StarVR

Yes I saw this before now, piqued my interest when I saw it was Starbreeze who were making this (they who made the excellent Riddick: Escape from Butcher Bay) and 210 FOV. If they pull this off it will be remarkable and I definitely will be looking to pick one up. I did read however a spokesman saying that due to the difference of FOV it might not be cross platform compatible with the other hmd's, at least initially, and only their studio would make content for it.

I'll have a look and see if I can find the interview.
 
Last edited:
The computer which can handle ED and the StarVR HMD will be created around Q5 2035 ;)

Joke apart, all kind of HMD are possible, you can create today a full FOV spherical 360° with tens of 4K screens around your head. the problem is to feed all this... I guess that's why they said they will handle its content...
 
HMD running on only proprietary software?

so they are taking a niche market, and then marginalising it even more? My money is on this failing, regardless of if the hardware is good.

this early on the last thing we need is having multiple hardware platforms with software unique to them.

if that happens there will only be one winner imo for core game experiences, valve and the VIVE.

I am crossing my fingers however that for the most part all VR games will play on all the main HMDs..... even if there is a priority for some games on some hmds initially i am hoping they find their way onto all.
 
StarVR is one sensible solution. It will have 5K resolution.
Oculus, SteamVR will be around 1080p, it is still to low for good experience.
 
StarVR is one sensible solution. It will have 5K resolution.
Oculus, SteamVR will be around 1080p, it is still to low for good experience.

I use my DK2 1920x1080 (960x1080 per eye) and have a fantastic experience every time i use it. The Oculus CV1 and the Vive will both be 2160x1400 (1080x1400 per eye). Though i haven't gotten to use either one yet reports say that you can still see pixels, but you really have to look for them. The vive more so than the rift. There is speculation that the cv1 version of the rift is using diffusing lenses to mesh the light between pixels which has greatly reducing the screen door effect. Palmer has said that higher resolution doesn't necessarily fix the screen door effect because the screen is under magnification, and a better solution needed to be developed. That, and even my TitanX has a hard time running 4k at 60fps, let alone 5k at 90fps.
 
The StarVR is trying for a high-end HMD. There is a reason why HTC and Oculus are going for lower-end specs for this first release. As already mentioned this is because of current computers. Current gen computers are not going to be able to support the StarVR to it's full potential. Therefore the people who will buy it will be few. You'd have to have a very expensive computer to even think about trying to take full advantage of the StarVR. By the time normal computers can handle it, the hardware needed to build such a headset will be way cheaper and I assume a bunch of optimizations and improvements will have been discovered that will probably make the StarVR headset obsolete.

If you are one of the filthy rich who can afford a computer that can run this, you can buy it, but don't think that it is necessarily an investment into the future of VR.
 
Wrong, imo. Even now, with the DK2, the experience is thrilling.

It do not enchanted me. Even 2,5K on LG G3/4 screen is not enough to say 'good'.
Sorry, we can talk about 'good' experience when small text will be readable and pixel size will be imperceptible. 4K will be near of that.
 
Last edited:
Personally I prefer resolution over all else. Wouldn't bother me to drop texture resolutions and shadows/FX down to minimums if it meant I had maxed-out resolution with really sharp edges and text.

I'm still running an ancient GeForce GTX 460 so any VR is currently out of my reach. :(
 
Well I havent found the original page that I thought the guy said it would have restricted compatibility, but from what I did see I must have got it wrong then as it does look like they are trying to make the Starvr Valve and Vive friendly. I do apologise for the misinformation.

http://venturebeat.com/2015/06/26/why-starbreeze-thinks-it-can-compete-with-facebooks-oculus-rift-and-valves-steam-vr/

“We’re very good friends with Valve,” said Listo. “We’re going to make sure that StarVR is going to be compatible with whatever Valve is going to do. Steam is one of the best platforms out there. We love Valve’s headset. We love what they’re doing. And we’re a big supporter of the open VR they’re pushing. We fully support that thinking.”

So OP yes it does look good that chances are that we'll see ED on a StarVR!
 
