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{{Device Infobox | {{Device Infobox | ||
|name = StarVR One | |||
|image = | |image = | ||
|VR/AR = [[Virtual Reality]] | |VR/AR = [[Virtual Reality]] | ||
|Type = [[Head- | |Type = [[Head-mounted display]] | ||
|Subtype = [[Enterprise VR]] | |Subtype = [[Enterprise VR]] | ||
|Platform = [[SteamVR]] | |Platform = [[SteamVR]], proprietary enterprise platform | ||
|Developer = [[StarVR Corporation]] | |Creator = [[StarVR Corporation]] | ||
|Developer = [[StarVR Corporation]] | |||
|Manufacturer = [[StarVR Corporation]] | |Manufacturer = [[StarVR Corporation]] | ||
|Release Date = 2019 | |Announcement Date = August 2018 | ||
|Price = $3,200 | |Release Date = 2018 (Enterprise), 2019 (Developer at $3,200) | ||
|Price = $3,200 (Developer Edition) | |||
|Website = https://www.starvr.com/ | |Website = https://www.starvr.com/ | ||
|Display = AMOLED ( | |Versions = StarVR One, StarVR One XT | ||
|Resolution = | |Requires = High-end PC, SteamVR Tracking 2.0 base stations | ||
| | |Predecessor = StarVR (original) | ||
|Refresh Rate = | |Successor = None (company pivoted) | ||
|Field of View = 210° horizontal | |Operating System = [[Windows]] | ||
|Chipset = N/A (tethered PCVR) | |||
|CPU = N/A (PC-powered) | |||
|GPU = N/A (PC-powered) | |||
|HPU = | |||
|Storage = N/A | |||
|Memory = N/A | |||
|SD Card Slot = No | |||
|Display = Dual AMOLED (RGB stripe) | |||
|Subpixel Layout = RGB stripe | |||
|Peak Brightness = Not specified | |||
|Resolution = 1830 × 1464 per eye (3660 × 1464 combined) | |||
|Pixel Density = ~18 PPD | |||
|Refresh Rate = 90Hz | |||
|Persistence = Low persistence | |||
|Field of View = 210° horizontal, 130° vertical | |||
|Horizontal FoV = 210° | |||
|Vertical FoV = 130° | |||
|Average Pixel Density = ~14 PPD | |||
|Peak Pixel Density = ~18 PPD | |||
|Foveated Rendering = Yes (with Tobii eye tracking) | |||
|Optics = Custom Fresnel lenses (canted) | |||
|Ocularity = Binocular | |Ocularity = Binocular | ||
|Eye Tracking = Tobii integrated | |IPD Range = Automatic (eye tracking based) | ||
|Tracking = SteamVR 2.0 ( | |Adjustable Diopter = No (glasses compatible) | ||
| | |Passthrough = No | ||
|Weight = 450g (One) | |Tracking = 6DoF outside-in (SteamVR 2.0) | ||
|Tracking Frequency = 1000Hz (base stations) | |||
|Base Stations = Required (sold separately) | |||
|Eye Tracking = Yes (Tobii integrated) | |||
|Face Tracking = No | |||
|Hand Tracking = No | |||
|Body Tracking = Via VIVE Trackers | |||
|Rotational Tracking = Yes | |||
|Positional Tracking = Yes | |||
|Update Rate = 90Hz | |||
|Tracking Volume = SteamVR Lighthouse 2.0 | |||
|Play Space = Roomscale, large-scale (XT version) | |||
|Latency = <20ms motion-to-photon | |||
|Audio = 3.5mm stereo jack with microphone | |||
|Microphone = Yes (via audio cable) | |||
|3.5mm Audio Jack = Yes | |||
|Camera = No | |||
|Connectivity = 2× USB-C (via extension cables) | |||
|Ports = 2× USB-C, 3.5mm audio | |||
|Wired Video = Yes (USB-C) | |||
|Wireless Video = No | |||
|WiFi = No | |||
|Bluetooth = No | |||
|Power = USB powered | |||
|Battery Capacity = N/A | |||
|Battery Life = N/A (tethered) | |||
|Charge Time = N/A | |||
|Dimensions = Not specified | |||
|Weight = 450g (StarVR One), 430g (StarVR One XT) | |||
|Material = Plastic, metal | |||
|Headstrap = Adjustable head mount | |||
|Haptics = Controller haptics (via SteamVR controllers) | |||
|Color = Black | |||
|Sensors = Lighthouse tracking photodiodes, Tobii eye tracking, IMU | |||
