Samsung Galaxy XR: Everything you need to know

With Galaxy XR, you can split screen between a game like Stardew Valley and a real-time video chat.

Samsung

After dropping hints for over two years, Samsung, in partnership with Google, finally revealed its first-ever Android extended reality headset Tuesday night. The new device, dubbed Galaxy XR, will run you $1,800 and you can actually buy it today.

Due to its collaboration with Google, it’s not a surprise that the headset comes fully equipped with Gemini AI built in. “Android XR is the first Android platform built entirely for the Gemini era, and we are incredibly excited to take a significant leap forward today with the launch of Galaxy XR,” Sameer Samat, President of Android Ecosystem at Google, said.

What are the features of the Galaxy XR headset, and how does it differ from its main competitor, the $3,499 Apple Vision Pro? Glad you asked! 

What is the Galaxy XR?

The Samsung Galaxy XR is the first-ever Android XR headset, created by Google and Samsung. If Apple’s Vision Pro is the “virtual reality iPhone,” the Samsung is basically its “virtual reality Galaxy S phone” alternative. The headset looks like a pair of snowboard goggles, but it comes with a whopping total of 12 cameras and six microphones. And because it’s 2025, AI is a big part of the Galaxy XR’s upsell: It has Google’s Gemini AI assistant built in, so while you’re wearing the headset, it can see and hear everything around you.

Google’s “XR” designation stands for “extended reality,” which is effectively an “all of the above” term encompassing augmented reality (AR), virtual reality (VR) and mixed reality. That means the Galaxy XR can put a virtual overlay on the real world (thanks to all those cameras), or it can completely shut out your space to immerse you in a totally virtual environment. In other words, you can customize your own workspace or turn your room into your own personal theater, or you can transport yourself to an international locale with a first-person “you are there” viewpoint.

What can you do with the Galaxy XR?

For watching videos on apps like YouTube, the headset offers a library of 180- and 360-degree VR content. You can also watch movies using Google TV on a large, resizable screen. Plus, if you have a question about whatever you’re watching, you can ask Gemini since it sees everything you see. And when you’re looking at your photos and videos, you can convert them to 3D so it feels like you’re back in the memory.

While using Google Maps, you can use Immersive View to go anywhere in the world (virtually, of course). Visiting somewhere historical? You can ask Gemini to tell you more information about the landmark. Spot a weird-looking plant or bug around your house? You can use Circle to Search to find out what it is while wearing the headset.

The Immersive View feature of Google Maps lets Galaxy XR users zoom across cityscapes.

Samsung

As for getting work done efficiently, you can arrange your most-needed apps all around your screen — for instance, your web browser, favorite music app, important documents and video conferencing app. And if things start to feel cluttered, you can ask Gemini to organize your windows. Even better, you can link your PC to your headset, as well as your keyboard and mouse.

The headset uses two passthrough cameras for real-time viewing, six world-facing tracking cameras and four eye-tracking cameras, as well as depth and flicker sensors. It also supports iris recognition so you can unlock the device and enter passwords within some apps.

What apps work on the Galaxy XR?

“Almost all” Google Play Store apps will be available on the Galaxy XR headset. That means hundreds of thousands of apps should be available on the headset on day one, including basic streaming apps (for watching things like Netflix, HBO Max or Peacock on that giant virtual display) as well as “new versions” of some of Google’s key first-party software, from Photos to Chrome and YouTube. And, of course, the aforementioned Google Maps is on board, too.

Using the Galaxy XR as a PC monitor, you can stream in a game — such as this “Assassin’s Creed” tile — from an external source. 

Samsung

As you’d expect, Google is also focusing on gaming. In addition to the full panoply of Android games, the Galaxy XR’s PC Link also lets you use it as a monitor for PC-based games, too. 

How does it feel to wear the Galaxy XR?

Engadget Senior Reporter Sam Rutherford wearing the Samsung Galaxy XR headset. 

