StarVR One: Difference between revisions
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{{Device Infobox | {{Device Infobox | ||
|name = StarVR One | |||
|image = | |image = | ||
|VR/AR = [[Virtual Reality]] | |VR/AR = [[Virtual Reality]] | ||
|Type = [[Head-mounted display]] | |Type = [[Head-mounted display]] | ||
|Subtype = | |Subtype = [[Enterprise VR]] | ||
|Platform = [[ | |Platform = [[SteamVR]], proprietary enterprise platform | ||
| | |Creator = [[StarVR Corporation]] | ||
| | |Developer = [[StarVR Corporation]] | ||
|Release = | |Manufacturer = [[StarVR Corporation]] | ||
|Price = $3,200 | |Announcement Date = August 2018 | ||
|Website = https://www.starvr.com | |Release Date = 2018 (Enterprise), 2019 (Developer at $3,200) | ||
| | |Price = $3,200 (Developer Edition) | ||
|CPU = | |Website = https://www.starvr.com/ | ||
|GPU = | |Versions = StarVR One, StarVR One XT | ||
|Storage = | |Requires = High-end PC, SteamVR Tracking 2.0 base stations | ||
| | |Predecessor = StarVR (original) | ||
| | |Successor = None (company pivoted) | ||
|Resolution = | |Operating System = [[Windows]] | ||
|Refresh = | |Chipset = N/A (tethered PCVR) | ||
| | |CPU = N/A (PC-powered) | ||
| | |GPU = N/A (PC-powered) | ||
|PPD = | |HPU = | ||
| | |Storage = N/A | ||
|IPD = Automatic (eye tracking) | |Memory = N/A | ||
|Eye Tracking = Tobii | |SD Card Slot = No | ||
|Hand Tracking = | |Display = Dual AMOLED (RGB stripe) | ||
|Tracking = | |Subpixel Layout = RGB stripe | ||
| | |Peak Brightness = Not specified | ||
| | |Resolution = 1830 × 1464 per eye (3660 × 1464 combined) | ||
|Microphone = | |Pixel Density = ~18 PPD | ||
|Audio Jack = Yes | |Refresh Rate = 90Hz | ||
|Connectivity = | |Persistence = Low persistence | ||
|Ports = | |Field of View = 210° horizontal, 130° vertical | ||
|Battery = | |Horizontal FoV = 210° | ||
|Weight = 450g | |Vertical FoV = 130° | ||
| | |Average Pixel Density = ~14 PPD | ||
| | |Peak Pixel Density = ~18 PPD | ||
|Sensors = | |Foveated Rendering = Yes (with Tobii eye tracking) | ||
|Optics = Custom Fresnel lenses (canted) | |||
|Ocularity = Binocular | |||
|IPD Range = Automatic (eye tracking based) | |||
|Adjustable Diopter = No (glasses compatible) | |||
|Passthrough = No | |||
|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 | |Input = SteamVR controllers | ||
|Compliance = FCC, CE | |||
}} | }} | ||
The '''StarVR One''' is an ultra-wide field | 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 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 | |||
=== | === 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 | == 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 | ||
* Near- | * Professional simulation | ||
* Industry | * 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 == | == Eye Tracking == | ||
=== Tobii Integration === | === Tobii Integration === | ||
* | Premium eye tracking: | ||
* | * Built-in Tobii system | ||
* Automatic IPD | * 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 == | == Tracking System == | ||
=== SteamVR | === SteamVR 2.0 === | ||
Lighthouse tracking: | |||
* Base stations required | |||
* | |||
* Sub-millimeter accuracy | * 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 === | |||
Primary market: | |||
* 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 == | == 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 | |||
== Specifications == | == Technical Specifications Summary == | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 133: | Line 405: | ||
! Specification !! Details | ! Specification !! Details | ||
|- | |- | ||
| Display || | | Display || Dual AMOLED, 1830 × 1464 per eye | ||
|- | |- | ||
| Resolution || | | Total Resolution || 3660 × 1464 (16M subpixels) | ||
|- | |- | ||
| | | FOV || 210° horizontal, 130° vertical | ||
|- | |- | ||
| Refresh Rate || | | 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]] | * [[SteamVR]] | ||
* [[ | * [[Location-Based VR]] | ||
== References == | == References == | ||
| Line 167: | Line 440: | ||
[[Category:VR Headsets]] | [[Category:VR Headsets]] | ||
[[Category:Head-mounted displays]] | [[Category:Head-mounted displays]] | ||
[[Category:Enterprise VR]] | |||
[[Category:PC VR]] | [[Category:PC VR]] | ||
[[Category:Wide FOV]] | [[Category:Wide FOV]] | ||
[[Category:Eye | [[Category:Eye Tracking]] | ||
[[Category: | [[Category:2010s VR]] | ||
Latest revision as of 03:12, 8 January 2026
| StarVR One | |
|---|---|
| Basic Info | |
| VR/AR | Virtual Reality |
| Type | Head-mounted display |
| Subtype | Enterprise VR |
| Platform | SteamVR, proprietary enterprise platform |
| Creator | StarVR Corporation |
| Developer | StarVR Corporation |
| Manufacturer | StarVR Corporation |
| Announcement Date | August 2018 |
| Release Date | 2018 (Enterprise), 2019 (Developer at $3,200) |
| Price | $3,200 (Developer Edition) |
| Website | https://www.starvr.com/ |
| Versions | StarVR One, StarVR One XT |
| Requires | High-end PC, SteamVR Tracking 2.0 base stations |
| Predecessor | StarVR (original) |
| Successor | None (company pivoted) |
| System | |
| Operating System | Windows |
| Chipset | N/A (tethered PCVR) |
| CPU | N/A (PC-powered) |
| GPU | N/A (PC-powered) |
| Storage | |
| Storage | N/A |
| Memory | N/A |
| SD Card Slot | No |
| Display | |
| 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 |
| Image | |
| 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 | |
| Optics | Custom Fresnel lenses (canted) |
| Ocularity | Binocular |
| IPD Range | Automatic (eye tracking based) |
| Adjustable Diopter | No (glasses compatible) |
| Passthrough | No |
| Tracking | |
| 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 | |
| Audio | 3.5mm stereo jack with microphone |
| Microphone | Yes (via audio cable) |
| 3.5mm Audio Jack | Yes |
| Camera | No |
| Connectivity | |
| 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 |
| Device | |
| 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 |
Property "Latency" (as page type) with input value "" contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
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
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
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
Primary market:
- 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 Summary
| Specification | Details |
|---|---|
| Display | Dual AMOLED, 1830 × 1464 per eye |
| 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 (One), 430g (XT) |
| Price | $3,200 (Developer Edition) |