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its not the ultra wide 4k, but can take alot of cpu/gpu to hold 90+fps in games at that res
For the money it is now.
Meta Quest 3 resolution, 2064 x 2208 pixels per eye.
Pixels per eye, 2064 x 2208 = 4,557,312 pixels.
Both eyes, 4,557,312 x 2 = 9,114,624 pixels.
Valve Index resolution, 1440 x 1600 pixels per eye.
Pixels per eye, 1440 x 1600 = 2,304,000 pixels.
Both eyes, 2,304,000 x 2 = 4,608,000 pixels.
Approximately 98% higher resolution than the Valve Index.
Bigscreen Beyond resolution, 2560 x 2560 pixels per eye.
Total pixels per eye, 2560 x 2560 = 6,553,600 pixels.
Both eyes, 6,553,600 x 2 = 13,107,200 pixels.
Approximately 184% higher resolution than the Valve Index.
Sure but that's why VR games are basic with graphics vs cutting edge, it's not the same as gaming on a monitor and the higher pixel density is better even if your not quite pushing at that res, a good GPU though and you can push res in VR games, I use god mode in VR Desktop and can run that on Half Life Alex no probs.
You do need a semi decent CPU for VR in general but that's nothing to do with res just holding the FPS, 90 FPS for most VR games is easy enough due to the low demand most games have, sims can be taxing as they can be CPU heavy out the gate.