EVERYTHING you need to know about VR Headsets in 2023!
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- čas přidán 2. 08. 2024
- Here's EVERYTHING you need to know about new & upcoming VR headsets in 2023! Confusing terminology EXPLAINED!
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⭐REVIEWS:
PSVR2 Review - • ALMOST Perfect? PSVR2 ...
HTC Vive XR Elite Review - • VR Headset That Fits I...
Pimax Crystal Review - • King of Clarity! THIS ...
VR Gloves Review - • The Most Realistic VR ...
TIMESTAMPS:
00:00 - Intro, Standalone vs Tethered VR
02:15 - Displays & Lenses - Displays
07:59 - Lenses
09:25 - VR Gaming Libraries
11:13 - Other Important Features
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Which of these new & upcoming VR headsets gets you most excited??
More reviews if you want in-depth info about each headset!
PSVR2 Review - czcams.com/video/929UZWxaOLs/video.html
HTC Vive XR Elite Review - czcams.com/video/62RZHzeVM0E/video.html
Pimax Crystal Review - czcams.com/video/EKh11aItPVA/video.html
VR Gloves Review - czcams.com/video/K_6tA45SChw/video.html
Quest 3 for me
Super excited for my PSVR2, but the recent announcement of the Big Screen headset also got me drooling.
I'm looking forward to getting my preordered Vive XR Elite. I hope it works as well as my Quest Pro/rtx4090 with wireless PCVR. I think it's nice to keep a foot in both Meta and HTC camps.
From this video, it would be the Pimax Crystal, if not for the ridiculous price.
I'd prefer something like the Bigscreen Beyond, but with the Valve Index audio solution as well as dynamic foveated rendering.
So for now, I still don't have a good replacement for my Index...
Very nice overview. Easy to understand and very professionally presented. This is a must watch video for all VR users, especially new to VR users. Thanks for sharing all this.
Thank you! It was meant to demystify some of the features and stuff packed in the headsets that make VR magic possible. Glad you enjoyed it 🤗
Excellent and very informative video as always. Thanks for sharing!
Excellent overview and comparison! Thank you!
One of the best VR overview videos I've ever seen 👍🏼
Great video!!
Thanks Cas! ☺️
Interesting and informative summary. Thanks.
I have the Pimax 8K-X which I will be sticking with for a while.
Staying with tethered experience as I am not comfortable having high bandwidth WiFi so close to my being.
Inside out tracking also seems an issue compared to lighthouses. Thing I like with the 8K-X is the wide FOV which also helps with immersion. Even at lower frame rates, the wide FOV helped with queasiness / vertigo. I sue it maily for siming but have also played HL Alyx. A lot of fun.
Maybe I upgrade it with an eye tracking module for auto IPD and Foreated eye tracked rendering but my experience with Foreated rendering has not been good over my main VR titles as opposed to OpenFSR.
Thank you for your videos, amazing quality!
I appreciate it ☺️
This video is PERFECT and *sorely* needed! People in the VR community use these terms without explaining them all the time. Over my last two years in this community, it's taken time and research to understand much of what the CZcamsrs I follow are talking about. Having a video like this back when I started would've been SUPER helpful! Even after so long in the community, I *still* learned things from your video. 😁 The term local dimming was completely new to me. 😅 I'm bookmarking this video to share with friends.
This was exactly what I thought when I was making this video 🥳 glad you’ve found it helpful!
Great job, I think this is the best headset comparison breakdown I have seen for a long while. Shame the new Big Screen headset didn’t quite make the cut, would have been i nice addition to show the fantastic range we have to choose from right now.
I KNOW! The timing was a bit off with that one 😅 still, it’s coming!
Super hyped & excited for PSVR 2. Can't wait 2 get mine
Keep up the great content
Thanks. Fun video! I only have ps5 so I just am hyped for psvr2 :)
Same here!
Lots of good info here. Aspheric lenses and large FOV all the way
Really great video!!! What about the "mura effect" in the OLED ones? I have the PSVR2 and the grain grey layer is really annoying. Did you feel the same? what about the others compared about this?
Going to be a big year!
Thank you for keeping us up to date with the VR world! I enjoyed the generous amount of technical details there. One suggestion if you allow: it's great that your American English skills seem to be improving, especially that æ is a difficult sound to master in Hungary, but "head" is pronounced with "ɛ" as in "set" or "self".
Knowing how to pronounce words and pronouncing them correctly 100% of the time during spontaneous speech are two different things my friend.
@@DiscoVRTetiana I see, makes sense.
As an Australian I don't have any problems understanding all this. Plus, I love the sexy Zsa Zsa Gabor accent, lol!
@@tomc1380 Yeah sorry, it's very understandable, just, nevermind, I shouldn't have criticized on Valentine's day anyway... I realize now I made a mistake.
You should be a spokesperson for a company. It's fun listening to you
It's like you read my mind with this video. I was wondering if OLED in PSVR 2 is using Pentile or RGB stripe subpixels and you show that info several seconds in. For people who don't know what's that about, RGB stripe has 3 subpixels in comparison to pentile 2 subpixels. This results in more clear image.
