OCULUS GO – FLAGSHIP FOR CONSUMER-FRIENDLY VR? | TH3RDEYE REVIEW

By January 29, 2019 Virtual Reality

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Analysis

For those intrigued by VR’s applications but put-off by high barriers to entry, industry pioneer Oculus VR responded this week with Oculus Go, an entry-point product for Extended Reality (XR) newcomers and enthusiasts alike.

XR first-timers can buy the Go for the price of approximately 40 White Chocolate Mochas from Starbucks – i.e. $199 – for the 32 GB model, or $249 for the 64 GB model. Setup is quick and painless – the user just needs an iPhone or Android smartphone, download the Oculus app, and follow a few instructions to access thousands of VR experiences. That’s it – no need to jack into an massive gaming rig or to slide your phone into a Cardboard headset.

Designed for the masses, the headset supports voice control, accommodates prescription eyeglasses, includes built-in stereo headphones (with a 3.5 mm audio jack for external speakers), and features lightweight construction material for relaxed, extended use. As of this article’s writing, native apps supported include: Netflix, Hulu, Discovery VR, Plex, and CNN VR, as well as WebXR via the default browser.

As for practical applications, it should be stated that the Go is not a powerhouse, and it’s not meant to be. Oculus is aiming this headset towards casual Virtual Reality (VR) usage, regardless the user’s experience with VR at all. This low-key perspective to the Go is its greatest strength, allowing VR developers to have their experiences reach a broader audience as a means to induct them into the wider VR world.

One Sentence Summary

Through lowering the barriers to entry to VR, the Oculus Go allows users and developers to access and distribute their casual VR experiences at a budget-price for a broad audience.