartphone. But while plenty of people think this is a great idea, Samsung’s execution isn’t fully baked. 

For one thing, the Gear S has its own SIM card slot and its own phone number. Not only does this incur a $10 per month charge on most carriers ($5 for T-Mobile), it also requires some trickery to work with your existing number. To receive calls and text messages, your phone must be turned on and connected to the network. You must also manually turn on call forwarding to get calls from your number, and Samsung warns that this can affect battery life. Worst of all, unless the Gear S is paired to your phone over Bluetooth, any outgoing calls will appear under the new number, so your contacts won’t recognize who’s calling.

The Gear S isn’t a fully independent device, either. You need a Samsung phone to set up and install new apps (including several apps that are pre-loaded on the watch itself), and there’s no built-in GPS for turn-by-turn directions. Also some watch apps, such as Samsung’s own Milk Music, won’t work without your phone nearby. (Correction: The Gear S has GPS, but navigation wasn't working at the time of this review. It does work now, as does Milk Music as a standalone app.)
For the untethered smartwatch to make sense—and to justify the additional monthly charge—it needs to be seamless, letting you leave your phone behind without any extra setup or drawbacks to connectivity. Samsung hasn’t quite been able to make it work.

Android and Tizen make ugly enemies

Even as a basic smartwatch, the Gear S fails to make itself essential, and that’s largely a consequence of Samsung's not controlling the smartphone side of the equation. While Samsung’s smartphones run on Android, the Gear S runs on Tizen, and the two platforms are constantly at odds. 

The problems are most noticeable in the notification system, which is non-interactive for most apps. If you get a phone call or text message on the Gear S, you get helpful options for responding with a message or calling the person back. But for nearly every other type of notification—even from essential apps like Twitter and Facebook—you get nothing but a wall of text. You can’t delete emails or respond to WhatsApp messages, like you can on Android Wear watches, and the text in each app’s notifications is mashed together like a run-on sentence.

Google’s non-presence on Tizen makes life harder for users in other ways. There’s no Gmail app on the watch, so you need to use Samsung’s own app—both on the watch and your phone—for full email functionality. There’s no Google Maps, so you must set up Nokia Here Maps instead. And while Samsung’s S Voice assistant can handle basic queries and commands, it’s much slower than Google’s voice assistant on Android phones and watches, and it’s not as good at weeding out background noise.
The unfortunate reality for Samsung is that its smartwatches will never be useful unless the company fully embraces Android on the wearable side, or completely breaks away on the smartphone side. Neither outcome seems likely at this point, and it’s users who suffer in the meantime. 

An untethered ball and chain

To make matters worse, the Gear S’s Tizen-based software is full of inconsistent, confusing design choices. I’ll just run through some examples:
  • Swiping down from the top of the screen is the Gear S’s equivalent of the “back” button. This isn’t well-communicated, but the bigger problem is that the quick settings menu is tied to the same gesture. Therefore, you can’t get to quick settings without leaving whatever app you’re using.
  • Opening quick settings (with a downward swipe) or the app menu (with an upward swipe) requires you to start all the way from the edge of the screen. But to access notifications or widgets, you can swipe left or right from anywhere on the screen. Doing the wrong thing is inevitable as you try to internalize these conflicting rules.
  • Bringing up the “dismiss” button for notifications requires a downward swipe from anywhere on the screen. If you make the mistake of swiping from the top, you’ll invoke the back button and return to the home screen (per bullet point one).
  • For some reason, my voicemail notifications failed to disappear from the watch even after I’d checked the message, and they’re strangely impervious to the “dismiss all” button that the Gear S provides in its notification menu. To dismiss a voicemail, you must swipe over to its individual notification and kill it there.
The whole point of a smartwatch is to enable quick interactions, but it seems like the Gear S tries to slow you down at every turn.
On a more philosophical level, I don’t agree with Samsung’s attempt to shrink a smartphone interface down to wrist size. The operating system is filled with tiny buttons that require fine motor skills, and apps that feel like they were primarily designed for phones. The Gear S even has a tiny keyboard you can fiddle with if you want to write a long email or text message, and it’s as maddening as you might expect. The keyboard would be much more useful as a way to edit messages using S Voice dictation, but Samsung didn’t think to offer that capability. On the whole, it just doesn’t seem like Samsung really thought things through. 




At a Glance

The Samsung Gear S smartwatch breaks new ground with phone-free communications, but makes too many compromises. With a high up-front price and monthly service charge, buy at your own risk.
Price when rated: $400.00

Pros

  • Receives calls, text messages and notifications without a phone nearby.
  • Battery life is better than most full-color smartwatches.

Cons

  • Large, clunky design with annoying clasp and snap-on charger.
  • Expensive up-front price with an additional monthly cost for wireless service.
  • Contacts won't recognize your number for outgoing calls.