//How to Pick the Best VR Headset to Publish Your App To

How to Pick the Best VR Headset to Publish Your App To

A few months ago, we added a section to our web site covering all the VR platforms you can publish to using InstaVR. That deep dive can be accessed here: https://www.instavr.co/solutions/vr-outputs

Below, we do a more condensed guide on choosing which is the best platform for publishing your VR experiences to. The great thing about InstaVR’s subscription model is you don’t have to choose only one or a few. You can publish to all of them!

Hope you find this valuable and check back as new VR headsets hit the market.

iOS/Android/Google Cardboard (In-House)

What is it? Publishing in-house for iOS or Android is included with our Free version. It’s the most popular way to build out an initial VR application, before upgrading to our Pro service for more advanced apps. An in-house app can be loaded locally on most modern iOS or Android phones, and can be used in conjunction with compatible headsets, like Google Cardboard.

Distributing in-house apps is relatively easy. For Android, you can generate a QR code or upload your generated .apk file to something like Google Drive or Dropbox, before distribution. iOS is a bit more restrictive, and you have to invite users to download your app from the InstaVR site, using their email address.

Pros: 

  • Largest addressable market. Most modern smartphones can run InstaVR-generated iOS/Android apps. Combined with Google Cardboards, it’s a very affordable way to distribute.
  • No headset necessary. Even users without a headset can use their gyroscope and see the 360 media.
  • Fast to iterate and improve on. You can use our Live Previewer to see end result while you’re authoring.

Cons:

  • Size limitations of apps. Plus takes up space on the smartphone.
  • If smartphone is older, max resolution may be lesser than media you captured. (ie your 360 camera may capture in 4K, but the smartphone may be limited to 2K images)
  • Gaze-based navigation only.

Best Use Cases: 

  • Creating an internal app at a company, either for Proof of Concept purposes or to gather feedback
  • For distribution at an event where Google Cardboards will be handed out
  • For educational purposes, where budget is limited and more expensive headsets can’t be procured.
  • As a “take home” experience… ie you can have Gear VRs set up at your trade show booth, and then hand out a QR code for Android download after someone has experienced the VR, to show others who can’t attend the show.

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iOS/Android/Google Cardboard (Apple iTunes Store or Google Play Store)

What is it? That same VR experience you created for iOS or Android can be distributed through the iTunes Store or Google Play Store, if you have a Developer account with either platform.

Pros: 

  • Get your VR app seen by more people. People can discover your app that wouldn’t otherwise see it.
  • You can monetize your VR app by charging for download.
  • Trusted way to distribute. Everyone is familiar with both Stores, so just sending a link to your app is the easiest way to get it out there.

Cons:

  • Requires a Developer account.
  • Your app will require the standard approval process for both stores, meaning a 2-4 day wait for Google Play or a 3-7 day wait for iTunes. (those are just estimates, actual approval time varies)

Best Use Cases: 

  • You’ve created an app for a client that wants it to be seen by as many people as possible.
  • You have a central App Store account for all your apps. For instance, a college may want to include their 360 College Tour app with the other apps they offer.
  • You have a lot of potential Apple iPhone downloaders, and don’t know their email addresses.

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Samsung Gear VR

What is it? Publish specifically for the Samsung line of phones that work with the Gear VR. You can publish to one or many phones, after procuring the Device ID of each phone. The experience is superior to Google Cardboard, and there are already close to 10 million Gear VRs in use. InstaVR makes the publishing process to Gear VR simple, as you can upload multiple .osig files at a time.

Pros: 

  • More immersive and professional feeling than Google Cardboard.
  • No size constraints — can use SD card to expand memory on phone, allowing for unlimited length VR videos
  • Phones are powerful and can handle 4K media.

Cons:

  • Requires knowledge of Device ID to make app, so can’t blindly send out like with an .apk file.
  • Some complain the headset is a bit bulky and not as comfortable as other options.

Best Use Cases: 

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Google Daydream

What is it? Publish specifically for Google Daydream enabled phones. The Google Daydream is similar to the Gear VR, but lighter weight and more stylish. Currently only Pixel phones work with Google Daydream, but soon there will be a much larger range of phones that integrate.

Pros: 

  • Google Daydream actual headset gets good reviews, as do the compatible Pixel phones.
  • No need to find Device ID, so distribution a little easier.
  • Sweet spot for value — more expensive than Google Cardboard, but more affordable than Vive/Rift.

Cons:

  • Currently, not a lot of compatible phones. That will change a bit shortly.
  • Not as robust a platform as Oculus Rift or HTC Vive, if you have very high end requirements.

Best Use Cases: 

  • See above under Gear VR, as end users are very similar.

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WebVR

What is it? Though not as great an experience as a native mobile VR, WebVR is a great way to get your 360 tours in front of as large an audience as possible. You can have a standalone WebVR experience, or embed it directly into a web page on a major CMS system.

Pros: 

  • Packages quickly, allows you a quick view of your VR experience before doing final publishing to the other major platforms.
  • Embeds directly into your web page, allowing all of your web site visitors to experience your 360 tours and experiences.
  • Can be used basically as a preview for users to download your iOS/Android/Google Cardboard VR app.

Cons:

  • Experience not nearly as immersive or impressive as experienced in a headset. (though you can go to full screen mode, and experience WebVR on a mobile phone with a headset)
  • For higher end media — such as 360 video or high resolution cubemap imaging — best to also utilize a high end platform, like HTC Vive or Oculus Rift.

Best Use Cases: 

  • When you want to show off your VR capabilities to all your web site traffic.
  • As a preview for your final downloadable VR app
  • If you want to show off multiple tours in a single location. For example, a Realtor can showcase 10 home tours on a single page that a user can easily navigate between.

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HTC Vive/Oculus Rift

What is it? HTC Vive and Oculus Rift are currently the best VR platforms on the market, in terms of being able to showcase top-of-the-line VR experiences. The platforms consist of a headset, tethered to a high-end computer, with one or multiple hand controllers. If you need the best user experience possible, you should select either HTC Vive or Oculus Rift as your main publishing platform.

Pros: 

  • Because it’s computer-based, you can create VR experiences of unlimited length, incorporating very high resolution media.
  • The most immersive of the platforms.
  • No battery drain like with the Gear VR or Google Daydream, so the Vive/Rift can go all day if you’re at a trade show or event.

Cons:

  • Comparatively expensive. Requires a compatible high end computer to be tethered to.
  • Not mobile, hard to take on the road with you, as requires full room set-up.
  • Limited audience. Only one person at a time can experience your VR.

Best Use Cases: 

  • High end media presentations, particularly in fields like Engineering, Architecture, etc.
  • If users are coming to you. So if you have a Computing Lab at a school, for example, people stopping by can utilize your Vive or Rift on campus.

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Conclusion

There’s no one perfect VR headset. Everyone’s needs are different, but luckily there are a lot of great options in the marketplace. As we publish to most of the major ones, and our InstaVR Pro subscription doesn’t have a limit on publishing outputs, you can try them all out. (assuming you have access to the hardware)

At the end of the day, you just have to ask yourself a few basic questions: 1. Who is my intended audience? 2. What requirements in terms of clarity, length, etc does my media require? 3. What is the best way for me to distribute? 4. What is my budget?

Good luck with all your VR projects and please let us know if you have any questions. Our Customer Success team, available via the green Chat bubble in the lower right hand part of your screen, is here to help!

2017-09-21T18:04:11+00:00 September 21st, 2017|General|