Sam Rutherford for Engadget

Engadget’s Sam Rutherford got some hands-on time with the Galaxy XR recently, and had some notable first impressions on its comfort and usability:

[I]t seems Samsung learned a lot from its rivals by including a much larger and thicker head cushion that helps distribute the weight of the headset more evenly. Granted, during a longer session, I still noticed a bit of pressure and felt relief after taking off the Galaxy XR, but it’s nothing like the Vision Pro, which in my experience gets uncomfortable almost immediately. Finally, around back, there’s a simple strap with a knob that you can twist to tighten or loosen the headband as necessary. So even without extra support running across the top of your head, getting in and out of the Galaxy XR is much easier and comfier than the Vision Pro. 

How is the Galaxy XR different from the Apple Vision Pro?

While the headset may look pretty similar to the Apple Vision Pro, there are some bigger (and even better) differences. 

For starters, the Galaxy’s micro-OLED display has 29 million pixels, compared to Apple’s 23 million pixels, and a resolution of 3,552 x 3,840, which offers a tad more detail than Apple’s model. Additionally, it has 96% of the DCI‑P3 color gamut, while the Vision Pro has 92%. However, Apple’s headset beats out the Samsung on refresh rate, going a full 120Hz versus the Galaxy XR’s 90Hz.

Since you’ll be wearing it on your head for an extended period, you’ll be relieved to know the Galaxy XR is a bit lighter than Apple’s XR headset by 205g (0.5lbs).

On the battery life front, Samsung is pledging up to two hours of “general use” and 2.5 hours of video playback, whereas the new M5 Vision Pro runs 30 minutes longer in both modes, per Apple.

Besides the obvious operating system differences, of course, the aforementioned price delta is perhaps the biggest advantage Samsung has over the Apple model: At $1,600, you can get almost two full Galaxy XR units for every $3,499 Apple Vision Pro.

How do I order the Samsung Galaxy XR?

Sam Rutherford for Engadget

You can order the Galaxy XR now via Samsung. While that $1,800 price tag is formidable, Samsung is offering financing options. And the headset’s price is actually less than that of Samsung’s flagship Galaxy Z Fold 7 foldable phone. Key accessories like the Travel Case and Galaxy XR Controller usually cost $250 each, though both can be bundled in for $175 apiece.

There are additional incentives, too. For anyone buying the Galaxy XR before the end of the year, Samsung is throwing in the “Explorer Pack” at no extra charge. That includes a year’s worth of Google AI Pro, YouTube Premium (including YouTube Music) and Google Play Pass; access to the new season of NBA League Pass; and access to the NFL Pro Era game, the Asteroid and Calm apps and Adobe’s Project Pulsar, a 3D compositing app.

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/samsung-galaxy-xr-everything-you-need-to-know-111532664.html?src=rss 

Sony’s 61MP A7R V mirrorless camera is on sale at its lowest price ever

As the holiday season approaches, Sony is offering exceptional deals on two of its best full-frame mirrorless cameras. The A7R V, which offers exceptionally sharp photos thanks to the 61MP sensor, is on sale for $3,298 ($902 off), its lowest price ever. And the mainstream 33MP A7 IV, great for both video and photos, has also dropped to a new low of $1,998 or $702 off (28 percent). 

Sony’s A7R V has one of our highest Engadget review scores ever thanks to its exceptional image quality, speed and versatility. With a 61-megapixel sensor, it shoots sharp and beautiful images at a very respectable speed for such a high-resolution model (10 fps). It has equally fast and reliable autofocus, the sharpest viewfinder on the market and in-body stabilization that’s much improved over the A7R IV. Video has even improved, with 8K and 10-bit options now on tap, albeit with significant rolling shutter. Even after a few years, it’s still one of the best high-resolution full-frame cameras on the market and is an exceptional steal at this price. 

Steve Dent for Engadget

Though also released a few years ago, Sony’s A7 IV also received an excellent Engadget review score and is still one of the best mainstream cameras available. Resolution is up considerably from the 24-megapixel A7 III to 33 megapixels, with image quality much improved overall. Video is now up to par with rivals with 4K at up to 60p with 10 bit 4:2:2 quality. Autofocus is incredible for both video and stills, and the in-body stabilization does a good job. The biggest drawbacks are rolling shutter that limits the use of the electronic shutter, plus the relatively high price.

