Microsoft and Samsung formally announced the Odyssey Windows VR headset today, positioning it as the “premium” option among the Windows VR headsets, with a range of features not found on the other headsets, and the top price point. The headset became available for pre-order today and will launch on November 6th (a few weeks after the rest of the Windows VR headsets).

I got to go hands-on with the Samsung Odyssey headset during an event today at Microsoft’s developer hub in San Francisco. First, a quick recap of the features that the Odyssey touts over the other Windows VR headsets:

  • Higher resolution: 1,440 x 1,600 vs. 1,440 x 1,440 (per eye)
  • Higher performance display: OLED vs. LCD
  • Wider field of view: 110 degrees vs. ~95
  • Integrated audio: AKG headphones + volume buttons vs. ‘bring your own’
  • Hardware IPD adjustment

It sounds great on paper, and there’s some advantages in actual use, but the benefits might not be as clear cut as they seem.

Ergonomics

Photo by Road to VR

Getting to try the headset for myself, the first thing I found was that the ergonomics didn’t quite agree with my head. Since everyone’s head is different, it’s possible that the device will fit fine for more people and I’m just an outlier, however I can’t say I’ve had similar issues with other headsets on the market, like the Rift, Vive, or PSVR, in terms of fit.

The problem, in my experience, was finding the trifecta: the right spot for the device on my head where my eyes were in the sweet spot of the lenses, the headphones were in the ideal position on my ears, and the headset itself was in a comfortable place on my head. It seemed like I was only able to get two of the three in the right spot at any one time.

Since I want the sharpest visual experience, I opted to make the sweet spot of the lenses (where the image is the sharpest) my top priority. I fiddled with the headset to get that just right, while finding a comfortable spot to make sure it would stay in place. Once I did, however, I found that the headphones didn’t extend far enough down to comfortably rest on my ear. To account for that, I pulled the back part of the head-mount downward on the back of my head to get the headphones in the right spot, but that caused the display enclosure to tilt backward, taking my eyes out of the sweet spot, and introduced a lot of visibility of the outside world through the now extended gap between my cheeks and the display enclosure.

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5 Windows VR Headsets Now Available for Pre-Order Including Samsung Odyssey

I can’t say with total certainty, having spent only 15 minutes or so with the headset, but the issue seemed to be largely due to the lack of a hinge between the head-mount and the display enclosure; if there was one I could simply tilt the display enclosure to close that nasty gap and get my eyes back into the sweet spot (like the way the Rift display enclosure can pivot around the arms of the head-mount in order to remain flush with your face. Curiously, the lack of hinge also means the Odyssey display enclosure can’t flip up like the other Windows VR headsets, which is a shame.

In my short time comparing headsets, I actually found that I liked the ergonomics of the other Windows VR headsets better; the lenses seemed to more easily line up to my eyes, and the hinge and foam on each of them created a great seal between the display enclosure and my face, blocking out nearly all light and view of the outside world. The Odyssey is quite light, but seems a bit larger than the Windows VR headsets, and possibly a bit heavier too (or it could be that the larger size means greater leverage as the weight of the headset acts upon my head).

Display & Lenses

Image courtesy Samsung

With that said, once I had the Odyssey fit as best as I could (adjusting carefully for what felt like a quite small sweet spot) it was immediately apparent that it had a wider field of view than the other Windows VR headsets; the size of the view felt quite close to the Rift and Vive. While all the Windows VR headsets use Fresnel lenses, Samsung’s in particular are unique (not spherical).

The hardware IPD adjustment (changed with a little dial on the bottom of the headset) allowed me to dial into the sweet spot further. My IPD is close to average (~63mm); those further from the average are likely going to value the IPD adjustment even more; the Odyssey is so far the only Windows VR headset to offer that adjustment, so if you’re in the market for one, consider that fact carefully.

