Comments 2

Re: With a $1000+ Price Tag and a 6-Year-Old Killer App, Is the Steam Frame VR's Swansong?

WaveBoy

@Sunraku
If only they could produce a cheaper RGB based OLED display for VR. MicroOLED is RGB which bypasses Mura and provides a clearer image over PSVR2's PenTile(Which has a lower sub pixel count) arranged OLED display, but MicroOLED is still too expensive. The Steam Frame would of been trickling over 2 grand(CAD) had they used MicroOLED.

They had no choice but to settle for RGB LCD. But they got slapped right in the face by the current state of the economy.

At least it's LCD display has a 1ms motion persistence(CRT-tier) so headmovement will look just as clear as when the screen is still, at 100 nits brightness, and there's no mura, and it has a higher sub pixel count so it will obviously be clearer than Sony's PenTile OLED.

Meanwhile, MicroOLED still has a higher persistence(More motion blur) and it's too expensive. Not a perfect solution, but I'm sure most would favour it for those OLED blacks, contrast and colors.

Re: With a $1000+ Price Tag and a 6-Year-Old Killer App, Is the Steam Frame VR's Swansong?

WaveBoy

@NathanUC
You'll be upgrading and downgrading coming from PSVR2's OLED display. Upgrading, because PSVR2's OLED is 'PenTile' based, which has a lower sub pixel count than Steam Frame's RGB LCD, which has a higher sub pixel count. Which means the LCD display for SF will provide a clearer image. Plus, you wont have to deal with any head movement motion blur thanks to SF's LCD display and it's 1ms(Around that) motion persistence, similar to Quest 3.

PSVR2's OLED has a higher persistence. Motion blur is noticeable at reasonable brightness. Reduce the brightness slider down down to '0' and you get 65 nits brightness with a 2ms persistence, but 65 nits is a little too dim. Bump it up 25% on the Dial, to gain around 100-110 nits brightness you increase the persistence which gives you more blur.

Even MicroOLED(For the Dream Air) has persistence issues, even though it's at least RGB based so you'll maintain just as clear of an image as you would with RGB LCD. PSVR2's PenTile OLED is dated because of it's Mura and softer image.

Other upgrades to the SF's image compared to PSVR2, would be it's higher pixels per degree which provides a clearer image, no mura(That dreaded 'looking through a cheese cloth' effect on PSVR2, especially in dark scenes), Pancake lens clarity, a much wider sweet spot, minimal glare and no chromatic abberation, topped with a small boost in resolution(2160x2160 vs PSVR2's 2000x2040)

The downsides? Worse black levels, contrast and colors thanks to LCD, it has a slightly lower binocular overlap(Meaning, how good it's 3D depth perception is. SF scores at 77%, Quest 3 is worse at 69%, and PSVR2 is around 85%), and you may experience subtle image compression over it's 6ghz dongle for PCVR, but an improvement over Quest 3 using Virtual Desktop for PCVR, and lower latency and ease of use. Quest 3 for PCVR is just pointless now. It's still a good stand alone that offers it's own set of exclusive features though. MR Games, TheatreElswhere, exclusive VR titles and more.

Oh! And Valve is working on 'Universal Dynamic Foveated Rendering Injection' which apparantly automatically injects DFR into any Stand alone SF or PCVR game you throw at it. That's a huge win!

Compared to Quest 3.....It beats it out with it's higher binocular overlap, 6ghz dongle for PCVR, DFR Injection, it's smaller, lighter, more comfortable and has a slightly larger FOV. It's frikkin expensive though. $1529 CAD....Not including the power cable or color passthrough module.