Not totally clear there who is actually making the displays.
Square is not a useful size for phones so they are banking entirely on VR type sales, but if anybody has a lock out control on the production then we are still stuck.
We only got the 5K+ because a new display became available as a by-product of other industries, it is nice to see some primary manufacture of displays for VR.
Well, sure, higher FoV is nice. But the Odyssey+ made me realize how important visual fidelity is. It’s much easier to trick your brain into thinking the virtual world is real when you don’t see any pixels at all.
In the end, some day we’ll all have 200 degrees FoV with ultra high res but until those are available, we’ve got to be happy with each step closer. And this certainly is another step.
I don’t think will have another a consumer accessible headset with a very large FOV (140+) soon. This was the pimax gamble… mechanically and optically if you use a round Lens and flat panels at 90 degrees you limited to 110-140 degree. Would be surprise if the valve prototype give more then that. And if you go for a pimax style design you create something that will be more problematic statistically for the users. So for a big company this is a consideration because this means more support and more returns for a more costly product.
As others have said to each their own but I think 1440p for now hasn’t actually even really been shown how good it can really look because of the low quality graphics in games. Without sde, 1440p per eye I’d much rather have 180hz displays. Obviously the new holy grail of virtual hyper-reality is 4k (atleast) high framerate per eye. But I guess due to the physicality of vr and motion and that it might actual help sim sickers are other reasons it might be good.