Resolution
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Resolution is the number of distinct pixels a display can show, usually written as width by height. A resolution of 1920 x 1080, for example, has 1920 pixels across and 1080 pixels down, which is the "1080p" of a standard HDTV. In an ordinary monitor or television the figure is read at face value because the screen sits at a fixed distance and fills a known slice of the viewer's vision. In a Virtual Reality or Augmented Reality head-mounted display the raw number tells only part of the story, because the panel is magnified by lenses and held a few centimetres from the eye. The way resolution is reported and judged for headsets is therefore different from the way it is reported for flat screens.
Because the optics blow the picture up across a wide field of view, a headset with a high pixel count can still look coarse, and a headset with a modest pixel count can look acceptable if its field of view is narrow. The meaningful measures for VR and AR are per-eye resolution and, above all, angular resolution expressed as Pixels per degree.
Per-eye versus combined resolution
A stereoscopic headset draws a separate image for each eye, so two figures get quoted: the resolution of a single eye's view and the combined total of both. Manufacturers and retailers often advertise the combined number because it is larger and sounds more impressive. The combined figure is misleading for image quality, because no single eye ever sees it. Each eye only sees its own panel area, so per-eye resolution is the number that determines how sharp the world looks.
The Oculus Rift illustrates the point. Its specification is frequently given as 2160 x 1200, which is the combined output split across two displays at 90 Hz.[1] The per-eye resolution is 1080 x 1200, and that is the figure that matters when judging clarity. The same caution applies to "8K" or "4K" headset marketing: those words usually describe the two panels added together, not what reaches each eye.
Pixels per degree and angular resolution
Pixels per degree (PPD) is the number of pixels packed into one degree of the field of view. It is the single most useful resolution measure for a headset because it combines pixel count and field of view into one figure, and it reflects how finely the eye can actually resolve detail through the lenses. A rough estimate divides the horizontal pixels of one eye by the horizontal field of view in degrees. A panel with 2000 horizontal pixels spread across a 100 degree field gives roughly 20 PPD.[2]
PPD matters more than raw pixel count precisely because it depends on field of view. The same panel spread thin across a wide field looks coarse, while spread across a narrow field it looks sharp. The original Rift DK1 had only 640 horizontal pixels per eye across about a 90 degree usable field, which works out to roughly 7 PPD, low enough that individual pixels were obvious.[2][3] Meta describes PPD as "the number of pixels that are packed within 1 degree of the field of view" and treats it, rather than the panel resolution alone, as the headline measure of system resolution, because visual clarity is set by the display and the optics working together.[4]
The retinal resolution target
The eye is not infinitely sharp. A person with 20/20 vision can resolve about one arc minute of detail, which corresponds to roughly 60 pixels per degree at the centre of vision. This 60 PPD figure is widely treated as the "retinal resolution" target, the density above which extra pixels add little because the eye cannot pick the detail apart.[2][4] Meta cites the same 60 PPD benchmark as "sufficient to depict the 20/20 line on an eye chart" and notes that its Butterscotch research prototype reached about 55 PPD, approaching that target, only by cutting the field of view to about half that of a Meta Quest 2.[4] That tradeoff is the central tension of headset design: pushing PPD up usually means narrowing the field of view or adding a great many more pixels and the rendering power to drive them. No mainstream consumer headset yet reaches 60 PPD across a full field of view. Some research suggests the foveal limit may be higher still, with one 2024 study estimating the eye can resolve up to about 94 PPD for fine achromatic detail.[5]
As early as 2013, headset makers framed the goal in these terms. Palmer Luckey, founder of Oculus Rift, and Valve's Michael Abrash argued that even resolutions on the order of 8K (7680 x 4320) per eye would not be enough for "perfect" VR once the wide field of view and the eye's full acuity are accounted for.[6]
Screen door effect
When pixel density is low, the thin dark gaps between lit pixels become visible as a fine grid laid over the whole image, as though the scene is being viewed through a screen door. The effect is far more noticeable in a headset than on a phone or monitor because the lenses magnify both the pixels and the gaps between them.[7] Higher pixels per inch and higher PPD both shrink the gaps and reduce the effect. It was severe on early developer kits and has steadily faded with each generation. On the Apple Vision Pro, whose pixel pitch is about 7.5 micrometres, reviewers and teardowns reported the screen door effect to be practically eliminated for the first time in a consumer headset.[8][9]
Subpixels and effective resolution
Each "pixel" is built from coloured subpixels, and the way those subpixels are arranged changes how sharp a panel really looks. The two common layouts are RGB stripe and PenTile.
