Originally Posted by Moragg
Surely it's a matter of how much information can be delivered to the player? If OR fills the entire FOV and provides high enough pixel density (in the centre at least) then it could provide pretty similar levels of visual input?
Also, I thought VR users are more searching for an experience than a competitive advantage - or maybe that's just me.
If you would like to run an experiment on 1080P or 1440P it doesn't really matter... Go into your favorite FPS of choice, slide the FOV slider to max, then see how long it takes you/if ever to properly interpret the image. Basically, my point is that ultra wide resolution>high FOV on a single screen. OR's FOV has to be perfectly balanced or it is going to completely ruin the immersion & greatly increase risk of VR sickness.
(I feel completely blind on even a single 1440p screen)
I would call the "experience stage" the honeymoon stage. It will wear off eventually.
As to screen door, it is my understanding that the switch to OLED + being 1080P has reduced it greatly. I don't see CV1 releasing as anything other than 1080P, maybe 1920x1200.
I honestly expect OR to start gobbling up other VR upstarts to acquire better technologies and or remove competition.
edit: one other thing... I would assume OR takes just as much/more power to run as a 1080P stereoscopic 3D screen. That doesn't come easy, & that is going to be an issue for mass adaptation. This is why I predict a IGPU unit will be released in the future.Edited by skupples - 3/31/14 at 12:25pm