BoboVR takes on Daydream

BoboVR Z5. (Image courtesy BoboVR.)

The first set of Daydream View clones have hit the market, and I just got one of them in the mail – the BoboVR Z5.

Disclosure: I received the BoboVR Z5 free from GeekBuying, where it currently sells for $60.

Bottom line: The big pluses are that the field of view is wider, it has adjustable lenses, and, for those who like built-in headphones, it’s got them. The downside is that it doesn’t automatically switch into Daydream VR mode when you put the headset in. As a result, I do not currently recommend buying this headset, especially if you plan to switch back and forth between Daydream and Cardboard apps. Buy the official Daydream View, instead.

What is Daydream?

Google came out with the new Daydream VR platform last fall, a significant upgrade to its previous Cardboard platform. Back then, the only headset available was the official one from Google, and the only phone it worked with was the Google Pixel phone. I immediately went out and bought both the phone and the headset, and I loved it.

Since then, the number of phones that work with Daydream have expanded, as has the selection of apps.

What I like about Daydream is that it’s an open platform — any manufacturer making late-model Android phones can support it, and, since Daydream is built right into the latest Android operating system, at some point all will. Plus, the app store is open — any Android developer who can get an app into the Google Play store can publish Daydream-compatible apps, so we’re likely to see a lot of them.

Finally, Daydream headsets can run all of the existing Cardboard-compatible apps, and there are thousands of them.

The only major downside to the Daydream platform is that, unlike Cardboard, it’s not compatible with iPhones.

Meanwhile, though I loved my Daydream View headset when I got it last fall, and it immediately became my favorite of all the VR headsets I’ve tried so far, the design wasn’t perfect.

The BoboVR Z5 that I got yesterday addresses some of the problems that I had with Google’s official Daydream View headset — but it also has a couple of new problems of its own.

1. Field of view

The official field of view is 120 degrees, which puts it in the “excellent” range. When I tested it with the Sites in VR app, it did seem to be in the high 90s. The field of view depends on the phone you have — mine is a Pixel XL — so your experience may vary.

Also, if you have an older phone with a low-resolutions screen, you won’t want a high field of view because it makes the image look pixellated. But with a new, high-resolution phone like mine, the wide field of view is excellent.

However, I could see the edges of my smartphone screen at the bottom and sides. This is likely to be a sign that if you have a larger screen, you’ll get an even better field of view than I did. My Pixel XL has a 5.5-inch screen.

I then tried it with a phone with a 4.9-inch screen and now there was a lot more light leaking in, the field of view was a lot smaller, and you could see all the edges of the phone.

The official spec recommend a screen size of between 4.7 and 6.0 inches. But I would recommend using this headset with a phone that’s got a screen of at least 5.5 inches, or higher.

2. Weight

The official weight is 12 ounces, which is very good for a viewer with built-in headphones. I personally didn’t have a problem with the weight while wearing it.

By comparison, the original Daydream View headset weighs just under 8 ounces.

3. Straps

This headset has a single plastic strap that sits on your head, a little higher than a strap would normally sit. The fit is adjustable, and works remarkably well.

Top view of the BoboVR Z5. (Photo by Maria Korolov.)

 

To adjust the size of the strap, pull out the knobs above the earphones and turn them.

4. Fits over glasses

This headset fit easily over my glasses with room to spare. However, my glasses have weird three-way progressive lenses, so I mostly used it without my glasses on.

5. Adjustable lenses

Both the focus of the lenses and the distance between the lenses is adjustable.

This was very good because of that whole progressive lenses thing I mentioned above.

BoboVR Z5. The dark gray dial at the top right adjusts the focus. The light gray knob under it adjusts the distance between the lenses. The large gray knobs above the earphones adjust the headstrap — just pull out the knob and turn it. (Photo by Maria Korolov.)

Combined with the fact that this headset fits over glasses means that there’s a very high likelihood that you’ll be able to see well in it.

This is definitely a feature where the BoboVR Z5 is an improvement over the Daydream View, which did not have adjustable lenses.

