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Samsung HMD Odyssey+ Windows Mixed Reality Headset w/ 2x Controllers EXPIRED

$299
$499.00
+ Free Shipping
+65 Deal Score
35,454 Views
Microsoft Store has Samsung HMD Odyssey+ Windows Mixed Reality Headset w/ 2x Controllers (XE800ZBA-HC1US) on sale for $299. Shipping is free. Thanks luckygecko

Alternatively, Samsung.com has Samsung HMD Odyssey+ Windows Mixed Reality Headset w/ 2x Controllers (XE800ZBA-HC1US) on sale for $299.99. Shipping is free.

Note, ships by April 24, 2019

BH Photo Video also has Samsung HMD Odyssey+ Windows Mixed Reality Headset w/ 2x Controllers (XE800ZBA-HC1US) on sale for $299.99. Shipping is free.

Note, currently back-ordered but expected to ship within 2-4 weeks.

Includes:
  • Samsung HMD Odyssey+ Windows Mixed Reality Headset
  • 2x Controller (Left & Right)
  • 4x AA Battery
  • Cleaning Cloth
  • Limited 1-Year Warranty
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Original Post

Written by
Edited April 11, 2019 at 12:51 PM by
This prior FP deal is back. (link below for prior threads) I had bought this previously, and when looking at my order I see it is back on as a deal.

$299.99 I used reward points at Samsung. (Note, I just checked and there is no EPP discount in addition to this.)

I'm loving my unit. If I was Zaphod Beeblebrox I'd have no regrets in buying another set.


Also, note that some reported B&H being slow at shipping this item due to lack of stock.

Samsung.com [samsung.com] has Samsung HMD Odyssey+ Windows Mixed Reality Headset w/ 2x Controllers (XE800ZBA-HC1US) on sale for $299.99. Shipping is free.

Note, expected to ship by Apr. 24, 2019

Alternatively, BH Photo Video [bhphotovideo.com] has Samsung HMD Odyssey+ Windows Mixed Reality Headset w/ 2x Controllers (XE800ZBA-HC1US) on sale for $299.99. Shipping is free.

Note, currently back-ordered but expected to ship within 2-4 weeks

Includes:
  • Samsung HMD Odyssey+ Windows Mixed Reality Headset
  • 2x Controller (Left & Right)
  • 4x AA Battery
  • Cleaning Cloth
  • Limited 1-Year Warranty
  • General
    Platform
    Microsoft Windows Mixed Reality

    Display
    Dual 3.5" AMOLED;
    1440*1600@90Hz/60Hz

    Interface
    HDMI2.0+USB3.0 Interface Bounded Cable (4M length)

    Lens
    Single Fresnel

    Field of View
    110˚

    IPD
    60 - 72mm range

    Camera
    6 DOF camera * 2

    Sensor
    6-Axis ACC & Gyro;
    3-Axis Compass;
    Proximity sensor;
    IPD Sensor

    Acoustics
    2 MIC support Cortana;
    built-in headphone (AKG Brand)

    User Interface
    Volume;
    IPD adjustment

    Tracking Area
    No Limit (Inside-out)

    Built-in Mic
    Array MICs

    Built-in Audio
    Spatial Audio (AKG)

    Controller
    6 DOF Controller (L&R) / Xbox One Controller Support

    Connections
    HDMI, USB3.0
  • Dimensions
    Product Dimensions (W x H x D)
    7.64" x 5.08" x 4.30" (HMD Body)

    Package Dimensions (W x H x D)
    7.34" x 12.04" x 15.0"
  • Weight
    Product Weight (lb.)
    1.31lbs. (w/o cable)
    *Cable weight: 0.45lbs.

    Box Weight (lb.)
    4.73lbs.
  • Key Features
    AKG Audio
    Yes

    Controller Included
    Yes
https://www.samsung.com/us/comput...zba-hc1us/

The FP deal from this expired thread is back: https://slickdeals.net/f/12855919-samsung-odyssey-wmr-headset-controllers-299-99-samsung-com-price-reduced-299-99?src=SiteSearch


https://slickdeals.net/f/12848044-samsung-odyssey-wmr-headset-controllers-300?src=SiteSearch
If you purchase something through a post on our site, Slickdeals may get a small share of the sale.
Deal
Score
+65
35,454 Views
$299
$499.00

102 Comments

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#61
Note, you can also buy replacement prescription lenses for VR devices to not need glasses.
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#62
Weird. the comment above wasn't visible - it's on a new page that wasn't listed even when I refreshed.
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#63
How does this compare to a PSVR? Recently built a rig with a 2080 and thinking about getting back into VR.
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#64
Can anyone please let me know if I should get this or wait for Rift S?

I recently bought a high end gaming PC and want to get into VR. So I have no previous experience with VR on PC.

