Lenovo Announces All-in-One Mirage VR S3 Headset

Lenovo launched its newest S3 Mirage VR standalone headset, a result of development collaboration with Pico Interactive, a specialist company in the realm of Virtual Reality Solutions and recently released its VR headset.

Quoting Phone Arena, Lenovo Mirage VR S3 headset will support Qualcomm Snapdragon 835 high-end output year 2017. In addition, the device is also armed with two screens measuring 5.5 inches, 2160 x 1920 pixels, one for each eye, with a total weight of 475 grams.

In Lenovo’s announcement during the VR/AR Global Summit Online Conference, the Chinese company also claimed that the device’s battery was able to last for three hours, and supported a 101-degree viewing angle and support glasses.

Other specifications include batteries with 4,200 mAh capacity, 5.0 Bluetooth, 64GB storage space, 8.1 operating system, microphone and dual speakers. Handlers are also delivered to the technical specifications for this device.

The handlers are supported by a touchpad and an integrated button, and will be powered by two AAA batteries. Lenovo advertises this VR headset for a number of scenarios such as employee training, technicians and construction, and even on oil, gas and mine businesses.

Lenovo mentions these devices can be utilized to prepare employees for the machines to be used before being delivered to their mining site or job site. On the Lenovo support page, the company also mentions that the Mirage VR S3 is listed on its ThinkReality platform.

The Platform allows enterprise IT administrators to perform bulk updates on devices, distribute content, and manage installed applications. Lenovo Mirage S3 will also support Lenovo VR Classroom 2, Lenovo’s VR education platform, promising high-scale user data protection and a variety of interactive content.

Previously, Lenovo announced its readiness to launch three of the latest laptops on its line of gaming laptops in Indonesia. The emergence of three new products of the Legion was called Lenovo in response to increased gaming activity during the Covid-19 pandemic.

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