Oculus go review – ign gasbuddy login


The Oculus Go (See it on Amazon) requires nothing to function aside from your head. You don’t need to keep it attached to a powerful, expensive gaming PC. You don’t need to insert the right type of phone to power it. The Oculus Go is neither PC VR nor phone VR. It’s a standalone device and may very well be remembered as the first VR headset to bring virtual reality to the masses.

You simply pair the standalone VR headset with your phone, put it on your head, and you’re off to the VR races. For the multitudes who have been sitting on the VR sidelines due to pricing, complexity, attachments, or all of the above, the Oculus Go will be the headset that put them into the game. Or rollercoaster. Or virtual social gathering. The reasons why are obvious: It’s easy to set up, it’s comfortable to wear, it’s immersive, and it’s cheap. For now there are two Oculus Go models. The 32GB model for $199, and the 64GB model for $249. I reviewed the 32GB Oculus Go. It’s half the price of the Oculus Rift and twice as easy to use. Let’s get into the details:

Oculus claims the Go will run for roughly two hours on a single charge (a little less for games, and a little more if you are just watching videos), and my testing showed that is an accurate claim. That may not sound like much, but after about 45 minutes, I need to take a break from VR to regain my equilibrium anyway.

The Go has a fast-switch LCD display with a 2560×1440 resolution. In testing, it exhibited smooth movement but despite having a higher resolution than that of the Rift, the pixelated, screen-door effect could be seen in some apps. And despite being completely wireless, the Go does not offer six degrees of freedom that lets you physically walk around to explore VR worlds. The Go uses an orientation system where you stay seated (or standing) and only move your head to look around the VR space. The app controls the movement or you need to click the controller on a target to move to another spot. Gaming

Games are generally $2.99-$4.99 each. The priciest I saw was $9.99. When you create an account, you add a payment method — either credit card or PayPal. Then when you go to the Oculus Store — either on the headset or on your phone — you can just point and click to purchase apps just like in Apple’s App Store. It’s super easy. And you create a PIN that you need to enter for purchases, so my son can’t go on a shopping spree when I’m not looking.

File size for apps varies. The Rush game I bought was only 366MB but RepubliqueVR was 3.7GB. Oculus estimates that you can fit 3 HD movies, 10 games and 20 apps on the 32GB Go, but a lot depends on the types of games you are installing, given the wide range in file sizes.

Perhaps the most promising part of the Oculus Go is its social gathering place, not surprising given Facebook owns Oculus. With Oculus Rooms, you have a place to hang out with friends or, more accurately stated, your friends’ avatars. Because none of my Facebook friends apparently have an Oculus Go, I didn’t yet get the full Rooms experience, but the idea shows promise. You can customize the look of your Room and invite friends to hang out. In one area, you can gather around a table to play board games. In another, you can kick back on the couch to watch movies, listen to music, look at photos, or play any of your purchased games that support multiplayer.

In addition to games, there is a great deal of 360 photos and videos to explore. In fact, one of the first things you’ll do with the Go is choose a background for the Oculus Home interface. It’s like a desktop wallpaper for your PC but 1,000 times cooler. I selected Horseshoe Bend, a rock formation in Arizona, and quickly moved back in my seat because it looked like I was about to fall off a cliff.