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Old 11-12-18, 11:17 PM
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WYP WYP is offline
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Deus reveals their 4K Odin SteamVR Headset

This Russian headset will launch in 'Summer 2019'.



Read more about DEUS' 4K ODIN VR headset.

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Old 12-12-18, 10:11 AM
Warchild Warchild is offline
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So far the only good one I have seen which trumps Rift and Vive etc on clearness is the Pimax 5k+ and 8k.

To me the best VR test for clarity and resolution etc is Elite dangerous, as the common problem right now is reading text while sat in the cockpit. Even the Vive Pro didnt help that much.

Pimax 5k+ was almost crystal clear, but the headset itself looks terrible and not very comfortable. Lets hope this one will be the new king of the hill. Certainly looks decent.
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Old 12-12-18, 11:56 AM
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Pretty cool but I'm not investing in VR again until there is true 4K per eye.
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Old 12-12-18, 12:40 PM
Warchild Warchild is offline
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Quote:
Originally Posted by Dicehunter View Post
Pretty cool but I'm not investing in VR again until there is true 4K per eye.
Look at Pimax 5k+ and 8k then. I think it can piggy back on the Vive and Occulus sensors too. But considering the resolution on these and gives a 2080 a hard time, I assume either its software issues, or VR is pushing beyond what the cards can provide.

8K” has a resolution of 3,840 × 2,160 per-eye
5K+ has 2,560 × 1,440

to me I think the 5k+ is optimal. I don't need 4k or have to spend £2300 for a titan card to run it smoothly.

Interesting thing is that previewers and reviewers are all recommending the 5k+ over the 8k.
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Old 12-12-18, 01:27 PM
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Russian huh. Zero confidence on them delivering.
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Old 12-12-18, 09:20 PM
Emu Emu is offline
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As a former Rift owner (I didn't get to use it much and my brother wanted one), the biggest thing for VR in my opinion is the field of view. The game I liked playing most in VR was Subnautica as the headset felt like it was part of the game - i.e. it felt like I was wearing a scuba mask due to the lower FoV.

The ideal VR headset would have a combined 200 degrees of horizontal view (around 125 degrees per eye as the FoV for each eye overlaps around 75 degrees into the FoV of the other eye) and around a FoV of around 130 degrees vertically. This would cover the entire range of vision for most people with a bit extra to prevent a sudden border. Such a wide FoV would really require the use of eye tracking and foveated rendering to reduce the load on the GPU though.
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