GameFace Labs, the company behind the wireless, Android-based GameFace virtual reality (VR) has said that it believes the technology needs to be wireless and feature a minimum of a 2.5K resolution ‘from day one’. Company CEO Edward Mason said as much to VRFocus in an interview at last month’s Silicon Valley Virtual Reality (SVVR) Conference & Expo. Speaking about the headset’s 2.5K panel, added in the Mark IV prototype, Mason reasoned that anything below this standard would ‘lose the immersion’.

“As you can see, you have no cables connecting you to any machines which, in my opinion, is how VR needs to be from day one,” the CEO stated.

Shortly afterwards, Mason addressed the new 2.5K screen, which makes the GameFace one of the highest resolution VR devices currently in development. “We feel that a 2.5K resolution is really what VR needs from the starting point,” he explained. “We think anything lower than that the screen door effect is too apparent and you lose the immersion.”

The ‘screen door effect’ refers to uses being able to see the lines between pixels on a screen. For comparison, the Oculus Rift’s second development kit, dubbed DK2, will feature a lower 1080p resolution when it arrives in July 2014, though the extent of the screen door effects are yet to be judged. Of course, this is simply another kit intended for use with developers, and could well be upgraded to match or best GameFace Labs’ offering come the release of the consumer version.

GameFace Labs is set to reveal another new prototype for the GameFace at this year’s E3 on 10th June 2014. The updated kit will boast a complete redesign and feature Nvidia’s powerful Tegra K1 processor among other additions. VRFocus will continue to bring you all the latest on the device and deliver the full interview with Mason later this week.