If I buy this, how will be the support in the long run? Since Samsung is not just a VR company whereas Oculus is.
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#65
Quote from konjecture
:
I recently bought a high end gaming PC and want to get into VR. So I have no previous experience with VR on PC.
Don't play Doom 2 because it will freak the shit out of you.
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#66
Quote from konjecture
:
Can anyone please let me know if I should get this or wait for Rift S?

I recently bought a high end gaming PC and want to get into VR. So I have no previous experience with VR on PC.

If I buy this, how will be the support in the long run? Since Samsung is not just a VR company whereas Oculus is.
At the very least I'd wait and see the final specs on the upcoming Valve Index which is releasing in June. There's also the HP Reverb to consider.

This sale happens quite regularly so there's no rush.
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#67
Quote from WyldRyce
:
How does this compare to a PSVR? Recently built a rig with a 2080 and thinking about getting back into VR.
It looks better, the tracking has pluses and minuses. I think it's better for room scale stuff, but weaker with things like beat saber compared to psvr. Fast movements where you might leave the field of view of the camera are a challenge.

Personally the benefits are way better than the weaknesses versus psvr imo.

I haven't used my psvr since I got the oddysey +.
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#68
Although I'm not recommending not getting Samsung 's Headset, Might be worth it to wait and see what Valve pumps out next month with the Index if your really interested in getting into VR.
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#69
I had one of these and returned it. VR still is not there yet and I'd at least wait until they start going cable free
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#70
Just going to chime in one more voice on the "it's probably not the best time to buy a VR headset" band wagon. I currently own a Rift (three cam setup + controllers). I have also owned a Vive (original), the HP version of this headset, and a PSVR.

Depending on what you want to play, these window headsets are *far* too limiting for full VR. Again, if you want to play a sim racing game, a seated experience, things that are somewhat "scope" l imited you would probably be fine. But if you want to play onward, if you want to feel fully immersed, than I would wait for the next generation of inside out tracking that is about to land in the new oculus. Having used the HP I am 100% onboard for inside out tracking. When it "works" it's amazing and very liberating from an ease of use and setup (one cable, plug, boom, go). When you want to play Onward or games that have more full freedom of movement? You really start bumping into the walls of only having the two cameras with a pretty limited field of view. Yes, you can get "approximation" for movements outside of vision, but thats what it is. Some games require precise movement in close proximity to your body (imagine grabbing your shoulder to remove a piece of equipment). If it was 6-8 months ago and we weren't literally weeks from the release of next gen inside out? sure. But even if Rift S was $200 more than this, I would wholeheartedly tell someone to pay that or save up the difference.

Good VR, what most people who love VR are evangelical about is how transcendent the experience of being in VR can be. When it's good enough that your brain just begins to accept that you are someplace else? When you bump into the wall or the couch because you are so immersed that reality disappears and your brain believes you are kneeled down in the sand on a desert island holding a combat rifle. Those moments are shattered when your hand starts floating off at a 90 degree angle and than warping/snapping back.

the windows mixed reality platform was a great proof of concept. It was a great system a year ago for a simple one cable out of box near zero configuration setup. But now, we are at that next gen where products will have that same core simplicity without the myriad of compromises made by these two cam setups

As someone who has owned this and other systems I really feel like despite all the hassle of setting up Vive light houses or Oculus cams, the compromised experience provided by these HMD's invalidates them.
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#71
I got one of these on the last deal, and it's great. I have an older desktop with a hodgepodge of parts and a 1060, and I have a laptop with a 1050Ti, and I'm able to play Beat Saber and Superhot VR on both of them with no issues whatsoever.

The Odyssey+ graphics are very good, and I can't make out the pixels at all. I can barely detect a screen door effect when I really try to see it. I'm really happy with the headset and the tracking. My only complaint is that the actual controllers aren't the best shape. It just seems like they could be more ergonomic and easier to grip without accidentally hitting buttons or pulling the battery compartment open.
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#72
Does anyone know if I can use this for AR development using the unity platform? It's something I would like to learn.
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#73
Quote from endtropy
:
Just going to chime in one more voice on the "it's probably not the best time to buy a VR headset" band wagon. I currently own a Rift (three cam setup + controllers). I have also owned a Vive (original), the HP version of this headset, and a PSVR.

Depending on what you want to play, these window headsets are *far* too limiting for full VR. Again, if you want to play a sim racing game, a seated experience, things that are somewhat "scope" l imited you would probably be fine. But if you want to play onward, if you want to feel fully immersed, than I would wait for the next generation of inside out tracking that is about to land in the new oculus. Having used the HP I am 100% onboard for inside out tracking. When it "works" it's amazing and very liberating from an ease of use and setup (one cable, plug, boom, go). When you want to play Onward or games that have more full freedom of movement? You really start bumping into the walls of only having the two cameras with a pretty limited field of view. Yes, you can get "approximation" for movements outside of vision, but thats what it is. Some games require precise movement in close proximity to your body (imagine grabbing your shoulder to remove a piece of equipment). If it was 6-8 months ago and we weren't literally weeks from the release of next gen inside out? sure. But even if Rift S was $200 more than this, I would wholeheartedly tell someone to pay that or save up the difference.

