I tried an exciting new device from Samsung that rivals your phone and TV
Samsung is taking aim at Apple with the launch of a futuristic new device that rivals the Vision Pro. It’s called the Galaxy XR, and I’ve been one of the lucky few who have had the chance to take this virtual reality headset for a spin. A major selling point of these latest tech specs is the price, with Samsung undercutting its US rival by some considerable margin. In America – where both devices are on sale – the Vision Pro costs $3,499 (£3,200) – the Galaxy XR is priced at just $1,799 (£1,350). That’s still a vast amount of cash, but it does make joining the virtual revolution feel slightly more affordable than heading to an Apple Store.
The question is: has Samsung had to cut too many corners to keep costs down?
I only had a limited time with the Galaxy XR during a demo session at the Consumer Electronics Show in Las Vegas, but there’s certainly a lot to like about this space-aged gadget.
Firstly, it’s much lighter than the Vision Pro, weighing in at 545g – that’s around 100g less than Apple’s glasses.
Weight can be a major issue. A device that’s too heavy can put serious strain on the neck, making it really uncomfortable during long periods of wear.
I only had the Galaxy XR fixed to my face for 30 minutes, but I didn’t notice much fatigue after taking it off.
Another bonus is the simplicity of fitting it. A quick twist of a dial on the strap instantly pulled it tight to my eyes.
Once locked onto my face, the pixel-packed Micro-LED screens lit up with the visuals looking crisp and clear. Just like the Vision Pro, the Galaxy XR has cameras dotted all over the case, which means you can see the real world around you. This not only makes things feel more interactive but also lets you walk around the room whilst wearing it. The only thing you need to be wary of is the small portable battery pack which powers the device, otherwise you are free to roam.
Windows and apps can be overlaid on your actual surroundings, giving you the sense that you’re Tom Cruise in Minority Report.
Controlling everything is also remarkably easy, and I got the hang of it within minutes of placing the device over my eyes.
Thanks to a bunch of sensors, the XR tracks hand movements. Pinches and pulls then expand, collapse and move windows around the virtual space. It’s also easy to launch apps, play games and interact with experiences without needing a separate controller.
Samsung does offer a dedicated controller, but I didn’t have the chance to use it and found the hand gestures worked well.
Anyone who uses Android will find the interface feels very familiar. Galaxy XR runs on Android XR – a system developed jointly by Google, Samsung, and Qualcomm.
This software offers instant access to apps such as Google Maps, Chrome and Photos. It also works with Gemini, which means you can ask the headset all sorts of questions and get a decent response.
Whilst using Google Photos, I was even able to find out where a photo had been taken just by asking Google’s smart assistant – it’s all very clever and really intuitive. Other experiences I tried included being taken deep into space and even helping a virtual patient receive treatment in an operating theatre. Movies also look great on the XR, which is possibly one of the biggest reasons to buy it.
Samsung has certainly done a good job with the Galaxy XR, and despite using similar headsets before, it still wowed me when I put it on.
But like all virtual reality devices, it does have its issues.
Firstly, it’s not all that comfortable to wear and feels very rigid on the face. 30 minutes was quite enough and although the lower weight cuts down fatigue, I did feel slightly relieved when it was removed.
Samsung has also opted for an open design, which means you can see out of the bottom of the specs.
You can add inserts which block out all light when you want to watch a movie, but this felt like a bit of faff, and I could easily see myself losing these extra pieces of plastic.
It’s unclear how many dedicated apps will be available for Galaxy XR, but Apple’s Vision Pro still suffers from a lack of software when compared to the iPhone and iPad.
This means that, without support from app developers, these headsets can end up becoming a very expensive way to simply watch a movie. The final issue is the feeling of isolation. Yes, you can see other people in the room, but this experience is incredibly insular and lonely.
It’s bad enough when we are all looking at our phones and not interacting with one another, but this feels even worse as you really are in a world of your own.
I’ll need more time with the Galaxy XR before giving you a final verdict, but this appears to be a solid VR device that’s way cheaper than buying a Vision Pro.
It’s definitely not perfect and still pretty niche, but worth a test run if Samsung brings it to the UK and offers a demo in stores.









