Last week we told you about Samsung's unannounced virtual reality headset: a peripheral that enables VR interaction for flagship phones from the world's largest phone manufacturer. This week we've got far more details. First things first, Samsung's headset is the fruit of a collaboration with Oculus VR, the Facebook-owned virtual reality startup that both literally and figuratively kickstarted the current wave of VR products.
Oculus is handling the software-side of the product, while Samsung handles the hardware. The deal is a swap: Oculus gives Samsung early access to its mobile software development kit and helps develop user interface software, while Samsung gives Oculus early access to its next-gen OLED screens. And yes, Oculus is still making its own, gaming-focused, PC-based virtual reality headset; that's why it needs next-gen, high-pixel density OLED screens from Samsung. Join us below for new details about the device itself, as well as more on the unlikely partnership between two tech giants.
Samsung wants to be first to market with a virtual reality headset, but it doesn't want to invest the time and money that Oculus and Sony are. Oculus VR wants to create a high-quality virtual reality headset specifically for gaming, and it doesn't want to rush one out. And thus, a convenient partnership is born between the two companies: Samsung makes the OLED screens that Oculus needs for its final product, Oculus makes the software that Samsung needs for its upcoming headset.
The partnership comes with both risks and rewards. On one hand, Samsung is a consumer electronics giant, and a company of that size investing in marketing and producing its own VR headset massively grows the medium. On the other hand, if it's a bad product, it has the potential to poison the well -- that is, it could be another Virtual Boy, thus making consumers even more apprehensive about VR as a medium.
We're told by sources close to both companies that Samsung's using an early form of Oculus' mobile SDK -- an exclusive use as part of the deal -- developed in part by John Carmack. We were also told that the OLED screens that Oculus is getting as part of the deal are higher def than 1080p, and that the screens will also be used in at least some of Samsung's next flagship phones. And this is where things get weird.
Much more at http://www.engadget.com/2014/05/30/samsung-oculus-partnership/Rather than having its own screen, Samsung's VR headset uses your phone directly. It plugs in using an existing port on your phone (think: microUSB) and becomes the screen. The headset itself has built-in sensors -- an accelerometer at very least -- so any motion tracking functionality is offloaded from your phone's processor.
The folks we spoke with who have dev kits are still running the headset on Galaxy S4 phones, and we're told it's a shockingly good experience. That said, the consumer device will run either a new version of the GS5 or potentially its successor -- either way, it'll be tweaked for optimal VR performance. The headset can be used with a paired game controller or as a standalone media device, navigated solely through motion and voice (we'll discuss that more below).