|Input = SteamVR controllers | |||
|Compliance = FCC, CE | |||
}} | }} | ||
The '''StarVR One''' is an enterprise [[virtual reality]] [[head-mounted display]] developed by [[StarVR Corporation]] | The '''StarVR One''' is an enterprise-focused ultra-wide field of view [[virtual reality]] [[head-mounted display]] developed by [[StarVR Corporation]], announced in August 2018 and released for developers in 2019 at $3,200. The StarVR One represented the most ambitious attempt to deliver human-like peripheral vision in VR, featuring an unprecedented 210° horizontal and 130° vertical field of view—described as "nearly 100-percent human" FOV—achieved through dual canted 4.77" AMOLED displays. With integrated Tobii eye tracking for automatic IPD adjustment and foveated rendering, SteamVR 2.0 tracking, and a 90Hz refresh rate, the StarVR One targeted location-based entertainment, professional simulation, and enterprise visualization where maximum immersion justified the premium cost. The headset competed directly with IMAX VR installations and high-end flight simulators rather than consumer VR. | ||
== History and Development == | == History and Development == | ||
StarVR | === StarVR Origins === | ||
Company background: | |||
* Joint venture: Starbreeze Studios + Acer | |||
* Originally founded 2015 | |||
* IMAX VR partnership | |||
* Location-based focus | |||
== | === Original StarVR === | ||
First generation: | |||
* 2016 announcement | |||
* 5K resolution concept | |||
* 210° FOV goal | |||
* Limited deployment | |||
=== Display === | === StarVR One Announcement === | ||
August 2018 reveal: | |||
* 90Hz upgrade (from 62Hz) | |||
* SteamVR 2.0 support | |||
* Tobii eye tracking integrated | |||
* Two versions (One and One XT) | |||
=== Developer Edition === | |||
2019 availability: | |||
* $3,200 price point | |||
* Developer access | |||
* Limited quantities | |||
* Enterprise focus | |||
== Design Philosophy == | |||
=== Human-Like FOV === | |||
Core mission: | |||
* 210° horizontal FOV | |||
* True peripheral vision | |||
* No "tunnel vision" | |||
* Maximum immersion | |||
=== Enterprise First === | |||
Market positioning: | |||
* Location-based entertainment | |||
* Professional simulation | |||
* Training applications | |||
* Premium pricing justified | |||
=== Foveated Rendering Essential === | |||
Performance solution: | |||
* Eye tracking enabled | |||
* Dynamic quality | |||
* GPU efficiency | |||
* Wide FOV feasible | |||
== Display Technology == | |||
=== Dual AMOLED Panels === | |||
Large displays: | |||
* '''Size''': 2 × 4.77" panels | |||
* '''Resolution''': 1830 × 1464 per eye | |||
* '''Total''': 3660 × 1464 | |||
* '''Subpixels''': 16 million RGB | |||
=== RGB Stripe === | |||
Subpixel arrangement: | |||
* Full RGB per pixel | |||
* Reduced screen door | |||
* Better text clarity | |||
* Professional quality | |||
=== Refresh Rate === | |||
Improved timing: | |||
* 90Hz (upgraded from 62Hz) | |||
* Smooth motion | |||
* Professional standard | |||
* VR comfort | |||
=== Visual Quality === | |||
FOV trade-offs: | |||
* Wide peripheral view | |||
* Lower pixel density overall | |||
* ~18 PPD center | |||
* Resolution spread across FOV | |||
== Unprecedented Field of View == | |||
=== 210° Horizontal === | |||
Human-like peripheral: | |||
* Near-complete horizontal vision | |||
* True peripheral awareness | |||
* No "tunnel vision" | |||
* Immersion breakthrough | |||
