Head-mounted display: Difference between revisions
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===[[Resolution]]=== | ===[[Resolution]]=== | ||
The number of [[pixel]]s on the display(s), usually specified per eye (e.g., 2064 x 2208 per eye for Meta Quest 3) or sometimes as a total resolution. Higher resolution reduces the [[screen-door effect]] (the visible grid pattern between pixels) and increases image sharpness. [[Pixels Per Degree]] (PPD) is often a more perceptually relevant metric, combining resolution and FOV. Human visual acuity corresponds to roughly 60 PPD; current consumer VR is typically in the 20-35 PPD range, while high-end devices like Vision Pro exceed 40 PPD centrally. | The number of [[pixel]]s on the display(s), usually specified per eye (e.g., 2064 x 2208 per eye for Meta Quest 3) or sometimes as a total resolution. Higher resolution reduces the [[screen-door effect]] (the visible grid pattern between pixels) and increases image sharpness. [[Pixels Per Degree]] (PPD) is often a more perceptually relevant metric, combining resolution and FOV. Human visual acuity corresponds to roughly 60 PPD; current consumer VR is typically in the 20-35 PPD range, while high-end devices like Vision Pro exceed 40 PPD centrally. | ||
===[[Refresh Rate]] | ===[[Refresh Rate]]=== | ||
The number of times per second the display updates the image, measured in Hertz (Hz). Higher refresh rates (e.g., 90Hz, 120Hz, 144Hz) lead to smoother motion, reduced flicker, and can help mitigate motion sickness. 90Hz is often considered a comfortable minimum for VR. Low persistence displays (where pixels are illuminated only for a fraction of the refresh cycle) are crucial in VR to reduce motion blur during head movements.<ref name="LowPersistence">Abrash, Michael (2014-07-28). "Understanding Low Persistence on the DK2". Oculus Developer Blog. Retrieved 2023-10-27. [https://developer.oculus.com/blog/understanding-low-persistence-on-the-dk2/ Link]</ref> | The number of times per second the display updates the image, measured in Hertz (Hz). Higher refresh rates (e.g., 90Hz, 120Hz, 144Hz) lead to smoother motion, reduced flicker, and can help mitigate motion sickness. 90Hz is often considered a comfortable minimum for VR. Low persistence displays (where pixels are illuminated only for a fraction of the refresh cycle) are crucial in VR to reduce motion blur during head movements.<ref name="LowPersistence">Abrash, Michael (2014-07-28). "Understanding Low Persistence on the DK2". Oculus Developer Blog. Retrieved 2023-10-27. [https://developer.oculus.com/blog/understanding-low-persistence-on-the-dk2/ Link]</ref> | ||
===[[Field of View]] (FOV)=== | ===[[Field of View]] (FOV)=== | ||
The extent of the visual field visible through the HMD, usually measured horizontally, vertically, and/or diagonally in degrees. Human binocular vision covers roughly 200-220° horizontally (with ~120° stereoscopic overlap). VR HMDs aim for a wide FOV (typically 100°-110° horizontally for consumer devices, sometimes wider like [[Pimax]] headsets) to enhance immersion. AR OHMDs often have a much narrower FOV (e.g., 30°-55°) due to the challenges of see-through optics.<ref name="VR_FOV_Comparison">VR Compare. "Headset Feature: Field of View". Retrieved 2023-10-27. [https://vr-compare.com/headsetfeature/fieldofview Link]</ref> | The extent of the visual field visible through the HMD, usually measured horizontally, vertically, and/or diagonally in degrees. Human binocular vision covers roughly 200-220° horizontally (with ~120° stereoscopic overlap). VR HMDs aim for a wide FOV (typically 100°-110° horizontally for consumer devices, sometimes wider like [[Pimax]] headsets) to enhance immersion. AR OHMDs often have a much narrower FOV (e.g., 30°-55°) due to the challenges of see-through optics.<ref name="VR_FOV_Comparison">VR Compare. "Headset Feature: Field of View". Retrieved 2023-10-27. [https://vr-compare.com/headsetfeature/fieldofview Link]</ref> |