StarVR One
| StarVR One | |
|---|---|
| Basic Info | |
| VR/AR | Virtual Reality |
| Type | Head-Mounted Display |
| Subtype | Enterprise VR |
| Platform | SteamVR |
| Developer | StarVR Corporation (Acer/Starbreeze) |
| Manufacturer | StarVR Corporation |
| Release Date | 2019 |
| Price | $3,200 USD (headset only) |
| Website | https://www.starvr.com/ |
| System | |
| Storage | |
| Display | |
| Display | AMOLED (custom, dual) |
| Resolution | 1830x1464 per eye |
| Refresh Rate | 90 Hz |
| Image | |
| Field of View | 210° horizontal × 130° vertical |
| Optics | |
| Ocularity | Binocular |
| Tracking | |
| Tracking | SteamVR 2.0 (outside-in) |
| Eye Tracking | Tobii integrated |
| Audio | |
| Connectivity | |
| Device | |
| Weight | 450g (One) / 430g (One XT) |
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The StarVR One is an enterprise virtual reality head-mounted display developed by StarVR Corporation (a joint venture between Acer and Starbreeze Studios), released in 2019 at $3,200 (headset only). Featuring the widest field of view of any VR headset at 210° horizontal × 130° vertical (nearly matching human peripheral vision), dual custom AMOLED displays with 16 million sub-pixels at 1830x1464 per eye, integrated Tobii eye tracking for foveated rendering and automatic IPD adjustment, SteamVR 2.0 tracking up to 10m x 10m. Targeting VR arcades, location-based entertainment, and enterprise simulation.
History and Development
StarVR Corporation, formed as a joint venture between Acer and Starbreeze Studios, developed the StarVR One for location-based VR entertainment and enterprise applications. The headset debuted at trade shows and was made available to developers in 2019 at $3,200. Notable deployments included Dubai VR World and IMAX VR centers. The ultra-wide FOV design targeted professional simulation requiring peripheral vision awareness. A variant, the StarVR One XT, supports optical tracking for large-scale venues.[1]
Design and Hardware
Display
Ultra-wide custom AMOLED:
- 1830x1464 per eye resolution
- Dual custom AMOLED displays
- 16 million total sub-pixels
- 90 Hz refresh rate
- High contrast
- Wide color gamut
Field of View
Near-human peripheral vision:
- 210° horizontal FOV
- 130° vertical FOV
- Nearly 100% human forward vision
- Unprecedented peripheral awareness
- No visible borders
- Natural immersion
Eye Tracking
Tobii integration:
- Tobii eye tracking
- Automatic IPD adjustment (software)
- Foveated rendering
- Performance optimization
- Gaze analytics
- Natural interaction
Tracking
SteamVR 2.0:
- SteamVR 2.0 base stations
- Outside-in tracking
- 6DoF
- Up to 10m x 10m (4 base stations)
- Sub-millimeter precision
Build
- 450g (StarVR One)
- 430g (StarVR One XT)
- Professional design
- Extended wear comfort
Variants
| Variant | Tracking | Weight |
|---|---|---|
| StarVR One | SteamVR 2.0 only | 450g |
| StarVR One XT | SteamVR 2.0 + optical tracking | 430g |
PC Requirements
Extreme requirements:
- Minimum GPU: NVIDIA GTX 1080 Ti
- Recommended GPU: NVIDIA RTX 2080 / Quadro RTX 5000
- Total investment (headset + tracking + PC): $5,000+
Applications
Location-Based Entertainment
- VR arcades
- IMAX VR centers
- Dubai VR World
- Themed attractions
Enterprise
- Professional simulation
- Training with peripheral awareness
- Automotive design review
- Architecture visualization
Technical Specifications
| Specification | Details |
|---|---|
| Display | 1830x1464 AMOLED x2 |
| Total Subpixels | 16 million |
| Refresh Rate | 90 Hz |
| Horizontal FOV | 210° |
| Vertical FOV | 130° |
| Eye Tracking | Tobii integrated |
| Tracking | SteamVR 2.0 |
| Room Scale | Up to 10m x 10m |
| Weight | 450g / 430g |
| Price | $3,200 |
Reception
Praise:
- 210° FOV unprecedented
- Nearly human peripheral vision
- Tobii eye tracking integrated
- Foveated rendering support
- Automatic IPD adjustment
- 16 million sub-pixels quality
- SteamVR 2.0 precise
- Location-based excellent
- Peripheral awareness immersive
- Professional simulation ideal
Criticism:
- $3,200 enterprise pricing
- Base stations extra
- Controllers extra
- Total cost $5,000+
- Extreme PC requirements
- GTX 1080 Ti minimum
- Enterprise-only availability
- Heavy investment
- Limited consumer appeal
- Requires foveated rendering[2]