=== 130° Vertical === | |||
Extended vertical: | |||
* Looking up/down naturally | |||
* Full vertical awareness | |||
* Cockpit visibility | |||
* Natural viewing | |||
=== FOV Comparison === | |||
Industry context: | |||
* Rift/Vive: ~110° | |||
* Pimax: ~170° | |||
* StarVR: 210° | |||
* Human vision: ~220° | |||
=== Immersion Impact === | |||
User experience: | |||
* | * Dramatically increased presence | ||
* | * Peripheral motion awareness | ||
* | * Natural environment sensing | ||
* | * Revolutionary immersion | ||
== | == Optical System == | ||
=== Canted Display Configuration === | |||
Dual angled displays: | |||
* Displays tilted outward | |||
* Overlapping center | |||
* Extended horizontal FOV | |||
* Complex rendering | |||
=== Custom Fresnel Lenses === | |||
Wide-angle optics: | |||
* | * Large lens coverage | ||
* | * Multi-element design | ||
* | * FOV optimization | ||
* | * Professional quality | ||
=== | === Automatic IPD === | ||
Eye tracking powered: | |||
* Tobii detects pupil position | |||
* Automatic calibration | |||
* No manual adjustment | |||
* User convenience | |||
== Eye Tracking == | |||
=== Tobii Integration === | |||
* | Premium eye tracking: | ||
* Built-in Tobii system | |||
* | * High accuracy | ||
* | * Reliable detection | ||
* | * Professional grade | ||
=== | === Automatic IPD === | ||
Convenience feature: | |||
* Detects eye position | |||
* Adjusts calibration | |||
* No physical controls | |||
* Personalized setup | |||
=== Foveated Rendering === | |||
Performance critical: | |||
* Renders high-res where looking | |||
* Reduces peripheral resolution | |||
* GPU savings essential | |||
* 210° FOV feasible | |||
== Tracking System == | |||
=== | === SteamVR 2.0 === | ||
Lighthouse tracking: | |||
* Base stations required | |||
* Sub-millimeter accuracy | |||
* Room-scale support | |||
* Professional reliability | |||
=== StarVR One XT === | |||
* | Extended tracking: | ||
* | * Additional optical tracking | ||
* | * Large-scale installations | ||
* VR arcade support | |||
* Warehouse-scale | |||
== | === Controller Support === | ||
SteamVR ecosystem: | |||
* Index controllers | |||
* VIVE wands | |||
* Full compatibility | |||
* Enterprise options | |||
== Audio == | |||
=== 3.5mm Audio Jack === | |||
External audio: | |||
* No built-in speakers | |||
* Headphone required | |||
* Includes audio cable | |||
* Microphone support | |||
=== Professional Setup === | |||
Enterprise audio: | |||
* Quality headphone use | |||
* Communication capable | |||
* Installation flexibility | |||
* Custom solutions | |||
== Product Versions == | |||
=== StarVR One === | |||
Standard version: | |||
* 450g weight | |||
* SteamVR 2.0 only | |||
* Professional use | |||
* Standard installations | |||
=== StarVR One XT === | |||
Extended version: | |||
* 430g weight | |||
* SteamVR 2.0 + optical tracking | |||
* Large-scale VR arcades | |||
* Warehouse installations | |||
== Physical Design == | |||
== | === Weight === | ||
Reasonable for features: | |||
* 450g (standard) | |||
* 430g (XT) | |||
* Good weight distribution | |||
* Extended wear possible | |||
=== Build Quality === | |||
Professional construction: | |||
* Premium materials | |||
* Durable design | |||
* Enterprise reliability | |||
* Quality feel | |||
* | === Connectivity === | ||
* | Cable system: | ||
* | * 2 × 0.9m USB-C cables | ||
* 2 × 5m extension cables | |||
* Professional installation | |||
* Flexible routing | |||
== | == Use Cases == | ||
