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Oculus Go hands-on: wireless VR headset with performance and graphics comparable to Gear VR, controller like a simpler Oculus Touch, impressive spatial audio

both offering 6DOF—will a less immersive HMD move the needle? Peter Rubin / @provenself : Nothing new to report on the Santa Cruz prototype, other than it's heading out to devs currently. Didn't get any additional time with it today, but I've been told it's the same build as at OC4, with a couple of incremental additions in the demo. Peter Rubin / @provenself : So despite Oculus cancelling its executive interviews (wonder why?), most of my experiences with the Go today were positive. More comfortable than the Gear VR, and devs anecdotally told me battery life has been a pleasant surprise. Peter Rubin / @provenself : The Go uses some fixed foveated rendering—not from gaze-tracking (which won't be in Santa Cruz either, I confirmed today), but from the center out—to help with graphics and performance. Peter Rubin / @provenself : Oh, wait, no, one other thing. (Sorry.) The controller that comes with the Go is great as a pointer, but I don't love when it tries to approximate hand presence. Rotation only, as in the GO version of Settlers of Catan, just feels weird. Gestures are also totally non-intuitive. Mark Gurman / @markgurman : First impressions: hard to believe this is $200. Noticeably better than a Gear VR with a phone. Battery life unclear at this point- will be a key point here. Looking forward to this. Video hands on soon. https://twitter.com/...

Tom's Guide Michael Andronico