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Captain_Yuri said:
SvennoJ said:

I don't know which one is better as I 'only' have psvr. Tracking should be better with OR, yet i've heard the screendoor effect is worse. Also 120fps goodness is reserved to psvr and that full RGB oled screen looks amazing.

Great to see the price become more competitive. It's CAD 550 here now, same as just the standalone psvr headset. Sold out or not available yet. I would need to build a new PC first anyway, plus I already have a backlog on psvr. No time for another headset.

Really? Hmm interesting cause screen door effect seems to be reviewer dependent for psvr/oculus since some say oculus is better while others say psvr is better. And while PSVR can do 120hz refresh rate in like cinema mode, natively, it is 90hz no?

https://www.wareable.com/vr/oculus-rift-vs-playstation-vr

I gathered that the consensus was that psvr has less screendoor effect due to the higher density of pixels, for example
https://www.vrheads.com/playstation-vr-vs-oculus-rift-virtually-comparable

OR has 1080x1200 per eye, RGBG configuration, 2592000 subpixels. Over 110 degrees, 19.6 subpixels per degree (horizontally)
PSVR has 960x1080 per eye, RGBRGB configuration, 3110400 subpixels. Over 100 degrees, 28.8 subpixels per degree (horizontally)
OR can display slightly more detailed grey scale information, PSVR beats it in color.

PSVR games natively run at 60fps vs upto 90fps on OR. (There are 2 120 fps games on PSVR, exception) PSVR however always reprojects the image to 120fps to get very low latency headtracking. With a fast PC OR will generally generate 1.875x the game pixel throuhput of psvr (1.25x render resolution, 1.5x base fps) In practice PSVR can keep up pretty well with OR afaik.

OR needs a lot more grunt, but discards half the color info in the headset. That's actually normal with video (chromo subsamping) however with the image blown up so much RGB is a noticeable difference. For comparison 20/20 vision is comparable with 60 pixel per degree, while these headsets on average are close to 10 pixels per degree.