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Displays Games

A 2560x1440 VR Headset That's Mobile 135

New submitter oldmildog writes: "GameFace Labs may very well be the furthest along in the quest to create a mobile VR headset. It's based on Android, and their latest prototype is the first VR headset (mobile or tethered) to include a 2560x1440 display, with 78% more pixels than 1080p based VR headsets like the Oculus Rift DK2. CEO Ed Mason said, 'The upgrade to 1280 x 1440 per eye is monumental. Individual pixels are hard to detect at first glance, making it a more immersive and comfortable experience in every single game and experience that we've tried. A lot of the ‘presence’ described by devs at the Valve [prototype VR headset] demonstration can be attributed to their use of higher resolution (and lower persistence) panels, which has a noticeable impact in suspending disbelief and tricking the brain."
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A 2560x1440 VR Headset That's Mobile

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  • Transparent OLED (Score:5, Interesting)

    by Charliemopps (1157495) on Tuesday April 08, 2014 @08:31PM (#46700577)

    These things really aren't going to hit their stride until they start using Transparent OLED displays so instead of cloaking you in VR it's overlays info on the real world.

  • Re:Oxymoron (Score:4, Interesting)

    by fuzzyfuzzyfungus (1223518) on Tuesday April 08, 2014 @09:19PM (#46700853) Journal
    There's also the question of what, exactly, the 'mobile' use case for something even harder on your situational awareness than a bag over your head...

    Having lived through the era of 21+ inch CRTs, I certainly want any VR headset to be relatively lightweight(especially the part I attach to my face) and nobody likes dealing with devices that require three dongles, an external PSU, a processor box, and a couple of line lumps to operate, so my (perhaps naive) assumption would be that 'non-mobile' would still mean 'fairly lightweight thing you put on your head, probably with a smallish support box that takes the video inputs, handles the motion-tracking camera, if any, and either houses or is connected to the power supply'.

    So, um, even the non-mobile units are going to be easy enough to toss into a (suitably protective) laptop bag, which makes them pretty 'mobile' for something that's dangerously useless when actually walking around.

    I'm also a trifle baffled about the 'Android' element. What is based on Android? Did they drag a gratuitous smartphone/tablet interface into the firmware that handles location tracking and such because, um, some reason? Is this VR system tied directly to the output of yet another probably-doomed niche Android Gaming Product? I hope it has video-in for when that flops.

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