Hands-On: StarVR Virtual Reality Headset

A new challenger appears! Starbreeze Studios surprised us by announcing the StarVR headset at this year’s E3, along with a Walking Dead demo. We go hands-on with this virtual reality prototype that boasts a wide field-of-view and positionally tracked accessories. Even though this isn’t a consumer-ready product, there’s a lot to learn from its design decisions.

Shot and edited by Joey Fameli

Comments (14)

14 thoughts on “Hands-On: StarVR Virtual Reality Headset

  1. I wasn’t sure if I was OK with it yesterday, but now I’m back on board. Will Smith is the face of VR after all.

  2. I cant see this being a worthwhile endeavor for them. If you are a PC gamer you are going to buy the rift or the vive, if you have a ps4 you are buying a morpheus, one of the many reasons they cannot compete is because valve, facebook, and sony can spend millions upon millions on support, R&D, developers, etc, starbreeze is tiny and poor in comparison.

  3. Id also like to point how how their booth is setup, “THE WALKING DEAD” plastered everywhere, and a few tiny starvr banners. How can they even call Valve a competitor when starbreeze cant even get people excited about their HMD without using a popular franchise. Finally, I’d fire Almir Listo, this is their first showing of starvr and he, the global brand director, shows up dressed completely unprofessional.

    Can someone tell me why it wont let me post long comments?

  4. Atleast if they try and fail, they’ll have a better understanding of VR gaming than most and should be able to make some stellar games… in theory

  5. Compition is good for the marketplace. And I think a wide FOV’s importance is not being appreciated

  6. I think this is kind of meant as a statement towards the competition.

    I’m questioning how far you can graphically go when you’re running a game at 5K 60fps on today’s hardware. Even most high end single GPU PCs of today can barely run new games at 4K 60fps.

    I do think a wide FOV is important, but the problem with this VR solution is that it requires a lot of processing power from a GPU. Just look at how Nvidia is optimizing frame rendering for VR so it costs less to do the sides. You can’t do that with this from what I understand, because you have the ability to look around.

    It’s where VR should go in 5 years, but it’s hard to do with today’s technology without it being an even more expensive luxury than it already is.

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