StarVR One
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| 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 |
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) |