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jeudi 10 novembre 2016

Google Daydream View Review

Would you believe that it's been two years already since Google Cardboard was first introduced to the world during Google I/O 2014? The platform, which was developed by Google, provided nearly anyone and everyone with an Android-powered smartphone with the taste of virtual reality – and without having to invest such a huge sum of money in the process, something that made it accessible to a broad range of people. Fast forward now to the present, the mobile virtual reality experience is evolving with the release of Google's next-generation headset.

The level of immersion is undeniably critical in making virtual reality believable, so it's going to be intriguing to see how the advances with the Google Daydream View will make for a convincing argument for the segment. Mobile VR as we've seen thus far, has been largely static in comparison to what commercial VR systems, such as the HTC Vive and Oculus Rift, have delivered for a decent time now. Let's just cross our fingers and hope this next iteration is a leap forward – as opposed to just small step up from what we know and have.

Design

google-daydream-view-review-28-of-28

google-daydream-view-review-28-of-28

Sorry Cardboard, you were cheap and readily available to the masses, but the comfort and ergonomics weren't there at all. Thankfully Google's approach this time is more mindful about those two qualities, seeing that the Daydream View adopts a design that's more agreeable to the styling of today's clothing – rather than the monolithic, sometimes sci-fi looking designs of other headsets. In fact, its design is inspired by the clothes we wear, so to that degree, there's a friendlier demeanor to its particular look and feel.

While we applaud Google choice for the material employed by the headset, this breathable fabric-esque material dubbed "textiles," they missed the mark in terms of its fitting. To be fair, though, the soft fabric material feels good over the skin and surrounding area that goes over our eyes. And the uniformity it exudes is much more charming in appearance than the prototype-esque aesthetics of the Samsung Gear VR, or the crudeness of the Cardboard headset.

google-daydream-view-review-19-of-28

google-daydream-view-review-19-of-28

However, having only a single, adjustable strap that goes around our head with the Daydream View, it doesn't seem equipped at keeping itself propped up while it's worn. When you place the Google Pixel XL into the headset, the phone's weightiness causes the entire thing to become front heavy – making it a nuisance because of the constant need of being propped up using our free hand. Of course, this particular design flaw could be ameliorated by simply adding another strap that would go over the head.

google-daydream-view-review-21-of-28

google-daydream-view-review-21-of-28

Sure, the decision to go with a fabric exterior is a great direction for the headset's overall design, but when it cracks under the weight when the handset is positioned into place, it's more of an annoyance than anything else trying to constantly adjust the straps. Nice design, but that one flaw is glaring.

Setup

google-daydream-view-review-12-of-28

google-daydream-view-review-12-of-28

Really, there's nothing to it with the setup process of the Google Daydream View. Once the Google Pixel XL is fastened safely into place, the sensors automatically launch the Daydream app. After that, all that's needed to complete the initial setup process is to press and hold the home button on the new controller that comes included with the headset.

We will mention, however, that Google manages to at least plan accordingly with the controller. Its diminutive size, in fact, allows it to be tucked away in the inside of the headset when it's not being used. For what it does in the VR world, this new accessory adds to the VR experience by providing us with an expressive and intuitive way of interacting with things. Not only does it have a touch sensitive pad, as well as the usual home, back, and volume controls, it's capable of sensing motion. Call it the secret weapon in its arsenal, it's similar in premise to other motion sensing controllers – like the Nintendo Wii remotes, DualShock 4, and even the HTC Vive controllers.

Once the calibration is completed, we're automatically brought to the Daydream Home portal, which is set in this forest world and it's the area where we see all of our downloaded apps and content. Currently, though, this portal is the only way to initiate downloads for Daydream supported apps. Meaning, there's no separate section yet in the Google Play Store to download apps – so you're forced to use Daydream's VR interface.

VR experience

google-daydream-view-review-1-of-28

google-daydream-view-review-1-of-28

Given that the Daydream View is still the vessel for the brains of the operation, the Google Pixel XL in our case here, its implementation doesn't stray far from other mobile VR experiences – including Cardboard. In our time checking out the limited selection of Daydream apps and experiences, we can agree that it follows the same fundamental properties of what we've seen from mobile VR already. That means that it's still a mostly static experience, one with limited range extended to looking all around us as we're sitting or standing still.