Good VR, what most people who love VR are evangelical about is how transcendent the experience of being in VR can be. When it's good enough that your brain just begins to accept that you are someplace else? When you bump into the wall or the couch because you are so immersed that reality disappears and your brain believes you are kneeled down in the sand on a desert island holding a combat rifle. Those moments are shattered when your hand starts floating off at a 90 degree angle and than warping/snapping back.

the windows mixed reality platform was a great proof of concept. It was a great system a year ago for a simple one cable out of box near zero configuration setup. But now, we are at that next gen where products will have that same core simplicity without the myriad of compromises made by these two cam setups

As someone who has owned this and other systems I really feel like despite all the hassle of setting up Vive light houses or Oculus cams, the compromised experience provided by these HMD's invalidates them.
Considering you suggest that Rift S would be worth spending $200 more than the Odyssey+, you seem rather convinced that it will be better. The thing is it uses the exact same principle of camera-based inside out tracking, except it has 5 cameras instead of 2. In principle this sounds like an obvious upgrade but it still has the same problem of losing tracking when the hands are kept out of view for longer than a few seconds. Testing has shown that literally all the things you say are wrong with WMR are also wrong with Rift S, though perhaps to a slightly lesser extent. AFAIK there has been no objective comparison of the two tracking systems and we don't actually know what the FOV, resolution, and overall performance is of these camera systems relative to one another.

As important as tracking is, being able to focus is even more important and a 63.5mm fixed IPD means many people can't use it comfortably. Proper audio is also extremely important for VR and Rift S is a major downgrade. These two points place Rift S more closely on par with the non-Samsung WMR headsets, like Lenovo Explorer and Acer. So despite what marketing may suggest, let's not pretend that Rift S is a successor to the original Rift.
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Last edited by ChaoticKinesis April 10, 2019 at 08:22 AM.
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#74
Quote from konjecture
:
Can anyone please let me know if I should get this or wait for Rift S?
as an extremely happy Rift owner, i recommend the S

nice review here: https://www.engadget.com/2019/03/...-gdc-2019/
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Last edited by frugalbrutus April 10, 2019 at 08:22 AM.

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#75
Quote from endtropy
:
....
Good VR, what most people who love VR are evangelical about is how transcendent the experience of being in VR can be. When it's good enough that your brain just begins to accept that you are someplace else? When you bump into the wall or the couch because you are so immersed that reality disappears and your brain believes you are kneeled down in the sand on a desert island holding a combat rifle. Those moments are shattered when your hand starts floating off at a 90 degree angle and than warping/snapping back.
....

As someone who has owned this and other systems I really feel like despite all the hassle of setting up Vive light houses or Oculus cams, the compromised experience provided by these HMD's invalidates them.


I wanted to point out for those that already have a Vive, that (I think I placed early in the thread) you can use Vive controllers with this. So in this case the controllers would be outside-in tracking, and the head movement would be inside.out. Speaking of, you do need a well-lit room for head tracking to work for it is based on what the headset's camera is seeing. Thus, if you wanted to film yourself on a green screen, you would still need to place reference marks on the screen so they camera would 'see' your head moving (based on the background.).


I have hit a wall. WMR can be set up to give a HUD warning when approaching a wall boundary. My 'play' area is small. The game were I've noticed the most limitations has been in Payday 2. Via game play one is encouraged to peek around corners, duck, and other stealth-like movement. It's really fun. Having practiced offhanded shooting IRL I knew to expect it to be harder shooting around a corner with my non-dominate hand, but it was cool to have to shoot around a corner off hand in a game.


That stated, I spend a lot of time in a combat flight simulator. One issue I have is that it is natural when I look up to track a target (ground or air) with my eyes, I change my focus. But the image on the screen is a fixed distance from my eyes. I'm not all smart, I discovered this when I realized something did not seem right: It's called accommodation-vergence conflict.
Before I discovered what was going on, I tried putting on my reading glasses and other things. But, the Fresnel lenses in the eye pieces should put the screen into focus at around the eyes looking at six feet. So, if you can see clearly at six feet you should be good, albeit with the just mentioned accommodation/vergence conflict.

Quote from ReturnToSender
:
Does anyone know if I can use this for AR development using the unity platform? It's something I would like to learn.

Unity is the go-to development environment for Windows Mixed Reality. https://docs.unity3d.com/Manual/w...start.html
One issue I think you would have with AR is that the cameras in this Samsung headset are black/white and tuned toward the IR-related spectra to track the motion contollers' light rings. They can pass through a visual image (there is a 'flashlight' mode while in VR to show IRL what the controller is pointed at) but it is not a true-to-life image.


Microsoft has a different product designed for AR-- HoloLens


https://developer.microsoft.com/e...ed-reality


This page covers both.
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