GamechaserBE said:
You can tell me what you want, even that you live on the moon ^^' One figure we can be fairly certain of is the Oculus Rift’s resolution – the consumer model is set to run at 2160 x 1200. That’s one display, split across both eyes, and equates to a per-eye resolution of 1080 x 1200. This was revealed in a blog post by Oculus’s chief architect, Atman Binstock, and can be assumed to be fairly accurate. It is, however, subject to change, and could be scaled up closer to the Rift’s launch. While there are currently no available specs for the HTC Vive’s finished model, the developer edition is also listed with a resolution of 1080 x 1200 pixels per eye. As this is only a preliminary dev kit, this could conceivably receive an upgrade for the consumer version, but it’s equally possible that this will be the device’s final display. PlayStation VR is currently trailing a little behind the pack on display, with a resolution of 1920 x 1080, also divided between both eyes. In practise, this gives it a resolution of 960 x 1080 for each eye, which is less than both of its main competitors. This is something that we expect will improve substantially prior to the device’s market debut. - Second part was about DK1/DK2 not cheap aswell but price quality was great :).
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I did google that before posting and almost didn't post what I wrote, but that is the experience I had at E3. I dunno if they upped the resolution since then, but I and my buddy I went with both noticed the pixels much more when using the Rift and didn't even notice them when using the Morpheus. This could all just come down to different demo lighting making them stand out more, but the Morpheus (at E3) appeared to have the better screen for both of us and a few other people we talked to as well. It might also have something to do with the positioning of the screen from the eyes. I'd love to try the Rift again and see if the screen experience is better now, but I'm not shelling out $599 to do so. :-p