New Infinitus Prime tVR Headset Puts The Oculus Rift & HTC Vive to Shame

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a1Innovation, spurred by competition, is what drives almost every industry to continue to invest in research and development.  While the HTC Vive and Oculus Rift are currently considered the gold-standard of the virtual reality world, there is no doubt that both devices will eventually be supplanted by something new, either from these two companies themselves or a new company altogether.  In fact, this may already be the case.

This week, a small 20-person team at Infinitus Global has unveiled the Infinitus Prime tVR Headset, and frankly it puts both the Rift and the Vive to shame from a feature and specification standpoint.  The headset, which will not be competing with either company, Oculus or HTC, within the consumer-targeted VR market, instead is aimed at the businesses, education and the enterprise spaces. The specifications of this device, listed below, seem to be above and beyond what many of us have come to expect for a top-of-the-line VR headset:

  • Display Type – IPS LCD
  • Resolution: 5120X1440
  • Refresh Rate: 60fps
  • FOV: 140%

As you can see, besides the refresh rate, the Infinitus Prime tVR outdoes the Rift and the Vive by a mile in terms of the field of view and resolution, both which are incredibly important for highly immersive content.  Additionally, the Infinitus Prime tVR comes equipped with the ability to multicast, and has programmable and switchable lenses.  One may wonder what the point of such lenses may be.  The company’s CEO Howard, Thompson explains below:

“Say you were doing a racing simulator game and its relatively high resolution, but it’s going to be moving quite quickly. You may not need to see every millimeter detail, that could need one type of lens, a Fresnel lens (Lenses that divide into a set of concentric sections, commonly made from plastic). And then you have your traditional glass lenses. Say you’re doing remote surgery, you don’t need a massive field of view, you just need to see what you’re looking at. This is where we come into our own.”

Because the company is not catering towards consumers and gamers, a lower refresh rate of just 60fps may not be all that restricting, and the ability to completely customize this white-label device should appeal to businesses everywhere.  The headset is expect to launch around August of this year, and Thompson has yet to set a price point for the device.  He has indicated that the specifications may in fact improve over the next few months as the company gets closer to a retail version of the headset.

Let’s hear your thoughts on this new device in the Infinitus Prime tVR forum on VRTalk.com.

  • Vatrak

    The most important spec of a VR headset is the refresh rate, and it only support 60fps, which mean motion sickness galore. The only thing that is a shame is this article shilling for a product that has pretty much no purpose.

    • neurogami

      Don’t worry, they’ll be including Dramamine.

    • JoeD

      Well, the GearVR has a refresh rate of 60Hz and that seems to be doing just fine.

  • Max

    I was under the impression that VR needed to be above 60 FPS at all times in order to feel believable.

    I just got my Vive last week and I’ve spent a ton of time with it already, and whenever the frame rate drops below 90 I notice it’s much easier for me to become dizzy.

  • Burstup

    The FOV is impressive, but 60 FPS? That doesn’t put anything to shame. Both the Rift and the Vive have 90 FPS, which is one of the reasons why using them feels so good.

  • Dustin Scott

    60 fps makes this product useless. If they revamped it for 90 fps then it would be a contender for the vive or oculus… Don’t think this company put a lot of research in VR and the issues around it for the consumer.

  • > besides the refresh rate, the Infinitus Prime tVR outdoes the Rift and the Vive by a mile

    Oh, just that? The frame rate is the single most important metric here. You can’t run a VR headset at 60fps. It causes a (literally) sickening amount of judder. How could somebody writing an article for a VR website not know this? I can see why some people are crying “shill.” At 60fps, you can’t move your head. It’s nauseating.

    And this only talks about the display tech, which is only part of a useful VR platform. These people just used more expensive cell phone screens (probably 2 1440p displays). How does the tracking work? Less setup than the Vive? More? Does it just use accelerometers? Does it do space tracking at all?

    Bully for them and their fun resolution number, but at 60fps I’m not sticking my head in one.

    • JoeD

      The GearVR runs at 60Hz.

      • Huh. You’re right @disqus_KKcpUB61eN:disqus. Some googling reveals that it’s more important that the frame rate be smooth than high. So I guess this pokes some gaping holes in my 60fps argument. Now I don’t know what to think. Thanks. 😀

  • JoeD

    http://xinreality.com/wiki/Samsung_Gear_VR

    Tell us again how you can’t have a VR headset running 60Hz.

    • Max

      I own both a Vive and Gear VR (Galaxy S7) and the Vive is much more comfortable for me to use.

      I think the reason why Gear VR only does 60 FPS is because the user is not moving around a room, but rather sitting down in a chair. I can also very easily see the display ghosting if I turn my head even at moderate speed.

      Not saying it’s impossible to have VR at 60 FPS, but I don’t know if room scale can feel “right” for the user.