The MeganeX Superlight 8K isn’t called “Superlight” for a random reason: it is actually small and light. I was impressed by how this headset can be so small and lightweight yet so powerful in terms of resolution. I would like to make a comparison with the Bigscreen Beyond, but I haven’t had the occasion to personally test a Beyond, so I can not do that, sorry.
MeganeX claims on its website that the headset has a special design that guarantees no pressure on the face because there is a halo headband that you put around your head that takes care of keeping the headset still on your head. Then the headset is just rotated with a flip-up design so that it gently lies in front of your face. This claim is true, but it carries its own problems. The demo unit was clearly overused, so the flip-up juncture was a bit loose and the headset so was not stable in front of my eyes. I had to keep it still with one of my hands, which not only was uncomfortable, but also resulted in the occlusion of the SteamVR sensors, which made my display often become grey. So the idea on paper is good to deliver a headset that is not uncomfortable on your face and that you can flip up when you have to take a pause from VR, but in reality, it works only as much as the hinge properly does its job, and if over time it becomes loose, then you have a problem.
The headset features two little dials on the bottom, one on the left and the other on the right corner so that you can adjust the focus for both eyes. I performed this operation pretty fast, closing before one eye and then the other one. After that, I had the whole scene in focus.
Visuals
Given the high resolution of the display, visuals are where I concentrated my attention the most during the hands-on. Let’s start from the bright side of them: the resolution is literally incredible and so are the colors. I could perceive no screen door effect (SDE is almost gone already on Quest 3, and this headset has 3x of the pixels of the Quest) and everything looked very crisp. Thanks to the OLED displays, the colors were very bright and the black pixels truly looked black and not greyish like on LCD headsets. I was impressed by this, the visuals were amazing. For comparison, the BigScreen Beyond has 2560 x 2560 pixels per eye, so in this category of compact headsets, the MeganeX SuperLight 8K, with its 3552 x 3840 pixels per eye, truly shines.
But I couldn’t avoid noticing some issues, though: first of all, there was a constant Barrel distortion I noticed in the imagery. The first unit I tried was showcasing a 360 video and this effect was very noticeable (maybe there was something wrong with the device or the video playback). The second unit I tried was showing a 3D environment I could navigate in and the effect was much less evident, but if I attentively looked at some straight lines, I could perceive it. Then the lenses gave a good image in the center, but the periphery of them showed clear aberrations signs, mostly spherical, but also a little bit on the chromatic side. As long as I looked straight, things were fine, but if my eyes started wandering around too much, the effect was evident. The eye box didn’t look too small. Regarding the FOV, I honestly didn’t pay much attention to it, but it looked a bit less than the one on the Quest 3 headset I usually employ. I guess FOV is perceived as a pain point for this headset because it is the only specification not listed on the website.
They sound great! But they also sounded great, what, four years ago? And then they never came out?