=== Location-Based Entertainment === | === Location-Based Entertainment === | ||
Primary market: | |||
* VR arcades | * VR arcades | ||
* | * Theme park installations | ||
* | * Entertainment centers | ||
* | * Pay-per-play | ||
=== Professional Simulation === | |||
Training applications: | |||
* Flight simulation | |||
* Military training | |||
* Driving simulation | |||
* Industrial training | |||
=== Architectural Visualization === | |||
Design review: | |||
* Full peripheral awareness | |||
* Natural space perception | |||
* Client presentations | |||
* Design evaluation | |||
=== Medical Training === | |||
Healthcare applications: | |||
* Surgical simulation | |||
* Anatomy visualization | |||
* Training scenarios | |||
* Professional education | |||
== System Requirements == | |||
=== High-End PC === | |||
Demanding specifications: | |||
* Top-tier GPU required | |||
* High VRAM essential | |||
* Foveated rendering helps | |||
* Professional workstation | |||
=== Total Investment === | |||
Complete setup cost: | |||
* $3,200 headset | |||
* Base stations | |||
* Controllers | |||
* High-end PC | |||
* Over $5,000 total | |||
== Company Challenges == | |||
=== Limited Market === | |||
Enterprise constraints: | |||
* High price barrier | |||
* Niche applications | |||
* Limited consumer appeal | |||
* Small market size | |||
=== Business Difficulties === | |||
Corporate challenges: | |||
* Starbreeze financial issues | |||
* Market contraction | |||
* Competition | |||
* Pivot required | |||
== Legacy == | |||
=== | === FOV Pioneer === | ||
* | Industry contribution: | ||
* | * Widest consumer-accessible FOV | ||
* | * Peripheral vision demonstration | ||
* | * Technical achievement | ||
* Inspiration for others | |||
=== Technical Validation === | |||
Proof of concept: | |||
* Human-like FOV possible | |||
* Eye tracking essential | |||
* Foveated rendering critical | |||
* Premium market viable | |||
== Technical Specifications == | == Technical Specifications Summary == | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 119: | Line 405: | ||
! Specification !! Details | ! Specification !! Details | ||
|- | |- | ||
| Display || | | Display || Dual AMOLED, 1830 × 1464 per eye | ||
|- | |- | ||
| Total | | Total Resolution || 3660 × 1464 (16M subpixels) | ||
|- | |- | ||
| | | FOV || 210° horizontal, 130° vertical | ||
|- | |- | ||
| | | Refresh Rate || 90Hz | ||
|- | |- | ||
| | | Eye Tracking || Tobii (integrated) | ||
|- | |- | ||
| | | Tracking || SteamVR 2.0 (One), + Optical (XT) | ||
|- | |- | ||
| | | Foveated Rendering || Yes | ||
|- | |- | ||
| | | Audio || 3.5mm jack with microphone | ||
|- | |- | ||
| Weight || 450g | | Weight || 450g (One), 430g (XT) | ||
|- | |- | ||
| Price || $3,200 | | Price || $3,200 (Developer Edition) | ||
|} | |} | ||
== See Also == | == See Also == | ||
* [[ | * [[StarVR Corporation]] | ||
* [[ | * [[Wide FOV VR]] | ||
* [[ | * [[Enterprise VR]] | ||
* [[ | * [[Tobii Eye Tracking]] | ||
* [[SteamVR]] | |||
* [[Location-Based VR]] | |||
== References == | == References == | ||
{{ | {{Reflist}} | ||
[[Category:Devices]] | [[Category:Devices]] | ||
[[Category: | [[Category:VR Headsets]] | ||
[[Category:Head- | [[Category:Head-mounted displays]] | ||
[[Category:Enterprise VR]] | [[Category:Enterprise VR]] | ||
[[Category:PC VR]] | [[Category:PC VR]] | ||
[[Category: | [[Category:Wide FOV]] | ||
[[Category: | [[Category:Eye Tracking]] | ||
[[Category:2010s VR]] | |||