Follow @EngadgetDeals on X for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/cameras/sonys-61mp-a7r-v-mirrorless-camera-is-on-sale-at-its-lowest-price-ever-113045739.html?src=rss 

Samsung is working on XR smart glasses with Warby Parker and Gentle Monster

As part of its Galaxy XR headset presentation, Samsung also briefly teased another wearable product. It’s working in collaboration with two eyewear companies, Warby Parker and Gentle Monster, on AI-powered smart glasses to go up against Meta’s Ray-Ban models, Samsung’s head of customer experience Jay Kim announced at the end of the livestream. 

“We’re also really excited about the AI glasses that we’re currently building together with Google,” Kim said. “We’re working with two of the most forward-thinking brands in eyewear, Warby Parker and Gentle Monster, to introduce new devices that fit into your lifestyle.”

Samsung will focus on two different markets with those brands, though both will include “cutting-edge” AI features co-developed with Google. With Gentle Monster, it’s developing “fashion-forward” glasses that will likely be aimed at the higher end of the market. The Warby Parker collaboration, meanwhile, will yield eyewear designed for general consumers, probably at a lower price point. 

Samsung only said that the AI glasses will bring “style, comfort and practicality” to everyday life via Android’s XR ecosystem. As we saw in May with Google’s prototype XR smart glasses, it will likely employ a Gemini-powered display that will show notifications and small snippets of info from your apps, like the music you’re listening to or turn-by-turn GPS directions. It should also have a built-in camera, of course, along with speakers and a microphone. 

Design and appearance will also be key, but Samsung has yet to show any images of the upcoming smart glasses and didn’t reveal a release date. However, it will have a tough climb against Meta’s lineup given the Ray-Ban branding and that company’s head start on the technology. Last week, Meta introduced its Ray-Ban Display model that includes a screen for a true extended reality experience. 

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/samsung-is-working-on-xr-smart-glasses-with-warby-parker-and-gentle-monster-042632170.html?src=rss 

Google and Samsung’s first Android XR headset is the $1,800 Galaxy XR

We’ve known for a while that the first extended reality (or XR) headset from Samsung and Google would debut in 2025. During an event on Tuesday night, Samsung at long last shared more details about the first Android XR device that you’ll be able to purchase. 

The company got really wild and original with the headset’s name. You’re truly not going to believe what it’s called… Actually, it’s got the most unsurprising name of all time: Galaxy XR. What’s more, you can buy the headset right now in the US and Korea for $1,800. That’s just over half of what the Apple Vision Pro costs.

Aside from an Android-powered headset that looks very much like an Apple Vision Pro, you might be wondering exactly what you’ll be getting in return for forking over 1,800 smackeroos. As expected, Galaxy XR is powered by the Snapdragon XR2+ Gen 2 chipset. Qualcomm worked with Samsung and Google on the headset.

The micro OLED display has 29 million pixels (6 million more than the Apple Vision Pro), a resolution of 3,552 x 3,840 and 96 percent of the DCI‑P3 color gamut — four percent more than the Vision Pro. Where Apple does have Samsung beat on the display front is with the refresh rate: the Galaxy XR tops out at 90Hz and the Vision Pro can hit 120Hz. 

Galaxy XR has dual high-res passthrough cameras to support mixed reality use, six other external cameras for tracking things in the environment and two eye-tracking sensors. The device supports iris recognition for unlocking the headset and entering passwords in some apps. As with the Vision Pro, you can capture 3D photos and video using the headset. 

Sam Rutherford for Engadget

The cameras allow for hand tracking and gesture control, though it’s possible to operate Galaxy XR with physical controllers as well. If you prefer, you can pair a keyboard and mouse to the headset or link it to your PC and access your desktop that way.

The dual speakers support Dolby Atmos and there are six microphones built in. As for battery life, Samsung says you’ll get up to two hours of general use and 2.5 hours of video playback on a charge. That matches the original battery life promises of the original Vision Pro, but Apple said its latest model (which has the new M5 chipset) offers an extra 30 minutes or so of usage.

The interpupillary distance of the Galaxy XR’s optics is 54~70mm, and it’s possible to buy insertable prescription lenses if needed. As for connectivity, the headset supports Wi-Fi 7 and Bluetooth 5.4. Even with a forehead cushion attached, Galaxy XR weighs 545g (1.2lbs), while the latest Apple Vision Pro has a minimum weight of 750g (1.7lbs). The Galaxy XR’s battery pack — as with competitor’s offerings, the battery is external — weighs 302g (0.7lbs). 

