New insane spec enterprise VR headset that offers an interesting insight into future of VR

If it wasn't for the subscription, assuming it's WMR compliant - I would buy one tomorrow. At ~$3100 it's a fraction of the price of an XTAL 8K and, from the videos, looks roughly the same display quality. Of course the XTAL doesn't rip people off with a 'print money' subscription
 
I wonder what PC specs would be required to get the best out of those headsets.
It depends on a few things. Any existing game that addresses the OpenVR (SteamVR) API, would need to render the entire FOV at the resolution of the stamp-sized high resolution area in the middle, in order to make the most of it, which is not exactly efficient, and hardly feaseable.

In order to not be so wasteful, one would need to specifically build the game with foveation, presumably using Varjo's package for your game engine, so that it renders, for each eye, a low resolution frame of the whole FOV, and a high resolution one of just the narrow bit in the middle, for the "focus display".

(Also: As far as I know; Whilst it has eyetracking built-in, this latest model still has the high resolution area in a fixed place, in the middle of the view -- its projection can not yet, still, be moved around, across your FOV, to wherever you are looking at any given time.)
 
The lasers alone would be worth the purchase price :) However, I don't think that any consumer graphics card on the market or in the pipeline could those resolutions and framerates, but lets not do a Bill Gates "Nobody will ever need more than 640kb of RAM" type of oopsie. There may not be such a card now, but there will be, at some point, and that $8k headset from XTAL has been usurped by a $3k one, and it will in turn also be eclipsed by something that might even be sub-grand in the high three figures. This assertion is just the logical extension of what we have already seen within VR whereby, 5 Years, ago when VR was gaining traction, it required a full mongo PC with an uber graphics card, nowadays I don't think you can buy a "Gaming" PC that couldn't run VR?
 
It depends on a few things. Any existing game that addresses the OpenVR (SteamVR) API, would need to render the entire FOV at the resolution of the stamp-sized high resolution area in the middle, in order to make the most of it, which is not exactly efficient, and hardly feaseable.

In order to not be so wasteful, one would need to specifically build the game with foveation, presumably using Varjo's package for your game engine, so that it renders, for each eye, a low resolution frame of the whole FOV, and a high resolution one of just the narrow bit in the middle, for the "focus display".

(Also: As far as I know; Whilst it has eyetracking built-in, this latest model still has the high resolution area in a fixed place, in the middle of the view -- its projection can not yet, still, be moved around, across your FOV, to wherever you are looking at any given time.)
Do you think using it will be like looking through glasses which are smudged everywhere except the middle of the lenses?
 
The lasers alone would be worth the purchase price :) However, I don't think that any consumer graphics card on the market or in the pipeline could those resolutions and framerates, but lets not do a Bill Gates "Nobody will ever need more than 640kb of RAM" type of oopsie. There may not be such a card now, but there will be, at some point, and that $8k headset from XTAL has been usurped by a $3k one, and it will in turn also be eclipsed by something that might even be sub-grand in the high three figures. This assertion is just the logical extension of what we have already seen within VR whereby, 5 Years, ago when VR was gaining traction, it required a full mongo PC with an uber graphics card, nowadays I don't think you can buy a "Gaming" PC that couldn't run VR?
If no-one invented compilers for people who want to 'draw' their programs, we'd probably still be happy with 640k of RAM :geek:
( Written in vi... on Xenix 💪 )
 
Do you think using it will be like looking through glasses which are smudged everywhere except the middle of the lenses?

Heh... That is actually how I personally find every HMD I have ever tried, to date, anyway, on account of the way the field curvature of the lenses draws away from the flat plane display panel, making things blur more and more the farther from the centre one looks (with the 2-element-lens Valve Index having been the least bad of the lot, so far, in that respect (I have tried none of the WMR devices, but have heard of no special optics in any of them)).

I don't know how/if Varjo have dealt with that issue, but checking the specs for the XR-3, they do seem to claim that even the low resolution part of the view should deliver 30 pixels per degree, which would be about the same resolution step-up (in absolute numbers), over the Reverbs, as you get going from Index to Reverb, and halfway to "retina resolution TM" classification, even if not quite halfway to the XR-3's 70ppd focus area; So if the optics do let you focus on the peripheral view; Even that "lowres" part should be noticeably more detailed than the Reverbs' view, which does sound quite intriguing, and maybe good enough that one would barely notice the step-down from the focus area... (...and, of course, if the optical edge-to-edge sharpness were to turn out to not be very good, it is highly probable one would not notice it anyway. :p)

I have also no idea how invisible they have managed to make the transition between the focus- and peripheral areas, and the picture value balance between them, but it was supposedly pretty good already with the older models. Would be cool to get to try one. :7
 
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