6. Ready for augmented reality

Unlike the original Daydream View headset, which has a solid outside cover, the BoboVR Z5 has a smaller flap to hold the phone in place. That means that the phone’s camera can see out, and you can use it with augmented reality apps.

BoboVR Z5. (Photo by Maria Korolov.)

This is a feature where the BoboVR Z5 is an improvement over the Daydream View.

7. Fits over cables

There’s plenty of room on all sides of the phone for your cables to go if you need to charge up the phone while using it. Plus, there’s also a built-in plug if you want to use the headphones that come built into the viewer.

8. Controller

The controller that comes with his headset looks very similar to the original Daydream View controller, and works exactly the same.

I tried it out with my favorite Daydream space shooter game Eve Gunjack 2 and it worked great.

BoboVR Z5 motion controller. The big square are at the top is a track pad that also doubles as an activate button. There’s also a home button, a back button, and — on the right side where you can’t see them in the above photo — volume control buttons. (Photo by Maria Korolov.)

The BoboVR Z5 controller was just a little bit bigger than the official one that came with the Daydream View, and the touchpad on top was more square. The Daydream View controller also came with a strap. The BoboVR Z5 controller has a spot where the strap would attach, but the actual strap was missing.

Also missing — a charging cable. Like the Daydream View, the BoboVR Z5 controller charges with a USB-C cable. But the Daydream View didn’t come with a charging cable either.

BoboVR Z5 motion controller (left) and the official Daydream View controller (right). (Photo by Maria Korolov.)

One issue that I had was when I first tried to use the controller, the headset wouldn’t recognize it, but it recognized my old Daydream View controller just fine.

I Googled around for how to fix this and, in case you’re in the same situation, you go to the Daydream app, go to the Settings, go to the Controller section and unpair the existing controller.

Finally, the official Daydream View headset has a spot to store the controller right inside the headset when it’s not in use, so that you don’t lose it. The BoboVR Z5 doesn’t have that.

9. Price

The one that I received retails for $60 from GeekBuying. You can also get it for $54 from AliExpress. It is not currently available on Amazon, which typically gets these headsets a little bit later than the other sites.

10. Ease of use

I’ve got to say, everything except the automatic VR mode works well. Putting the phone into the headset is super simple — just open the front flap a little bit and drop the phone in.

However, the fact that it doesn’t automatically go into virtual reality mode is a problem.

You have to queue up the official Daydream app, or any Cardboard app, or the video you want to see before you put on the headset.

For the Cardboard apps, you will need to have a QR Code — and your motion controller will no longer work. The BoboVR Z5 didn’t come with an official code. This is extremely disappointing, especially if you want to use it to play old Google Cardboard apps.

I made my own with Sites in VR:

BoboVR Z5 QR Code via Sites in VR.

Of course, my eyes are wonky, so if you have any problems with the focus using that QR Code, you can adjust it with the Sites in VR app yourself.

The instructions for how to calibrate your viewer with a QR Code are here.

Update: On Monday, July 24, the company sent me an official QR Code for the headset. Here it is:

Official BoboVR Z5 QR Code.

A bigger issue was switching back to the Daydream mode after you’d had it in Cardboard mode.

The official Daydream View headset has an NFC tag that tells the phone that you have a Daydream View. The BoboVR Z5 does not.

This means that if you were previously using the Daydream View, you can use the BoboVR Z5 and everything works great.

But if the last headset you used was a Cardboard headset — or you used a Cardboard app on the BoboVR Z5 and used the QR Code I provided to select the viewer — then Daydream games won’t work.

To fix this, I followed the official instructions to Clear VR Services app data — close all apps, go to the phone’s Settings, then Apps and then Google VR Core Services and then Storage and then Clear Data and then OK, and then opened the Daydream app and went through the initial configuration again.

(Or you could just put it into your official Daydream View headset, if you have both.)

So the BoboVR Z5 is usable with Daydream, but it’s awkward, and a built-in NFC tag would solve all the problems.

Bottom line

This is an excellent headset if you have a phone with a large screen and don’t plan to do a lot of switching back and forth between Daydream and Cardboard apps.