- RGB stripe gives every pixel its own full set of red, green and blue subpixels in equal vertical bars. This is the densest, most uniform arrangement and produces the cleanest edges and the least visible screen door for a given resolution.
- PenTile (and the related diamond layouts used on many OLED panels) shares subpixels between neighbouring pixels and uses fewer of one colour, usually fewer red and blue. This lets a panel claim a high nominal resolution while delivering a lower "effective" resolution, because the true colour detail is coarser than the pixel count implies. PenTile OLED panels tend to show a more visible screen door than an RGB stripe panel of the same nominal resolution.[7][10]
This is why a headset's "effective" resolution can differ from its advertised resolution. The Valve Index is a frequently cited example: it uses 1440 x 1600 per-eye LCD panels with full RGB subpixels rather than PenTile, which Valve credited with about 50 percent more subpixels than an equivalent OLED and noticeably greater sharpness for the same rendering cost.[11]
Render resolution versus native resolution
The native resolution is the fixed physical pixel grid of the panel. The render resolution is how many pixels the GPU is told to draw before the image is sent to that panel, and the two are not the same in VR. Runtimes such as SteamVR usually render at more than the native pixel count, because the picture has to be pre-distorted to cancel the pincushion distortion of the lenses, and the edges of that oversized frame are discarded during the correction. A "100 percent" render setting is therefore matched to the panel after distortion, not a literal one-to-one copy of it.[12]
Supersampling pushes the render resolution above that baseline, for example 120 or 140 percent, and then downscales the result to the panel. This sharpens edges and reduces aliasing and shimmer, at the cost of GPU load that rises quickly: every increase in render resolution multiplies the number of pixels the GPU must shade, so the work grows with the area, not the width.[12] Supersampling cannot add detail the panel is physically unable to show, but it makes better use of the pixels that are there.
Foveated rendering and dynamic resolution
The eye only resolves fine detail in a tiny central region, the fovea, and sees the periphery far more coarsely. Foveated rendering exploits this by drawing the full render resolution only where the user is looking and a lower resolution everywhere else, which cuts the GPU's pixel workload without a visible loss of quality. With eye tracking the sharp region follows the gaze in real time, a technique called eye-tracked or dynamic foveated rendering. In practice it saves on the order of 30 to 50 percent of GPU work, and the best implementations reach about 60 percent.[13][14]
The freed-up rendering budget can be spent on a higher Refresh rate, richer shading, lower power draw, or simply on a higher render resolution in the centre than the GPU could otherwise sustain. The clearest production example is Varjo's bionic display approach: the headset combines a small, very high density micro-OLED "focus" panel at around 70 PPD with a wider, lower density "context" panel behind it, so that near-retinal sharpness is delivered only where the eye is pointed while the rest of the field is filled in more cheaply.[15]
Resolution and PPD of representative headsets
The table below lists per-eye resolution and approximate pixels per degree for a spread of headsets, from early developer kits to current high-end devices. PPD values are approximate: where a maker does not publish PPD, it is estimated from horizontal pixels and field of view, and exact figures vary with how field of view is measured and where in the lens it is sampled. Field-of-view conventions differ between makers, so cross-brand PPD comparisons are best read as a guide rather than an exact ranking.
