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  • jjj - Friday, September 4, 2015 - link

    With Oculus and likely others going for a closed ecosystem we really need some open standards allowing for sanely priced hardware and content diversity.
    They should try to get some monitor makers and Chinese phone makers on board. Monitor makers will lose business if they don't join this game and Chinese phone makers might have trouble getting into glasses on their own.
  • twin - Friday, September 4, 2015 - link

    Except Oculus isn't "going for a closed ecosystem", and their pricing will almost surely be cheaper than any similar quality product produced in low volume.
  • hyno111 - Friday, September 4, 2015 - link

    There are several Chinese VR headsets right now. And they claim to be "compatible with DK1 and DK2", while maintaining a reasonable price.
    The screen varies from 5.98-inch IPS(!)/2560*1440/75Hz to OLED/1080P/75Hz.
    And most of them are about 200$ to 300$, through I am not sure when will they managed to compatible with recent Oculus Runtime update..
    There are more Chinese "VR headsets" using Android phone as screen, they are actually useable for "immersion movie experience" at 20$.
    It is rumored Allwinner and Rockchip both have experimental VR headsets awaiting mass production.
  • jjj - Friday, September 4, 2015 - link

    Oculus is as closed as it can be and they are pushing it way too far.
    Their hardware won't even be close to decently priced, just the fact that they included the external cam sensor and the Xbox controller makes that impossible. The peripherals pretty much double the costs.
    Oculus is dead, they made all the bad decisions they could have.
  • JKflipflop98 - Sunday, September 6, 2015 - link

    You are an ignorant fool.
  • edzieba - Friday, September 4, 2015 - link

    "the higher refresh rate will likely allow them to do what Oculus is doing to improve persistence, which is to interleave a black frame between images."

    That is NOT how low persistence driving works! What Oculus and Valve/HTCX are doing is not illuminaing the display for the entire refresh period for 120Hz, that would be 8.3ms) for for a mere 1-2ms, then keeping the screen plant for the remainder of the refresh period.

    Because the image displayed on the screen if only 'correct' for an instantaneous point in time, it is preferable to show it for the shortest period possible. The lower the latency between final warp and display, the shorter the time you need to predict the future head movement over to get the image you display at that point in time as close to correct as possible.

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