I think he said it was a notch lower than vive pro in video.
The one I tried earlier this year the image was beautiful (colorful, very stable etc.) but the resolution was so low that I thought something was wrong.
I didnât know what the actual per eye res was at the time (presumably it was a secret) but man it was low enough that obvious details on objects simply werenât visible, that aspect was worse than almost all other headsets.
Take an O+ cut the res down by 30% then spread that across *double the screen area and that is effectively what it looks like.
Honestly I donât understand why they didnât upgrade the panels after 2 years. It seems the easiest part of it all. Anyway, canât wait to try it, will surely leave a review here
As the COO of Pimax, I donât think youâre in a position for unbiased opinions since StarVR is a competitor to Pimax products. Even though their product is way more expensive.
Donât worry though. I plan to keep my 8K-X pre-order because Iâm looking forward to the 4K resolution.
If I decide to get the StarVR One, itâll be in addition to the 8KX
I wasnât under NDA when I tried it but I literally walked away thinking the device or demo was broken.
Actually I want them to do well, all VR companies need to do well. A $3,200 device that isnât really compatible with SteamVR isnât a competitor but has some very cool, very specific use cases. I think they can find a niche in simulations where resolution is not important.
Our space has all sorts of room for many headset types for many purposes. Right now the âholy grailâ just isntâ possible yet and perhaps wonât be for quite some time. But we all should work together to at least try to cumulatively get there.
PS: I could have written about the StarVR long ago but didnât until others pointed out the same concerns. I didnât want to negatively impact them.
Thatâs odd. Both MRTV and VoodooDE back then said it was by far the best VR theyâd ever tried. Of course resolutions got better in the last 2 years, but Iâd be disappointed if it was as bad as you say. Looking forward to mrtvâs review and trying it myself soon!
Donât misunderstand me, I didnât think it was âbadâ, I thought the image was beautiful and the FOV amazing. The level of detail was very low (like Rift S or less) and for some reason the frame rate was low as well (probably because of the split design).
I imagine the perception of âfogâ etc. in many cases is just itâs such a low resolution spread across such a large area.
Per my other post, I think @PimaxUSAâs conclusionâs on the resolution are valid. Such a larger FOV could easily amount to the ~40% decreased linear angular resolution needed to sink from what would be expected for a device with a vertical resolution equivalent to a 5k+, to something like a DK2.
Does your math take into account the 16 million RGB subpixels in the StarVR and custom designed lenses?
Looking at Sebastianâs short through the lens video, the StarVR seems sharp in Half Life Alyx.
Custom designed lenses, no. The subpixels, yes, of course.
Keep in mind the StarVR also includes eye tracking which sharpens the image wherever the user gazes upon so that probably helps in terms of resolution.
Only up to a Total SR of about 4x. Beyond that, there ceases to be any perceptible difference in visual quality or readability. Just try cranking up render quality and supersampling as high as possible with something lightweight like Virtual Desktop.
Eye tracking does not âsharpenâ the image where you look. DFR reduces the resolution where you arenât looking. The area where you look is whatever you set the baseline to be. Now you can use the extra FPS to increase the overall baseline thought but with such an incredibly low resolution the StarVR probably doesnât benefit from that.
I think that depends on the point of view.
Look at the VRSS. It really sharpens center area. Who knows if StarVR increase the resolution where you look?
You canât get past the natural PPI that can be produced by the panels. In fact the lower the PPI the less you can do with SS because there is insufficient pixels for it. Spreading across such a wide FOV might have made it necessary for them to go the diffusion route because it would also exaggerate the pixel gaps.
What do you mean the StarVR is not compatible with Steam VR?
I said isnât âreallyâ compatible. This style of design requires all sorts of driver changes sometimes on a daily basis just to maintain useful levels compatibility. Even small game patches will likely effect it. We estimated to maintain game level compatibility it would take an army when we tried it.
Yes, and no. Technically yes, knowing the difficulties of transforming the data from 4 cameras down to two, also being mindful of parallel projections sure is the recipe for all sort of issues. Especially with the general content for the headset, but not sure the shortcoming come from the inability. It may be more by target design. I will clarify, StarVR works fine with the majority of things I have tested. Granted, I am not a big gamer, but a content creator.
StarVR could be targeted as a consumer headset if it were the target market. It wasnât from the get go. As it is, it is more compatible that I had expected.