Before we get deeper into its experience, let's briefly talk about the two lenses in the headset that allow us to see into this virtual reality. There's not a whole lot to complain about, especially when the handset's Quad-HD resolution is the gold standard for mobile VR currently. Plus, the lenses have a wide enough coverage to never once make it feel narrow as we peer into them. And in our brief time using the headset, we never once felt nauseous using it, which can also be attributed to the processing power and smooth performance of the Google Pixel XL.

google-daydream-view-review-6-of-28

google-daydream-view-review-6-of-28

Going back to the overall VR experience, Daydreamstill can't escape the static approach of current mobile VR implementations. Indeed, the addition of the motion controller does nicely to enhance the experience, but at the end of the day, we're still confined to our space while just being able to look around. Unfortunately there's no advancement in terms of spatial movement tracking, which obviously would involve a bit more hardware to achieve.

The controller acts as a pointer in the virtual world, and in some instances, it's even virtualized for us to look at. From the looks of it, the motion tracking seems spot-on and responsive, as waving, tilting, and panning it are precisely tracked – so it very much works like other motion controllers. The caveat is that it's tethered in the way that it doesn't respond appropriately in the VR world when it's raised above the headset. It's a minor limitation, of course, but nonetheless one that we have to mention.

Don't get us wrong, the motion controller absolutely enhances the mobile VR experience, but ultimately the overall experience is still very much like Cardboard and Gear VR. Therefore, its level of immersion still falls short of what's achieved by the complex VR systems out there. For an on-the-go experience, it achieves the same result as other mobile solutions – just that it's enhanced by the addition of the motion controller.

The games & content

us-daydream-view-app

us-daydream-view-app

We've been checking out a few games and experiences with the Google Daydream View, ahead of its official availability date of November 10th. It's really tough to say after checking them out if it's a home run for Daydream, especially when you know developers will no doubt create some cool and innovative content as time goes by. In the meantime, however, we will just say that this is just the beginning – so don't expect anything extraordinary.

Google apps such as YouTube, Street View, Google Photos, and Play Movies all act as you'd expect, wherein they function in the same capacity to what we've been exposed to with mobile VR. Street View allows us to visit famous landmarks in far away places, or alternatively, visit the street where we spent the majority of our childhood. There's nothing exorbitant with the VR experience, naturally, since it's a static experience that lets us absorb the sights and scenery – while using the motion controller to quickly jump from one location to another. With Play Movies, it does nothing more than to replicate the big screen experience of a movie theater.

Again, we can't stress enough about the static experiences here, which is due to the headset unable to measure spatial movement. The motion controller makes it more convenient with interacting with things in the VR world, such as pointing at dots to jump from one area to another in Street View. Despite its addition, it's not doing a whole lot to move forward the experience – still, it's better than having to press on some button on the headset, or something like that.

google-daydream-view-review-2-of-28

google-daydream-view-review-2-of-28

Moving onto the games, they make better use of the motion controller. Games like Wonderglade, makes it necessary to use the controller to play many of the mini games there. For example, it's used to act as a firehose to douse flames, it becomes a golf club in mini golf, and even show off its motion tracking by tilting it in all sorts of ways to guide a ball through a maze. Wonderglade, by far, best showcases the potential of the motion controller's implementation in the VR world.

Other games we've checked out also make use of the motion controller. In Mekorama, we use the motion controller to help guide out tiny robot friend through these puzzles by pointing it where to go, moving blocks with the motion controller to gain access to new levels, and much more. Endless shooters are being transformed as well with the Daydream View's implementation. Hunters Gate in particular, utilizes the controller's touchpad to navigate our player in the map, while using the controller at the same time to target enemies.

These games do a better job of showing how valuable the motion controller is with the overall experience. It's a small tease so far, so we're itching to see how other games and experiences try to innovate the overall VR experience.

Conclusion

google-daydream-view-aa-1-of-10-controller-remote-featured

google-daydream-view-aa-1-of-10-controller-remote-featured

Cardboard is so beloved not only because it exposed a vast majority of smartphone owners to virtual reality, for the very first time even, but also because of the minimum investment cost coming from users. With the Daydream View, of course, its new motion controller and breathable fabric design means there's a significant cost attached to it over its Cardboard brethren. At first glance, the Daydream View's cost of $79 might seem alarming, but it actually undercuts the competition – making for a presentable solution that's priced effectively.