Samsung claims the Galaxy XR was designed with comfort in mind. “The headset’s ergonomically balanced frame distributes pressure across the forehead and the back of the head, minimizing facial discomfort while providing steady support,” the company said in a press release. There’s also a detachable light shield that you can employ to block out external light.

Google/Unity

What you can actually do with Galaxy XR

There are no prizes for guessing that Google’s generative AI chatbot Gemini is at the heart of Android XR. “Android XR is the first Android platform built entirely for the Gemini era, and we are incredibly excited to take a significant leap forward today with the launch of Galaxy XR,” Sameer Samat, Google’s president of Android Ecosystem, said.

Every Google Play Store app works out of the box on the headset, though of course Google has reworked some for mixed reality. You can use Gemini to navigate Google Maps and ask for personalized recommendations while checking out 3D visuals with Immersive View. Google Photos can bring an extra dimension to 2D photos and videos via auto spatialization.

On YouTube, you can ask Gemini to find videos and tell you more details about what you’re watching. And, while using the passthrough mode, you can look at any object in your environment and use Circle to Search to look up more info about it. Google has also made new versions of Google TV, Chrome and Meet (because what is mixed reality for if not conference calls?) for Android XR.

Multitasking is a factor here as well. The operating system allows users to have multiple, resizable apps open at once. These can be arranged in a virtual space, or you can simply ask Gemini to do that for you.

On the entertainment front, you’ll be able to stream shows and movies in 4K in a virtual theater setting. You’ll have access to a library of 180-degree and 360-degree VR content, and you can view 3D content via a “spatial” tab. Some streaming platforms have reworked their apps for Android XR, including Crunchyroll, HBO Max and Peacock. 

There’s a multi-view option for watching sports, with apps from the likes of MLB and Fox Sports available. With Adobe’s Project Pulsar (an immersive video editing app), you’ll be able to add 3D depth to videos and seemingly place captions behind subjects with ease, if that’s something you’re interested in.

Sam Rutherford for Engadget

Galaxy XR has games too. NFL Pro Era — an NFL-licensed virtual reality title that’s also on Meta Quest, PlayStation VR and Windows — is available for Android XR. So too is Inside [JOB] by Owlchemy Labs (Vacation Simulator, Job Simulator). For compatible games, Samsung says Gemini can offer real-time coaching, tips and “enhanced gameplay experiences.”

The arrival of Galaxy XR is an important next step for Google and its grand vision of an Android XR ecosystem. But the company isn’t stopping with headsets. It’s also making smart glasses, a product category that Meta has been trying to conquer. Samsung and Google are working with Warby Parker on Android XR smart glasses. At I/O earlier this year, we got some hands-on time with a prototype of Google’s Android XR glasses.

Once again, Galaxy XR will run you $1,800, and Samsung is offering financing options. The Galaxy XR Travel Case and Galaxy XR Controller will each run you $250 — at those prices, they almost need financing options too. Ouch. 

Anyone who buys Galaxy XR by the end of this year will get an Explorer Pack at no extra cost. This includes 12 months of access to Google AI Pro, YouTube Premium and Google Play Pass. The NFL Pro Era, Project Pulsar, Calm and Asteroid apps are bundled in too. You’ll also get NBA League Pass access for the 2025-26 season in the US or 12 months of the Coupang Play Sports Pass in Korea. Charging $1 for each of the first three months of YouTube TV seems a little cheap considering the outlay for Galaxy XR, but it’s still a decent perk. YouTube TV typically costs $83 per month. 

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/google-and-samsungs-first-android-xr-headset-is-the-1800-galaxy-xr-020004449.html?src=rss 

How to order the Samsung Galaxy XR headset

Samsung’s take on the Vision Pro is here — and you can already order it. Costing just over half as much as Apple’s reality machine, the Galaxy XR has a 4K micro-OLED screen and a 100-degree horizontal field of view. The $1,800 mixed reality headset is available now for pre-order on Samsung’s website.

The Galaxy XR isn’t only a Samsung product. The company developed the long-rumored headset alongside Google and Qualcomm. It’s the first Android XR product, a line that will eventually include AI glasses “and beyond.” You can read more about the headset and its ecosystem in Engadget’s news coverage.

