nick.mok :
I would not call HMD with 2880x1600 high resolution.
On the otherside of the world, a Chinese based HMD manufacturer already sent out their new HMD Dev Kits with 2*3840x2160 resolution + 200 FOV some months ago...
Having resolution that high is not particularly useful if there are no graphics cards on the market that could push any sort of realistic graphics at that resolution while maintaining high refresh rates. By the time that sort of resolution would become viable, the rest of that hardware would be woefully outdated. And look at the size of that thing. Judging by its hammerhead-like appearance, it's most likely equipped with two smartphone screens side-by-side, which has to be unwieldy, and undoubtedly has a massive cable bundle which won't likely be going anywhere anytime soon.
Also, it's worth pointing out that while the site might repeatedly advertise it as "8K VR", that's purely false advertising. Two 4K screens do not equal 8K, since 8K is the equivalent of four 4K screens. You can't just put two 4K screens side by side and call it 8K.
As for the headset in this article, I'd certainly consider it to be "high resolution", since the resolution is significantly higher than what the leading VR headsets currently use. It's over 77% more pixels than the Oculus Rift and HTC Vive, which is the same difference between a 1080p and a 1440p display. As another point of comparison, 2880x1600 at 90fps is also pushing the same number of pixels per second as 4K at 50fps, so even this resolution would need high-level graphics hardware to provide a smooth experience, and going much higher than that wouldn't really be viable at this time. When those kinds of resolutions actually became viable for VR, they will undoubtedly be coupled with eye-tracking and foveated rending, allowing the graphics hardware to render only what the viewer is looking at at full resolution and detail levels, while spending less time rendering the periphery.
As for the cost, it's certainly priced higher than what any reasonable consumer should pay, but it's being sold to commercial VR installations, not home-users. In those scenarios, the added durability and quick-swap capabilities might be considered worth the added cost.