In the space of three and a half years, virtual reality has matured from a long-dead relic of '90s futurism to a platform that's received billions of dollars of funding and attracted the best and brightest minds in the tech world. Three and a half years since John Carmack surprised journalists and developers at the E3 gaming expo with a duct-taped monstrosity that would eventually become the Oculus Rift. Three and a half years since Palmer Luckey, the kid who had built it, was at home thinking up the Kickstarter campaign that would jumpstart everything. And through those three and a half years, there hasn't been a single consumer-grade VR product available in stores.
That ends today, with the release of Samsung's Gear VR, a mobile headset that the company developed in conjunction with Oculus. (In general terms: Samsung made the hardware with insight gleaned from Oculus' own R&D process, and Oculus developed software to work with the Android ecosystem. In return, Samsung created custom displays for the Oculus Rift, the consumer version of which will come out in the first quarter of 2016.) By itself, the Gear VR is a piece of plastic with a headstrap, a couple of lenses, and an onboard motion sensor. Paired with a Samsung phone, however, it becomes the most robust VR system you can have until dedicated desktop systems arrive next year.
The thing is, this first honest-to-goodness VR solution is really the tenth. Since last year, there have been two "Innovator Editions" of the Samsung Gear VR released—one that worked only with the Galaxy Note 4, and a later one that worked with the Galaxy S6. There have been four prototypes for the Oculus Rift (two of which you could buy), two for PlaystationVR (nee "Project Morpheus"), and one for HTC Vive. And we're not even counting the ecosystem of cheaper, Google Cardboard-like solutions that's lurking out there on the depths of Amazon, or the many, many crowd-funded HMDs still in development.
But while WIRED, and many other outlets, have been covering all of these prototypes and the experiences they make possible, people simply haven't been able to have those experiences. Virtual reality is famously indescribable; I can write all day about what it's like to descend into the sea in a shark cage, or hang out with a lonely hedgehog, or walk through the streets of Liberia, or sit in a fake room and watch real Netflix on a giant fake TV. Until you do it yourself, though, it's all just words.
Coming as it does on the heels of The New York Times' grand Google Cardboard experiment, the Gear VR represents much more than just a product. It's a play to bring VR into the zeitgeist not just conceptually, but experientially. At $99—half the price of the original Innovator Edition—it's effectively a stocking stuffer for the holiday season, depending on how expensive your stockings are.



