
VR hasn't quite hit the mainstream but with Facebook now owning the Oculus Rift and Sony busy refining Project Morpheus, the foundations are being set to make virtual reality a reality for all.
There
were rumours that Samsung wanted to create its own headset and I must
admit I was skeptical. With no real history in this area, creating
something from scratch would bound to have caused problems.
Thankfully Samsung hasn't gone down this route.
Thankfully Samsung hasn't gone down this route.
Instead it has enlisted the help of Oculus (now part of the Facebook family) to create the Samsung GearVR.

The
Samsung GearVR is not a standalone device. It does not come with its
own screen, but is a headset shell that is packed with the stereoscopic
lens goodness needed to make the VR work.
The key ingredient in unleashing the VR is the Samsung Galaxy Note 4. There is a compartment at the front of the device that the handset slips into.

Design
It
was pretty simple to connect the Note 4. I had to unclip the clear
plastic 'goggle' on the front, then clip the Note 4 into place. In all
it took around 30 seconds and was sturdy too. I didn't feel like the
Note 4 would fall out of its little compartment, even with a little
shake to make sure.
Once in, I clipped the clear screen over the Galaxy Note 4 and the device was ready for action.
There is a stretch clasp over the top of the device to hold the Gear VR into place and the whole thing is cushioned for comfort.
There is a stretch clasp over the top of the device to hold the Gear VR into place and the whole thing is cushioned for comfort.

I
did find it a little tight but you can slacken it slightly if you need
to. You do want it to be strapped firmly to your head though. The joy of
VR means you can look completely around yourself so it needs to take
that sort of face movement.
Once on, it was very simple
to use. The right hand side of GearVR is where the magic happens. There
is a touch-sensitive panel that you use to control the VR. If you want
to control volume, then that is on the left-hand side. The only other
control was on the top.

There
is a rocker that will increase or decrease the focus of the lenses.
This is for people who wear glasses. Take the glasses off, fiddle with
the rocker and you should get the right 'look'.
Movies and games
I
was take through two demos with the GearVR and was on the whole
impressed with what I saw. The first was a clip from Cirque De Soleil.
Here I watched a scene packed with acrobats come to life.
I
looked to my left and some of the cast were sitting watching the scene
with me. It was filmed as if being on stage and you could really immerse
yourself in the action.

A
quick look behind and I saw an empty auditorium, a look back in front
and acrobats were doing their thing. The action was clear, thanks to the
clarity of the Note 4's QuadHD screen.
Next up things
got a little more muddled. I played a game where I was in space and had
to shoot a bunch of spaceships. To shoot you tapped the touch panel on
the right-hand side of the screen. It was fun but forgettable. The game
had a "built for mobile" feel, so don't expect this powered by Oculus
device to match Morpheus in terms of processing grunt.

But
that's also a plus point for the GearVR. It is a VR device that is only
tethered to a phone and not a console or PC. While this will inevitably
mean the games won't be the greatest out there, it does have
portability potential to its advantage.
Early verdict
The
Samsung GearVR is better than I had expected it to be. We have used
phone-based VR in the past but this feels superior and built better.
This isn't a gimmick like Google Cardboard, it's a fun add on for the
Note 4.
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