I still have those old Hydras around. But, when Vive came out withe their wireless wands, it changed everything There there was Sixsense magnetic tracking, and that was a debacle
I have a set of the Hydras around havenât found them since the move though. Did see a cool demo with a dk2? Mixing I think Psmove kinect and hydra with Base mounted like a belt buckle.
Sixense was part of the hydra. Razer should have moved to a wireless solution maybe with a chest sensor like Laser Tag even if had wires to controllers from chest sensor.
But yeah Sixenseâs STEM was the biggest fiasco out there Kickstarter and Pre Orders taken with nothing released after 4 years of a run around those folks were fortunate to get refunded.
I believe you are confusing two different things. I cannot speak for AMD, but from what I read about Oculus âsupportâ, they merely added a flag into their pipeline for mobile, which the app can use to figure out if it should or not use this technique. In particular (in the other link you posted) they say that the underlying hardware (read the mobile GPU) may, or may not support the feature in hardware and can simply simulate it by normal rendering.
âSMPâ you mention is something Nvidia coined to market their support in the software (driver) for their cards, as the link @Djonko posted explains (or tries to, as it seems from the comments under the post, the others were not much wiser either).
When however talking about the hardware capabilities, there was a subtle distinction between Pascal and Turing in that Pascal supported SPS = single pass stereo, with coplanar multiviews, while Turing upgraded it to quad view and not necessarily coplanar (which is exactly what is needed for the application like StarVR). This has been discussed already extensively at the time of KS, so you may search the forum for the threads (when there were speculations that Pimax might use this feature).
Apart from that, any GPU can render any number of views, it just has to render them one by one and the displaying hardware can be completely oblivious of that. So the fact that some CAD programs have been using it does not tell much about what the actual hardware can really do.
From how you write it is clear that you have a personal problem with MRTV not MRTV with Pimax ⌠Read the review on Reddit written a few months ago on StarVR One ⌠stay calm it was not Sebastian who wrote it
OLED is superior to LCD in all but over than pentile vs rgb. The revolution of Star VR is that it has an RGB OLED ⌠which is the God of the displays
Welp I think I can stop to think about the StarVr One for now. Got a reply:
Thank you for your patience and we appreciate your continuous interest in StarVR One.
We have carefully evaluated your application. Unfortunately, StarVR One is a commercial product that we put helping enterprises upgrade their VR experiences into a truly immersive one as the first priority. Therefore, we would not be able to proceed with your purchase inquiry. If we have any plans of serving consumers in the future, we will make sure that you are one of the first to know as now you are in our database.
Should you have any further question, feel free to contact us. Stay healthy in such a bad period of time and we wish you all the best in life.
Thank you,
StarVR Team
Maybe we need to create a fake company or enterprise just to trick them into selling us the headset lol.
There goes my hope too⌠a real pitty
âNot all available content is created for the wide field of viewâ
That - while being a true statement - is kind of misleading. Almost no SteamVR games take special care for wide FoV content would probably be the more appropriate description.
So⌠no.
Think both MRTV and VoodooDE have sent an enquiry to get one for review. Letâs see how this goesâŚ
And @VR-TECH probably comes closest to their pitched use case - planning to write specific SW for the StarVR. Hope it wonât come with an NDA, so some reporting regarding SteamVR compatibility is allowedâŚ
On the bright side at least we can enjoy our 8K X when it arrives and a few months after that, maybe StarVR will have a consumer version by then.
StarVR is giving up a lot of money they could make from us enthusiasts. Probably even more than the enterprise market. I canât believe over 1.5 years later, they havenât made a consumer version that works with SteamVR games. What have they been doing this whole time??
If it needs support from the game devs to really get it right there isnât much they can do.
A compatibility mode (e.g. with a smaller FoV) should be possible. Question is - would it then still be able to compete, when the biggest unique selling point cannot be used to itâs full potential.
And then there is still the priceâŚ
Developing a good compatibility mode would also cost money, they would probably have to sell more than 10 to even break evenâŚ
My conclusion:
If we cant buy star vr one and if star vr one doesnt support steam vr games then there is only pimax 8k x with its unfortunate 75hz
But the great news is there is xtal that does support all steam vr games out of the box , does have 4k per eye and comes with 90hz software update in future. The xtal does have non frenel lenses that are way better than the pimax 8k x lenses. The visual clarity is also way better .The only downside is the weight and the price. 7890$ for the xtal
Xtal is currently 5k and weighs like a brick. Cost I believe might be 1.5x to 2x StarVR One.
5k would be great , the newest version costs 7890$ as far as I remember
I think it weighs if memory serves over 700grams.
I would order it with a helmet for sim racing anyway . So weight was never an issue for me .
Of course playing contractors or zero caliber would be not ideal
Yeah there was a part review that stated active games like beatsaber would not be good; unless you maybe have neck muscles of a bulldog