WEBVTT

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This incredibly tiny VR headset weighs a

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fraction of the Valve Index, uses highresolution micro OLED displays, and

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it ships with a face cushion that manufacturer Big Screen Inc. creates

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specifically for you using a 3D scan of

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your face. And the craziest part is that

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it's not an enterprise product that costs $3500 upfront plus an annual

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subscription like the Vario VR3. I mean, it's not cheap either, coming in at

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around the cost of a PSVR2 and a Valve Index combined. [music] But on the other

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hand, it's also the reason that I am finally excited to talk about PC VR

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again. I have a lot of thoughts to share on this one, but the Big Screen Beyond

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is a legitimately nextgen VR headset,

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guys. So, don't tell me you're not here for it. The very first thing you'll

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notice pulling the Beyond out of the box is how incredibly small and light it is.

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[music] They advertise it as being 16th the weight of the Valve Index. And while

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I think that's a little disingenuous given that the Index has excellent

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headphones on board while the big screen requires you to uh be yo, I think it

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ends up feeling true because of the difference in weight distribution. You

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see, most modern headsets stick so far

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out that they end up feeling less like a pair of goggles and more like a monitor

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that's bolted to the front of your face. This this is something truly different.

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And when you're moving around quickly, you don't feel that wobble, which almost

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manifests as a as a delay while the headset tries to catch up to you. The

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next thing you'll notice is the strap. It's not the worst thing I've ever seen,

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but between the clunky adjustments, the way that the back resize is always

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slipping for me, and this rear cable clip that gets torquked by the weight of

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the tether cable, it is a real downer

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compared to the headset itself. The good news is that my impressions of the face

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cushion were the polar opposite. I have,

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plainly speaking, never [music] used a piece of consumer electronics that felt

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this bespoke. As part of the purchase process, you borrow a friend's iPhone

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and you upload a scan that you take of your face. They then use that to 3D

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print a oneofa-kind silicone style

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cushion. Then they take that a step further and they mate that cushion with

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a set of goggles that perfectly matches

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your interpupilary distance or IPD. And

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then you can take it even a step further and equip it with prescription lenses so

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that you never have to worry about fitting glasses under your headset ever

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again or sharing your VR headset ever

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again. This forever alone design

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philosophy ends up being one of the Beyond's biggest strengths. Uh the

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cushion really is incredibly comfortable

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and manages literally zero light bleed

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[music] and apparently issuing adjustable IPD contributed to

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significant weight savings. But it also

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ends up being one of the headset's greatest weaknesses in that for anyone

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with a family or even an

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expensive investment will at best be

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mildly uncomfortable for anyone but you who uses it. And that's even if you pony

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up for additional face cushions once those become available. Then again, if

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your layout children wanted to have a big screen beyond, they should have

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thought about that before they didn't have jobs. Am I right? Yeah, it's out

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later. Let's talk about the experience for you,

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the alpha of the house. Having never

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seen a micro OLED display before, I was

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blown away immediately by multiple aspects of the Beyond's image quality.

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Okay, first of all, of course, you get the incredible contrast of OLED with

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blacks going from, you know, kind of gray in my Valve Index to actually

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black. But what really got me here was

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the finness of the image. I mean, 2560x

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2560 doesn't sound like that much more than a PSVR2, but when you do the math,

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it is over 50% more pixels. It looks way

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better. But my screen door effect, like

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for real, guys, this is the first headset that I've used that makes even

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the high quality assets in a game like HalfLife Alex feel kind of cheap and low

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res. It's kind of like when TV transitioned over to HD and we all went,

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"H, special effects probably need to get a whole lot better, don't they?" The

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panels aren't particularly bright. Big Screen quoted me about 80 nits at their

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default 100% brightness, which is considerably less than the index and a

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little over half of the Vive Pro, both of which are decidedly last gen products

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at this point. But I got to confess that until I asked Big Screen about HDR

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compatibility for watching movies and, you know, the grand cinema in VR, I had

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no idea that the Beyond was so dim. In

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fact, you can increase the brightness to

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about 200 nits in their driver utility. But with zero light coming into the

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headset, plus the reduced motion clarity that comes with a brighter display in

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VR, I actually found that I preferred

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the dimmer experience. Also, the Beyond's fan kicks into high gear to

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protect the internal components and to keep the user's face from getting too

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sweaty when you turn it up. Capturing that. Speaking of, time to get

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sweaty here and actually fire up some games. Because of the bandwidth

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limitations of DisplayPort 1.4, for the Beyond can run either at 75 Hz at its

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native resolution using DSC or display

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stream compression or it can run at 90

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Hz at 1920 by 1920 using DSC once again,

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but also using Big Screen's own lossier

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compression that gets upscaled back to native once it passes through the

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optical cable back to the headset. And this has been a significant source of

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controversy in the leadup to the launch of this product. But [music] now that I

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have it in my hands, I got to say, guys, I really do think the whole thing's been

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kind of overblown. It is true there is a

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difference in image clarity. And if I was planning to spend an extended amount

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of time using a virtual desktop or watching movies, I would go to the

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trouble of adjusting the refresh rate in the driver and rebooting [music] Steam

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VR. But for games, I found that any

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difference was more than made up for by the Beyond's drastically reduced motion

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blur and edge fringing compared to LCD type displays. Now, Big Screen has their

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own workound. They suggest manually setting render resolution to 3600 by

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3600, so you're effectively using super sampling to overcome this. But they also

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recommend an RTX 4080 or greater for

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this technique. So bottom line, if a

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future headset comes along that supports DisplayPort 2.0 and we don't need these

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compression tricks, then I'm never going to say no to a visual fidelity boost.

