**A Closer Look at Samsung's VR Capabilities**
We had the chance to get up close and personal with Samsung's latest VR capabilities, which were showcased at their developer conference earlier this year. The device itself is an impressive piece of kit that offers a range of features and functionalities that make it perfect for creators and enthusiasts alike.
The camera is dust and splash resistant, with an IP68 rating, and comes equipped with a micro SD slot and swappable 1350 milliamp battery that's good for two or so hours of recording. The camera also has a user-friendly interface, allowing users to pick their mode - stills, video, time-lapse, or short looping video - which is separate from the main video mode. When paired with a phone via Wi-Fi Direct, users can browse files on the camera and copy them over to their phone for playback.
The live preview feature of the camera is one of its standout features, allowing users to see exactly what they're shooting in real-time. This makes it perfect for capturing stunning footage and photos. Considering its price point, which is similar to that of a high-end GoPro, we can expect to see a lot of creators having a ton of fun with this device.
**Gaming and Demos**
One of the most impressive demos we saw was from Vulcan, which showcased a game reminiscent of an arcade classic from 12 years ago. The gameplay was surprisingly easy, with a blaster that takes out enemies with ease, but what really impressed us was the graphical fidelity of the demo. With a device this small, it's remarkable to see how smoothly and efficiently the graphics are rendered.
The Vulcan low-level API is capable of volumetric effects, real-time shadows, light refraction, anti-aliasing, and translucency - all features that were previously unimaginable on a mobile device. This level of performance is typically seen in high-end gaming consoles like the Xbox 360, making us hopeful for the future of VR technology.
Another impressive demo we saw was from Globa Cor, who showcased an escape room experience using 83500 optit track cameras feeding into a six-core desktop running a GTX 980. The positional data was streamed over Wi-Fi to a Galaxy S7 in a Gear VR, which was actually running the game itself. The graphical fidelity of this demo was the best we saw running off of a phone here at the show.
The position of rigid bodies and their rotations and positions in the scene were tracked by the cameras, with unique reflective markers attached to differentiate objects in the scene. This allowed for an immersive experience that felt almost indistinguishable from being inside the escape room itself. However, there were some limitations, including issues when objects got too close together or if the camera's view of the IR reflective markers was obstructed.
**Conclusion**
Overall, Samsung's VR capabilities are truly impressive and offer a glimpse into the future of this technology. With devices like this becoming more accessible to consumers, we can expect to see even more innovative applications in the world of VR. Whether you're a creator or just someone looking for an immersive experience, Samsung's VR is definitely worth checking out.
Thanks for checking out our VR Roundup here at the Samsung developer conference 2016. Don't miss any of our Samsung developer conference videos by checking out the applicable playlist and if you're not subscribed to lus Tech tips make sure you do that as well.
"WEBVTTKind: captionsLanguage: enso at the behest of Samsung we've been down in San Francisco for the last couple of days at their 2016 developers conference to get our fingers on the pulso of what's hot in the industry right now and the answer pretty much no matter where you look is VR there are still a lot of challenges to overcome weight of the devices uh dizziness image quality both in terms of frame rate and resolution cost the requirement to have a phone connected though Samsung did hint they are working on Standalone devices but there is a lot of cool stuff coming down the pipe that is going to help continue vr's March towards mainstream acceptance first up is the gear 360 this is not the first time they've shown it the actual unveiling was at Mobile World Congress about a month ago but this was our first chance to spend some real quality Hands-On time with it the device itself is pretty simple on each side you'll find a 180° wide angle f2.0 aperture lens with uh combined 30 megapixels of sensor resolution behind them though it appears that that resolution is utilized only for Stills and when it comes to video you'll be limited to almost 4K or 3840 by 1920 the unit we checked out isn't quite finished so the side door was taped on but that didn't stop us from popping it off to have a look at the micro SD slot and swappable 1350 milliamp battery that's good for two or so hours of recording the camera is dust and splash resistant there will be an an ip68 rated case available later and we're expecting at the time of filming this it to cost somewhere in the neighborhood of $400 given its €350 price across the pond that's cool Linus but how does it work really well actually this is an impressive little piece