The bigger question we need to ask, though, is whether or not these new implementations add any value to the overall experience. Early on, it doesn't seem likely, as we feel that only one game really manages to harness the power of the new motion controller. Then again, things might very well change rapidly once the headset launches and developers can go on to tinker with it more, fine-tune things, and eventually come up with some ingenious ways this system can really sell virtual reality to the masses.

One of the most pressing things, however, is just the continued static approach – something that hasn't changed at all. The missing piece here is spatial tracking, something that has been the defining, also differentiating factor that separates mobile VR from the full-blown experience we see in things like the Sony PlayStation VR, HTC Vive, and Oculus Rift. We're hesitant to recommend picking up the Google Daydream View right now, mainly because it's only a small step forward from what we've seen in the mobile VR space over the course of the last couple of years. Then again, if you have a Pixel, it's only $79 and so you're not exactly investing a ton of money for the chance to dive a bit deeper with VR than you could with Cardboard.



from Android Authority http://www.androidauthority.com/google-daydream-view-review-728036/
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Google’s Daydream View VR headset officially goes on sale

google-daydream-view-review-28-of-28

google-daydream-view-review-28-of-28

This post originally appeared on our sister site, VRSource.

A little over a month after Google officially announced its Daydream View virtual reality headset, the smartphone-based device is now on sale in five different countries. The launch also comes with a number of apps that have been designed to work specifically with the Daydream View.

See also: Google Daydream – everything you need to know

Here's a quick reminder of the countries and retailers that are now selling the Daydream View headset, along with their prices:

  • United States: Verizon, Best Buy; $79 (USD)
  • Canada: Bell, Rogers, Telus, Best Buy; $99 (CAD)
  • United Kingdom: EE, Carphone Warehouse; £69 (GBP)
  • Germany: Deutsche Telekom; €69 (EUR)
  • Australia: JB Hi-Fi; $119 (AUD); coming to Telstra on Nov. 22

The Daydream View is also available for sale on the Google Store site in all those countries. It currently works only with Google's own Pixel and Pixel XL smartphones, but other Android devices are supposed to add support for the headset in the future.

Get it at Google Store

If you are lucky enough to have a Pixel phone and the Daydream View, you can go ahead and access the Daydream app from the Google Play Store. It will be the main source for downloading all Daydream-based VR apps, games and videos.

us-daydream-view-app

us-daydream-view-app
Get it at Google Play

Google has already announced it will offer an number of its own apps that will be supported by the Daydream View headset, including YouTube, Street View, Google Photos and Google Play Movies. Today, it announced yet another addition to that list, Google Arts & Culture. Here's what Daydream users can expect from that app:

Step inside a virtual gallery and view masterpieces from over 50 world-renowned museums. Whether it's Vincent van Gogh's landscapes from the Met, Rembrandt's works from the Getty, or a collection of the Most Beautiful Cats from RMN-Grand Palais, you can zoom in to see brushstroke-level details and hear immersive audio guides from expert museum curators.

mlb-1

mlb-1

In addition, the Daydream View will support a number of third-party VR apps and games that have been made especially for the headset. The list includes Wonderglade, Wall Street Journal, Hulu, Danger Goat, Guardian VR, VR Karts, Hunters Gate, Mekorama, MLB – Home Run Derby, Keep Talking and Nobody Explodes, Polyrunner VR, BBC – The Turning Forest and Netease – Twilight Pioneers.

Google says that it will be adding new Daydream apps for download every week, and that we can expect more Android smartphones that support the headset to be released in the next few months. Are you ready for Google's next big thing in the VR market?



from Android Authority http://www.androidauthority.com/google-daydream-view-vr-headset-727890/
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Xiaomi announces Piston 3 Pro in-ear headphones for $22

xiaomi-piston-pro-3-earphones

xiaomi-piston-pro-3-earphones

Xiaomi is known for selling its hardware at aggressive prices and its new Piston 3 Pro in-ear headphones are no exception. The wired headphones will be available for CNY 149, the equivalent of around $22, from November 11.