Given Google’s connection to the Galaxy XR, it isn’t too surprising that the company has bonuses for early orders. If you buy the headset before the end of 2025, you’ll get “The Explorer Pack.” That includes a year of access to Google AI Pro, YouTube Premium and Google Play Pass. Also included until the end of the year is the “XR Pack.” This adds three months of YouTube TV, a year of NBA League Pass, NFL Pro Era, Adobe’s Project Pulsar, Asteroid and Calm.

You can order the Galaxy XR now from Samsung’s website and in Samsung Experience Stores. The headset costs $1,800. An optional Galaxy XR Controller costs $250. And somehow, the official Galaxy XR travel case also costs $250, which is — yikes — a lot. Perhaps consider waiting for third-party alternatives on the case front.

Samsung is offering a 24-month financing plan for the headset ($75.01 monthly) on its website. Meanwhile, Samsung’s stores have that plan as well as a 12-month one ($149 monthly).

This article originally appeared on Engadget at https://www.engadget.com/wearables/how-to-order-the-samsung-galaxy-xr-headset-020008173.html?src=rss 

Samsung Galaxy XR hands-on: A smarter, more open take on Apple’s Vision Pro for half the price

Apple’s Vision Pro was meant to usher in a new era for headsets. However, its high price and somewhat limited utility resulted in what may be the company’s biggest flop in years. Now it’s time for Samsung to give things a go with the Galaxy XR. It’s a fresh take on modern mixed reality goggles developed through deep partnerships with Qualcomm and Google and it attempts to address some of the Vision Pro’s biggest shortcomings.

The hardware

While both Apple and Samsung’s headsets have a lot of similarities (like their basic design and support for features such as hand and eye tracking), there are also some very important differences. First, at $1,800, the Galaxy XR is essentially half the price of the Vision Pro (including the new M5-powered model). Second, instead of Apple’s homegrown OS, Samsung’s headset is the first to run Google’s new Android XR platform, which combines a lot of familiar elements from its mobile counterpart but with a bigger emphasis on AI and Gemini-based voice controls. And third, because Samsung relied more on partners like Google and Qualcomm, the Galaxy XR feels like it’s built around a larger, more open ecosystem that plays nicely with a wider range of third-party devices and software.

The Galaxy XR fundamentally doesn’t look that much different from the Vision Pro. It features a large visor in front with an assortment of 13 different exterior sensors to support inside-out tracking, passthrough vision and hand recognition. There are some additional sensors inside for eye and face tracking. There’s also a connector for the wire that leads to its external clip-on battery pack alongside built-in speakers with spatial audio. The one big departure is that unlike the Vision Pro, the Galaxy XR doesn’t have an outward-facing display, so it won’t be able to project your face onto the outside of the headset, which is just fine by me.

Sam Rutherford for Engadget

However, the devil is in the details because while the original Vision Pro weighed between 600 and 650 grams (around 1.3 to 1.4 pounds) depending on the configuration (not including its battery pack), the Galaxy XR is significantly lighter at 545 grams (1.2 pounds). And that’s before you consider the new M5 Vision Pro, which has somehow gone backwards by being even heavier at 750-800 grams (around 1.6 pounds). Furthermore, it seems Samsung learned a lot from its rivals by including a much larger and thicker head cushion that helps distribute the weight of the headset more evenly. Granted, during a longer session, I still noticed a bit of pressure and felt relief after taking off the Galaxy XR, but it’s nothing like the Vision Pro, which in my experience gets uncomfortable almost immediately. Finally, around back, there’s a simple strap with a knob that you can twist to tighten or loosen the headband as necessary. So even without extra support running across the top of your head, getting in and out of the Galaxy XR is much easier and comfier than the Vision Pro.

Sam Rutherford for Engadget

On the inside, the Galaxy XR is powered by Qualcomm’s Snapdragon XR2+ Gen 2 chip with dual micro OLED displays that deliver 4K resolution (3,552 x 3,840) to each eye at up to 90Hz. I wish Samsung was able to go up to a 120Hz refresh rate like on the Vision Pro, but considering the Galaxy XR’s slightly higher overall resolution, I’m not that bothered. And I must say, the image quality from this headset is seriously sharp. It’s even better than Apple’s goggles and it might be the best I’ve ever used, particularly outside of $10,000+ enterprise-only setups. Once again, when you consider that this thing costs half the price of a Vision Pro, this headset feels like a real accomplishment by Samsung to the point where I wouldn’t be surprised if the company is losing money on every unit it sells.