However, I don’t think the built-in headphones and adjustable lenses are enough of an improvement over the original Daydream View, given the lack of an NFC tag.

Until they fix that issue, I recommend paying the extra $20 for an official Daydream View headset.

Here’s what would make this headset perfect:

  • An NFC tag, to switch it to Daydream VR mode
  • A built-in capacitative touch button so it can be used with Cardboard apps that require a controller
  • A version without the built-in headphones
  • A place to store the controller when not in use

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maria@hypergridbusiness.com'

Maria Korolov

Maria Korolov is editor and publisher of Hypergrid Business. She has been a journalist for more than twenty years and has worked for the Chicago Tribune, Reuters, and Computerworld and has reported from over a dozen countries, including Russia and China. Follow me on Twitter @MariaKorolov.

  • Carlos Loff

    VR died a few months ago – You can”t sell Ferraris on the age of dirt roads and horse wagons, is too soon for anything except geeks and curious folks

    • wahtske

      Have you even looked at the number for GearVR or PSVR and the response to those? Please stop talking about something you don’t know anything about

      • Cinder Biscuits

        7.5 billion people don’t care about VR. that’s a pretty good number.

        • Han Held

          That is not dead which may eternal lie …but yeah, I wouldn’t call VR “dead”. But IMO most of the hype is undeserved and it will most likely remain a niche product.

          In the end only time will tell, of course. In the meantime -remember the Virtual Boy!

          • So you’re saying Sansar will be a niche product? 🙂

          • Cinder Biscuits

            If it ever even gets out of beta, yes. The graphics are impressive, but there’s very little to do and once you’ve seen it, there’s hardly any incentive to return. Projects run by the engineering team don’t usually do very well, and I’m expecting to follow the lead of Patterns.

          • I kind-off lost interest in it once they announced there would not be a Mac viewer. Given the way the 64-bit SL viewer is going that might be just as good…

            From the video demos I have seen, colour me unimpressed. You have the ability to manipulate static meshes with a beefed up gizmo. Oh, well.

            Since I am sort of barred from getting hands on the tech, I can’t be too opinionated. Chances are the combination of lack of content and a very limited target group will kill it off.

          • Cinder Biscuits

            I’m not even sure they could do a mac viewer if they wanted at this point. I know it’s still in closed beta but it’s a 1.3GB crapshow of middleware. cef, umbree ray tracing lib, full fbx sdk, ikinema, havok, fmod, and some other misc libraries i haven’t sourced a proper name for. They’re basically constrained to the platforms the middleware providers support.

            Unfortunately, I can’t muster any confidence in yet another product from the people who manage to spectacularly mismanage sl all the time and couldn’t even keep their steam game straight enough to remain purchasable if un-updated.

          • I have no idea what they can or cannot do. Obviously there has been issues driving VR headsets with Apple’s hardware offerings, but that is slowly taking a turn to the better although at a steep price.

            SL could have taken turns earlier on that would have steered it in a different and more successful direction. History is usually impossible to undo, so despite the limited success, it is doomed to vanish into history as a niche – with OpenSim as a footnote as it seems.

          • Han Held

            Wasn’t even thinking of Sansar, but since it looks increasingly likely that Sansar is just going to be warm-over Blue Mars I think it’s safe to say that yeah -it’s gonna be a niche product as well.

            Of course, it would be good to remember that Opensim is a niche segment of a niche market itself. 🙂

          • Carlos Loff

            DO NOT DOUBT IT, LOL !!!

        • Carlos Loff

          E-x-a-c-t-l-y

  • lmpierce

    Hey! Stop bashing each other!

    Can you talk about making inroads with nascent VR tech? Can you discuss the market fluctuations of various technologies and the confusion that creates? Can you propose applications for VR that might be interesting?

    Time to tone down the personal attacks.

    Carlos Loff was not correct. VR hasn’t died. But don’t accuse him of ignorance… instead, put forth information on adoption of VR in various industries. Speak to the challenges of implementing VR in countries that may not have running water or reliable electricity or a meaningful technology marketplace (yet).