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But for now, that doesn't exist. And this trade-off is one that I would

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happily make. Though even characterizing it as a trade-off feels a little unfair

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to the Beyond. This is the kind of upgrade where every game you play feels

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new and exciting again. Like for kicks, I fired up Ly's Tail, which as it turns

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out is available on Steam now. I found myself once again marveling at the fun,

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beautiful environments and just taking joy in the sheer immersiveness of the

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experience. And I've already touched on HalfLife Alex a little bit, but to

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expand on that, you're [music] still just a disembodied pair of hands, but it

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felt less like being in the game and more like being Alex. Um, I found myself

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getting distracted just looking at things and and marveling at the artwork

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as though I was putting on prescription lenses for the first time in my life and

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I could finally truly see it. One valid complaint I've seen about the Beyond

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though is that its non-porous silicone type cushion can lead to some pretty

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unpleasant experiences in workout games like BeatSaber [music] and Dance Dash.

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For my part though, I found that the effect I'm going to call swamp eyes was

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less noticeable when I was already kind of damp all over anyway and more

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noticeable when I wasn't doing anything. For example, I was sitting on the couch

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watching Encanto in the giant theater environment in big screens Steam app.

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And as amazing as it looked with the 4K copy that I ripped from Blu-ray, by the

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way, the all streaming future going to kind of suck for experiences like this.

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After 20 minutes or so, I felt like I needed to air the headset out. Big

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[music] screen apparently does have plans for a future cloth cushion, but

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personally, I plan to stick with this one. Oh, did I mention yet that I'm

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sticking with the Beyond? I am, but it actually wasn't as simple a decision as

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I've made it sound like so far. The thing is, as much as I talk about

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watching movies or playing Alex or whatever, the only thing I regularly do

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in VR is play BeatSaber. And the difference between 90 Hz and the 144

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hertz of the index is pretty significant at a high level of play. After some

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longer sessions, however, I feel that the reduced motion blur is worth it

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along with the better overall image quality. Another thing I do from time to

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time though is stream. And I got to tell [music] you guys, whatever Valve did

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with the onboard audio system on the Index [music] is the kind of science

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that is so advanced that it is in disccernible from magic. Because these

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near field speakers are perfect for listening to music. And the built-in

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mics often get comments from viewers asking what the heck I'm using and why

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my voice sounds so good. Thankfully, the mic on the Beyond seems to be made of

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the same kind of magic. and if their upcoming audio strap is any good, that

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should hopefully resolve both my issue with cable riding my headphones and my

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issue with strap comfort. However, there's one more thing that cannot be

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overcome with a future update, and it's this kind of lens flare effect that

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blooms out of bright objects. As my understanding goes, this is a side

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effect of the extraordinarily thin and light pancake lens assembly that Big

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Screen is using. There are advantages like the aforementioned lightness and

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thinness, but this blur flare is a major

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and distracting drawback, at least when you're noticing it. Here's the thing,

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though. I remember buying my first high-end display. It was a P95F plusb

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CRT. It was 19 in and ran at 1600 x 1200

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of 85 Hz glory. And I know what you guys

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are thinking. Where you going with this old man? But please stick with me, okay?

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My point is that monitor used a technology called aperture grill to

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achieve a sharper image. And one of the complaints about aperture grill displays

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was that you could actually see two fine

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wires running across the screen where the horizontal damping wires were welded

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to the vertical wires that make up the grill. [music]

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They're pretty noticeable, and I was on the verge of returning mine until I

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fired up one of my favorite games and promptly forgot that they were there.

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Say I told you I was going somewhere with this. I wouldn't say that the blur

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flares are as forgettable as my damping wires. In darker games like Beat Saber

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or HalfLife Alex, they stopped bothering me altogether. But that wasn't the case

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all the time. While playing Ly's Tail, for example, which is a bright game that

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puts the user in a fixed position where they look around a lot. I was often

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distracted by the perceived lower contrast in these flare areas or flare

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areas as I've taken to calling them. [music] And I felt the same way using the Big

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Screen Beyond as a virtual monitor. If I'm a man of culture and dark mode all

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my things, honestly, it's all good. But

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as soon as some bright notification or app pops up, it's like someone threw

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Vaseline in my eyes and then shone a flashlight at me. I do appreciate a lot

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of the transparency and product education that Big Screen does on their

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product page, especially with respect to the compression that they're doing on

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the image, but these blur flares are conspicuously absent from their

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literature. And it's something that I think they should be meeting headon in

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order to ensure that would be buyers understand why this design choice was

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made. Because now that I do, I'm okay

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with it. There's just so much to love

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here. Um, for example, I really appreciate the fact that it's USB

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powered rather than requiring a wall plug, it makes it so much easier to pack

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it up and take it with you if you wanted to do that for whatever reason. And

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while their no frills approach means no

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frrills, you know, integrated processing for standalone operation like Quest, no

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gaze tracking like the PSVR2, no. But

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believe it or not, that's actually something I like about their design

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philosophy. They did what they set out to do. Build a smaller, lighter, more

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immersive VR headset. A true upgrade for people like me who already wired up

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their living rooms with tracking base stations and don't want the compromises

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of inside out tracking. It did result in some questionable choices, like for

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example, the inability to pop out of VR

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and talk to someone, like where am I where am I supposed to put this thing?

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Um, and not to mention the inability to share your headset. Like I mentioned

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before, your Beyond is yours and yours alone. But then, come to think of it,

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that's probably fine given what I know you people are using this thing for. So,

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why do you only have one wand? What do you think I'm doing with the other hand?

00:14:04.480 --> 00:14:10.880
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ecosystem at the link, no pun intended, down below. Okay, [laughter]

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if you guys enjoyed this video, maybe check out my review of the Valve Index.

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It's over four years old, but uh hey, so is the index. And somehow it has

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remained relevant.
