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Samsung confirms plans for a standalone VR headset targeted at gamers

Earlier this month, we started hearing new rumours surrounding Samsung's long-awaited standalone virtual reality headset. At the time, various anonymous sources claimed that Samsung standalone headset would have a much higher resolution than current high-end PC offerings. Since then, a Samsung's VP of global marketing has confirmed the company's standalone headset plans.

While not many details were give, Samsung's Lee Young-hee did let CNET know that the company is in fact working on a new VR headset to target gamers and media producers. The headset itself is “still under construction” but if previous rumours hold any weight, it will have a display featuring between 1200 and 1500 pixels per inch, which is a lot more than both the HTC Vive and Oculus Rift, which offer around 450 PPI.

This headset has also previously been referred to as the Samsung Odyssey as far back as 2016. This particular headset would put Samsung in the same league as Oculus and HTC when it comes to high-end VR, with better tracking, sharper graphics and better games.

In the meantime, Samsung will continue to ship its own GearVR, which uses Oculus Home on the software side. It is unclear if Samsung's next headset would also be built in partnership with Oculus, or be capable of running Oculus Store exclusives, but hopefully we will hear more later this year.

KitGuru Says: The idea of a higher-resolution VR headset intended for gaming is quite exciting. As fun as the HTC Vive and Oculus Rift are, the pixels do standout from time to time, so moving past that would be huge. How many of you are currently waiting on more competition in the VR space before jumping in? 

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11 comments

  1. shut the fuck up

  2. Waiting for VR to match or exceed good monitor resolutions and with competitive price points. Goal: replace monitors with VR.

  3. Roger Anthony Essig

    You’ll be waiting many years. Have you tried current VR with pixel density increased?

    “..in order for cresent bay (or rift or vive) to deliver the same pixel density as a monitor at a normal viewing distance, it would have to have a resolution of about 5K by 5K per eye per eye, something like 20 times as many pixels as it currently has.” – Michael Abrash, – Oculus Research

  4. VR is advancing so damn fast. Extremely exciting times to be alive.

  5. Not really – the calc for that is very complex indeed because your eye combine the image and other factors the perceived resolution is not at all equal to two eye seeing the same image.

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  7. Roger Anthony Essig

    the calculations have been done and it’s 5K x 5K per eye.

  8. It’s far more complicated than simply 5k x 5k per eye. That is laughably simplistic.

  9. Roger Anthony Essig

    Ok what do your sources suggest is the resolution of the two panels? My source is from the Chief Scientist from Oculus.

  10. There is certainly a lot of context to it rather than the cherry picked statement you threw out there. Most of his documents compare to the potential optics of the eye. Comparing to a monitor that you see 3 feet away from is an entirely unfair comparison as the FOV is tiny like 20 degrees and Abrash himself pointed that out. A young and healthy eye can see >120 pixels per degree and the rift is about 15. But due to optics and it’s perception is about 28 pixels per degree. It gets into how visible the gap between the pixels really is and if you have high quality diffusion among other factors. Computer monitors don’t even have a truly wide gamut yet and are evolving in many ways themselves. The newest releases will have eye tracking and many other techniques to provide massively improved perceived resolution. No doubt VR will rather rapidly move into a zone where it’s usability on resolution and colors is quite on par with monitors and at an FOV that is 5 times+ higher.

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