    And as for 7.5 billion people… those people (or probably their parents) didn’t care about Microsoft DOS and PCs in the 80’s either. Technologies spread and grow. But even more to the point, it’s not necessary for any product to reach the market of every person on the planet to be important, viable, profitable or life enriching. Let’s get real!

    So, I’m asking all of you to stop the face slaps. VR is a huge topic of interest to multiple industries, and millions (even if not billions) of interested consumers. That should be enough for a meaningful discussion of one kind or another.

    Please.

    • Da Hayward

      Well I know very little about VR, It’s never really interested me. But there a lot of people who are interested in it and discuss it a lot, so I would tend to agree with you it is an emerging technology which will interest a lot of people no matter what it is applied to.
      Great comment!

    • Cinder Biscuits

      PC’s aren’t VR goggles.

      • lmpierce

        My point was twofold. On the one-hand, many new innovations are initially unimportant to huge swaths of the human population on this planet, but will grow over time. PC’s became very widely distributed, as have automobiles and telephones. Other advances, such as MRI machines are so expensive, they remain out of reach for billions of potential patients. Of course every technology follows its own trajectory, so rarely are any two technologies comparable in every respect as pertains to their adoption…nonetheless, most technologies do grow after their introduction (and it was the growth aspect I was implying), and I doubt that VR has maxed out yet in terms of sales and adoption.

        Which leads to my second thought that worldwide adoption is not necessary for a technology to be ‘successful’.

        You may have been intending to make the point that VR will, in all likelihood, remain a technology for niche industries, but simply pointing out that 7.5 billion people don’t care is arbitrary, and says nothing whatsoever about whether the technology will be ‘successful’. My point is only that ‘success’ of anything, including a technology, is not only measured in numbers. Rather, it is better measured in terms of utility. Witness the re-emergence of Google Glass in specific industries.

        • Good points (was going to bring up the recent Graun piece on glass being used in industry) but the rise of the PC (and related) did have a direct impact on the whole planet whereas I don’t see the same argument being applicable to the same extent to a – peripheral. Increased manufacturing efficiency != greater benefit for the (all) species 🙂 Now certain areas possibly in terms of field info (universal health for one available at point of need) but that depends on other infrastructure that, if in place, can use existing tech.
          That said, the not-yet-available phone less daydream might have sparked a tiny bit of interest for me, once it drifts below my price sweet spot (sub 30 bucks or so – hey make it 20 and I will get two) as then I might treat myself for yule as it could be fun to play with ooops I mean explore possibilities with (and rewrite Elite too).
          (For reference – 30 bucks is roughly my weekly smokes outlay)

  • I was just contacted by another e-commerce site, VRKing.com, and they say that they’ve got this headset for $31:

    https://thevrking.com/bobovr-z5/

    I haven’t heard of the site before, and have never bought anything from them, so I’m not officially recommending them. (I have bought from GearBest, AliExpress, and the other sites I mention regularly, and have been satisfied with the experience.)

    However, it is a good price, and the shipping is free.

    • Capt Obvious

      Looks interesting. Thanks for passing on the link.

    • Thanks 🙂 So its getting there price wise. Now waiting to see what the phone less one starts at and wait further =^^=

  • amanieux

    is it the same lenses as in bobo vr z4 ?

    • Sorry, can’t say. And, honestly, I can tell the difference in the lenses of any the dozens of headsets I’ve tried, so I’m the wrong person to ask about this.

      In my experience — which is that of a person with really bad eyesight! — the bigger issues are the headset geometry, focal distance, adjustability, field of view, and usability and fit. Some lenses have more or less distortion than others, but the QR Codes are there specifically to reverse that distortion. Sorry that I couldn’t be more help.

  • Han Held
  • Carlos Loff

    Not even Imax is being able to pull up 3D glasses – The best possible investment one can do in VR is to start opening a street shop Arcade, no one will be a regular user at home in the next 50 years, hope this dead issue hyped by opportunist sellers soon expires the last breath so we all can move on to interesting new topics, cheers