Is Oculus Go the Virtual Reality Revolution We Were Promised?

No phone. No PC. Just put it on your face and be transported.

By Kirk Miller

 
Oculus Go
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12 October 2017

Mark Zuckerberg wants one billion people engaged in virtual reality.

Currently, he's less than one percent to goal.

To achieve that billion, VR will have to become far more accessible ... a challenge the Facebook-owned Oculus seems to address with their upcoming Go headset.

Just announced at this week’s Oculus Connect conference, Oculus Go is a self-contained virtual reality set without the need for a high-end PC, video game console or even a phone. Designed with breathable fabrics and adjustable straps — it can even be used with glasses — and in tandem with a small hand controller, the Go offers 360-degree experiences, spatial audio (you won’t need headphones) and more than 1,000 VR games and social apps available at launch.

As it stands, the Go will fit comfortably in the middle of the company’s virtual-reality lineup, right between the smartphone-based Gear headset ($129) and the high-end, computer-based VR of Rift, which was just lowered to $399. It seems to be tailored for a plug-and-play audience, and the price point is lower than a decent pair of wireless headphones.

Oculus Go is $199 and will ship in 2018. For now, you can sign up to get notified on preorders.

Another intriguing note from the Oculus conference: Oculus Venues, a new way to watch TV shows, movies and live concerts with up to 1,000 friends, is launching next year.

Start with 1,000 ... a billion may follow.

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