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Comparison Xiaomi Mi VR vs VR Shinecon G01P

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Xiaomi Mi VR
VR Shinecon G01P
Xiaomi Mi VRVR Shinecon G01P
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from 1 397 ₴
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Main
Connecting a smartphone to VR glasses via a USB Type-C connector
Compatibilityfor smartphonefor smartphone
Specs
Max. phone screen size5.7 "6 "
Compatible phone modelsMi 5, Mi 5s, Mi 5s Plus, Mi Note 2
Field of view110 °
Proximity sensor
Lens distance adjusting
Pupillary distance adjustment
General
Magnetic button
Controller
Materialplasticplastic
Dimensions (HxWxD)156x200x295 mm100x202x140 mm
Weight408 g
Added to E-Catalogseptember 2017

Max. phone screen size

The largest diagonal of a smartphone compatible with the corresponding glasses (see "Intended use"). Note that this parameter can be specified both for universal models that do not have specialization for specific mobile phones, and for gadgets for specific devices (for more details, see "Compatible phone models"). The maximum diagonal is connected both with the features of the optics and with the physical dimensions of the "seat" for a mobile phone — a gadget that is too large simply does not fit there.

Note that even the smallest glasses for smartphones work quite correctly with devices with a diagonal of 5 – 5.5 ". So it makes sense to pay attention to this parameter if your device has a larger screen size. Nowadays, you can find glasses for gadgets 5.6 – 6 " and even 6" or more.

Compatible phone models

Models of mobile phones with which glasses of the corresponding type are initially compatible (see "Intended use").

This parameter is indicated for models originally created for specific smartphones — most often advanced flagship models; These glasses may not be compatible with other gadgets. On the one hand, this limits their application; on the other hand, the design may provide various specific features that are available only through close integration with a specific smartphone.

Also note that the characteristics may indicate compatibility not with a strictly defined model, but with a whole line — for example, iPhone. In such cases, it's ok to clarify which devices from the line are designed for glasses; the easiest way to figure this out is from the data on the maximum diagonal (see above).

Field of view

The viewing angle provided by virtual reality glasses is the angular size of the space that falls into the user's field of view. Usually, the characteristics indicate the size of this space horizontally; however, if you need the most accurate information, this point needs to be specified separately.

The wider the viewing angle — the more the game space the user can see without turning his head, the more powerful the immersion effect and the less likely that the image will be subject to the "tunnel vision" effect. On the other hand, making the field of view too wide also does not make sense, given the characteristics of the human eye. In general, a large viewing angle is considered to be an angle of 100° or more. On the other hand, there are models where this indicator is 30° or even less — these are, usually, specific devices (for example, drone piloting glasses and augmented reality glasses), where such characteristics are quite justified given the overall functionality.

Proximity sensor

The presence of a sensor in the glasses that reacts to approaching the user's face.

A similar sensor is used to automatically switch between operating and standby modes: for example, when the user takes off the glasses, the sensor turns off the built-in screens (or the phone, if it is connected to the glasses via a connector), saving battery power and equipment life, and when put on, it turns on points for full functionality.

Lens distance adjusting

The ability to move the lenses of the glasses back and forth, thus changing their location relative to the screen and the user's eyes. The specific meaning of this function can be different: it can adjust the angle of view (so that the screen fits completely in the field of view and at the same time is not too small), play the role of diopter correction (which is important for users who wear glasses) or focus, change the setting interpupillary distance (see below), etc. These nuances should be clarified separately. However, anyway, this function will not be superfluous — it makes it easier to adjust the glasses to the personal characteristics of the user.

Pupillary distance adjustment

The ability to adjust the interpupillary distance of glasses — that is, the distance between the centers of two lenses. To do this, the lenses are mounted on movable mounts that allow them to be moved to the right / left. The meaning of this feature is that for normal viewing, the centers of the lenses must be opposite the user's pupils — and for different people, the distance between the pupils is also different. Accordingly, this setting will be useful anyway, but it is especially important for users of a large or petite physique, whose interpupillary distance is noticeably different from the average.

At the same time, there is a fairly significant number of glasses that do not have this function. They can be divided into three categories. The first is devices where the lack of adjustment for the interpupillary distance is compensated in one way or another (for example, by a special form of lenses that does not require adjustment). The second is models where this adjustment is not needed in principle (in particular, some augmented reality glasses). And the third — the simplest and cheapest solutions, where additional adjustments were abandoned to reduce the cost.

Magnetic button

The presence of a magnetic switch in the design of virtual reality glasses.

A similar switch is found only in models designed for telephones (see "Intended use"). It is usually installed on the side of the glasses and looks like a movable metal element. The meaning of this function is that when the switch is moved, the magnetic field inside the glasses changes, and most modern smartphones are equipped with sensors that can track these changes. Thus, the user gets extended control options: for example, in shooting games, the magnetic switch can play the role of a trigger.

Controller

The presence of a controller — an additional control device — is included in the delivery of glasses.

The design and functionality of such an accessory may be different. So, the most popular option is specialized game controllers with a characteristic look — a handle with an analogue lever and buttons. There can be two such handles at once, under both hands; and in some models they are also used to control gestures. The movement of the hands can be tracked both by sensors in the controllers themselves and by cameras on the glasses. There are also simpler solutions — for example, portable gamepads or remote controls for controlling video playback.
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