Interpupillary distance: Difference between revisions
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The brain's visual cortex processes and fuses these two 2D images into a single, unified perception with an added dimension of depth. This process, known as '''[[stereopsis]]''', is the basis for high-fidelity depth perception, allowing for precise judgments of distance and the three-dimensional structure of objects.<ref name="StereoscopicVR" /> The magnitude of the IPD directly influences the amount of binocular disparity; a wider IPD results in a greater difference between the two eyes' views, which can enhance the stereoscopic effect. | The brain's visual cortex processes and fuses these two 2D images into a single, unified perception with an added dimension of depth. This process, known as '''[[stereopsis]]''', is the basis for high-fidelity depth perception, allowing for precise judgments of distance and the three-dimensional structure of objects.<ref name="StereoscopicVR" /> The magnitude of the IPD directly influences the amount of binocular disparity; a wider IPD results in a greater difference between the two eyes' views, which can enhance the stereoscopic effect. | ||
'''Horizontal disparity''', defined as the difference between viewing angles from each eye to an object, drives stereoscopic depth sensation. The '''horopter''' depicts points with zero disparity relative to | '''Horizontal disparity''', defined as the difference between viewing angles from each eye to an object, drives stereoscopic depth sensation. The '''horopter''' depicts points with zero disparity relative to fixation, points at the same depth as the fixation point project onto corresponding locations in both retinas. Objects closer than the horopter have '''crossed disparity''' (negative), while objects farther have '''parallel disparity''' (positive). Within '''Panum's fusional area''', the region of binocular single vision, points off the horopter have disparity but are still seen as single and in depth relative to fixation. Outside this area, physiological [[diplopia]] (double vision) occurs. | ||
==Real IPD== | ==Real IPD== | ||
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===Aligning the User with the Virtual World=== | ===Aligning the User with the Virtual World=== | ||
A VR/AR headset works by presenting a separate, slightly different image to each eye, simulating binocular disparity to create the illusion of depth. To achieve this effectively, the optical | A VR/AR headset works by presenting a separate, slightly different image to each eye, simulating binocular disparity to create the illusion of depth. To achieve this effectively, the optical system, composed of displays and lenses, must be precisely aligned with the user's visual system. The primary goal of IPD adjustment is to horizontally position the optical center of each lens directly in front of the center of each pupil.<ref name="MetaIPD" /> | ||
This alignment ensures that the user is looking through the lens's '''optical sweet spot''', also known as the '''[[eyebox]]'''. The eyebox is the three-dimensional volume where the eye can be positioned to receive a clear, full, and undistorted view of the virtual image.<ref name="RoadToVR-Measure" /><ref name="EyeboxVR" /> VR lenses have a central area of maximum clarity called the "sweet spot" or "optical center," typically 15–25 mm in diameter for [[Fresnel lens]]es and larger for [[pancake lens]]es. | This alignment ensures that the user is looking through the lens's '''optical sweet spot''', also known as the '''[[eyebox]]'''. The eyebox is the three-dimensional volume where the eye can be positioned to receive a clear, full, and undistorted view of the virtual image.<ref name="RoadToVR-Measure" /><ref name="EyeboxVR" /> VR lenses have a central area of maximum clarity called the "sweet spot" or "optical center," typically 15–25 mm in diameter for [[Fresnel lens]]es and larger for [[pancake lens]]es. | ||
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===Hardware IPD (Lens Spacing)=== | ===Hardware IPD (Lens Spacing)=== | ||
'''Hardware IPD''' refers to the physical distance between the optical centers of the two lenses inside the HMD.<ref name="MetaIPD" /> The adjustment mechanism on a | '''Hardware IPD''' refers to the physical distance between the optical centers of the two lenses inside the HMD.<ref name="MetaIPD" /> The adjustment mechanism on a headset, whether it's a slider, knob, or automated motor, directly changes this lens spacing. The goal of adjusting the hardware IPD is to physically align the lenses with the user's pupils, placing them in the center of the eyebox to achieve maximum image clarity and minimize optical aberrations.<ref name="MilvusIPD" /> | ||
