{"id":82760,"date":"2024-07-02T06:21:47","date_gmt":"2024-07-02T13:21:47","guid":{"rendered":"https:\/\/techreviewers.net\/hands-on-sonys-new-mr-headset-impresses-with-clarity-ergonomics-but-still-needs-tuning\/"},"modified":"2024-07-02T06:21:47","modified_gmt":"2024-07-02T13:21:47","slug":"hands-on-sonys-new-mr-headset-impresses-with-clarity-ergonomics-but-still-needs-tuning","status":"publish","type":"post","link":"https:\/\/techreviewers.net\/hands-on-sonys-new-mr-headset-impresses-with-clarity-ergonomics-but-still-needs-tuning\/","title":{"rendered":"Hands-on: Sony\u2019s New MR Headset Impresses with Clarity & Ergonomics, But Still Needs Tuning"},"content":{"rendered":"
Sony\u2019s new headset, officially dubbed the\u00a0SRH-S1 \u201ccontent creation system\u201d combines a compact form-factor with novel controllers. I got to check out the headset first-hand at AWE 2024 and came away impressed with the headset itself, even if the input and tracking still need some work.<\/p>\n
The yet-to-be-priced Sony SRH-S1 is being designed as an enterprise headset. It\u2019s built with Qualcomm\u2019s latest Snapdragon XR2 Gen 2 processor for standalone usage. Sony also tells us it can be driven by a PC through a compressed video stream (like Quest Link).<\/p>\n
Sony confirmed to\u00a0Road to VR<\/em> the headset\u2019s actual resolution is 13.6MP (3,552\u00a0\u00d7 3840) per-eye, using Sony\u2019s own ECX344A OLED microdisplay<\/a>. The display is capable of 90 FPS and 1,000 nits (at 20% duty cycle), with 96% DCI-P3 color coverage. That means the Sony SRH-S1 with has higher resolution and better color accuracy than Vision Pro: <\/p>\n The Sony MR headset also has compact lenses with a flip-up visor, and two utterly unique controllers: one is a star-shaped pointer, and the other is a ring that goes on your finger.<\/p>\n The SRH-S1\u2019s ergonomic design is hits all the right notes. The headset has hardware-adjustable IPD, flip-up visor, rear-mounted battery for balance, and eye-relief adjustment.\u00a0The eye-relief adjustment allows you to bring the lenses as close as possible to your eyes for the maximum field-of-view.<\/p>\n And though it\u2019s all plastic, the headset and controllers feel well built, including the flip-up visor mechanism. Sony pitches the flip-up visor primarily so a user sitting at a connected computer can see the full resolution of their display, then flip down the visor when they\u2019re ready to view virtual content.<\/p>\n Granted, even with the eye-relief dialed all the way in, the field-of-view wasn\u2019t expansive. It felt smaller than something like Quest 3, but not\u00a0too small<\/em> to be useful. A smaller field-of-view also means the headset\u2019s pixels are even more densely packed, which\u2014if the optics are up to the task\u2014would mean notably sharper imagery than Quest 3 or Vision Pro<\/a>.<\/p>\n In my short time with the headset the display looked impressively sharp with absolutely no individual visible pixels. However, the content I saw wasn\u2019t great for clearly comparing how the sharpness stacks up to contemporary headsets. I can say though that the optics appeared to have great edge-to-edge clarity, rivaling what I\u2019m used to seeing with Quest 3\u2019s excellent lenses.<\/p>\n I noticed some reflections in the lenses, though I\u2019m fairly certain most of this was due to external light reaching the lenses from the headset\u2019s open periphery. I didn\u2019t get to try it but Sony has shown the headset with a soft peripheral blocker add-on for when you\u2019d rather have less reflections and more immersion.<\/p>\n The demo seen I saw was a virtual filming setup where I was able to move and adjust a virtual camera that was shooting a virtual scene. I could also control the lighting by moving lights around and charging their colors.<\/p>\n While everything looked very sharp, the content being shown didn\u2019t look well optimized for running on a standalone headset. That made the experience quite choppy\u2014probably not running at a steady 90 FPS as it should\u2014which made the head-tracking feel sub-par.<\/p>\n This probably impacted the feeling of the controller-tracking too, though I think the controllers had their own issues with latency and precision. The ring controller in particular had tons of jitter, making it quite bad for any kind of precision input\u2014even just grabbing and moving things. The star-shaped controller felt much more precise, not just because the tracking was more steady, but also because you naturally hold it with an outstretched index finger, making it a natural \u2018pointing device\u2019. Even so it didn\u2019t feel as precise as what you\u2019d expect from a Quest 2 or Quest 3 controller.<\/p>\n\n
\n
\n
<\/img><\/a>
<\/img><\/a>
<\/img><\/a>
<\/img><\/a>
<\/img><\/a>