vive schematics lcd panel pricelist
Japan Display (JDI) has unveiled plans for high resolution LCD screens that could substantially improve the displays found in current VR headsets. JDI -- a joint enterprise made up of Sony, Toshiba and Hitachi -- says it"s developing a 3.25-inch 1,001 ppi (pixels per inch) LCD, which will also purportedly feature lower latency and energy consumption levels. According to JDI, these are the key ingredients required to unlock natural-looking video on higher resolution displays.
JDI"s new LCD tech shaves a few inches off the panel size, ditches OLED tech, and strives to eliminate those glaring pixelation problems found in many VR headsets. Last year, JDI announced that it was working on a 803 ppi resolution, but in order to achieve smaller, more lightweight HMD (head mounted display) devices, even 803 ppi doesn"t make the cut; right now 1,001 ppi is apparently the ideal.
Sales wise, PS VR is the leader of the VR pack. Even before the recent price drop, Sony"s headset was outperforming both HTC Vive and Oculus Rift, gobbling up a reported 50 percent of the market. It"s definitely the heavier VR option, and its graphical fidelity can"t topple PC-bound VR headsets like the Oculus Rift and HTC"s Vive -- they both output a far more substantial 2,160 x 2,100. However, if JDI"s proposed innovations end up in a future PlayStation VR headset, and it"s a big if, we"re looking at a considerable resolution jump.
These things are also SOLID! I don"t have the legs as narrow as they can go. I"ve got them a bit wider, so that they have a bit larger footprint on them, to keep them from accidentally being bumped and toppled over. But with the slightly wider stance, and the mount extended almost fully, there"s effectively zero wobble to them at all. The tracking is solid in the Vive, and there"s zero movement to the sensors, even with my weight jumping around on the floor playing games!
The included adapter / ball mounts are great too. It makes it incredibly easy to attach the lighthouses to the mounts, and position them at whichever angle you"d like for the best coverage of the play area. In my case, I just mounted the lighthouses to the ball mounts, attached the ball mounts to the stands, and then extended the stands to the height I needed. In the end, I got a rock solid mounting system in place that prevented me from having to drill holes in my wall, with a very little footprint, and even the option to take my entire Vive setup with me wherever I want to go, thanks to the included storage bag as well! The bag isn"t anything fancy, and is just a generic overall bag, but it makes a great product even better in the end.
I did have one minor issue with one of my stands initially. The spring latch system I mentioned previously, seemed to be a bit loose on one of the stands. When the lighthouses turned on, the vibration of the motors inside one of them was amplified through the stand / mount, and resulted in an annoying buzzing coming from one of the stands. I couldn"t hear it when I was using the Vive with headphones in, but it was loud enough to be an annoyance to others around me if I was playing in a group. But, a simple email to support, and they rectified the problem for me immediately, and swapped it out with a replacement stand that worked perfectly. Now the entire setup is nice and quiet again!
The absolute best-quality VR experiences can’t be powered by a mobile phone. The Oculus Rift, Valve and HTC’s Vive, and Sony PlayStation VR — the three high-end headsets we’re currently waiting for — all run off external computers or game consoles. This means that they can offer sophisticated features like motion tracking, high-resolution screens, and the best graphics possible. They’re also generally more comfortable, better at blocking outside light, and less prone to inducing motion sickness. But they won’t be released until later this year, and for now, they’re expensive and intended mostly for early adopters.
By almost any metric, high-end headsets cost a lot. The Oculus Rift is $599, plus the still-unknown cost of its motion controllers. The HTC Vive is $799. The one headset that we don’t know anything about right now is PlayStation VR. Early price estimates for both the Rift and Vive were way off — people underestimated the former and overestimated the latter — so we’ll refrain from making any guesses on PSVR. But we know it’s going to be "several hundred dollars," and it’s not just a headset; there’s also a box that helps the PlayStation 4 process video. These prices will come down over time, but it’s hard to say how long that might take.
Most people have a desktop or laptop computer. But the only ones likely to own VR-ready PCs (sorry, no Macs for now) are film or video editors, big-budget video game fans, and other people who routinely need lots of processing power. To be clear, computers that don’t meet the Rift and Vive’s recommended specs might still be able to run some VR games and videos, which will vary in complexity and size. But to get a guaranteed good experience, expect to spend around $1,000 if you’re buying a new desktop — maybe a little less if you buy a combined headset and PC bundle. With PlayStation VR, though, the calculation is a lot simpler: all you need is a PlayStation 4 console.