The display (1,440 x 1,600 per-eye, OLED) offered a noticeably sharper picture, both compared to the other Windows VR headsets (1,440 x 1,440, LCD) and to the Rift and Vive (both with 1,080 x 1,200, OLED). Granted, I was still able to see individual pixels, and the screen-door-effect (the space between the pixels) was more pronounced than I would have hoped given the resolution, quite possibly due to Samsung’s unique PenTile subpixel arrangement. Contrast seemed better between the Odyssey’s OLED display and the LCD display of the other Windows VR headsets, though I’d want to spent more time with the headset to further feel that out.

Controllers

Photo by Road to VR

While all the other Windows VR headsets are offering the same motion controllers, Samsung has crafted their own (slight) variation. The difference is subtle, but the ergonomics are better; a curve to the handle positions the thumbstick in a more comfortable place for your thumb, which is nice because I’ve said previously of the standard Windows VR motion controllers that neither the trackpad nor the thumbpad seemed to be in quite the right spot. Aside from the slight ergonomic change, the controllers seem to be entirely identical in function and performance (and on that note you can read our recent preview here).

Here’s a thought about the Windows VR motion controllers in general (both Samsung’s version and the standard version): while they seem to work fine for casual use, they still tend to ‘jump’ a little much for my taste. For many games and experience, it probably won’t matter that much, but for competitive multiplayer, especially at high levels, players may find those occasional jumps frustrating (just as someone would if an Xbox controller were to occasionally miss a key trigger pull during competitive FPS play). I obviously haven’t had a chance to do any conclusive testing, but if the Rift and Vive controller tracking feels 99.9% accurate, Windows VR tracking has, in my time with it, felt closer to 98%. That may sound fine, but most forms of input need to be 99.9% consistent in order to not frustrate users.

– – — – –

For the reasons mentioned above, the Odyssey may not be the clear, obvious winner in all categories among Windows VR headsets, but beyond some criticisms, the convenience of integrated audio and the higher performance display are the overriding reasons why the Odyssey is uniquely suited to represent the ‘high-end’ of Windows VR headsets. The good news for those looking for the best bang for their buck is that even the less expensive Windows VR headsets have a few worthwhile considerations next to the Odyssey.

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • ZDWWG

    It’s all up to LG to deliver the champion of VR when its SteamVR headset is officially announced for launch. Why would I or anyone want to compromise with the shortcomings of these Windows MR sets, or sink our cash into the out-dated current-gen of the rift and vive. Save your cash for the first iteration of Gen 2 VR, the LG in a few months.

    • Adrian Jakubiak

      BIG hopes for LG SteamVR, trying to get any information from anywhere, but only could find “the first preview”. They are being hidden in shadow like Vive at the beggining, I dont mind it because its like Valve style, they are quiet to the last point and then BOOOM some epic shit will come ;)

      • dk

        what information…..the resolution ….the flip up ….that’s all that’s new…… and they mentioned something about possibly offering wireless
        …….that’s it….or am I missing something

        • Ilia Parshakov

          I think they still need to perfect their OLED technology.

      • Andrew Jakobs

        yes, but it also took almost a year before the vive was released after announcement.
        LG is still in full development of the headset and last I heard they said it was all still not decided what the final consumer version would incorporate.

    • Wrinkly

      I think these inside out headsets are a step backwards with the reduced tracking accuracy. The MR side is for those who want to put bunny ears on their cat, not for gamers. I feel if you want a good, solid VR experience then grab a Rift or Vive.

      One other consideration is that with these larger screen sizes comes a higher hardware requirement to drive them.

      • care package

        They are the first step to what will inevitably be the standard for tracking. Consumers love simple as much as they love cheaper. External trackers are going the way of the dodo bird if you ask me. Inside out tracking can evolve with VR into AR as well. I hope it’s not eventually dominated by AR. I personally like being completely immersed.