| Headset | Release | Per-eye resolution | Panel type | Approx. PPD |
|---|---|---|---|---|
| Oculus Rift DK1 | 2013 | 640 x 800 | LCD | ~7 |
| Oculus Rift CV1 | 2016 | 1080 x 1200 | OLED (PenTile) | ~14 |
| Meta Quest 2 | 2020 | 1832 x 1920 | LCD | ~20 |
| Valve Index | 2019 | 1440 x 1600 | RGB-stripe LCD | ~16 |
| Meta Quest 3 | 2023 | 2064 x 2208 | LCD (pancake optics) | ~25 |
| Pimax Crystal | 2023 | 2880 x 2880 | QLED + mini-LED | ~35 |
| Varjo VR-3 / XR-3 | 2021 | 1920 x 1920 focus + 2880 x 2720 context | micro-OLED focus + LCD context | ~70 (focus) |
| Apple Vision Pro | 2024 | 3660 x 3200 | micro-OLED | ~34 |
Sources: DK1,[2][3] Rift CV1,[1] Quest 2 and Quest 3 PPD,[4] Quest 3 resolution,[16] Valve Index,[11] Pimax Crystal,[17] Varjo,[15] Apple Vision Pro.[8][16]
Higher pixel count does not guarantee a sharper image. Independent testing by display analyst Karl Guttag found that the Meta Quest 3, despite having far fewer pixels per eye than the Apple Vision Pro, could resolve objectively more fine detail in the centre of the view, because the combination of its panel and lenses was cleaner. Road to VR summarised the lesson plainly: human perception is too complex to reduce the quality of a display to its pixel count alone.[16]
Resolution of various HMDs
The tables below are generated automatically from the resolution recorded on each device page.
Virtual reality
| Resolution | |
|---|---|
| 3Glasses | |
| 3Glasses Blubur S2 | 1440x1440 per-eye |
| 3Glasses X1 | 1200x1200 per-eye (2400x1200 combined) |
| ANTVR | 1920 x 1080 |
| ANTVR Cyclop | 1080x1200 per-eye |
| Acer Windows Mixed Reality Headset | 2880 x 1440 (1440 x 1440 per eye) |
| AjnaLens AjnaXR | 1600x1600 per-eye (3200 x 1600 combined) |
| AjnaXR Enterprise Edition | 2280x2280 per-eye |
| Apple Vision Pro | 23 million pixels across both displays (Apple specification) |
| Apple Vision Pro M5 | 23 million pixels across both displays (Apple specification) |
| Arpara | |
| Arpara AIO 5K | 2560 x 2560 per eye (5120 x 2560 combined) |
| Arpara Tethered 5K | 2560 x 2560 per eye (5120 x 2560 combined) |
| BHaptics TactSuit X16 | N/A |
| BHaptics Tactal | N/A |
| BOBOVR F2 | N/A |
| BOBOVR M2 Pro | N/A |
| Bigscreen Beyond 2 | 2560 × 2560 per eye (5120 × 2560 total) |
| Bigscreen Beyond 2e | 2560×2560 per eye (13.1 million pixels total) |
| Crescent Bay | |
| Crystal Cove | 1920 x 1080 (960 x 1080 per eye), as reported by press |
| Cybershoes | N/A |
| D-Link VR Air Bridge | N/A |
| DPVR E3B | 1280x1440 per-eye (2560 x 1440 panel) |
| DPVR E3C | 1280x1440 per-eye |
| DPVR E4C | 1832x1920 per-eye (3664 x 1920 panel) |
| DPVR P1 | 1280x1440 per-eye |
| DPVR P1 Pro | 1280x1440 per-eye (2560 x 1440 panel) |
| DPVR P1 Pro 4K | 1920x2160 per-eye (3840 x 2160 panel) |
| DPVR P1 Pro Light | 1280x1440 per-eye |
| DPVR P1 Ultra 4K | 1920x2160 per-eye (3840x2160 total) |
| DPVR P2 | 1832x1920 per-eye |
