CMU School of Drama


Thursday, October 21, 2021

Varjo Aero Announced: $1990 SteamVR Headset, 2.9K Per Eye

uploadvr.com: The Varjo Aero launches orders today with the first shipments expected in December. It’s a $1,990 wired SteamVR headset that is still largelly intended to be sold to commercial markets, but Varjo also envisions top-end enthusiasts that want the best experience for simulator apps like Microsoft Flight Simulator picking the headset up.

3 comments:

Dean Thordarson said...

The rate at which technology is advancing (and shrinking!) is quite astounding. Little more than a decade ago, 4k displays were absolutely top of the line and absolutely ridiculously expensive, and now they are essentially standard with most screen models. These VR goggles, on the other hand, have a resolution of 2880x2720 pixels… per eye. That is… I don’t even have words to explain how incredible that is. The screen of my laptop, a MacBook from only seven years ago, has a lower resolution in its whole screen than the display for a single eye in this headset. I cannot even begin to wrap my mind around that. Granted, the screens are only an inch or two from your eyes, but I would still be very curious to try one of these headsets to see if I could discern any of the pixels. I have tried VR headsets before, but with the ones that I have tried (which have not necessarily been as high end as these), I have found that seeing the pixels can actually be quite annoying. Even so, VR technology is still very cool, and I would love to try the Aero and experience a resolution higher than my laptop screen in each eye (not to mention the 90Hz refresh rate! Impressive!)

Jessica Williams said...

I am not a big VR person. I wear glasses so VR is a bit of a weird idea to me. To be completely honest, I have never even thought about using a VR headset. However, I do know quite a few people who are deeply interested in the technology behind VR. In fact, there is a Fine Arts graduate student who is deeply invested in the application and integration of VR into the arts world beyond video games. Admittedly, VR does freak me out a little bit. It looks kind of freaky on people’s faces which tends to throw me off of the whole concept. I do find it interesting how quickly this industry is expanding and refining itself. It makes me wonder about the greater applications of VR, specifically in theatre. I know that a lot of theatres are kind of experimenting with that idea right now, I just want to see what ends up being the norm in this regard.

Nick Huettig said...

Huh, weird seeing an article here from an enthusiast website that I'm actually very familiar with. I've been a VR enthusiast since the Oculus Rift DK2 was a thing (I actually still own one of them) and I currently have an Oculus Rift CV1 in my dorm that I use semi-occasionally.
Seeing the specs on this headset, I was kind of shocked. 2880x2720 resolution per eye? I can't even imagine what the visual clarity must be like. The article mentions the VIVE pro 2, but I think that the Valve Index is a more fair comparison for a high-end consumer headset, which sits at 1440x1600 resolution per eye. That's quite frankly insane, and way nicer than the Oculus Rift CV1's 1080x1200 resolution per eye

The system requirements seem incredibly beefy, but I'm impressed by the fact that it has high refresh-rate eye tracking to aid it! Several years ago this was considered to be the next step in VR technology and It's awesome to see it being implemented. The fact that this uses SteamVR as a base (which already has the best controllers and tracking solutions) is excellent. While I'll never be getting one of these due to the price point (I hope to own an index someday though), I can only pray that I get to use one of these in the near future.