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Posted (edited)

Not much info yet.. Kudos to DiscoLew over on hoggit for the heads up.

 

https://thedigitallifestyle.com/w/index.php/2019/04/11/acer-announce-a-new-windows-mixed-reality-headset-conceptd-ojo/

Edited by Tinkickef

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Posted

Anyone know what Acer is like in this space? It looks on the face of it the same as the HP Reverb.

 

Exciting times indeed.

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Posted

Great to see things moving on the hardware front after three years of relative calm. So much choice coming up geek.gif

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Posted

ConceptD OJO

4,320 x 2,160 Display

Detachable & Swappable Design

Easy Pupil-Distance Adjustment

Patented Sound Pipe

 

Another headset to be interested about, great time for VR users, so many choices coming out!

Capture.PNG.bc568d841436d0b343f907f27827c3e0.PNG

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Posted

I wonder how many of these new headsets are all using this new 2160x2160 LCD panel. IMO no coincidence all these new headsets are coming out within 2 months of one another.

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Posted (edited)
I wonder how many of these new headsets are all using this new 2160x2160 LCD panel. IMO no coincidence all these new headsets are coming out within 2 months of one another.

 

 

Same was with WMR when it was released. I gues this could be WMR second generation.

 

 

Edited by wormeaten
Posted
I wonder how many of these new headsets are all using this new 2160x2160 LCD panel. IMO no coincidence all these new headsets are coming out within 2 months of one another.

 

Most WMR guys are just modifying a reference design made by qualcomm with those panels. Thats why they are largely quite similar. The cosmos looks to be using it too. I think for this one alot of guys will be excited by IPD adjustment.

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Posted

The real news seems to be that Acer looks to have bought out Starbreeze and their StarVR project. That thing is beyond insanely awesome. If Acer makes it possible to bring the price down by volume, they'd have the absolute killer HMD.

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Posted

Part of issue with StarVR cost was the lenses. Good lenses=$$$ not much to be done cost wise.

 

Honestly though cost isn't a massive issue for me and I'm willing to pay for quality.

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Posted

I am absolutely willing to pay for quality, but StarVR price used to be 3200 USD.

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Posted
Honestly though cost isn't a massive issue for me and I'm willing to pay for quality.

 

 

that’s two of you.

and let’s say there are a 1000 more, no i mean 2000 more.

 

it’s still not enough to make it profitable.

 

it would have to be done as a loss leader to another product.

Posted
that’s two of you.

and let’s say there are a 1000 more, no i mean 2000 more.

 

it’s still not enough to make it profitable.

 

it would have to be done as a loss leader to another product.

 

Nah, I get it and that's why it costs 3200, its because that's the market price point for it.

 

Most likely I'll go with either a reverb/acer/index/cosmos when they come out based on reviews.

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Posted

No longer interested in StarVR, even if it did launch. Resolution is too low.

GPU: RTX 4090 - 3,000 MHz core / 12,000 MHz VRAM. 

CPU: 7950X3d - 5.2 GHz X3d, 5.8 GHz secondary / MB: ASUS Crosshair X670E Gene / RAM: G.Skill 48GB 6400 MHz

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Posted

StarVR does come with 2x VirtualLink connectors, so they could easily make 2160p and above panels while still maintaining 90+ Hz refresh.

 

Acer have tweeted about having picked up the project again and StarVR is alive and kicking. But more detailed info is as scarce as about the D OJO.

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Posted
StarVR does come with 2x VirtualLink connectors, so they could easily make 2160p and above panels while still maintaining 90+ Hz refresh.

 

“connector” decisions are usually made near the end of the engineering proposal cycle.

 

it’s rare that they decide on a connector first, then decide what they can build using it.

Posted

StarVR is almost a finished product. See

 

This thing seems way past an engineering proposal cycle, they did hands-on demos to press. We don't know the actual resolution, but we do know it uses RGB stripe AMOLED displays and the res is being stated as "16 million subpixels". Which would roughly be 2x 1800x1500 assuming 3 subpixels per pixel. Which also means they could just as well use a lot higher res displays and still not run out of bandwidth.

 

The question currently is whether VR SLI is mandatory to run them, which would make them even more expensive than they already are.

 

But stuff like eyetracking, auto-IPD, dynamic distortion compensation based on IPD and tracking data (funnily enough, Valve has a patent on that), an insane FOV of 210/130 makes this the state of the art in pretty much any respect.

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