Oculus Go
For a long time, well actually since eagerly buying my cinema ticket for the 1992 release of The Lawnmower Man, I have been obsessed with Virtual Reality. After many false starts, (Sega Genesis/Mega Drive or Atari Jaguar VR add-on, anyone?), it’s here.
At the risk of causing offence, I don't count the Samsung Gear and Google Cardboard experiences as true VR platforms. They’re more akin to a gimmick to shill an inferior smartphone. True interactive VR came about with the launch of the PC, sorry, massively high end, thus massively expensive, PC-based release of the HTC Vive and the Oculus Rift in 2016/17, the latter funded by the Facebook team. Both were tough on the pocket but extremely impressive at crafting a virtual reality experience far beyond the un-rendered polygons that had previously impressed on the big screen in the early ‘90s.
Alas the cost was too much, leaving me to look on while longingly stuck in this reality, until Sony came to my rescue with the far more wallet friendly PSVR. However, the drop in price came at a cost: Sony cut corners on the internal hardware, with display resolution being the biggest casualty. The hugely entertaining but low res PSVR was clearly inferior when held in comparison with its peers. That’s
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