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Immerse €? Virtual Reality Headset Review [PATCHED]



The best VR headsets will help you fully immerse yourself in the best VR games currently on offer, and should you have a particular headset in mind, we have rounded up all the best PSVR games and best Oculus Quest 2 games as well.




Immerse – Virtual Reality Headset Review


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Many of the best augmented reality headsets, like the Microsoft Hololens 2, are available to buy but the focus seems to be more on augmented reality for an enterprise or business setting, like the Microsoft HoloLens 2 Industrial Edition, which is an untethered mixed reality device designed and tested for use in regulated industrial environments and the Google Glass Enterprise Edition 2.


One reason we're so sure about the future of augmented reality headsets is that major tech brands are currently pumping a lot of time, energy and resources into new AR offerings. Take Apple as an example, it's no secret Apple is working on an augmented reality and virtual reality product - referred to at the moment as Apple Glass and Apple VR.


Each device is tested extensively across a range of software available in the headsets' associated store. Many of our reviewers have experience using different ranges of virtual reality hardware, enabling them to make informed comparisons between products. No device in our buying list above has been included without first being tested and reviewed.


The VR experience is created by video monitors mounted within a headset. These devices often come with screens, speakers, sensors, and controllers to submerge the user into a virtual world. The best VR headsets will completely block out the external world, including both sights and sounds, to give you a fully immersive experience.


Does that mean you should hold off on buying it? All indications are that Meta's next pro-level VR headset coming later this year will be even more expensive, and a true Quest 3 may not come until 2023 or later. But the reality is, there isn't any standalone VR headset in existence with the app library or value that the Quest 2 has, even at its higher price.


While the Quest 2 is aging, it keeps impressing me. The Quest 2 keeps improving its software: It can get phone notifications, pair with keyboards and connect with virtual meeting apps, do basic fitness tracking and wirelessly stream from PCs. It's still the best self-contained VR headset right now, and the most affordable for its features.


The experiences I've had in Oculus Quest have been surprising and strange, magical and active. The Quest 2 looks to be walking that same path with its curated app store and self-contained ecosystem. The full-motion six degrees of freedom (aka 6DoF) tracking, using four in-headset cameras, is all the same right now. The controllers are complex but well-designed. It's more of a VR mini game console than anything, but its other tools -- virtual big-screen computer monitors, fitness training software, immersive theater portals -- could add dimensions you may not even have considered.


There are work tools in the Quest ecosystem, and ways to have virtual meetings: Spatial's app brings people into shared spaces with workflows and cloud storage tools. Virtual monitor apps like Immerse can turn the Quest into a virtual series of monitors for your real computer. Plug in a USB cable, and the Quest 2 can be a PC VR headset and work with a lot of Steam apps as well. Meta's Horizon Workrooms shows possibilities, too. I'd still consider these work apps experimental right now, though, and not essential.


Still, the Quest doesn't really interface with Apple iOS or Google's Android OS, although it pairs with a phone app like a smartwatch for some basic syncing and screen casting. You can't just hop into a Zoom call or share a doc, and the flow between my virtual computer work life and the VR virtual flow isn't there yet. I hope it can arrive because in my opinion, VR headsets should be more like immersive visual headphones. Right now they're more like customized and different toolkits with positives (physical immersion) and negatives (no face-to-face camera conversation, and no easy work tools like a mouse and keyboard).


The XR2 chip looks pretty versatile, still: Qualcomm's XR2 chip remains the best standalone processor for VR at the moment, and VR graphics on recent games have been pretty impressive. The Quest 2 can also handle hand tracking and mixed reality by overlaying virtual objects with its black and white passthrough cameras.


Meta's road to the future is set toward augmented-reality smart glasses that can blend the virtual and real, but that could still be years off. In the meantime, the Quest 2 could have enough onboard power to evolve new ideas for the company's immersive work. Its pro-level headset, Project Cambria, should introduce better controllers, more mixed reality, eye and face tracking, and a better display. It could be another bridge to where Meta's AR ambitions lie, but at a much higher price. The Quest 2, meanwhile, could hang on as a more "budget" device for everyone else.