        • brandon9271

          It would seem that inside out tracking will never be able to track your hands unless you’re looking at them. That’s a deal breaker already. I don’t see how you can get by without a lighthouse style tracking system. Especially if you ever want to add additional tracking for feet, knees, elbows, etc. I suppose you could put cameras on the controllers and every last tracker but that seems overly complicated and expensive

          • Andrew Jakobs

            Lighthouse is also not capable of tracking feet, knees elbows etc.. we really need another trackingsystem for that, more like an advanced version of latest kinect.

          • brandon9271

            Why isn’t it capable? I thought it was just a matter of adding additional sensors.

            https://www.vive.com/us/vive-tracker

          • Andrew Jakobs

            Yes, you’ll need a LOT of lighthouse tracking markers if you want good tracking for feet, knees and elbows, at least 2 for each, so at minimum 6 markers at $100 eacht, so comes in at $600.. Then you’re better of using a cheap ass solution using pingpongball markers.

          • Armando Tavares

            My 2 cents…

            I, as a user, don’t need any hand, knee, feet, elbow, ear, eyelash, etc, etc, etc tracking. Pretending I’m soldier in D-day running across a beach while I have to duck, aim, shoot, lean back/left/right in my living room doesn’t appeal to me in the slightest way. If I want Wii Sports I’ll get a Wii and play it.

            I want stuff I’m able to use in a sit down position, with a PSX/Xbox (ish) controller with a VR device to look around in game and I’m good to go.

            We as users/consumers expect different things and while I understand many will want the full sim package others, like myself, wont.

            This just came to me as I typed this: Think about people in wheelchairs, stuck in hospital beds, with different levels of physical disabilities. How interested will they be in full body tracking??

          • care package

            There are tricks that are being utilized to ‘guess’ controller locations when out of view. From the reviews I’ve read it works pretty well. I’m guessing using just tilt could clue in the location when out of view fairly accurately. Also, you need to consider the average consumer here. It’s going to be the diehards that will want to tie sensors to every joint. The average consumer will not. Well see I guess.

          • brandon9271

            I’ve played several games that require reaching over the shoulder or down by the hips. I guess games could be patch to function without it. It just seems to be a step in the wrong direction when I’m hoping for incremental improvements on what we already have. I wish the motion tracking and the HMDs were decoupled so you could have a custom solution with the best of both worlds.

          • care package

            I would agree it’s going a step back as far as tracking motion controls and what is possible so far in game, but it goes forward in simplicity and mobility. Just depends on how you want to look at it. If it does become the main form of tracking I’ve thought myself what will they do with current games and compatibility.

          • brandon9271

            I’m hoping for more tracking systems like Nolo that can be added to other systems to supplement what they already have. I want to be able to have a mix and match of peripherals just like everything else PC related. What we have now would be like your mouse and keyboard having to be the same brand as your monitor. Hopefully that will change

          • care package

            Once again I would agree and not agree. Guess I’m seeing everything as a double edged sword. The open platform standard of PC still has it’s problems, and I wouldn’t say everything needs to be modeled after it. If you had that many choices for VR, it would take away from things.

          • brandon9271

            I know it’s premature to expect such choices now but I hope for standardizations like we have with everything else. Competition drives innovation and also lowers prices. Ultimately choice is good just not so soon that it fragments a niche market

          • namco

            Only for current generations. Add more camera’s to the band around the unit for 360 degree tracking and it becomes a non issue. These units are meant to bring more people into VR and make it more popular, not completely wipe the floor with whats already out….

            On my end, I don’t care for stupid handheld gimmicks. I just want a VR unit to use with my mouse/keyboard, thus the windows MR hits the freaking sweet spot, especially since I get more for my money vs vive/rift….

          • Specter0420

            I think they could get by with a couple 360 degree cameras sticking out like Mickey Mouse ears but that would be expensive and look extra goofy…

    • Doctor Bambi

      These devices will exist on a spectrum. The great thing here is that consumers have more options than ever before across a range of prices. You may want the uncompromising accuracy of Lighthouse, there’s a headset for you. You might want something to predominantly watch movies on your new laptop, there’s a headset for you too.

