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Steam Frame

(store.steampowered.com)
880 points Philpax | 3 comments | | HN request time: 0.001s | source
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craftkiller ◴[] No.45904094[source]
Excited to see that it uses LCDs instead of OLED! One of the things holding me back from head-mounted displays is the short lifespan / burn-in issues of OLED. Also loving the replaceable batteries on the controller.
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AndroTux ◴[] No.45904282[source]
OLED only burns in if the content is static for hours. If your head is that stable while using VR, I give you $5.
replies(2): >>45904431 #>>45904491 #
1. craftkiller ◴[] No.45904431[source]
Do your VR games not have static HUDs / UIs? It has been a long time since I picked up a VR game since I no longer have the room.
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2. ghosty141 ◴[] No.45906211[source]
Not really, most HUDs are fixed to thigns like your hands, guns, etc. or don't exist at all.

Static objects in your view are VERY nauseating (at least in my experience).

3. rft ◴[] No.45906325[source]
I have seen different options of "HUDs" in VR games, not all are actually "heads up". Adding them to the proper context sometimes makes more sense than having them floating in mid air like in pancake view. Examples I have seen are 1) ammo count on the weapon directly, 2) score and score board to the side or projected onto the "floor", 3) attached to cockpit elements in space/flight sims and 4) somewhat affected by physics so they rubber band a bit with movements. I can't come up with an example of fully static HUD elements, but I am sure I have seen some.

And even if fully static contents were a problem, I guess the foveated streaming would introduce enough noise to counter burn-in.