InfinitEye is back! Today, Starbreeze announces that their VR Headset sporting a mammoth 210 degree horizontal field of view will become ‘StarVR‘.

Well this was a pleasant surprise. Just hours after landing in LA for next week’s E3 Expo, Stephane Portes co-founder of of the ‘long-in-stealth-mode’ InfinitEye project contacts me with some exciting news.

18 months after our exclusive first hands on with the team’s early prototype sporting an impressive super-wide field of view, the team have announced that they’ve been acquired by Starbreeze to form a new project comprising InfinitEye’s technology


The unit claims not only that stellar 210 degree horizontal FOV, but an impressive 130 degrees vertical FOV to match. The unit is comprised of Dual 5.5 inch LCD panels creating a total 5120×1440 resolution (2 x QHD panels). The headset now also features positional head tracking, using what looks to be fiducial markers and an outside-in camera system. The positional tracking extends to 360 degrees.

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As before, the headset leverages Fresnel lenses, aligned with the displays in a canted formation to immerse the user’s field of view. Other points of note is the overhauled head harness, which looked altogether more secure and the system now offers a sealed viewing area. During my original play tests the headset was effectively open at the edges leading to light leakage.

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Starbreeze Studios is an independent creator, publisher and distributor of high quality entertainment products, headquartered in Stockholm, Sweden. The company’s CEO said of the move “InfinitEye’s team is extremely dedicated and competent. The ultra-wide field-of-view in their HMD corresponds to man’s own, which lays the foundation for an authentic experience. By bringing InfinitEye into Starbreeze and together with our newly acquired Valhalla engine, we will be able to create great entertainment of a kind that has not been experienced before,”

What’s more, the new StarVR system will be available to try at E3 with an impressive sounding exclusive experience based around The Walking Dead. The new game is developed exclusively for the new VR headset by Starbreeze and will leverage that panoramic VR I spoke of 18 months ago to terrify the player.

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Speaking to Road to VR, Co-founder Stephane Portes said on behalf of the InfinitEye team “Finally after working in stealth mode for so long we are proud to join Starbreeze to bring you the most immersive experience with kickass content. Visit us at E3 2015 to try out The Walking Dead in VR with a 210° field of view!”

We’ll be going hands-on with the new StarVR headset and the Walking Dead experience very soon – we’ll of course report back our experiences.

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  1. At this resolution, eye-tracking seems a must. Without being able to limit detail rendering to the fovea region with eye-tracking, a super-expensive, high-octane system will be required to drive the displays. Sure, as is, this VR headset will probably be very impressive, but without built-in eye-tracking, very few will spring for the required system to drive it.

    • Ah, but of course, they could ASSUME some limited focus in the center (eyes assumed looking straight ahead) and degrade detail concentrically toward the extents. Still, the additional peripheral FOV, though progressively less detailed, would serve the job of added immersion well while lowering GPU requirements.

  2. Finally a bold head-set that is not for the whiney consumer game kids out there. Looking forward for the reviews.. hope the large field of view won’t decrease the image quality too much even at 5K.

  3. InfinitEye back from the dead? I guess a Walking Dead exclusive is suited for it! I’m wondering how this is going to compare with the VR Union Claire headset being developed in Prague…

  4. I’m impressed that they’ve taken this line, if i’m only getting 75-80fps @ 3440×1440 with an Intel 9560, 64gb DDR4, Titan-X and M.2 drives, how is any normal consumer going to get the FPS they need at 4K let alone 5K without having 3x 1800 video cards in SLI?
    might be a bit early for this tech, but i’d damn well love to try it!

    • I don’t think they’re aiming for normal consumers but the regular SLI crowd and that is actually quite big… if they could do this headset properly with Oleds and no big SDE + proper head tracking then i’m buying this in a heart-beat… combined with lighthouse this will make 3d modelling fun not to mention lightfields and stereoscopic panoramatic movies.

    • One solution in the works now are pupillary cameras inside the nextgen headsets that see where you’re looking, then instruct the GPU’s to direct their hard-rendering where you’re looking, and going light on the graphics where you’re not. This is already putting 4k+ resolutions within the sphere of 90+fps times two screens on only one card.