of Kit you pick your mode Stills video time-lapse or short looping video is a separate mode from video for some reason then with the camera paired to the phone via Wi-Fi Direct you don't have enough bandwidth to save a file directly to the phone this way but what you'll get is a really nice live preview of what you're shooting once you press record then what you do is you browse the files on the camera convert and copy them over to your phone and you can play it back a number of different ways you can view the raw unstitched file you can look around using the motion sensor on your phone or you can pop it in a gear VR and have the full immersive experience considering that it's priced similarly to a high-end GoPro I can see a lot lot of creators having a ton of fun with a device like this speaking of fun it's time to go hit the VR demos first up is gaming this Vulcan demo was really impressive they got this alien assault game that's reminiscent of a VR game that I played at an arcade about 12 years ago so weapon aiming is handled by looking rather than actually pointing the weapon the graphics are fairly rudimentary and given it's a tech demo it's impressive it's playable at all but the gameplay is pretty easy with a blaster that takes out like 10 dudes at once once in a secondary fire with no recharge that drops an asteroid on the entire assaulting Force which doesn't sound impressive until you consider that this is running on a device that is literally a thousandth the size of the gigantic gaming booth that I was standing in all those years ago and this is in no small part thanks to Vulcan the low-level API that is Now supported on the Galaxy S7 is capable of volumetric effects realtime Shadows light refraction anti-aliasing translucency and in a nutshell a similar or better graphical experience than what you could expect from an Xbox 360 a last gen gaming console I mean sure you won't be running this realtime star Mass accumulation demo in a VR environment yet but seeing the performance improvement from open GES to Vulcan gives me more hope for the rate at which this is going to improve in the future downstairs we found a couple of more impressive demos what stood out about this one was the fact that aside from using ceras to track the location of the person they tricked out these Nerf guns with lights and actually I think they're bluo Wireless triggers so you could play another sort of drone assault game firing the gun independently of where your head is pointed because it's wireless the latency did make it a little bit disorienting but man when accessories like this come out for lower latency Solutions like the HTC VI VR man very cool which isn't to say that every game likee VR experience has to be all about the lowest possible latency I think the most impressive demo we saw was from globa cor they had this sort of escape room with 83500 optit track cameras feeding into a sixc core desktop running a gtx980 and then from there the positional data was streamed over Wi-Fi to a Galaxy S7 in a gear VR that is actually running the game itself the graphical Fidelity of which was the best we saw running off of a phone here at the show the position of rigid bodies uh their rotations and positions in the scene are being tracked by the cameras and to differentiate the objects in the scene white I reflective markers are attached in unique patterns so they can be manipulated and reconfigured to solve the puzzle their Indiana Jon style puzzle uses a total of 10 tracked objects including a lantern that provides more or less light to you in real time there are some limitations here if you put the objects too close together things can get a bit janky and the and the same goes if you obstruct the camera's view of the IR reflective markers but overall the immersion was the best out of the demos we saw and they even told us they had problems with people trying to run out of the room that they were trapped in once the door lifted and had to physically restrain people to keep them from barging into a physical wall oops so thanks for checking out our VR Roundup here at the Samsung developer conference 2016 don't miss any of our Samsung developer conference videos by checking out the applicable playlist and if you're not subscribed to lus Tech tips make sure you do that as wellso at the behest of Samsung we've been down in San Francisco for the last couple of days at their 2016 developers conference to get our fingers on the pulso of what's hot in the industry right now and the answer pretty much no matter where you look is VR there are still a lot of challenges to overcome weight of the devices uh dizziness image quality both in terms of frame rate and resolution cost the requirement to have a phone connected though Samsung did hint they are working on Standalone devices but there is a lot of cool stuff coming down the pipe that is going to help continue vr's March towards mainstream acceptance first up is the gear 360 this is not the first time they've shown it the actual unveiling was at Mobile World Congress about a month ago but this was our first chance to spend some real quality Hands-On time with it the