Where I can find the link to the table comparison?
I’m looking for stand alone FOV and Visual Quality. Would it be the quest pro or htc vive xr elite?
Where can I find this comparison list?
Thank you for the detailed explanations on the features, Disco-VR. For PSVR2, do you think a lot of VR PC titles will be ported to it? It seems PSVR1 only got some PC VR titles, but a lot were not ported over due to the PSVR1 limits possibly. Thanks.
I don't see why not. It's a new platform and audience for them to sell to, and with hardware that should make it much easier to port than PSVR1.
@@harshamohite1289 Yes, that would be nice, good point about the hardware being stronger this time.
@@BlackArroToons Yep! And an overlooked point: the controllers. The sense controllers mirror the other motion controllers from Oculus, Valve, etc. That should make direct ports much easier than trying to remap control schemes to the much different PS Move controllers.
Unless I missed it, what's PPD, ppi, and fov?
Very nice, I'll personally never use stand alone because that's never gonna be good enough to compete with top of the line GPU
Been watching some of your vr posts recently and like what you say. I'd like your input
I'm 70 and have ps2,3 and 5. Sold my 4. I play mostly cod type games. I bought quest 2 about 2 years ago and was so disappointed i returned it.. Most games seemed childish or just kinda lame. I want to give vr another try again. Should I go psvr2 or hold out for quest 3. Will psvr2 games be much better?I like quest for wireless and amount of games available
PSVR2, do you know what the max IPD setting is? Would have to be measured with a tape measure, as the headset doesn't tell you from what I see.
No mention of Somnium One?
Display or optics manufacturers have an advantage in making VR?
what we need:
headset that light weight like big screen beyond
resolution and fov of pimax
lense and passthrought of quest pro
price of the quest 2. :))
Oh, that Bigscreen Beyond release really caught you off guard while editing this one, huh? 😉
Tetiana, You need to understand more about display technology. In short, micro LED technology is best suited for VR, so there are no disadvantages of micro OLED and TFT LCD.
OLED is suitable for TV panels, but not for virtual reality displays. in addition, pixels burn out over time, which will be clearly visible in VR.
Was thinking about ditching (pretty much dead) pc/steam vr index and for the first time in my life move to PS environment, but when I heard they are using fresnel,....no thanks. I guess now it's up to pimax to finally deliver.
Your chart shows that the basic model of the Pico 4 does not have eye-tracking, so then what about the model that does? I see nobody talking about it!
The enterprise model hasn’t been released yet 🤫
I'm more excited for Pimax using QLED technology for their upcoming Crystal (I've put in my deposit for preorder ;) than for OLEDs in VR headsets mainly for one MASSIVE reason:
Burn-in.
OLED technology STILL hasn't perfected to the point to eliminate burn-in, making LCD panels king in longevity, especially for static images (e.g. HUDs) that an OLED screen would eventually "burn-in" over time. Further, LCD tech has the advantage in allowing external light tech, such as quantum dots in QLED displays, to display brighter images, than relying solely on the display itself. Thusly, the brightness/ppi research can be done independently of each other, then combined in the end.
OLED certainly has its place, but IMHO, VR headsets, as they are today, are not the correct platform (*COUGH* Sony *COUGH*).
we need to find a way to combine all these headsets
indeed! My dream is XR Elite form factor with PSVR2 game quality and Pimax resolution & FOV :D
@@DiscoVRTetiana the dream headset!
surprised to see so many of the headsets have foveated rendering. Only thought the PSVR2 had it.
The problem in pcvr headsets is that it's almost never utilized. It needs to be implemented at the developer lvl and the price of entry on PC is astronomical at it's cheapest. Howeve, on console you'll see this implemented more often than not because the standard is a single headset and ecosystem. Its how console vr can provide so much power to its developers.
@@dp7987 I hope you're right.
8:38 That moment I realize my PSVR1 has better lenses than my PSVR2… 😢
Thank you for this, but sorry, but you did not answer all of my questions. (-:
I think micro dimming requires application support? And it reduces detail since the changed areas are giant blobs compared to pixels. It's probably only 2023 when expectations of displays without great blacks are an issue, and with only a few headsets using it, there won't be much application support.
Somewhat similar adoption story for eye tracking, but it's a new type of functionality rather than a level of quality. It could become a very important feature. PSVR & Quest Pro includes it, XR Elite can with an addition, it for sure sways my decision, not just for foveated rendering, but the interesting ways it could be used for interface.
We are coming out of a chip shortage, into a chip surplus, and new generations of chips and lenses are coming out. The QPro and XR Elite are for enthusiasts and to a some degree business (though the QPro's childish graphics make me feel otherwise), so they might make still make sense against the headsets that come out in the next generation (autumn?), which probably won't have eye tracking but may be better in every other category, at a Quest 2 level price.