      I do agree with you though that once LG releases their headset, it’ll more than likely be the best on the market.

      • elev8d

        I’m hoping this is true, but by no means am I assuming it’s the case given LG didn’t impress with their most recent show of their SteamVR HMD.

    • Andrew Jakobs

      It all depends on the price.. And LG still hasn’t even remotely come close to publishing a launchdate, so don’t count on it to be released this year.

    • Hans Pedersen

      When that one is out, why not wait another few months for the next one and the next one and the next one? From now on, there will always be a better option waiting right around the corner. :)

  • Do the MR devices support lighthouse tracking in addition to it’s own? Whatever I get next, tracking needs to be Lighthouse based as I want to use it for other non game things too.

    • Adderstone VR

      I would suspect that using these combined with lighthouse tracking would be possible. The headset would not be tracked via lighthouse, but do it’s own inside out tracking. But if they support SteamVR as they say they will before year end, then it I can’t see any problems with using a combination of the systems.

      • Luke

        I really hope microsoft will support external sensors to work also with inside/out tracking HMDs, this kind of custom configuration would increase the accuracy. Or, why not, sell new models with rear cameras. maybe they could use 3 cameras, one very wide at the center and the other 2 at the very edges of the field of view of the central camera, or four cameras.
        but before considering to buy this kind of custom setup (the external sensors) I really wish to try the inside/out tracking system without mods, I wish to make this test: in super hot vr, when I’m surrounded by enemies very close to my body I would try to punch them from behind (I mean without facing them). With Oculus Rift and 2 sensors room scale I can fight in this way, I can also handle a gun with my right hand and aim front facing an enemy whyle with my other arm I can reach my back and shoot another enemy with a hail of Uzi bullets without even look at my target, and hear the glass fragments breaking and disintegrate in the air (how cool is that?).

        another example could be echo arena, in that game i need to “push my body” placing my hands/arms at my back sometimes and then jump into a new direction. I need to do all of this free movements basic actions, I hope roadtovr will make similar tests soon to let me/us know please:

        • Adderstone VR

          Yes, I also believe that these headset tracked controllers will exhibit limitations more quickly in games than in actual productivity apps. I can’t imagine that Echo Arena could be playable with this….and that’s a pretty big deal.

          • Luke

            yes and now is more important than ever that reviewers make an official statement about the limititation, expecially because games such as Echo Area has been developed and published before the inside out thechnology. so it could be a huge step back for the VR game industry. this could force developers to castrate gamedesign implementations, or just make windows mixed reality less proned to VR Sport competitions, because Vive and Steam tracking gives to the player a huge amount of free movements avaiables.

            personally I wish they could develop a low cost sensor to place on the ceiling. this plus the cameras on board of the HMD would provide a strong sense of presence and freedom of movements. that must not be 100% perfect because the most of the job is done by the inside out camera. this custom upgrade would sell a lot in my opinion.

          • Adderstone VR

            I like the ease of the inside out approach for first time users, no extra sensors needed to mount. I think to make this work, each controller will have to track themselves using inside out tech as well…perhaps if it’s too expensive, and I’m just spitballing here, a controller can do with half the tech that is in the HMD, basically using sensor fusion between controller and HMD to track and error correct. Watch PROJECTIONS Episode 23 (By TESTED on YouTube)

        • bubbleball

          space pirate trainer
          The once exception for controller movement is when I reach behind my shoulder to switch weapons and this action was a bit finicky. It eventually worked fine, but I had to repeat the motion once or twice to get it to register what I wanted.

