Yes, I agree, this is a tremendous achievement and a great project.
I think the comment is just trying to align the expectations better, given the context in which it appears and is communicated.
The $200 claim is plainly inaccurate, and unlike many open-source projects whose stated and successfully executed aims are to provide a hacker-friendly, cheaper alternative, this project does is not one of those; and its technology is in fact inferior. If one aims to experiment with VR, there's simply better options for an individual.
This is separate from the project itself being a great achievement and/or a potential base for further community improvements - and it would be appropriate to celebrate those aspects, which the website, and their ProductHunt entry do not communicate too well - as is evident from even this comment section.
I assume you could downscale the display to like a 1080p version to save costs as well.
4K is 3840X2160, but you wouldn’t be wrong to call 2048x2048 4K, especially in a VR display where you have two displays, doubling width, and in the end what matters is pixel density.
Those in the form of Raspberry Pi or Arduino parts are more accessible but still not cheap and not so high resolution.
As for the rest of us. We neither know the price of an oculus $150? or that an oculus isn't as open source as other products.
Valid point for the rest of us.
If Oculus Go was open source, it would cost you much more than the retail price to manufacture it.
Oculus Go doesn't have position tracking. I don't know what you're talking about.
This OSS headset has "experimental positional-scaling" using "any camera". On github, they say: "The tracking is still very experimental and can only be run on NVIDIA GPU due to the usage of CUDA. The tracking makes uses of only a video input and an Artificial Neural Network AI trained to estimate a 3D body position. This method is nothing close to the precision or freedom of movements of a dedicated sensor however we believe that the model can be trained and improved by orders of magnitude."
Again, this is a fun project. Probably as fun as the cardboard VRs Google used to hand out for free.
I see more in this than just a weekend project. Even the fact that you can just buy a new lens when one gets damaged means this might actually save you money. (This actually happened to my Quest; lucky I could save it with some polish.)
Even if they manage to get the display+motherboard under $200, there is a number of small parts that will end up being quite expensive if you can't do the economies of scale big manufacturers can do.
There is the 3D printed enclosure, lens, cables, straps, padding...
Also it is just a headset, you probably want some sort of controller too. Also, even if though they mention experimental "roomscale", it involves a camera that is not included. And as with any DIY project, you a probability missing a few tools you'll have to buy...
I'd say it is affordable as a hobby project, which, in itself, is really nice. It is the kind of thing you enjoy making even more than you enjoy using.
For cheap, you can't beat cardboard. And if you really want VR and not a new hobby, commercial offerings are hard to beat.
EDIT: one way to reach the target price could be to start with one of these cheap "cardboard+" headsets you can find for about $20 on Aliexpress. They already have most of the parts you need except for the display and motherboard. The optics may be tricky though as they are optimized for smartphone screens (if they are actually optimized for something...).
I did not take it as each eye was getting 2k when I read it. Your total screen space is 2880x1440 with those displays. Even with two 1080s you have 2160 total. But then again the screens are advertised as 2k on aliexpress. So it is all a bit weird.