In terms of longevity, Samsung says that for general use the Galaxy XR should last around two hours. If you’re only watching videos though, that figure is more like two and a half. Thankfully, if you do need to be in mixed reality for longer, you can charge the headset while it’s being used. As for security, the Galaxy XR uses iris recognition to skip traditional passwords, which is nice.

The platform: Android XR

Sometimes, trying out a new software platform can be a little jarring. But that’s not really the case for Android XR, which shouldn’t present much of a learning curve for anyone who has used other headsets or Google’s ubiquitous mobile OS. After putting the goggles on, you can summon a home menu with an app launcher by facing your palm up and touching your index finger and thumb together. From there, you can open apps and menus by moving your hands and pinching icons or rearranging virtual windows by grabbing the anchor point along the bottom and putting them where you want.

Sam Rutherford for Engadget

Notably, while there is a growing number of new apps made specifically for XR, you still get access to all of your standard Android titles. Those include Google Photos, Google Maps and Youtube, all of which I got a chance to play around with during a 25-minute demo. In Photos, you can browse your pictures normally. However, to take advantage of the Galaxy XR’s hardware, Google created a feature that allows the app to convert standard flat images (with help from the cloud) into immersive ones. While the effect isn’t true 3D, it adds distinct foreground, midground and background layers to images in a way that makes viewing your photo roll just a bit more interesting.

In Maps, you start out with a view of the world before using hand gestures to move and zoom in wherever you want or voice commands to laser in on a specific location. The neat new trick for this app is that if you find bubbles over things like restaurants and stores, you can click those to be transported inside those businesses, where Android XR will stitch together 2D photos to create a simulated 3D environment that you can move and walk around in. Granted, this doesn’t have a ton of practical use for most folks unless you want to take a virtual tour of something like a wedding venue. But, the tech is impressive nonetheless.

Sam Rutherford for Engadget

Finally in the YouTube app, the Galaxy XR did a great job of making standard 360 videos look even better. While quality will always depend on the gear that captured the content, viewing spatial clips was a great way to show off its resolution and image quality. Google says it will also put a new tab on the app to make finding 360 videos easier, though you can always watch the billions of standard flat videos as well.

Interestingly, you can use and navigate the Galaxy XR entirely with hand gestures, but voice commands (via Gemini) are also a major part of the Android XR platform. Because the goggles sit on your head, unlike with mobile devices, there’s no need to use a wake word every time you want to do something. You just talk and Gemini listens (though you can choose to disable this behavior if you prefer), so this makes voice interactions feel a lot more natural. Because Gemini can also do things like adjust settings or organize all the apps you have open, in addition to answering questions, it feels like Google is starting to deliver on some of those Star Trek moments where you can simply ask the computer to do something and it just happens. Yes, it’s still very early, but as a platform, Android XR feels much more like a virtual playground than VisionOS does at the moment.

Other features

Sam Rutherford for Engadget

While I didn’t get to test these out myself, there are some other important features worth mentioning. In addition to apps, you can also play your standard selection of Android games like Stardew Valley or connect the headset to your PC (like with Steam Link) to play full desktop titles. Furthermore, I was told that the Galaxy XR can be tethered to a computer and used like a traditional VR headset. And while Samsung is making optional wireless controllers for the Galaxy XR (and a big carrying case), you may not need them at all as you’ll also have the ability to pair the goggles with typical Bluetooth-based gamepads along with wireless mice and keyboards.

Google also says it’s working on a new system called Likenesses that can create personalized avatars for use in video calls and meetings that use data from interior sensors to deliver more realistic expressions. Additionally, you’ll be able to use tools like Veo3 to make AI-generated videos while providing prompts using your voice. But this is just scratching the surface of the Galaxy XR’s capabilities and I want to use this thing more before offering a final verdict.

