LG 360 VR Review

Introduction
Like the LED bulb that is now permeating the market, so has virtual reality been around for decades—in one form or another. And true to the seemingly universal rule of thumb that dictates that anything legitimately cool we see on TV eventually makes its way into our home, so have virtual reality headsets been trending up.

In the box:
- LG 360 VR headset
- Protective lens caps
- Glasses case
- User guide
Design, weight, and fit
Dozens of VR headsets have made their way into the wild already, but universally, you look like a fool with them glued to your face. The time will come to try and work on making these aesthetically pleasing, but it is not this day.
Ergonomics with the LG 360, however, are actually worse—and that's saying quite a lot as Gear VR users will know.
Beyond that, the LG 360 VR is actually light enough as to be comfortable to use even for longer stretches. The nose pads are also comfortable and can be regulated, unlike OnePlus' Loop VR. Of course, given how the LG 360 VR needs to be tethered to a phone (via a rather short USB Type-C cable), and with the addition of earbuds, it all quickly escalates into a tangled mess where accidental damage to your smartphone is not at all unlikely given how much you'll be looking around.

That said, it is because of that tether that the LG 360 VR is light and compact—the phone doesn't have to sit on your face. Instead of that, LG has integrated a tiny, 1.88”, 960 x 720 pixel resolution IPS LCD display that's used for viewing. With such a high pixel density, we were actually pleasantly surprised to note that image sharpness was better than the Gear VR paired with the Galaxy S7.
Initial setup

After that, an interactive demo will play, walking you through the basics and the various ways you have to control what's happening on the screen.
Interface
Every time you connect the LG 360 VR to your smartphone, you'll be transported to what LG is calling 360 Home. In there, by moving your head and aiming at certain apps, you can select them via the physical keys on the headset.
Perhaps the best thing about LG's 360 VR software is the ability to re-center the interface. The lack of this feature with other VR headsets has proven an issue, as the various gyro sensors in them eventually make enough computational errors as to force you to crane your neck or re-position entirely in order to see the heap of the battle, instead of the sidelines.
Experiences
Hell, 'lack' feels like an understatement—alike to saying that Nazi Germany was unfriendly towards Poland at the end of the '30s. There are four apps. Four! And one of them (Jaunt VR), hilariously, kept crashing and refused to work no matter how long we waited for it to initialize when it didn't. And then there's the YouTube's VR video channel app, which isn't exclusive to the device.
Battery life
Since the LG 360 VR is linked with your smartphone, it has no need for its own battery. Instead, it drains the one on your phone.
To ensure we're getting the best experience possible, we used an LG G5 for the duration of this review, and the 360 VR gnawed on its battery like crazy. An approximately 20-minute session took the cell from 50% to 15%, which is kind of disappointing given LG's estimate of 2 hours with the G5 in airplane mode.
Price and conclusion

This thing could have cost $50, and we'd still tell you to stay the hell away. At $199, it's an outright money grab that should simply be discontinued. Nothing wrong with that.
That's kind of sad, because the LG 360 VR introduces some sound ideas. If we had a longer cable so we can safely insert the tethered phone in our pockets, it'd be a sound improvement, as the headset really is much lighter and more compact than competing solutions. Since the phone is not directly on your face, it also doesn't melt your nose off, which is also а plus. Unfortunately, the 'light blocker' is under-engineered, and the eyeglass temples are just... what?!
Thanks to our friends over at MobileFun.co.uk for sending the LG 360 VR in!
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