Hardware adjustment provides optical alignment where eyes look through the optical center, achieving maximum clarity, full resolution and sharpness, designed field of view specifications, reduced eye strain, and physical comfort. | Hardware adjustment provides optical alignment where eyes look through the optical center, achieving maximum clarity, full resolution and sharpness, designed field of view specifications, reduced eye strain, and physical comfort. | ||
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The '''eyebox''' is the three-dimensional volume within which a user's eye pupil must be located to see the entire, un-vignetted, and clear image produced by the HMD's lens.<ref name="OpticaEyebox" /> The center of this volume, where image quality is highest, is often called the '''optical sweet spot'''.<ref name="RoadToVR-Measure" /> | The '''eyebox''' is the three-dimensional volume within which a user's eye pupil must be located to see the entire, un-vignetted, and clear image produced by the HMD's lens.<ref name="OpticaEyebox" /> The center of this volume, where image quality is highest, is often called the '''optical sweet spot'''.<ref name="RoadToVR-Measure" /> | ||
Moving the eye outside the | Moving the eye outside the eyebox, either horizontally, vertically, or in depth ([[eye relief]]), will result in a degraded image, with effects like blurring, [[chromatic aberration]], or vignetting (the edges of the image being cut off). The purpose of hardware IPD adjustment is to horizontally position the user's pupils within the eyeboxes of the two lenses. A headset with a larger eyebox is more forgiving of small IPD misalignments and headset movement on the user's face, contributing to a more comfortable and consistent experience.<ref name="AvantierVR" /> | ||
==Lens Design Impact on IPD Requirements== | ==Lens Design Impact on IPD Requirements== | ||
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===Breakthrough Year: 2016=== | ===Breakthrough Year: 2016=== | ||
'''March | '''March 2016-Oculus Rift CV1''' launched with mechanical adjustment via physical slider offering smooth continuous adjustment across approximately 58–72 mm range, making it the first mainstream consumer headset with hardware IPD adjustment. Over 500,000 units sold in the first year. | ||
'''April | '''April 2016-HTC Vive''' launched with mechanical adjustment knob providing rotary continuous adjustment across approximately 60–75 mm range, setting the standard for enthusiast VR with room-scale tracking. | ||
'''October | '''October 2016-PlayStation VR''' launched with mechanical adjustment via slider (~58–70 mm), selling millions of units to achieve the largest installed base at the time. | ||
The significance of 2016 established the industry standard where mechanical IPD adjustment became expected, making VR a viable consumer product category. | The significance of 2016 established the industry standard where mechanical IPD adjustment became expected, making VR a viable consumer product category. | ||
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===The Regression: Cost-Cutting Era (2019–2020)=== | ===The Regression: Cost-Cutting Era (2019–2020)=== | ||
'''March | '''March 2019-Oculus Rift S''' represented a significant backward step, launching with fixed IPD at 63.5 mm, identical to DK2 from 2014, with software-only adjustment. The "best fit" range spanned only 61.5–65.5 mm (4 mm total). ANSUR II analysis showed only 46% of men and 43% of women fit "best" compared to 99%/93% with mechanical adjustment. Massive community backlash ensued, with many refusing to buy.<ref name="PalmerLuckey" /> | ||
'''September | '''September 2020-Oculus Quest 2''' at $299 offered a three-position compromise with discrete positions at 58 mm, 63 mm, and 68 mm. While better than Rift S, it was worse than Quest 1, yet became the best-selling VR headset ever due to aggressive pricing. | ||
===Innovation and Automation Era (2021–Present)=== | ===Innovation and Automation Era (2021–Present)=== | ||
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* '''Take breaks immediately''' if discomfort occurs | * '''Take breaks immediately''' if discomfort occurs | ||
Medical consensus indicates that short-term | Medical consensus indicates that short-term effects, eye fatigue, blurred vision, headaches, are common but resolve within minutes to hours. No proven permanent damage occurs in healthy adults with proper use, though children under 6 should avoid displays causing vergence-accommodation conflict. Red flags requiring medical attention include symptoms lasting more than 24 hours, progressive worsening, or persistent double vision. | ||
==See Also== | ==See Also== | ||