Early thoughts

Sam Rutherford for Engadget

In many ways, the Galaxy XR looks and feels like a flagship mixed reality headset in the same vein as the Vision Pro, but for the Android crowd (and Windows users to some extent as well). On top of that, Google has done some interesting things with Android XR to make it feel like there’s a much wider range of content and software to view and use. In many ways, the addition of a dedicated AI assistant in Gemini and voice controls feels much more impactful on goggles than a phone because you can’t always count on having physical inputs like a mouse or keyboard. And with the Galaxy XR being half the price of the Vision Pro, Samsung and Google have done a lot to address some of the most glaring issues with Apple’s rival.

In case the price drop wasn’t enough, it feels like all the companies involved are doing as much as possible to sweeten the deal. I actually started laughing when I first heard all the discounts and free subscriptions that come with the headset. That’s because in addition to the goggles themselves, every Galaxy XR will come with what’s being called the Explorer Pack: 12 months of access to Google AI Pro, 12 months of YouTube Premium (which itself includes YouTube Music), 12 months of Google Play Pass, 12 Months of NBA League Pass and a bundle of other custom XR content and apps. So on top of a slick design, top-tier optics and a new platform, Google and Samsung are basically tossing a kitchen sink of apps and memberships in with the headset.

Sam Rutherford for Engadget

My only reservation is that when it comes to mass adoption, I think smartglasses have supplanted headsets as the next big mainstream play. Granted, there is a lot of technology and software shared between both categories of devices (Google has already teased upcoming Android XR smartglasses) that should allow Samsung or Google to pivot more easily down the line. But the idea that in the future there will be a headset in every home seems less likely every day. Still, as a showcase for the potential of mixed reality and high-end optics, the Galaxy XR is an exciting piece of tech.

The Samsung Galaxy XR is available now for $1,800 on Samsung.com.

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/samsung-galaxy-xr-hands-on-a-smarter-more-open-take-on-apples-vision-pro-for-half-the-price-020044642.html?src=rss 

Why the Samsung Galaxy XR can support ‘almost all’ Android apps

The Samsung Galaxy XR is designed to be a showcase for Android XR, Google’s new AR / VR operating system, but unlike competing mixed reality headsets, Google says there will be few limits on the apps the Galaxy XR will actually be able to run. In fact, a Google spokesperson tells Engadget that “almost all Android apps will automatically be made available without any additional development effort.”

Obviously, Google and Samsung would love deliberately designed spatial experiences for their new hardware, but almost all existing Android apps, regardless if they were made for phones or not, will be considered “Android XR compatible mobile apps” once the headset launches. That means they’ll run in a floating spatial panel that can be moved around the virtual space surrounding you, and per Google’s Android XR developer guidelines, will automatically support core XR input methods like eye and hand tracking, along with the usual suspects like controllers, mice and keyboards. They should also run and look like they would on a smartphone or tablet. “Apps that specify compact sizes show up accordingly and apps that allow for resizing can be resized in XR. These apps do not run in compatibility mode and won’t be letterboxed,” Google says.

The only apps that won’t make the cut are ones that require features a given Android XR device doesn’t support, like GPS. And in the case of apps that are already updated to work on large screens, or that are “adaptive apps” designed to reflow and change size depending on the Android device they’re running on, things will be even smoother. Google says adaptive design will be expected to be the default going forward, an effort that started with this year’s release of Android 16. “Many APIs restricting size will be ignored on larger screens (which includes Android XR),” Google’s spokesperson said, because the company ultimately wants Android apps to feel responsive whether they’re on a phone, an in-car display or an XR headset.

Apple tried a similar, but more limited approach with the launch of visionOS and the Vision Pro by letting developers list their iOS and iPadOS apps in the visionOS App Store. The move produced mixed results, and a dearth of real visionOS apps. An app designed with a device in mind is better than one that’s not, but Google does at least appear to have set Android developers up for a slightly smoother ride. Considering the Galaxy XR’s cheaper price when compared to the Vision Pro, they might also have a bigger audience to make apps for, too.

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/why-the-samsung-galaxy-xr-can-support-almost-all-android-apps-021000889.html?src=rss 

Someone made a ‘camera’ that can shoot at two billion frames per second

Brian Haidet, a scientist creating videos on YouTube under the handle AlphaPhoenix, showed off a camera in a new video that can capture footage of a laser pointer at the speed of light. The camera is an update on a previous design that could capture footage at one billion frames per second, but it comes with a major caveat: it can only shoot one pixel at a time.