The headphones feature a diamond-cut aluminium sound chamber and anodised surface, as well as a Graphene diaphragm, said to produce more natural sounds. The Piston 3 Pros are also curved at a 45-degree angle to help maintain in-ear grip and house an in-line mic plus controls to play, pause or skip tracks.

Also read:

The Piston 3 (non-pro version) went on sale at in April 2015 for the equivalent of around $16. Android Authority's sister site SoundGuys featured them on its Best headphones under $50 list for several months.

Xiaomi has introduced a number of new products recently including the Xiaomi Mi Note 2, Xiaomi Mi MIX, and will release its new Mi Sports Bluetooth fitness headset on November 11 alongside the Pistons.

The Piston 3 Pros weigh 17 grams and have 20-40KHz frequency range with 32 Ohm impedance. The headphones will ship with four different sized silicon ear plugs but there's no news as to whether they'll see a release outside of China.



from Android Authority http://www.androidauthority.com/xiaomi-piston-3-pro-release-date-price-specs-features-728019/
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Global AMOLED and memory shortages predicted for 2017

iphone 7 vs samsung galaxy s7 aa (4 of 13)

iphone 7 vs samsung galaxy s7 aa (4 of 13)

Even as the growth of the global smartphone market continues to slow, demand for certain components is creating a strain on the supply chain. So much so that market analysts at TrendForce are predicting a global shortage of AMOLED display panels and NAND memory in 2017.

The AMOLED shortage will in part be fueled by Apple's reported shift to an OLED display for the 10th anniversary iPhone and decreasing interest in LCD panels on smartphones generally. Analysts predict AMOLED penetration to reach 42 percent in 2019, up from just 22 percent in 2016.

See also:

AMOLED vs LCD: differences explained

February 8, 2016

According to TrendForce analyst Anita Wang: "Generally speaking, TV and smartphone shipments will continue to expand in 2017. However, the supply of [AMOLED] panels from the display industry will heavily influence the overall shipment results for the five major product markets." VR shipments are also expected to suffer as a result of AMOLED panel shortages.

AMOLED production in 2017 is projected to see a massive 46 percent annual growth increase from this year.

That said, production capacity for AMOLED panels will still grow significantly, as more manufacturers focus on the now-more-affordable display technology. AMOLED production in 2017 is projected to see a massive 46 percent annual growth increase from this year, with Samsung Display (SDC) being at the forefront of these expansionist efforts.

Unfortunately for some OEMs though, Samsung and Apple contracts will take priority. "Chinese smartphone makers are eager to have more of their devices equipped with AMOLED displays as well," said Boyce Fan of WitsView. "However, SDC will not be able to satisfy every client despite having the largest AMOLED capacity." The same will be true for HTC, Oculus and Sony on the VR front.

samsung 8gb ram memory chip

samsung 8gb ram memory chip

Meanwhile, flash storage is also projected to be in short supply next year. The shortage will largely be due to manufacturers accelerating their 3D-NAND efforts in the latter part of 2016. The problem is that 2D-NAND production will drop off faster than 3D-NAND production will pick up the slack.

2D-NAND production will drop off faster than 3D-NAND production will pick up.

"While the 2D-NAND production capacity will continue to contract rapidly next year," Sean Yang of DRAMeXchange noted, "suppliers may still have problems with their respective 3D-NAND production plans. Raising the yield rate, for example, will be a major challenge."

What all this adds up to is potentially more expensive component prices and thus, higher device prices for consumers. Or, substitutions will have to be made, like in the case of Chinese OEMs wanting OLED panels that will have been snapped up by lucrative Apple and Samsung contracts.

In the case of VR, increasing shipment volumes will be impossible until greater OLED supplies are available to meet increasing demand. As for flash storage, there's not much to be done until 3D-NAND production can accelerate enough to fill the gap left by declining 2D-NAND production, so again, expect higher component prices where storage is concerned as well.

Do you prefer AMOLED or LCD? Do you expect to pay more for devices next year?