device itself is pretty simple on each side you'll find a 180° wide angle f2.0 aperture lens with uh combined 30 megapixels of sensor resolution behind them though it appears that that resolution is utilized only for Stills and when it comes to video you'll be limited to almost 4K or 3840 by 1920 the unit we checked out isn't quite finished so the side door was taped on but that didn't stop us from popping it off to have a look at the micro SD slot and swappable 1350 milliamp battery that's good for two or so hours of recording the camera is dust and splash resistant there will be an an ip68 rated case available later and we're expecting at the time of filming this it to cost somewhere in the neighborhood of $400 given its €350 price across the pond that's cool Linus but how does it work really well actually this is an impressive little piece of Kit you pick your mode Stills video time-lapse or short looping video is a separate mode from video for some reason then with the camera paired to the phone via Wi-Fi Direct you don't have enough bandwidth to save a file directly to the phone this way but what you'll get is a really nice live preview of what you're shooting once you press record then what you do is you browse the files on the camera convert and copy them over to your phone and you can play it back a number of different ways you can view the raw unstitched file you can look around using the motion sensor on your phone or you can pop it in a gear VR and have the full immersive experience considering that it's priced similarly to a high-end GoPro I can see a lot lot of creators having a ton of fun with a device like this speaking of fun it's time to go hit the VR demos first up is gaming this Vulcan demo was really impressive they got this alien assault game that's reminiscent of a VR game that I played at an arcade about 12 years ago so weapon aiming is handled by looking rather than actually pointing the weapon the graphics are fairly rudimentary and given it's a tech demo it's impressive it's playable at all but the gameplay is pretty easy with a blaster that takes out like 10 dudes at once once in a secondary fire with no recharge that drops an asteroid on the entire assaulting Force which doesn't sound impressive until you consider that this is running on a device that is literally a thousandth the size of the gigantic gaming booth that I was standing in all those years ago and this is in no small part thanks to Vulcan the low-level API that is Now supported on the Galaxy S7 is capable of volumetric effects realtime Shadows light refraction anti-aliasing translucency and in a nutshell a similar or better graphical experience than what you could expect from an Xbox 360 a last gen gaming console I mean sure you won't be running this realtime star Mass accumulation demo in a VR environment yet but seeing the performance improvement from open GES to Vulcan gives me more hope for the rate at which this is going to improve in the future downstairs we found a couple of more impressive demos what stood out about this one was the fact that aside from using ceras to track the location of the person they tricked out these Nerf guns with lights and actually I think they're bluo Wireless triggers so you could play another sort of drone assault game firing the gun independently of where your head is pointed because it's wireless the latency did make it a little bit disorienting but man when accessories like this come out for lower latency Solutions like the HTC VI VR man very cool which isn't to say that every game likee VR experience has to be all about the lowest possible latency I think the most impressive demo we saw was from globa cor they had this sort of escape room with 83500 optit track cameras feeding into a sixc core desktop running a gtx980 and then from there the positional data was streamed over Wi-Fi to a Galaxy S7 in a gear VR that is actually running the game itself the graphical Fidelity of which was the best we saw running off of a phone here at the show the position of rigid bodies uh their rotations and positions in the scene are being tracked by the cameras and to differentiate the objects in the scene white I reflective markers are attached in unique patterns so they can be manipulated and reconfigured to solve the puzzle their Indiana Jon style puzzle uses a total of 10 tracked objects including a lantern that provides more or less light to you in real time there are some limitations here if you put the objects too close together things can get a bit janky and the and the same goes if you obstruct the camera's view of the IR reflective markers but overall the immersion was the best out of the demos we saw and they even told us they had problems with people trying to run out of the room that they were trapped in once the door lifted and had to physically restrain people to keep them from barging into a physical wall oops so thanks for checking out our VR Roundup here at the Samsung developer conference 2016 don't miss any of our Samsung developer conference videos by checking out the applicable playlist and if you're not subscribed to lus Tech tips make sure you do that as well\n"