Unlike these, HTC’s Vive uses a laser tracking system that lets you walk around a 15 x 15-foot room. It’s by far the most freedom you’ll get from any headset, especially with a "chaperone" system that turns on a camera to show you when you’re getting close to an edge. But that also means you’ll need to install a high-powered computer next to a totally clear patch of floor. The Vive can work in smaller spaces as well, so it’s fine to buy if your house or apartment is a little more cramped. But it makes less sense to get the most expensive headset on the market if you’re not taking advantage of its biggest perk.
Sony already had its Move motion-tracking wands, and the PlayStation 4 gamepad has a light strip that tracking cameras can pick up as well. The Rift and Vive use their own specially designed controllers, and which one you prefer largely comes down to feel, since they have similar capabilities. But there are a couple of logistical concerns: the Rift’s controllers won’t come out until months after the headset is released, and the Vive only uses HTC and Valve’s motion wands — no traditional gamepads included.
April is going to be a huge month for high-end headsets. The Oculus Rift ships at the end of March, and the HTC Vive ships shortly thereafter, marking the first two high-end headset launches. Many people, though, might be getting their orders closer to this summer. The Oculus Rift is heavily backordered, with a current shipping date of July for new buyers — though buying a PC bundle might get you one sooner. Vive preorders have just opened, and we’re not sure how much inventory HTC is working with. The Rift (and probably Vive) will appear in stores, but don’t count on seeing large quantities.
If you’re looking at PlayStation VR, the timeline gets a bit longer. We’ve recently heard that Sony will ship it this fall, and it’s possible we’ll hear an exact date at this year’s Game Developers Conference, where the company has released VR news in the past. Sony introduced around 17 launch games last year, although developers have generally been more secretive about their plans than they have with the Rift or Vive. And while there are free games bundled with the headsets — Rift orders will come with platformer Lucky’s Tale for everyone and EVE: Valkyriefor preorders, and Vive preorder customers get Tilt Brush, Fantastic Contraption, and Job Simulator — everyone has also been pretty coy about how much you’ll pay to buy a game.
Unless you’re determined to be a super-early adopter, waiting a few months may well be the best option. Oculus and Valve have both lined up several dozen titles for the Rift and Vive, but the full catalog will take some months to come out, and it will take time to squash the inevitable bugs that come with new releases. For the Oculus Rift particularly, many of its best experiences — like sculpting tool Medium — won’t work until the Touch motion controllers ship later this year. And if you wait, the hardware needed to run these high-end headsets will only get cheaper.
TFT-LCD panel maker Innolux has undertaken zero-waste and zero-pollution automation of its liquid crystal extraction process, according to the company.
Although LCD panel makers have recently seen a short-term surge of their capacity utilization rate to 60-70%, up from 60% in September 2022, most makers in the line believe demand for their products will remain weak in 2023.
As it will take time for the sagging global economy to recover, panel demand from the primary application sectors, such as LCD TVs, monitors, notebooks, tablets and smartphones, will likely continue declining instead of picking up in 2023, according to industry sources.
Samsung has struck LTAs for the supply of TV panels with AU Optronics (AUO), China Star Optoelectronics Technology (CSOT) and HKC, according to industry sources.
LG Display (LGD) may continue to scale down its LCD TV panel production, having closed its 7.5G fab in Paju, South Korea, at the end of 2022, according to industry sources.
Price for handset panels have dropped further in the first quarter of 2023, while quotes for TV and IT display products hold steady, according to industry sources.
Despiting the rising popularity of OLED panels among notebook brands, miniLED-based displays have also been expanding their presence in the notebook market.
While LCD panels have been dominantly used in automotive displays, demand for higher-quality in-vehicle displays will lead to competition between OLED and LCD panels, according to Taiwan-based LCD DDI (display driver IC) and TDDI (touch & display driver integrated IC) design houses.
More panel makers, including BOE Technology and Sharp, have begun churning out OLED displays for notebook applications as notebook brands have added more OLED-based models to their offerings.
China-based BOE Technology has reportedly obtained a large order for flexible OLED panels for iPhone 15 series, to be launched by Apple in 2023, according to industry sources.
Panel makers Innolux and Giantplus have reported mixed results for 2022. Innolux experienced an over 30% revenue decline, while Giantplus, specializing in small- and medium-size panels, generated slight revenue growth.
