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However, all Pro-ready titles tested still carry a resolution somewhat lower than scene of a typical HD flat display, thanks to PSVR's 'per eye' resolution of 960 x 1080, so visually, the upgraded console remains fundamentally comparable to that enjoyed on a vanilla PS4.
The system powers 1440×1440 per eye resolution being blasted at a rate of up to 70 frames per second.
The big highlights here of the 845 reference headset are room-scale positional tracking via a pair of onboard cameras, eye-tracking and 2K per eye resolution displays.
Through Sisu Game Ventures, a VC focused on gaming and VR, Ahmed invested in the Finnish VR companies 3rd Eye, Resolution Games, Solfar and Vizor.
That increased performance could translate to support for things like 4K per eye resolution or even higher resolutions like 16K which AMD has said in the past would bring photo-realistic VR.
Varjo has developed a high-end headset promising human eye resolution and aimed at business users - it will be priced at an eye-popping level, somewhere between €5,000 £4,4000) and ��10,000.
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That's crisper than the 2160 by 1200 pixel-per-eye resolution of the HTC Vive, as well as Samsung's Odyssey HMD headset and the Acer Mixed reality HMD.
Varjo Technologies, the Finnish startup that made a splash earlier this year with news it had developed a virtual reality headset capable of "human-eye resolution," has raised $31 million in Series B funding.
What does set the Odyssey apart, though, is its per-eye resolution of 1440×1600 for the two 3.5″ displays with a 90Hz refresh rate, which is significantly higher than that of rival headsets.
Founded in 2016, Varjo (which means "shadow" in Finnish and is pronounced "Var-yo") aims to bring to market "the world's first" human-eye resolution virtual reality (VR) and mixed reality (XR) product, which will be orders of magnitude higher in resolution than existing consumer headsets, such as Magic Leap or Microsoft's HoloLens.
"It really came down to the fact that many companies...said they have a real business need now for human-eye resolution, they said, 'Please bring that to the market as fast as you possibly can.' Then we decided to separate the mixed reality from [the VR-1] that could be integrated later.
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