Hands-on: Google’s New Daydream View Headset With Pixel 2 & Pixel 2 XL

Google today announced the next iteration of their Daydream View headset for virtual reality on Android. We highlighted the changes and improvements in our announcement article, but how does it handle in practice?

After watching Google unveiled a range of new products during an event in San Francisco today, I got to check out the new 2017 Google Daydream View headset running with both the Pixel 2 and the Pixel 2 XL. For background you may be interested to read our 2016 Daydream View review.

Pixel 2 and Pixel 2 XL Differences

Off the bat, let’s quickly talk about the phones—while they’re mostly identical on the inside, the Pixel 2 XL has a higher resolution display and a larger screen (6″ @ 2,880 × 1,440 vs. 5″ @ 1,920 × 1,080). The result is a sharper image and a larger field of view when used for virtual reality. The Pixel 2 is fully capable of Daydream VR, but will sacrifice some image clarity and field of view. Oh, and yes, the original Pixel and Pixel XL will work fine in the new Daydream View, and the new Pixel 2 and Pixel 2 XL will work fine in the old Daydream View (2016).

Photo by Road to VR

Lenses

Onto the headset. It may look largely the same, but there’s actually some significant changes to the new Daydream View (note that Google isn’t calling this the ‘Daydream View 2’). The most obvious is the new lenses which are larger and have moved to a Fresnel design.

Photo by Road to VR

The result is a noticeably larger field of view (Google says by about 10 degrees over the original Daydream headset) which compares more favorably to Gear VR. Fresnel lenses have the potential to introduce ‘god rays’, an unsightly visual artifact that’s particularly noticeable during high contrast scenes (like white text on a black background). In my time with the new Daydream View I didn’t notice any that stood out, but they will be more or less pronounced depending upon the content, so I’ll need more time to do a deeper analysis. Usually Fresnel lenses are used to increase both field of view and the so-called ‘sweet spot’ (the area where the image through the lens is the sharpest); I’ll also need to play more to get a good feel for how large the sweet spot is, but, at least in my 15 minutes with the headset so far, I didn’t have any trouble finding a sharp view.

Display

Looking through the lenses, the Pixel 2 XL has an effectively identical PPI as the original Pixel XL (538 PPI vs. 534 PPI), so don’t expect to see a sharper image. The screen door effect (the spaces between the pixels) is somewhat visible, but more distracting than that was the somewhat poor mura correction (pixel-to-pixel brightness & color consistency). On the original Pixel XL, the mura correction was decent and not too distracting, but on the Pixel XL 2 the mura seemed to stand out, causing the appearance of a faint linen-like texture to cover the scene. Here’s an idea of what that looks like:

Click to enlarge. Mura is similar but distinct from screen door effect. This approximated example shows what poor mura correction can look like (left) compared to good mura correction (right).

The problem with mura is that, like the screen door effect, it’s ‘stuck’ to your view, which means it moves when you move your head, which impacts immersion. I was surprised to see what seemed like a reduction in mura correction on the Pixel 2 XL (compared to the Pixel XL); I’ll need to double check to against a fresh device out of the box to make sure it wasn’t just a one-off issue (hopefully I’ll have a chance to do so soon).

Ergonomics

Photo by Road to VR

Then there’s the ergonomic changes. The obvious one is the new top strap which extends from the top of the lens enclosure, over the top of your head, and connects to the horizontal strap. This helps distribute the weight from your face to the back of your head. If you don’t like the top strap, it’s easy to remove. The facial interface (foam that touches your faces) has gotten beefed up a bit as well.

I could definitely feel the top strap taking some weight off of my face, and between that and the new foam, I hope the long-term comfort issue I had with the first Daydream View (too much pressure on the cheeks) will be taken care of, but with just 15 minutes in the headset I can’t yet say.