| Daydream View | 1920 x 1080 / 2560 x 1440 (Pixel / Pixel XL) |
| Diver-X ContactGlove | N/A |
| EteeControllers SteamVR | N/A |
| FOVE | 2560 x 1440 |
| FS5i | 800 line horizontal resolution (600 TV lines) per eye |
| Figment VR | Depends on the smartphone |
| Fujitsu FMVHDS1 | 1440x1440 per-eye (2880x1440 combined) |
| Gear VR | |
| HP Reverb G1 | 2160 x 2160 per eye (4320 x 2160 combined) |
| HP Reverb G2 Controllers | N/A |
| HP Reverb G2 Omnicept Edition | 2160x2160 per-eye |
| HP VR1000 | 1440x1440 per-eye |
| HTC Vive | 2160 x 1200 (1080 x 1200 per eye) |
| HTC Vive Base Station | N/A |
| HTC Vive Developer Editions | 2160 x 1200, 1080 x 1200 per eye |
| HTC Vive Facial Tracker | N/A |
| HTC Vive Focus | 2880 x 1600 combined (1,600 x 1,440 per eye) |
| HTC Vive Focus 3 | 2448 x 2448 per eye (4896 x 2448 combined) |
| HTC Vive Focus Plus | 1440 x 1600 per eye (2880 x 1600 combined), 615 PPI |
| HTC Vive Focus Vision | 2448 x 2448 per eye (4896 x 2448 combined) |
| HTC Vive Pro | 2880 x 1600 (1440 x 1600 per eye) |
| HTC Vive Pro Controllers | N/A |
| HTC Vive Tracker 3.0 | |
| HTC Vive Wireless Adapter | N/A |
| HTC Vive Wrist Tracker | N/A |
| HTC Vive XR Controllers | N/A |
| Hons VR Quest 2 Prescription Lens Adapter | N/A |
| Huawei VR Glass 6DoF | 1600x1600 per-eye |
| IQIYI | |
| IQIYI Qiyu 3 | 2160x2160 per-eye (4320 x 2160 combined) |
| IQIYI Qiyu MIX | 1832x1920 per-eye |
| Impression Pi | Depends on the smartphone |
| IonVR | Min. 720p resolution, 1080p recommended, 2K ideal |
| KAT Walk C | N/A |
| KAT Walk C 2 | N/A |
| KAT Walk C 2 Plus | N/A |
| LG 360 VR | 960x720 pixels at 693ppi (per eye) |
| Lenovo Legion VR700 | 3,664 x 1,920 total (773 PPI) |
| Lenovo Mirage VR S3 | 1,920 x 2,160 pixels per eye (3,840 x 2,160 combined, marketed as 4K) |
| Lenovo Windows Holographic HMD | |
| Logitech Chorus | N/A |
| Lynx R1 | 1600×1600 per eye |
| Lynx-R1 | 1600×1600 per eye |
| MRG2.2 | 720 x 240 pixels, RGB delta arrangement (manufacturer figure) |
| Manus SteamVR Pro Tracker | N/A |
| Medion Erazer X1000 | 1440x1440 per-eye |
| Meta Quest | |
| Meta Quest 2 | 1832 x 1920 per eye (3664 x 1920 combined) |
| Meta Quest 3 | 2064 × 2208 per eye |
| Meta Quest 3 Elite Strap with Battery | N/A |
| Meta Quest 3S | 1832 x 1920 pixels per eye |
| Meta Quest Touch Plus Controllers | |
| Meta Quest Touch Pro Controllers | N/A |
| Meta VR Glasses | 2412 x 2288 per eye |
| NVIS nVisor SX60 | 1280x1024 per eye (SXGA) |
| Nolo Sonic | 1920x2160 per-eye |
| Nolo Sonic 2 | 1832x1920 per-eye |
| Nolo X1 | 1280x1440 per-eye (NOLO X1); 3840x2160 (NOLO X1 4K) |
| OSVR HDK1 | 1920 x 1080, 960 x 1080 per eye |
| OSVR HDK2 | 2160 x 1200 (1080 x 1200 per eye) |
| Oculus Rift | 2160 x 1200 (1080 x 1200 per eye) |
| Oculus Rift S | 2560×1440 (1280×1440 per eye) |
| Oculus Santa Cruz | |
| Omnideck | |
| Philips Scuba | 263 × 230 pixels per eye |
| Pico 4 | 2160 x 2160 per eye (4320 x 2160 combined) |
