Now we're going to go for mobile phone VR.
There's quite a range of options.
What I've got here is the Samsung Gear VR,
which only works with their phones,
and it's got some extra bits and bobs,
a little trackpad on the side and menu keys and so on.
What I've got here is really the most easy access and affordable VR,
which is the Cardboard.
It has two lenses inside it just like all the other headsets but essentially,
other than that, it's a cardboard box.
It's just one of many types.
You got all sorts ranging from things you print out on the Internet and simply cut out.
This one is the higher end audio mobile phone VR.
Again, there's disadvantage and advantages.
The resolution on it is pretty comparable to one of the major handsets,
but you've got a lot less functionality.
You've got an app in here,
the switch on, and then very carefully,
as it popped in there,
and you can now look in it to be like that,
and you're in a VR environment.
Again, it's quite high resolution, it's pretty good.
And the key thing to realize with this,
is that there are millions of them.
The market in terms of the high end machines like the Vive,
the Oculus is in a few hundred thousand.
There's millions of these so if you want to develop games in VR, there's a market.
Would you like to tell us more about the?
Obviously, the cardboard is very affordable access way into VR.
It essentially offers you much the same as the Gear VR,
missing a few buttons and controls.
It's actually very minimum but just like Gear VR,
it needs any mobile phone for this not specifically Samsung.
It has two lenses in it, just like the high end headsets.
It goes in, you position it in front of
the lenses and simply vault a great shot and on it guys,
and I can then involve myself in VR just the same
way as anyone else really for very little money at all.
It's important to say I think at this point that this contain
no positional tracking so one limitation
we do have is that it only manages our rotational information from accelerometers.
We do not have the positional tracking that we do in Vive and Oculus.
I mean that's the key thing that's not here.
In this one got little joypad on the side but it remains
a single camera at the center of a ball of video.
And you must really always bear in mind these limitations.
As a developer of VR,
I'd say that you know your target,
and you develop games that are sensible for that.