Phones Run Better in Daydream (yes, really)

Another major change is the heat sink that’s smartly built into the headset’s front flap. Google says this improves the phone’s thermal dissipation so much that it runs better inside that headset than out of it. That means the phone can maintain peak VR performance without having to dial back its power in order to prevent overheating. And to be clear, all Daydream ready phones, not just the Pixel phones, benefit from this.

The slit in the top of the front flat is the opening to the heat sink | Photo by Road to VR

Obviously I haven’t been able to test this for long term use, but Google claims they’ve tested the thermals in a range of conditions and have found that, with the new heat sink, the phones continue to operate at optimal performance even while continuously running the most demanding VR apps. They promise that users will no longer be bothered by reduced performance due to heat (though I’m going to assume that’s only true as long as developers follow best practices for making sure their apps don’t push the phone too aggressively).

Daydream View with the foam padding removed | Photo by Road to VR

Aside from these changes, it’s pretty much Daydream as usual—the software experience doesn’t really change (except perhaps running with more consistent performance thanks to the heat sink). You can also still pull the facial interface out of the headset and hand or machine wash it to keep it clean.

Photo by Road to VR

And while the design is pretty similar, the new material feels a little more refined and mature; Google definitely gets props for the external fit and finish of the headset, which looks and feels abundantly more welcoming than the ‘gadgety’ style of Gear VR (granted, the external looks don’t matter much when you’re inside!).

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So when can you get your hands on one? Good question. The only release date Google has provided so far for the 2017 Daydream View is “later this year.” Though they have announced the price: $100, which is $20 more than the original.

The post Hands-on: Google’s New Daydream View Headset With Pixel 2 & Pixel 2 XL appeared first on Road to VR.

New Google Daydream Revs Up Phone Performance for VR, & Brings Improved Comfort, Field of View

Today at an event in San Francisco, Google revealed the second version of their Daydream View VR headset which makes comfort improvements across the board, including new, custom lenses with a wider field of view. Interestingly, this passive device even makes your phone run faster for VR.

Although Daydream View is a passive device, from the beginning, Google has smartly designed it to do more than just hold your phone. The original device included an NFC chip to automatically detect your phone and launch it into VR mode when you put your phone inside. Capacitive bumpers on the headset allowed the phone to understand its orientation more precisely in relation to the lenses, and align the on screen display to match.

Google is continuing its approach to smart, passive design in the new Daydream View headset (FYI they aren’t calling it the Daydream View 2). The new version includes the same NFC chip and capacitive bumpers, but this time there’s a heat sink built into the front flap of the headset which passively cools the phone while it’s in use. What’s particularly cool is that, according to Google, phones actually run faster in the headset than outside of it, thanks to the bolstered heat dissipation. That means the phone can maintain peak VR performance for longer, offering a better, and longer experience overall. Google says that users will no longer have their VR sessions cut short by overheating issues.

On top of the heat sink which brings phones better performance, the 2017 Daydream View bumps the field of view by around 10 degrees thanks to new, custom designed Fresnel lenses. The lenses are notably larger when you actually see them inside the headset, and the view is clearly larger—now closer to what Gear VR offers—than the original Daydream View, which had a rather cramped field of view. Google says they used the immense power of their datacenters to simulate quadrillions of rays passing through various lens designs to find the ideal design.

image courtesy Google

It’s visually subtle, but the design has also seen a complete overhaul, specifically aimed at comfort. First and most obvious: Google has added a top strap to the headset to help better distribute the headset’s weight (it’s also easily removable for people who don’t want it). The facial interface (the foam the rests against your face) has also been made larger and softer. On the original, I found that the foam could create uncomfortable pressure points on my cheeks after long term use; Google says the new facial interface should solve that problem. They also say they’ve had hundreds of differently gendered people test the headset to ensure its fit across a wide swath of head shapes and sizes.

The 2017 Daydream View controller is, as far as we can tell, identical to the first. Now it stores away in a loop on the head strap, rather than inside the front cover.

The new Daydream View will be compatible with the same Daydream ready phones as the original (of which Google says there are now 15). It will be available for $100 ($20 more than the original) later this year.

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