StarVR, Tobii unveil next-gen StarVR One headset

Joanna Estrada
August 17, 2018

'StarVR continues its legacy of innovation that pushes past the barriers standing in the way of enterprise-grade VR experiences, ' claims Emmanuel Marquez, chief technology officer of the StarVR joint venture. "StarVR is blazing new trails to deliver break-through technology for a new world of realism to support real business decisioning and value creation".

While full details have not yet been released, StarVR has confirmed the headset will include a custom AMOLED display and Fresnel lens system which offer 210-degree horizontal and 130-degree vertical fields of view - covering almost all of a person's natural field of vision, the company claims.

Ask around, and you'll be told that the HTC Vive Pro is the most powerful virtual reality (VR) headset you can buy, and that's still true even with the debut of StarVR One. According to the company, this comes close to covering normal human peripheral vision.

Among the StarVR's tech are a pair of AMOLED displays capable of 16 million sub-pixels and a 90fps refresh rate. For more information on how eye tracking creates better devices and better experiences, visit the Tobii website.

StarVR Corp teamed up with Tobii to provide the eye tracking solution for StarVR One, allowing it to be used with foveated rendering techniques for the best looking visuals. Additionally, StarVR One automatically measures Interpupillary Distance (IPD), instantly adjusting for every user.

What the StarVR One looks like from head on. StarVR was also in attendance, announcing the StarVR One headset, providing an extra-wide field of view and eye tracking.

The headset also has a SteamVR 2.0 sensor array built in, and if you'd rather forgo Valve's tracking, the available One XT is "embedded with active optical markers for compatibility with optical tracking systems" for particularly intensive use scenarios.

As far as design goes, the StarVR One weighs 450 grams and is said be comfortable during long wearing sessions.

A goal for many computer technologies, especially for gaming, is to achieve a greater sense of immersion. "We're excited to empower developers to build content in a platform-agnostic way, and this is a huge first step towards that", said Nick Whiting, technical director of VR and AR, Epic Games.

Other reports by Click Lancashire

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