Always on the doorstep of adoption, never quite there. That pretty much describes the consumer virtual reality landscape over the last half-decade. But increasing competition and new headsets from a variety of legacy and first-time players, which may soon include Apple, plus a full brand makeover for a certain social media giant, makes VR worth considering.


The gulf between commercial and consumer VR has always been small, with plenty of enterprises utilizing Oculus headsets and savvy consumers looking into enterprise headsets for powerful collaboration potential. The reality is it's still very much the Wild West for a technology class that's been puffed up by years of hype but is still searching for a knockout case for adoption. The use-cases remain niche: Gamers, designers, enterprise applications like training. Within each utilizer pool, there are a small number of serviceable, if quirky headsets, meaning budget tends to be the deciding factor after the use-case. One thing we've noticed is that the technology hasn't advanced as much in the past few years as it might have, so don't shy away from older tech, which is cheaper and represents a great value in what's still the first blush of our mixed reality future.


That is a complicated question to answer. Many PC-reliant and standalone VR headsets are on the expensive side, making widespread adoption of the tech sort of difficult, not to mention the cost of building or buying a pre-built PC capable of virtual reality. They also require lots of space to operate safely since you're basically walking around blind in a room full of things to trip over, and many folks don't have whole rooms they can dedicate solely to VR gaming.


MSI's newly released gaming headset is called the Immerse GH61, and it's a 7.1 virtual gaming headset that sports ONKYO speakers. The GH61, which is what the MSI Immerse GH61 will be referred to for the remainder of this review, also comes with a DAC/AMP and dual connectivity via USB and 3.5mm jack.


On the back of the box, we have a much more in-depth explanation of all of the headset's features. We can see all of the specifications of the headset, ONKYO speakers, 7.1 virtual surround sound, and its connections.


As with all of my gaming headset reviews, I like to use the headset I'm testing from anywhere between 20 and 30 hours. The reason for this extensive testing is to really gather a good understanding of the headset's audio signature and identifying its strong and weak points. I tested the GH61 in a few different games to see how the headset played out in different genres and listened to a variety of music.


The worst parts of the GH61 are the creaky flimsy frame and earcups. As I mentioned in the design section of the review, this problem could be specific to my sample and not all GH61 headsets. Another lackluster aspect of the headset is that the leather earcups can cause your ears to get when you wear the headset for longer periods of time.


Background: Traumatic brain injury (TBI) is a common cause of morbidity and mortality in the United States with its sequelae often affecting individuals long after the initial injury. Innovations in virtual reality (VR) technology may offer potential therapy options in the recovery from such injuries. However, there is currently no consensus regarding the efficacy of VR in the setting of TBI rehabilitation.


Methods: A comprehensive literature search was conducted utilizing PubMed, Google Scholar, and the Cochrane Review using the search terms "virtual reality," "traumatic brain injury," "brain injury," and "immersive."


See the Earth as never before or face the dangers of space in this virtual reality experience. VR Transporter combines state-of-the-art VR goggles with exciting motion and 4D effects to fully immerse you in a first-person role in an adventure you choose. Options include:


The Varjo Aero is a professional-grade headset aimed at individuals looking for the best virtual reality has to offer, but a lack of essential gear and a steep price tag keeps it from being the most desirable option.


Previously, to select items, buttons and menu choices in Samsung Gear VR, you had two choices: move your head and the virtual pointer floating in front of you until your gaze was locked on your selection, or tap the physical buttons and touch pad on the side of the Gear VR headset.


Samsung created a killer bundle for those pre-ordering the Samsung Galaxy S8 or S8+, throwing in the Gear VR headset and controller for free. Even without the bundle, $99for the headset and controller is a small price to pay for a world of immersive, entertaining and engaging virtual reality.


The Pimax 5K+ (as well as the 8k, not reviewed here by VRFI) features the widest field of view ever attained in a consumer VR headset, maxing out at 170-degrees horizontally and driven by two angled custom low persistent liquid displays (CLPL), the first of their kind to exist in a VR headset. Refresh rates of 90 Hz are equal to that found in other PC VR headsets, but with alternative refresh rates of 65 or 72 Hz available to lower the processing overhead.


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