This is not DK2 or something, this is not intended to be a consumer or mass production device at all even when it is in full production.
Their primary customers are arcades and corporations.
My guess is this is pretty much the final version, but they are still looking for feedback from devs (especially for their SDK)
Price will only go up for customers when compared to devs, even if there is no huge demand.
If there is anything any of us have learned the hard way is to WAIT until these start hitting reviewers before people decide to buy. If pimax taught me anything is to NOT believe the hype that everyone chimes when they first try these things out like with the pimax in all those consumer electronics shows and then we started hearing about all the major issues that still needed to be addressed as late at the M1 testing phase. How is it that people did not bring up more attention to all those significant deficits over the past 2 years worth of people trying out these headsets and how and what they were running on those demo pcs for the past 2 years before the RTX cards were even out now that we know just how demanding these headsets really are to get decent results. Anyways, i am going to wait until someone like sweviver or mrtv get their hands on this and test it intensively before i even consider spending any more money on these small independent headset manufacturers.
Unless Valve surprises us with some breakthrough gen 2 display tech I will definatley go with Star Vr. Your lucky you can pass as a developer Sweviver ! I’ll have to start working on my bullshit story
I would hold up on that statement as there is a big question to it.
Do you get full distortion free visuals on any SteamVR title or does a title require re-compiling with the SDK to support the special 4 camera rig setup.
If they can answer that, then things are very good. If apps need recompiling to use the 4 camera rig then no thats not good for consumers as it will default to a 2 camera rig like every other HMD + Engine , and I will assume either distortion or reduced FOV like Pimax.
I think Sweviver has proven he can test a HMD to death without being a VR developer and has a ton of past experience to back that up. And to be honest, running a HMD in Unity or Unreal takes a beginner a few hours if you follow the SDK quick starts but not sure how beneficial that would be unless he wants to start creating VR tools to measure FOV, SDE, Ghosting and whatnot.
There are a lot of aspects to a HMD outside just coding too.
Yeah, you would think so, to have developers and the 3 Youtubers would be a broader mix of technical & non technical evaluation which is very valuable, especially if they pay for it
We still need to consider the price might be a dev price & not thr consumer price. I would say there are hiccups after all the hype show it’s a very limited release.
I think the price was probably a lot higher than this before Pimax went pre-order too. It is a tough industry, new VR advancement pop up every month (panels, optics, software advancements) so these HMD’s depreciate in value before they even get launched as people keep clambering back on the fence lol.
True enough & pimax for entry price point could be quite the threat. The resolution of StarVR One still seems to be very low. But with panel utilization might not be quite as low as one might think. It also has more horizontal resolution as well.
Yea, if you watched the demos with Sebastian. The CEO didnt want to divulge the resolution, assuming because it was quite low for a $3500 HMD, 1830 X 1464 per eye (Compared to sam Ody.+ @ 1440 X 1630 per eye).
The CEO stated that the “technologies” incorporated in the StarVR HMD like, panel utilization, eye tracking, foveated rendering, etc etc was giving the experience of viewing much better resolution than a 1830 X 1464. Im not smart enough to explain why… but Sebastian said it was the best HMD he has ever demoed and that was after he demoed the 8k and 5k+ and if Im not mistaken the Xtal as well.
Now we can ask what he meant by “the best” but thats another post!!