| Pico 4 Pro | 2160×2160 per eye |
| Pico 4 Ultra | 2160 x 2160 per eye (1200 PPI); default rendering resolution 1920 x 1920 per eye |
| Pico 4 Ultra Enterprise | 2160×2160 per eye (4K+); rendering resolution 1920×1920 per eye |
| Pico G2 | 1440 x 1600 per eye (2880 x 1600 combined) |
| Pico G2 4K Enterprise | 1920x2160 per-eye |
| Pico G3 | 3664×1920 (combined), 773 PPI |
| Pico Neo 3 Pro | 3664 x 1920 (1832 x 1920 per eye) |
| Pico Neo CV | 1500 x 1500 pixels/eye |
| Pico Space Pro | |
| Pimax 4K | 3840 x 2160P (1920 x 2160 per eye) |
| Pimax 5K Super | 2560x1440 per eye (5120x1440 combined) |
| Pimax 8K | 8K (4K for each eye) |
| Pimax 8K X | 3840 x 2160 per eye (native mode); 2560 x 1440 per eye input upscaled to 3840 x 2160 (upscale mode) |
| Pimax Crystal Super 8K Micro-OLED | 3840x3552 per-eye |
| Pimax Dream Air | 3840x3552 per-eye |
| Pimax Dream Air SE | 2560x2560 per-eye (5120 x 2560 total) |
| Pimax Portal QLED View | 1920x2160 per-eye (3840 x 2160 panel) |
| Pimax Portal View | 1920x2160 per-eye |
| Pimax Sword Controllers | N/A |
| Project Alloy | |
| QWR VRone | 2.5K (manufacturer designation) |
| QWR VRone 4K | |
| QWR VRone PC | 1832 x 1920 per eye (3664 x 1920 combined) |
| QWR VRone Pro | 1,600 x 1,600 pixels per eye |
| Quest 2 Controllers | N/A |
| Quest 2 Elite Strap | N/A |
| Relativty | 2560 x 1440 (original build) |
| Roscosmos | |
| Samsung Gear VR (2015/2016) | 2560 x 1440, 1280 x 1440 per eye |
| Samsung Gear VR Innovator Edition | 2560 x 1440, 1280 x 1440 per eye |
| Shiftall | |
| Shiftall HaritoraX | N/A |
| Shiftall MeganeX Superlight 8K | 3552×3840 per eye (8K total) |
| Simula One | 2448×2448 per eye (4896×2448 total) |
| Skyworth | |
| Skyworth Pancake 1 | 2280x2280 per-eye |
| Skyworth Pancake 1Pro | 2280x2280 per-eye |
| Skyworth W1 | 1600x1600 per-eye |
| Skyworth W1 Pro | 1600x1600 per-eye |
| Snapdragon 845 VR Development Kit | 1280x1440 per-eye |
| Snapdragon XR1 HMD Reference Design | |
| Sony PUD-J5A | 180,000 pixels per panel |
| Sony SRH-S1 | 3,552 x 3,840 pixels per eye (approx. 13.6 megapixels per eye) |
| StarVR | 5120 x 1440 (2560 x 1440 per eye) |
| Steam Frame | 2160 x 2160 per eye |
| SteamVR Base Station 2.0 | N/A |
| Sulon Q | 2560x1440 pixels |
| Surplex | N/A |
| Surplex Pro | N/A |
| TCL NXTWEAR V | 2280x2280 per-eye |
| Takara HMD Dynovisor | 180,000 pixels (320x240 per eye, estimated) |
| VIVED | About 100 x 100 in the 1985 demonstrations; 320 x 240 monochrome screens in the 1988 configuration |
| VPL EyePhone | 185 × 138 (Model 1), 320 × 240 (Model 2 LX), 720 × 480 (Model HRX) per eye |
| VR Wave Quest 2 Prescription Lenses | N/A |
| VRgineers VRHero 5K | 2560x1440 per-eye (5120 x 1440 combined) |
| VRgineers VRHero 5K Plus | 2560x1440 per-eye (5120 x 1440 combined) |
| VRgineers XTAL 3 | 3840x2160 per-eye |
| Valve Index | 2880×1600 (combined) |
| Varjo Aero | 3840×3744 per eye |