Taiwan Surface Mounting Technology (TSMT), an LCD surface-mount technology (SMT) solutions provider, has disclosed plans to initiate its capacity expansion projects overseas in 2023.
Samsung Electronics plans to launch 89-inch microLED TVs with microLED panels based on LTPS (low-temperature polysilicon) TFT glass backplanes in the third or fourth quarter of 2023, according to South Korea-based media The Elec.
The absolute best-quality VR experiences can’t be powered by a mobile phone. The Oculus Rift, Valve and HTC’s Vive, and Sony PlayStation VR — the three high-end headsets we’re currently waiting for — all run off external computers or game consoles. This means that they can offer sophisticated features like motion tracking, high-resolution screens, and the best graphics possible. They’re also generally more comfortable, better at blocking outside light, and less prone to inducing motion sickness. But they won’t be released until later this year, and for now, they’re expensive and intended mostly for early adopters.
By almost any metric, high-end headsets cost a lot. The Oculus Rift is $599, plus the still-unknown cost of its motion controllers. The HTC Vive is $799. The one headset that we don’t know anything about right now is PlayStation VR. Early price estimates for both the Rift and Vive were way off — people underestimated the former and overestimated the latter — so we’ll refrain from making any guesses on PSVR. But we know it’s going to be "several hundred dollars," and it’s not just a headset; there’s also a box that helps the PlayStation 4 process video. These prices will come down over time, but it’s hard to say how long that might take.
Most people have a desktop or laptop computer. But the only ones likely to own VR-ready PCs (sorry, no Macs for now) are film or video editors, big-budget video game fans, and other people who routinely need lots of processing power. To be clear, computers that don’t meet the Rift and Vive’s recommended specs might still be able to run some VR games and videos, which will vary in complexity and size. But to get a guaranteed good experience, expect to spend around $1,000 if you’re buying a new desktop — maybe a little less if you buy a combined headset and PC bundle. With PlayStation VR, though, the calculation is a lot simpler: all you need is a PlayStation 4 console.
Unlike these, HTC’s Vive uses a laser tracking system that lets you walk around a 15 x 15-foot room. It’s by far the most freedom you’ll get from any headset, especially with a "chaperone" system that turns on a camera to show you when you’re getting close to an edge. But that also means you’ll need to install a high-powered computer next to a totally clear patch of floor. The Vive can work in smaller spaces as well, so it’s fine to buy if your house or apartment is a little more cramped. But it makes less sense to get the most expensive headset on the market if you’re not taking advantage of its biggest perk.
Sony already had its Move motion-tracking wands, and the PlayStation 4 gamepad has a light strip that tracking cameras can pick up as well. The Rift and Vive use their own specially designed controllers, and which one you prefer largely comes down to feel, since they have similar capabilities. But there are a couple of logistical concerns: the Rift’s controllers won’t come out until months after the headset is released, and the Vive only uses HTC and Valve’s motion wands — no traditional gamepads included.
April is going to be a huge month for high-end headsets. The Oculus Rift ships at the end of March, and the HTC Vive ships shortly thereafter, marking the first two high-end headset launches. Many people, though, might be getting their orders closer to this summer. The Oculus Rift is heavily backordered, with a current shipping date of July for new buyers — though buying a PC bundle might get you one sooner. Vive preorders have just opened, and we’re not sure how much inventory HTC is working with. The Rift (and probably Vive) will appear in stores, but don’t count on seeing large quantities.
If you’re looking at PlayStation VR, the timeline gets a bit longer. We’ve recently heard that Sony will ship it this fall, and it’s possible we’ll hear an exact date at this year’s Game Developers Conference, where the company has released VR news in the past. Sony introduced around 17 launch games last year, although developers have generally been more secretive about their plans than they have with the Rift or Vive. And while there are free games bundled with the headsets — Rift orders will come with platformer Lucky’s Tale for everyone and EVE: Valkyriefor preorders, and Vive preorder customers get Tilt Brush, Fantastic Contraption, and Job Simulator — everyone has also been pretty coy about how much you’ll pay to buy a game.
Unless you’re determined to be a super-early adopter, waiting a few months may well be the best option. Oculus and Valve have both lined up several dozen titles for the Rift and Vive, but the full catalog will take some months to come out, and it will take time to squash the inevitable bugs that come with new releases. For the Oculus Rift particularly, many of its best experiences — like sculpting tool Medium — won’t work until the Touch motion controllers ship later this year. And if you wait, the hardware needed to run these high-end headsets will only get cheaper.