Up next: The future of smartphone storage: internal, removable and the cloud



from Android Authority http://www.androidauthority.com/global-amoled-memory-shortages-predicted-2017-728012/
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Google Cardboard compatibility coming to Daydream View

google-daydream-view-review-28-of-28-1024x578

google-daydream-view-review-28-of-28-1024x578

Google's Cardboard app may soon be compatible with its new Daydream View VR headset, a new report suggests. When testing Cardboard app with the Daydream View, which will be officially released today, the folks at Ausdroid discovered that the Cardboard app recognised that the headset was connected but that it wasn't yet functional.

Though the Cardboard app asked if the Daydream View headset was in use, it did not identify the View's controller input, meaning that interaction within the app wasn't possible.

When Ausdroid reached out to Google concerning the matter, the response was that Google's VR team is working on Daydream View support for Google Cardboard and that the Google VR SDK will be available in the coming weeks. The SDK would also feature a new API that allows Daydream controller to act as the Cardboard button, allowing in-app items to be selected.

See also:

Google Daydream View hands on

October 5, 2016

The Google Daydream VR is $79 headset and controller compatible with Google's Pixel smartphones, the Asus Zenfone 3 Deluxe and several other Daydream-ready handsets, with more to follow in future.

If you're interested in picking up a Daydream View, be sure to check out our hands-on thoughts with it at the link above.



from Android Authority http://www.androidauthority.com/google-cardboard-compatibility-coming-to-daydream-view-727991/
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Samsung rolls out Android 7.0 Nougat Beta program in the US

samsung-n-os-beta-program_main_1

samsung-n-os-beta-program_main_1

Samsung has rolled out its Galaxy Beta program in the US. The program will give a selection of Galaxy S7 and Galaxy S7 Edge users the chance to experience an early version of its latest software, as Samsung gathers feedback before the full rollout.

The program was spotted in the UK Galaxy store last week, though the servers which supported the system weren't yet online; Samsung has now officially launched the initiative in the US, UK and Korea.

To apply for the beta, S7 and S7 Edge owners must have an active Samsung account and the Galaxy Beta Program app installed (it can be downloaded through Samsung's Galaxy Apps store). Alternatively, users can download the Samsung Members app which is available in the Google Play Store or Galaxy Apps depending on the region.

See also:

Samsung Galaxy S7 and Galaxy S7 Edge Android 7.0 Nougat Firmware leaks

4 hours ago

The Galaxy S7 Edge Olympic Games Limited Edition and the Galaxy S7 Edge Injustice Edition are excluded from the program, and UK users must have an unlocked S7 or S7 edge to take part.

There's no guarantee that everybody who applies to the beta will be selected, and those who are will experience software in an early state – crashes and bugs are to be expected.



from Android Authority http://www.androidauthority.com/samsung-galaxy-beta-program-727979/
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Samsung Galaxy S7 and Galaxy S7 Edge Android 7.0 Nougat Firmware leaks

Samsung Galaxy S7 vs S7 Edge-7

Samsung Galaxy S7 vs S7 Edge-7

The Android 7.0 Nougat firmware for the Samsung Galaxy S7 and Galaxy S7 Edge has leaked. The new software sees Samsung adopt its Grace user interface to Android 7.0 for the first time and arrives after Samsung launched Android Nougat Beta programs in the US, UK and China.

The Samsung firmware, version G930FXXU1ZPK4 for the Galaxy S7 and G935FXXU1ZPK4 for the Galaxy S7 Edge, was uploaded to Vietnamese website Choimobile. As you may have inferred from the build numbers, the firmware relates to the international versions of the S7 (G930F) and S7 Edge (G935F).

We recently posted leaked screenshots the new and improved Grace UI which you can take a peak at via the link below.

See also:

This is what Nougat looks like on the Galaxy S7/Edge (Update: more screenshots and details)

6 hours ago

If you want to flash the firmware to your handset, do so at your own risk, and make sure you have the correct firmware for the correct Samsung model or you'll run into serious problems. Alternatively, you could sign up for the Android Beta Program if you're in the US or UK and wait for it to arrive OTA.

Samsung's Nougat-based UI is still in development, so if you do get your hands on the software, expect to encounter bugs and other peculiarities.

If you get it up and running on your handset, give us your thoughts on the new build in the comments below.



from Android Authority http://www.androidauthority.com/samsung-galaxy-s7-galaxy-s7-edge-andoid-7-0-nougat-firmware-leak-727966/
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