| Varjo VR-2 | Focus: 1920×1080 per eye, Context: 1440×1600 per eye |
| Varjo XR-3 | Focus: 1920×1920 per eye, Context: 2880×2720 per eye |
| Varjo XR-4 | 3840×3744 per eye |
| Varjo XR-4 Focal Edition | 3840×3744 per eye (4K×4K) |
| Virtual Boy | 384×224 per eye |
| Virtual Research Flight Helmet | 240 x 120 pixels (Deutsches Museum); 208 x 139 color triads per LCD (Watson et al.) |
| Virtual i-O i-glasses! | |
| Virtuix Omni | |
| Vive Cosmos | 1440x1700 per eye |
| Vive Flow | 1600x1600 per eye |
| Vive Focus 3 Eye Tracker | N/A |
| Vive Focus 3 Facial Tracker | N/A |
| Vive Pro 2 | 2448x2448 per eye |
| Vive Pro Eye | 1440x1600 per eye |
| Vivo Vision | 3840 x 3552 per eye (27.28 million pixels total) |
| Wearality Sky | Depends on smartphone |
| Woojer Vest Edge | N/A |
| Woxter | |
| Woxter Neo VR100 | 960x1080 per-eye |
| XEO BIG | 3840x3552 per-eye |
| XRSpace | |
| Xiaomi Mi VR | 1280x1440 per-eye |
| YVR | |
| YVR 1 | 2160x2160 per-eye |
| YVR 2 | 1600x1600 per-eye |
| Z800 3DVisor | 800 x 600 per display |
Augmented reality
| Resolution | |
|---|---|
| AjnaLens AjnaX | |
| Anduril EagleEye | High-resolution displays |
| Atheer AiR | |
| Brilliant Labs Halo | 640 x 480 pixel panel; 256 x 256 pixel drawable area |
| Brilliant Monocle | 640x400 per-eye |
| Campfire Headset | 2560 x 1440 |
| CastAR | 2560x720, 1280 x 720 per eye |
| Cosmo Vision | 304 x 256 pixels (single display) |
| DigiLens Argo | HD (1280 x 720 according to KGOnTech) |
| Dream Glass | 1280x800 per-eye (marketed as 2.5K) |
| Dream Glass 4K Plus | 1920x1080 per-eye |
| Dream Glass Lead Plus | 1920x1080 per-eye |
| Dream Glass Lead Pro | 1920x1080 per-eye |
| DreamWorld | |
| Engo 2 | 304x256 per-eye |
| Epson Moverio BT-40S | 1920x1080 per-eye |
| Even Realities G2 | 640 x 350 |
| Google Glass | 640 × 360 |
| Google Glass Enterprise Edition | 640 x 360 |
| Guangli Holoswim | |
| Guangli Holoswim 2 | 128x64 per-eye |
| Halliday Glasses | |
| HoloKit | |
| INMO Air | 640x400 per eye |
| Impression Pi | Depends on the smartphone |
| Integrated Visual Augmentation System | |
| Iristick G2 | 426 x 240, right eye only |
| Julbo EVAD-1 | 242 x 205 pixels usable display area (Julbo); 304 x 256 pixel microdisplay (ActiveLook) |
| Lenovo Glasses T1 | 1920 x 1080 pixels per eye |
| Lenovo Legion Glasses 2 | 1920 x 1080 per eye (16:9) |
| MAD Gaze Glow Plus | 1920x1080 per-eye |
| MAD Gaze Vader | 1280x720 per-eye |
| MAD Gaze Wave | 1920 x 1080 per eye |
| Magic Leap 2 | 1440 × 1760 pixels per eye |
| Magic Leap One | 1280 x 960 per eye |
| MemoMind One | 640 x 350 |
| Meta (augmented reality company) | |
| Meta 2 | 2560 x 1440 |
| Meta Capri | |
| Meta Glasses | |
| Meta Neural Band | |
| Meta Ray-Ban Display | 600 × 600 pixels |
| MetaPro | 1280x720 pixels for both displays |
| Microsoft HoloLens | Holographic resolution: 2.3M total light points |
| Nimo | 1920x1080 per eye (Nimo 1 Glasses, per the company FAQ); 1280x720 per-eye (720p) on the earlier beta design |