Haidet’s camera is made from a gimbal-mounted mirror, two tubes, a simple lens, a light sensor and some Python code to tie it all together. Pointed at a laser pointer, the camera’s able to capture a beam of light at two billion frames per second, showing it smoothly traveling between mirrors, with speeds that vary depending on where the camera is in relation to the laser pointer. “Light moves about six inches, or 15 centimeters, per frame of this video,” Haidet says. “This beam of light is traveling at the Universe’s speed limit. Light in any reference frame will never move any faster or any slower than this speed.”

Pixels had to be tiled together to create what looks like normal video footage.

Brian Hadet

While it’s theoretically possible to create a more traditional camera that can capture footage at two billion frames per second, as Haidet explains, you can’t do it with the tools most people have in their garage. His solution was to capture one pixel at a time, and then tile that footage together to create something viewable. According to Haidet, “if all these videos are synchronized and we take many, many, many, one pixel videos, we can tile these videos next to each other and play them all back at the exact same moment and give something that looks like a video.” 

While it’s not the same thing as a true two billion frames-per-second camera, “that’s just a significantly more expensive way to do it,” Haidet says, “and it really wouldn’t get us any better of a result.”

This article originally appeared on Engadget at https://www.engadget.com/science/someone-made-a-camera-that-can-shoot-at-two-billion-frames-per-second-202259391.html?src=rss 

Netflix is adapting Catan into movies and TV shows

Netflix, no stranger to adapting games into streaming hits, has announced that it’s partnering with game publisher Asmodee to create new TV shows and films based on the board game Catan, with multiple projects already in development. While the streamer has primarily specialized video game adaptations, the belief in post-Barbie Hollywood is that any recognizable IP could be the source of a future TV show or movie.

In Catan, players are tasked with collecting resources and building out a civilization on a remote island, with multiple ways to win or obstruct fellow players from doing the same. It’s not too hard to imagine the game being converted into some kind of competitive reality TV show, though apparently animated and live-action narrative projects are also on the table. “Anyone who has played Catan knows [that] the intense strategy and negotiation at the core of the game has endless opportunities for some serious drama,” Jinny Howe, Netflix’s head of scripted series for the US and Canada, shared in the press release announcing the deal.

Whichever Catan project ultimately heads into production, Netflix says it’ll be produced by Darren Kyman from Asmodee, Pete Fenlon from Catan Studio, and Guido and Benjamin Teuber, the sons of Catan creator Klaus Teuber. If Asmodee sounds familiar, it might be because Netflix has partnered with the publisher in the past. Exploding Kittens, another Asmodee published game, was adapted into both a mobile game for Netflix Games and an animated series with the help of its original creators.

Catan joins a Monopoly adaptation and several shows based on video games at Netflix, including the recently released Splinter Cell: Deathwatch and an upcoming series based on the Assassin’s Creed franchise.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/netflix-is-adapting-catan-into-movies-and-tv-shows-185133712.html?src=rss 

Microsoft increases the price of Xbox dev kits by $500

Players aren’t the only ones facing higher price tags from Xbox. According to a report by The Verge, Microsoft has upped the cost of the Xbox Development Kit from $1,500 to $2,000. That’s a 33 percent jump in cost for these custom hardware kits, which are essential for devs to make and test games for release on the console. 

“The adjustment reflects macroeconomic developments,” Microsoft said in an email sent to Xbox devs and seen by The Verge. “We remain committed to providing high-quality tools and support for your development efforts.” Although the macroeconomics in question are almost certainly the tariffs enacted by the US, it appears this is a blanket increase that will impact developers in other countries as well. The new kit costs appear to be effective immediately. 

The change caps off a series of price increases for the Xbox ecosystem. Game Pass prices recently rose, with the Ultimate tier now costing $30 a month compared to the previous $20. And Microsoft has upped the cost of the Xbox twice this year, once in May and again in September. Between these additional expenses and the little matter of cutting thousands of gaming jobs earlier this year, a lot of us are giving up on Xbox before Microsoft can disappoint us yet again.

This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/microsoft-increases-the-price-of-xbox-dev-kits-by-500-190000419.html?src=rss 

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