How about this new one?
Looks interesting - especially for that Field of View. Per eye is 1700x1440 (vs Reverb’s 2160x2160 and Index’s 1440x1660) with a 72/90/120 refresh. Hardware IPD adjuster is very nice.
Price-wise looks about the same as the Valve Index (as do all the features), so when it ships and gets reviewed it might be an interesting alternative?
For me, the three most important features to consider when buying a VR headset are 1) resolution 2) resolution and 3) resolution. Everything else is nice to have, but all of the comfort, high definition sound, and superior build quality doesn’t mean squat if you can’t see the enemy or enjoy the view out of the window. There seems to be a lot of price gouging by manufacturers who hype their products as improved, but have incrementally minor image quality given the cost and time they’ve had to developer their product. I hope that HP is selling all the Reverbs they can make in order to put pressure on the less performing, but in some cases, more costly VR equipment manufacturers.
I would put IPD adjustment at no. 1
IMHO, it can have all the resolution in the world, if the IPD doesn’t fit, it’s not worth the plastic it’s made of. Learned that the hard way with the Rift S!
No. But I think it’s interesting that they have decided to add it as an option, and AFAIK you should be able to install the eye tracker yourself. So one can buy the headset, when it’s out, and then get the eye tracker.
Martin Lammi, or SweViver on youtube, is swedish and is the Pimax EU community relations manager. I wonder if he’d consider accepting a visitor from Mudspike…
I’m on the fence pulling the trigger for a Reverb or waiting for the next line of headsets. I currently have a Rift S. Happy with it in terms of price/performance. P.D 1.7. Of course, it’s always nice to have a higher resolution.
However, my main gripe is FOV. The Reverb FOV is 4 degrees more than the Rift S which for all intents and purposes is the same. The only VR headset that has a significantly wider FOV is Pimax. But having to pay extra for controllers and lighthouse towers… not worth it IMO. The Artisan seems to be a fair balance in resolution and wider FOV. A minimum 2160 res is likely my next upgrade. And again, adding lighthouse towers and controllers double the cost.
Do we know of any new VR headsets due in 2020? Oculus? HP? Valve? HTC?
I’m in the same predicament.
Curious about the Pimax 8KX.
There’s talk about a new Samsung HMD and a Reverb with more cameras…
Like @Troll said, maybe some on the WMR side with Samsung and HP but very hard to tell. Valve won’t do anything for a while with the Index still selling out, Oculus/Facebook are all-in on the stand-alone VR with the Quest, and Pimax is just Pimax, and have shut their US support office.
I regret not get the Reverb sooner, just for pure sim playing, but then again it took them a while to make ones that work ok. The thing that is not intuitive is that if you oversample a headset you might as well just get one that shows the real pixels, it makes the world of difference in flight (with all the usual personal preferences/IPD etc etc caveats as per usual).
Let’s face non-virtual reality here, they all suck. To a man on a desert island, even a warm Rolling Rock would taste like nectar of the gods.
They moved their support site to Sweviver’s YouTube channel…
I’m just waiting for the Steam Index to be sold in Norway I would have been a happy (VR) camper by now, if they did.
This is pretty much my issue with Pimax.
Their products seem to improve and if they continue on their path I have no doubt they can lead the market, someday. But the soft Oculus cushion has really spoiled me. The fact that I’d be stuck with Steam VR, for sims, scare me. Especially when seeing how much better the Rift S performs in native mode, than in SteamVR mode. But then again, that may just be Oculus not playing well with Steam, I guess…
The Reverb is available in country now, from a store that usually has a 30 day return policy. So, I guess it can’t hurt to try it out.
They can be really good I think… once they realize what they actually want. I find the product line-up confusing. Though the 8kx seems to be a high-end winner if it gets the support it deservs.
In the meantime I am sticking to Reverb
Once you get a taste of the improved resolution the Reverb offers, your worries about running with Steam VR will be a thing of the past.
But how smoothly does it run in comparison to the Oculus solution? High res is going to be nice of course, but fluidity is IMHO more important when you are moving your head about in a combat sim. My litmus test would be with the Harrier Free Flight mission… get down low in the valleys East of Batumi where there are a lot of trees, and look off to one side… how smooth is it in the Reverb? It is almost glassy smooth with the Rift S on my system with ASW enabled.
I don’t own the harrier so unfortunately I can’t test that easily. That being said, there is no doubt the Oculus ASW solution for increasing frames is the best out there, but I’ve been pretty pleased with the Microsoft reprojection solution.
I’m glad you are doing well with it. My excursion with the Odyssey Plus had me swearing off any WMR solution for the foreseeable future though. I really didn’t like it at all (while others loved it). What makes for a good VR experience seems to be different for all of us.
That is VERY true and why I always try to tell others to try a few different sets if they can to see what is most important to them as all sets have their pluses and minuses.
I’ve not done much intensive testing or tweaked any settings…but with everything on high except for Motion Blur and SSAA, I just ran through some valleys in that Quick Start mission and was averaging about 40FPS with lows around 30. I’m not using reprojection (that I know of), and felt even at 30FPS it was smooth enough to barely be noticeable. I think ideally it would be 45, and I could probably move some tree sliders and distance sliders a bit more toward the center. I also am not using the VR masking trick/tweak (I’m not sure if it still works)…
And FWIW - I’m running at 152% in Steam VR…not sure if that is totally correct or not…
I think given the Steam beta vs stable for VR the percentage used is less important than the actual resolution shown for that percentage. Ideally you want the slider as close to native res (2160x2160) as you can.