So far, we have learned about the definition of VR, how immersion is supported by VR hardware, and how VR displays and controllers work. But for most of you, the main question probably remains, how should you choose a VR device for your VR application? In this video, I will go through the main considerations for choosing your VR device. Here is some information, which shows the market data for VR devices. So, when it comes to choosing VR devices the first question I would probably ask is, how do I want to deliver my VR application to reach my targeted users? Is this something I want to upload to the Internet for users to download and try out their own devices, or is it something I will be taking with me and presenting at exhibitions to reach my clients? Or is this something I expect clients will come to me for directly? If it is the first situation, say, you've made a small game or application, and you want to have access to the mass market, you should probably first consider mobile VR because that's the kind of device most users have. You could make a game just for high-end HMD users and upload it to the Oculus store and steam VR, but this will exclude users with mobile VR devices. In the second case, for instance, you have developed a piece of VR artwork you'd like to show in an art exhibition, or you have invented some new technologies to enhance the VR experience and you want to bring it to a technical exhibition. Your best bet is probably a high-end HMD which gives the actual level of immersion that is needed to fully express and support your idea. Finally, if you actually expect clients to come to you, for instance, if you are a therapist and you are using VR for therapy, or you are a big company which provides interpreted simulation solutions for all kinds of training, you probably should have a dedicated area where you have a full set up with either a high-end HMD or a bespoke cave. As most of us, are you one of the first two situations, I will go into more detail about mobile VR and high-end HMDs. If you have a specific budget you might want to start with cost. In order to set up mobile VR, you will need to buy not only a HMD case, but also a phone. The price will vary depending on the phone, but in total will not cost very much. If you want a better experience than mobile VR you can buy a game console VR. You will need to buy everything to go with it, and in total will cost more than the mobile phone. Or, if you have the budget to go for the high-end VR, you will have to get the HMD, the controllers and a high-end PC or laptop with a very good graphics card. With this, you are going to be spending a significant amount of money. In this case, you are investing in not only the gear to experience VR, but also a desktop for your VR application development. There are technical features to consider too, including resolution, frame rate, and how heavy the device is. In terms of resolution, you should be looking at resolution per eye, some places at the resolution from each eye together. So, the number looks bigger, but it does not mean the resolution is better. So, pay actual attention to that. As you can see, most VR display resolutions are relatively low compared to standard computer displays. Hopefully, things will soon improve in this area. In terms of the refresh rate, if you really want to push that immersive experience, the higher the refresh rate the better. However, refresh rate is not exactly the same as frame rate. Depending on your graphics card and how demanding your application is, the frame rate can be a lot lower than the refresh rate you see on the table. In terms of weight, all devices are quite similar. Although PlayStation VR seems to be the heavy one on the table, it is actually the most comfortable one I have tried. Finally, there is a table where I put everything together. I also added the information about tracking and controllers which we discussed previously. OK, that's all I have to say about VR devices for now. Happy shopping!