With that in mind, what would really benefit many consumers now is a serious review of the XR Elite, since it's just releasing with a Feb 15 incentive, without it they rely too much on promises, and they should have gotten it into reviewers's hands.
Optics are all about tradeoffs. There isn't exactly a good, better, and best. Aspheric, pancake, and Fresnel lenses all have their pros and cons. Aspheric lenses can be designed for a large FOV and are quite clear, but they do introduce barrel distortion and have some pupil swim. Interestingly VR veterans don't always notice, as they have become very comfortable in VR. Pancake lenses (folded optics) are clear edge to edge, but can have some level of glare if they aren't coated correctly, and decrease the brightness of the display, which has to be compensated for with a brighter screen. Fresnel lenses are prone to god rays and get blurrier the farther one looks away from the center, but that is part of the reason they were used in initial headsets. They force the user to use the center of the sweet spot, making initial VR users much less likely to feel ill from their experience (as the distortion profile of the display is designed for a certain viewing position). Also, they amplify light which is probably why the initial Vive and Rift designs used them, and why the PSVR2 does now, as OLEDs can only get so bright. The fact that Fresnel lenses don't weigh much was just a happy coincidence.
Hardware advancement is the wrong direction at this point. I think we need to see what kind of software we can get out of the headsets we do have. Great video! 💚
Great point! So far PSVR2 is the most impressive in that front. We'll see what happens next! Thanks for watching
Yes, we see lots of people throwing out the "Bruh, it's over $1000 to get into PSVR 2!" - or "It's doomed like the PS Vita!" - but that's just typical online cynicism. While technically true re: the four digit price, that's not a realistic market: Simply put, PSVR 2 is an accessory, not a standalone platform.
It's not a Vita, nor a Meta Quest Pro.
The host device is a PS5. So the target audience is an existing PS5 player.
And there's about 32 million PS5 owners right now.
Sony would love a small, but meaningful percentage of that user base to jump into PSVR 2 early on.
They're NOT counting on non-PS5 owners ("bruh, it's $1000...") to bolster early PSVR 2 sales.
Obviously they welcome new PS5 owners who choose this moment to enter the platform, but PSVR 2 is an accessory and the host device is PS5, and that's the existing base they want to captivate -- and for that player it's the cost of a PSVR 2, not the dramatic combined double purchase inflated number.
Besides, even if you fall back on the argument, "But is IS actually that combined price because you DO need both to play PSVR 2!" -- compared to the prices on other similar spec'd VR headsets, PSVR 2 is STILL an absolute bargain, and it has MORE hardware features than those high end headsets, yet at a lower price.
So yes, PSVR 2 is a pretty big cost (in the console realm), but it's an excellent value for the modern-by-2023-standards VR tech and specs that it contains -- and all the developer feedback so far indicates PSVR 2 is an extremely smooth dev kit to work in, and it punches way above PS5's 'on paper' specs thanks to stuff like gaze-tracked foveated rendering savings.
Sony is almost certainly eating a significant loss on PSVR 2 hardware at that price, considering the tech in the hardware and specialized high standard manufacturing.
VR is not for everyone, and it's not made to replace or supplant flatscreen gaming. It's made to be enjoyed in parallel, offering players and developers an exciting alternate way to interact with and design games.
And PSVR 2 is the best thing to happen to VR gaming in a long time. It has the game support (100+ titles in the pipeline already, 30+ available across the launch window), and now it needs the player support.
It's an important moment for the fate of VR gaming going forward. Credit to Sony for not cheaping out on the PSVR 2 tech or stagnating in some lame half-step progress. They've pushed it forward and engineered an excellent device focused on image quality and immersion.
PSVR2 is best for me because games.
You are so beautiful and smart ❤️
I re-watch your video just for you
First
Grats!
What features every single nextgen headset should have :
- Wireless
- 180 degree horizontal/vertical FOV
- OLED lenses
- 50+ ppd
- 120hz+
- Foveated rendering
- 8k per eye
- Great controllers and great 3D audio
- Supports colored AR/passthrought
- High precision hand tracking
That would be a good start. Just epic foveated rendering would save a TON of computer power so you dont need a RTX4090 per eye to run the headset.
All that sounds like a dream headset to me! I wouldn't mind testing it out 😎
While those specs would be nice, it's wildly unrealistic. Most headsets now can't even do half of your list, and with those high requirements, you WOULD need a 4090 to run it.
I can settle for 4k resolution for now really, it's gotten to a point for me where I barely see any difference so that could save money and resources there. Also the wireless does have disadvantages such as having to have more hardware like a battery which not only adds weight but also can make the headset feel off-balanced. If there is technology to negate that, I'm all for it but I don't see that realistically happening and it's not like 1 cord prevents you from enjoying you experience that much.
Foveated rendering is not the magic wand you seem to think it is.
Foveated rendering would require eye tracking. So add that and get ready to spend 2k plus on just the headset. Then pray that PC developers actually implement foveated rendering because chances are they won't.
🥇@Disco-VR