          https://uploadvr.com/space-pirate-trainer-windows-vr-controllers/

          superhot vr
          The controllers, meanwhile, seemed to be a little more tricky. In Superhot, you’re often required to multitask. If you want to pick up a gun, for example, you’ll probably want to quickly look for its location, and then turn back to the immediate danger to watch out for attacks as you pick it up. Windows headsets, though, will need your controller to be in front of the device to accurately track it. This means that I had to look back to make sure I was picking up the weapon I needed. It wasn’t as inconvenient as it sounds, and the accuracy of the tracking made this much more preferable to fighting the single-camera tracking on PSVR, but it did add an extra step to the process.

          https://uploadvr.com/played-superhot-vr-new-windows-headset-impressive/

    • Rogue Transfer

      No, they don’t have the special photo sensors used to pick up the Lighthouses. Their tracking is independent.

    • Andrew Jakobs

      None of the current crop of MR headsets support lighthouse as they are all inside-out tracking.

      • Yeah, some headsets can do both like the Pimax 5/8K so was hoping one of these MR manufactures would see the interest in that too.

        • Andrew Jakobs

          No the pimax doesn’t do both, the Pimax only does lighthouse, but you’re able to pledge for a cheaper one without the lighthouse modules if you already have a vive.

          • From their FAQ:

            Pimax 8K supports both outside-in tracking and inside-out tracking solutions. You can switch between different modes.
            The outside-in tracking is based on cutting edge laser tracking technology with minimal latency. Pimax offers PiTracking mode and Steam Compatible mode. With Steam COmpatible Mode, you can use all Valve accessories with Pimax 8K. The developing path of PiTracking is more flexible, and Pimax controllers are much lighter than vive controllers.
            Pimax 8K enables inside-out tracking with modules.
            In addition, we will enable house-scale ( >50 sqm ) tracking with a new module.

          • Andrew Jakobs

            And as you have quoted perfectly, the pimax does outside-in with lighthouse only, and the other one with a special module.. Just like you can tag a module onto the Rift if you wanted inside-out tracking. Natively it only does lighthouse.

        • AmiRami

          They can’t. These headsets’ designs are strictly made according to Microsoft’s reference design.

  • D3stroyah

    sweetspot size? why can’t we have a serious comparison with rift? This is better than others MR hmds..but those should be WAY better than rift itself..they can’t be mistaken as “similar”, this is just confusing us even more!

    • David Herrington

      These were a preliminary first impressions. You can’t buy a MR HMD at this point so no true comparisons can be provided. Once these actually go on sale you will see plenty of reviews. Also,the best way to preview a device is to go see it for yourself.

  • superdonkey

    great review, shame about the screen door effect.

    psvr is so great in this respect, so little sde due to its rgb panel.

    • Luke

      sony windows mixed reality HMD would be awesome.

      • lol

      • Henk Janssens

        Hell no. Resolution is crap. Have you used a PSVR.

        • Luke

          with higher resolution

        • Andrew Jakobs

          Yes I have, and to be honest I thought the visuals looked better than the vive (except for the FOV).

    • Rogue Transfer

      Turns out the PSVR doesn’t have an RGB stripe layout, but a hexagonal one! See step 13. in iFixit’s tear-down, where they used a microscope to investigate the panel here: https://www.ifixit.com/Teardown/PlayStation+VR+Teardown/69341

      • psuedonymous

        It has an RGB stripe layout, but with a hexagonal filter laid over the top.

        • Rogue Transfer

          That’s an interesting point – it does look like it could be. I found a Sony source saying they have a red, green and blue per pixel, but he doesn’t mention the subpixel layout or the filter: http://www.tomshardware.com/news/sony-richard-marks-playstationvr-immersed,30269.html

          Do you have an official source for the hexagonal filter or where it mentions the layout being stripe and not hexagonal subpixels? (Because it’s possible to arrange two groups of 3 subpixels in alternating triangles to form an hexagonal layout, rather than the standard stripe. Though, I do think the magnified picture does look like it also could be a screen filter. Still would be good to have a real source to finally put the issue to rest!)

