7May/18Off
Early impressions of Oculus Go from a bunch of us at GeekWire
Here are the biggest pros of the Oculus Go, based on our collective observations.
- No need to connect the headset to computer.
- No requirement to use your smartphone as a screen.
- Relatively affordable, at $199 for 32GB and $249 for 64GB.
- The controller is accurate, responsive, and easy to use.
- The headphone-free spatial audio is more than adequate. (There’s also a headphone jack.)
- The user interface inside the headset is relatively easy to figure out.
- The social experiences, such as Oculus Rooms, were surprisingly fun.
- The headset fits well, even when wearing glasses, and adjusts easily. (There’s a spacer for people who wear glasses, as well as the option to buy and insert prescription lenses directly into the headset.)
And here are the biggest downsides that emerged from our experience.
- Games can be slow to install initially and launch on an ongoing basis, requiring some patience.
- Depending on the game or experience, and the speed of wireless connectivity, graphics can still appear pixelated.
- The battery drains relatively quickly, lasting only about 2 hours for gaming and a bit longer for watching videos.
- The Oculus Go default privacy settings require users to opt-out to avoid sharing basically everything they do with their Facebook friends.
- The extra costs: Yes, there are plenty of good free games and experiences, but with some top games going for as much as $10, it can add up.
- Even with the relatively light weight, 1 pound, the headset leaves red marks under the eyes after even a short period of use.
Even with those downsides, what stood out to me was the immediate enthusiasm from everyone I handed one of the headsets.
With the launch this week of the Oculus Go and the competing $399 Lenovo Mirage Solo, this really does feel like the moment when virtual reality becomes mainstream.
See the full story here: https://www.geekwire.com/2018/virtual-reality-unleashed-early-impressions-oculus-go-bunch-us-geekwire/
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