| Oppo Air Glass | 640x480 |
| P&C Solution METALENSE | 1920x1080 per-eye |
| Project North Star | 1600 × 1440 per eye (2880 × 1600 combined) |
| Quark AI Glasses | |
| R-7 Smartglasses | 2560 x 720 (Two 1280 x 720) |
| Raven Prism | 720 x 720 |
| Ray-Ban Meta | |
| Ray-Ban Meta (Gen 3) | |
| RayNeo Air 2s | 1920×1080 per eye (Full HD) |
| RayNeo Air 3s | 1920 x 1080 per eye |
| RayNeo GT | 1920 x 1080 |
| RayNeo GT Max | 1920 x 1080 (Full HD) |
| RayNeo X3 Pro | 640 x 480 per eye |
| RayNeo iO | |
| RealWear | |
| RealWear HMT-1Z1 | 854x480 (WVGA), single display |
| RealWear Navigator 520 | 1280 x 720 (HD) |
| RealWear Navigator Z1 | 1280 x 720 (HD) |
| Realmax Qian | 2560 x 768 display panel (per The Ghost Howls review); described by Realmax and the press as stereoscopic 1080p |
| Rokid AR Lite | 1080p-1200p per eye |
| Rokid Air Pro | 1920x1080 per-eye |
| Rokid Glass 2 | 1280x720 (monocular, one eye) |
| Rokid Glasses | |
| Rokid Max 2 | 1920x1080 per eye (Full HD) |
| Rokid Station | |
| Rokid X-Craft | 1280 x 720 (binocular) |
| Shadow Creator Halomini | |
| SmartEyeglass Developer Edition SED-E1 | 419 x 138 |
| Snap Specs | Not disclosed |
| Snap Spectacles | 1088 x 1088 (video) |
| Snap Spectacles (2021) | 480x564 per-eye |
| Snap Spectacles 2 | 1216 x 1216 (video), 1642 x 1642 (photos) |
| Snap Spectacles 3 | video 1216 x 1216 px at 60fps, photos 1642 x 1642 |
| Snap Spectacles 4 | 480 x 564 per eye |
| Snap Spectacles 5 | 37 pixels per degree |
| Spacetop | 1920x1080 per-eye |
| Spacetop G1 | 1920x1080 per-eye |
| Sulon Q | 2560x1440 pixels |
| TCL NXTWEAR S | 1920x1080 per eye (2D) / 3840x1080 (3D) |
| TCL RayNeo X2 Lite | 640 x 480 |
| ThirdEye Razor MR Glasses | 1920x1080 per-eye |
| Thunderbird Air Plus | 1920x1080 per-eye |
| Triton | 1440 x 2560 (panel) |
| Viture Beast | 1920 × 1200 per eye (3840 × 1200 combined) |
| Viture One | 1920×1080 per eye (Full HD) |
| Viture One Lite | 1920×1080 per eye (Full HD) |
| Viture Pro | 1920×1080 per eye (Full HD) |
| Viture Pro 2 | 1920 x 1080 per eye |
| Vuzix Blade Upgraded | 480x853 (right eye only) |
| Vuzix M4000 | |
| Vuzix M400C | 640 x 360 (nHD) |
| Vuzix Z100 | 640 x 480 (4:3) |
| XYZ Atom | 720p per eye |
| Xiaomi AI Glasses | |
| Xiaomi Smart Glasses | 640x480 (reported by MicroLED-Info; not stated by Xiaomi) |
| Ximmerse Rhino X Pro | 2160x2160 per-eye (4320 x 2160 combined) |
| Xreal Air 2 Pro | 1920 x 1080 per eye |
| Xreal Aura | 1920 x 1200 per eye |
| Xreal Beam | |
| Xreal Beam Pro | 1080 x 2400 (built-in screen) |
| Xreal Eye | |
| Xreal One | 1920 x 1080 (1080p) per eye |
| Xreal One Pro | 1920 x 1080 per eye |
| Xreal xbx a01+ | Full HD (1080p) per eye |
| engo3 Cyclist |
See also
References
- ↑ 1.0 1.1 "Oculus Reveals Recommended Rift Specs and Confirms CV1 Resolution". 2016-05-15. https://www.roadtovr.com/oculus-rift-resolution-recommended-specs/.
