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Really, the only issue with Cree is that they don't yet offer an own-brand LED bulb with a candelabra base. Most of the upstairs rooms in my house had brand-new ceiling fan light fixtures when I bought the place, and thanks to Chimpy McFlightsuit and a Republican congress, ceiling fans are now required by law to have candelabra or other lesser-used fixtures, unless they're sold with CFL bulbs in the box. The subsequent switch to candelabra bulbs by most of the industry now means Cree bulbs can't be used in them without a bulky, space-wasting adapter. (And the requirement that all fans must ship with bulbs in the box means you no longer have a choice of what bulb to start with, unless you care to throw them straight in the trash when you buy a new ceiling fan.)
The frustrating thing is that Cree has a candelabra reference design, and others may make candelabra bulbs based on Cree LEDs, but they lack Cree's excellent warranty and build / design.
I can't calculate more precisely than that, sadly, because I can't find a FOV spec for an individual eye with the Oculus, and I don't know what overlap there is between eyes to calculate this. Check out what the human visual system is capable of, though, and even 25.6 pixels per degree is not remotely close, so it's splitting hairs to worry about what the actual figure is.
The fact of the matter is that even on the latest model, you are getting just around 1280x1440 pixels per eye -- far less than even a consumer monitor these days -- and that is being wrapped around a much greater area of your field of view than would be the case with that consumer monitor. The perceived resolution of every VR rig on the market or that I've seen publicly in development is awful; the DK3 is just a bit less awful than most. The problem is that to provide sufficient resolution would require custom displays (instead of cheaping out and using existing smartphone LCDs), and it would require a hell of a lot more processing power to provide a low-latency, lag and stutter-free signal at that resolution. In other words, it would be expensive as hell, and that's before the developer themselves made any profit at all.
To my mind, we're still a good five years or more away from quality VR being affordable on a consumer budget. Whether there will be a viable gaming industry left at that point is up for debate, with the way that so much of the industry has abandoned quality games in favor of nickel-and-diming its customers to death on freemium drek.
These work for a regular daily commute of relatively short distance, nothing more. In the real world you need to own a second car to do anything useful after work, on weekends and holidays, or when taking a vacation. And if you need a second car for that, you bought the wrong first car.