Last edited:
If they have the potential to be big, hopefully that helps other VR providers work on their FOV and resolution as well! All this competition is going to be a good thing as long as compatibility isn't an issue.
 
Oculus, SteamVR will be around 1080p, it is still to low for good experience.


No it really isnt. it may not be perfect, but there are lots of good experiences and that is DK2 i am talking about. CV1 / VIVE is much better

most people cant run 5k on a monitor at even 30fps at the moment, and a rig to do that at 90fps is not gonna happen in the next couple of years and in VR to boot!.. If you want to wait 2 years (probably 5 years) for the hardware you desire, be my guest... the rest of us will be enjoying a great VR experience right now :)

VIVE and CV1 is 1080 x 1200 per eye, a modest but significant imporvment on DK2, and the lenses and SDE is much improved on top of that.
 
Last edited:
StarVR is one sensible solution. It will have 5K resolution.
Oculus, SteamVR will be around 1080p, it is still to low for good experience.

Sorry that's . Pixel density is the same because you have to divide that 2,5k per eye by 2 again since FOV is doubled. I would argue that the headtracking and refresh rate of star vr are still too bad for good experience. FOV and high pixel count doesn't compensate that.
 
You do not need to render to 4-5K. The problem is a pixel size and black lines between pixels. You can have 4-5K screen and render a game to 1080p and you will gain a big profit from better screen.

And for thafred - you will have 2,5k for one eye, not 2,5k/2 for eye. And this is a big profit. Bigger fov is also a profit. You will have not a key hole effect.
 
Last edited:
It has just occurred to me, and maybe one of you more tech savvy cmdrs would know if this is true, but would eye tracking like you get in FOVE be good for StarVR's 210 fov?
 
You do not need to render to 4-5K. The problem is a pixel size and black lines between pixels. You can have 4-5K screen and render a game to 1080p and you will gain a big profit from better screen.

And for thafred - you will have 2,5k for one eye, not 2,5k/2 for eye. And this is a big profit. Bigger fov is also a profit. You will have not a key hole effect.

if you choose to believe Palmer Lucky (and one would think he would know) SDE can get worse at the higher resolutions not better because you have more black lines between each pixel.

just improving resolution is apparently not the answer to good VR. (again according to PAlmer L)
 
And for thafred - you will have 2,5k for one eye, not 2,5k/2 for eye. And this is a big profit. Bigger fov is also a profit. You will have not a key hole effect.

No. 2.5k per eye is right but half the pixels are perifery so that you get is the same visual quality in the center as with oculus/vive.1000 pixels over100 degrees is the same as2000pixels over 200deg. Got it?
 
I had the chance to try it a month ago at Immersed Europe. The FOV is fantastic, breathtaking, just using your eyes to look without moving your head is incredible. But the current prototype is still far away from a consumer device: screens run at 60 Hz and the blur when moving your head is evident, not as bad as the Oculus Rift DK1, but similar. The tracking is quite laggy, both directional and positional, it does not react instantly when you move your head.

Oh, and the PC they used for the Walking Dead demo was powered by a Titan X card, and it fell under 60 fps quite frecuently. So, it's a great proof of concept of what future HMDs may be, but on the same event I also tried the HTC Vive and, if I had to pick one, the Vive would win hands down, even though the FOV is just half of StarVR.
 
Oh, and the PC they used for the Walking Dead demo was powered by a Titan X card, and it fell under 60 fps quite frecuently. So, it's a great proof of concept of what future HMDs may be, but on the same event I also tried the HTC Vive and, if I had to pick one, the Vive would win hands down, even though the FOV is just half of StarVR.

Sounds about right - The experience (sum of the parts) is greater than the specs by numbers.

I think VR will be a case of progressive growth in all areas (resolution, FOV, latency, SDE, etc) rather than a "let's shove much higher res screens in cos that must make things better" or "let's make a 300 degree FOV" type approach. Like many others I'm more than happy with the steady progress in all areas so far.
 
Back
Top Bottom