- ↑ 2.0 2.1 2.2 2.3 "Understanding Pixel Density and Retinal Resolution, and Why It's Important for VR and AR Headsets". 2017-03-20. https://www.roadtovr.com/understanding-pixel-density-retinal-resolution-and-why-its-important-for-vr-and-ar-headsets/.
- ↑ 3.0 3.1 "Oculus Rift DK1: Full Specification". 2023-01-01. https://vr-compare.com/headset/oculusriftdk1.
- ↑ 4.0 4.1 4.2 4.3 "Stacking the Optical Deck: Infinite Display and a Primer on Measuring Visual Quality in VR". 2023-09-27. https://www.meta.com/blog/vr-display-optics-pancake-lenses-ppd/.
- ↑ "Resolution limit of the eye: how many pixels can we see?". 2025-10-21. https://www.nature.com/articles/s41467-025-64679-2.
- ↑ "Virtual perfection: Why 8K resolution per eye isn't enough for perfect VR". 2013-09-26. https://arstechnica.com/gaming/2013/09/virtual-perfection-why-8k-resolution-per-eye-isnt-enough-for-perfect-vr/.
- ↑ 7.0 7.1 "Understanding the Screen Door Effect in VR Headsets". 2023-03-09. https://www.ghacks.net/2023/03/09/understanding-the-screen-door-effect-in-vr-headsets/.
- ↑ 8.0 8.1 "Vision Pro Teardown Part 2: What's the Display Resolution?". 2024-02-15. https://www.ifixit.com/News/90409/vision-pro-teardown-part-2-whats-the-display-resolution.
- ↑ "Apple Vision Pro Extended Teardown Reveals Its Active Resolution". 2024-02-22. https://www.uploadvr.com/apple-vision-pro-extended-teardown-reveals-active-resolution/.
- ↑ "VR Display Comparison: LCD vs OLED, (Sub)Pixels, FOV and PPD". 2023-05-01. https://smartglasseshub.com/vr-headset-display-comparison/.
- ↑ 11.0 11.1 "Valve Index Bundle $999: 1440x1600 LCDs, 144 Hz, Wide FOV". 2019-04-30. https://www.uploadvr.com/valve-index-price-specs/.
- ↑ 12.0 12.1 "SteamVR Supersampling Guide: Balancing Clarity and FPS". 2023-08-01. https://vrcasts.com/guides/vr-steamvr-supersampling-guide/.
- ↑ "Eye Tracking and Dynamic Foveated Rendering". 2021-03-01. https://www.tobii.com/resource-center/reports-and-papers/eye-tracking-and-dynamic-foveated-rendering.
- ↑ "Save GPU with Eye Tracked Foveated Rendering". 2022-10-01. https://developers.meta.com/horizon/blog/save-gpu-with-eye-tracked-foveated-rendering/.
- ↑ 15.0 15.1 "Varjo VR-3 Has Industry-Leading Resolution, XR-3 Model Gets LiDAR". 2021-09-27. https://www.uploadvr.com/varjo-xr-3-vr-3-lidar/.
- ↑ 16.0 16.1 16.2 "Quest 3 Has Higher Effective Resolution, But This is Why Vision Pro Still Looks Best". 2024-02-26. https://roadtovr.com/meta-quest-3-apple-vision-pro-resolution-resolving-power-display-quality/.
- ↑ "Pimax Crystal QLED: Full Specification". 2023-06-01. https://www.vr-compare.com/headset/pimaxcrystalqled.