        • Rogue Transfer

          Looks like someone did some tests by passing through test patterns and although that may be a visible filter on top of the panel, they claim that the underlying subpixels are also in a hexagon arrangement – where each solid colours shows a uniform pattern to match that : https://www.reddit.com/r/PSVR/comments/5bdrh2/looks_like_the_psvr_display_is_awesome_for_its/d9nz8qk/

        • MicTTT

          A hexagonal subpixel matrix is what we know as “pentile” .

    • Henk Janssens

      But fails amongst others regarding very low resolution.
      My mate’s PSVR has gathered quit some dust now.

      He will get a Dell Visor and use VR on his PC.

      • Robbie Zeigler

        With a ps pro plus the gaming hdmi cable it looks as good as anything else out currently and i own a vive with a 1080ti.

    • Andrew Jakobs

      and even at a lower resolution.

    • Shade Smith

      PSVR is trash. It’s a glorified 3D headset, that’s all.

      • Robbie Zeigler

        Yeah sure.. its trash when mommy and daddy wont buy it for you.

        • namco

          Its the heaviest of VR headsets at the time of this article. Dunno about newer windows MR headsets, but seeing as the PSVR is heavier than RIFT or VIVE. that’s just absurd.

          The PSVR has a 1920×1080 screen, split in HALF for each eye, yet the new windows MR (cheapest ones at least) are 1440×1440, with the samsung topping out at 1440×1600 per EYE. Sony’s website claims 90 or 120hz, which is odd to offer two specs…. its one or the other in all realistically, same goes for monitors. The sony doesn’t use frensel lens, but normal dome, which is the same thing the samsung MR unit has (while the rest are frensel). the samsung unit also suffers from 100 degree FOV, while samsung has 110.

          So in all reality, the guy you commented on is 100% right. psvr is an overpriced relic. Sure, its great for console plebs who want their playstation to do VR, but for anything else, its junk….

  • Jean-Sebastien Perron

    In short : it’s not as good as Vive or Oculus and there are no games until next year.
    2 years late and 4 years behind

    • ImperialDynamics

      next year is in 3 months

    • elev8d

      It’s getting SteamVR support in December. So it should have a pretty big library, but I’d rather have lighthouse tracking. So I’m waiting.

  • Thanks for the honest review. Very interesting!

  • Al

    How is this helmet in reading text compared with the other MR and current ones (Vive/Oculus)?

    • Flamerate1

      This is a pretty good test for visual quality and I would also like to know the answer.

    • ImperialDynamics

      i read somewhere that all WMR headsets are better than the Rift/Vive in this regard due to the higher resolution displays which bodes well with Microsoft’s view that beyond gaming they will also play a role in productivity scenarios

  • Surykaty

    Oh so Samsung is not even trying in the SDE/Display quality department. Is there a reason they are crippling all mayor headsets on purpose like this?? The sooner displays get better the sooner VR can take off.

  • Facts

    Nothing new same resolution same fov. Holla at me when the pimax drop, that’s next Gen.

    • Henk Janssens

      The resolution is way higher. FoV is about the same.

      • Facts

        Pimax Fov is 200°

        • Norbertas GL

          yep and a lot of beta testers found it very distracting and consuming half of gpu for nothing

          • tc tazyiksavar

            You are wrong, check the latest reviews from SF, and Tokyo! Aside from some little caveats anyone who tried said FOV is so bigger than Rift and vive and you no longer have the feeling lookng at world trough a scuba mask!

          • The guys from the YouTube channel Tested actually said it made current VR headsets seem “Scuba-like”. I have yet to hear anyone call the extra FOV “distracting”.

    • Andrew Jakobs

      Specs of the pimax are great on paper, but how they hold up in reality is a whole different matter. Higher resolution displays is great, but if they are crap in color reproduction and stuff like ghosting, then I’ll rather take a lower resolution which does have perfect color reproduction and no ghosting.