The HTC Vive Pro 2 is a great headset, but it also has its drawbacks. The highlight is definitely the high resolution of the two panels, which result in a great picture impression in the sweet spot. The wide field of view is very comfortable, but the sweet spot can be pretty small depending on the user. This means it will quickly get blurry when your eyes move towards the edges. The color representation is decent, but the contrast is not very high and cannot keep up with the AMOLED predecessor. The biggest disadvantage is the utilization of PWM for the (automatic) brightness control. We measured flickering at 120 Hz, which can cause problems for sensitive users in longer sessions.
Looking at the alternatives, we currently recommend the Oculus Quest 2 as an entry-level device for consumers. It is basically unrivaled in terms of price including stand-alone features. It is worse in terms of picture quality and tracking, but it has a low weight and wider range of software (Stand Alone). Enthusiasts get interesting alternatives with the Valve Indes (worse picture quality, same tracking) and the HP Reverb G2 (camera tracking, lightweight), which are also much more affordable.The Vive Pro 2 convinces with high resolution, wide field of view, and great tracking, but it is expensive and the somewhat limited sweet spot. We think the Pro 2 is a good choice both for enthusiasts as well as business users.
HTC has finally given us a release date for its next VR headset. The Vive Cosmos drops 8 October in Singapore at S$1,229, but the best part is that it will work with your PC without you needing to set up any external sensors at all. Unlike the original Vive, which relied on separate Lighthouse base stations, the Vive Cosmos features six inside-out tracking cameras built into it.
The Cosmos also has flip-up goggles so you don"t need to take the entire headset off when you need to dip back into the real world. There"s even an integrated passthrough camera that lets you see the outside world without having to flip up the headset. It"s enabled by stepping outside the bounds of the virtual world or double-tapping the Vive button on the controller.
In addition, the displays now use dual 90Hz 3.4-inch LCD panels instead of HTC"s usual OLED. This is in line with other newer VR headsets, such as the Valve Index. The combined resolution now sits at 2,880 x 1,700 pixels, an 88 per cent increase over the original Vive, according to HTC. The LCD panels are supposed to reduce the distance between pixels as well – by increasing the sub-pixel resolution – which helps minimise the screen-door effect. This refers to the impression some VR headsets give of viewing the world through a mesh screen, and it"s the result of empty spaces between pixels when seen up close.
One nifty feature is the modular faceplate, which will let you customise the headset with extra functionality. This could be the ability to link the Cosmos up with a smartphone, as previously hinted, but at the moment this just means the bundled Vive Motion Mod and External Tracking Mod. The latter is sold separately and adds compatibility with existing Lighthouse base stations to the Cosmos, so you get full 360° tracking and support for Vive Tracker.
This will be HTC"s first VR headset to ship with theVive Reality System instead of SteamVR. This is a completely new software experience for a Vive product, and it"s supposed to be more immersive and make you forget that you"re doing something so mundane as launching an app. Dubbed Lens, the new interface will let you navigate XR and Viveport Infinity apps and a new, dynamic home space called Origin, where all your VR apps will live.
Pre-orders run from12 September to 7 October. Customers who pre-order will also receive a code for a free 12-month Viveport Infinity membership worth S$155.88 and a shooting game called Aeon.
It has a built-in quad-core chipset to offer decent performance. Digging into the technical features, you are getting a pair of LCD displays for each eye with a resolution of 1,280 x 1,440 and a Qualcomm Snapdragon 821 CPU. The Oculus Go also comes with a controller which is a three-degrees-of-freedom (3DOF) motion controller and features a clickable touchpad and physical Back and Home buttons.
The Vive cosmos elite from HTC is specifically designed for gamers. It offers the best display and an excellent immersive experience. The HTC Vive offers SteamVR Tracking and advanced controllers that enable precise sensing and freedom of movement. The HTC Vive Cosmos Elite comes with two base stations. These are small sensor boxes that must be placed on either side of the room in which you plan to use the headset.
Coming at a whopping Rs. 1,00,000 price tag, it surprisingly justifies its value to it. The display and sound technology used are the best in the industry, making it the most immersive VR headset available in the market right now. The headset comes with 110 degrees field of value and features a 90Hz refresh rate OLED display with 615 Pixel Per Inch (PPI). And this is something that the competition simply can not compare to, and this is the reason that the HTC Vive remains to be in our top pick for the premium price tag.