      • No ghosting from latest reviewers who have the Pimax 4K (which has ghosting).

  • Foreign Devil

    thanks for the review!

  • GrangerFX

    Did Samsung say WHY they did not build a hinge into the headset like the other “reference design” headsets? I don’t see any advantage into not having one if they don’t instead have a forwards/backwards slider like the PSVR. This feels like Samsung dropped the ball.

    • Andrew Jakobs

      Yeah, it’s strange why they didn’t add a hinge, as even on the photo’s you almost would say it had a hinge, so it shouldn’t even be a big problem to incorporate a hinge (but I doubt it will be added at this stage, maybe for the next version, but then again, why can’t they let the devices be reviewed by experienced VR reviewers so they can better the device before actual release). Because what is said about adjusting the headset to fit seems to be a big problem, and also seems like it was only test by asian people as they tend to be a little bit smaller.

  • Ivan Mike

    Shit pixels display Samsung pentile.
    Oled RGB psvr > all

  • theonlyrealconan

    Great review. Definitely not worth the upgrade from my vive. I still have high hopes for the Pimax 8k (I am hoping that 200 fov is a game changer). Going to wait for reviews first, though. Too many unknowns.

    • Michael

      I’d say both are equally as exciting but that’s because we’re unsure about just how good the Pimax will be. With current guarantees that we are confident in, the Pimax 8k is going to be great, with current promises and if they are delievered, the Pimax 8k will be absolutely amazing. Either way it will be hands down probably the best HMD you can buy right now but if all things are considered, things are starting to look up.

    • It would be hard to imagine that the Pimax 8k won’t be the top headset for the foreseeable future. The lack of positional tracking of the head and hands was the only failing point of the last iteration, and the only benefit of the VIVE. Once Lighthouse tracking moves out into other headsets, the VIVE will be unsellable. It’s quite clunky and I find it personally painful to wear at times.

      • Reuben Ahmed

        pimax 8K isn’t out so we have to treat it like it doesn’t exist right now.

    • namco

      yeah but the pimax 8k will not be anywhere near a normal price range… at all. maybe a year or two down the line when other brands catch up and offer cheaper 8k solutions yes. but i wont pay a premium for first gen, which is why i never hopped on the vive/rift bandwagon. I wasn’t gonna pay first gen retail. and as such, I am getting the samsung which is better in every way than rift/vive, and is pretty much the same price.

    • Reuben Ahmed

      I don’t know how this is a great review, isn’t it all about software? how on earth is this thing going to beat vive and rift. Microsoft is known to fail many many times with hardware before a slim chance of getting it right.

  • Chris

    With a pixel count of 2.3M ─ 1.7 times the one of Rift and Vive! ─ I wonder why the review misses any word about (loss of) performance?

  • wrapter

    will SLI be supported, like with HTC Vive. Oculus doesn’t.

  • namco

    So according to this, the lens are better? In my mind, better lens’ mixed with the OLED tech being vastly superior in every way vs LCD, is a huge plus…. I already ordered mine, I just hope it doesn’t take forever to get to me.

  • Lumia920

    I have used rift bundle for a month and found it extremely hard to fit in my glasses, the picture was blurry or out of focus most of the times. The outside sensors required to calibrate every single time before use as my nephew kept touching them. Also, while paying the duck shooting game, outside sensors (kept in the front) would just not tract the rift controllers and the gun would go little left and right in the game (not aim properly)

    After all that pain I returned rift and pre-ordered Samsung HMD Odyssey hoping to see all my issues go away with it. Waiting for Microsoft to deliver it this week.

  • Jarek Azevedo

    I just bought a 1050ti laptop and this Samsung MR HMD for less than $870 (tax in CA)

    That seems insane compared to the VIVE from only a bit over a year ago.
    Almost like getting a free laptop… but seriously can’t wait to compare to my Rift.

    The lack of needing external sensors will be the game changer.