AR/VR displays are all about immersion and performance. Field of view, resolution, and refresh rates are key factors that make or break the experience. These elements determine how realistic and smooth the virtual world appears to users.
Getting these display characteristics right is crucial for creating believable virtual environments. High refresh rates and frame rates reduce , while good resolution and make images sharp and clear. It's a balancing act to optimize all these factors.
Display Characteristics
Field of View and Angular Resolution
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Field of view (FOV) refers to the extent of the observable world that is seen at any given moment
Measured in , with a larger FOV providing a more immersive experience
Human binocular FOV is approximately 114 degrees vertically and 190 degrees horizontally
AR/VR devices aim to match or exceed the human FOV for increased immersion (Oculus Rift has a 110-degree FOV)
is the amount of detail that can be seen within the FOV
Determined by the number of (PPD) of the display
Higher angular resolution results in sharper and more detailed images
Insufficient angular resolution can lead to a pixelated appearance and reduced (PlayStation VR has a PPD of around 10)
Pixel Density and Screen-Door Effect
Pixel density refers to the number of per unit area on a display
Measured in (PPI) or (PPC)
Higher pixel density displays produce smoother and more detailed images
Low pixel density can result in visible individual pixels and reduced image quality (HTC Vive has a PPI of 447)
(SDE) is a visual artifact caused by the visible gaps between pixels on a display
More noticeable on displays with lower pixel densities
Can create a mesh-like appearance, similar to looking through a screen door
SDE can be mitigated by increasing pixel density or using advanced display technologies ( displays have reduced SDE compared to )
Rendering Performance
Refresh Rate and Frame Rate
is the number of times per second that a display updates its image
Measured in (Hz), with higher refresh rates resulting in smoother motion and reduced motion blur
AR/VR devices typically require high refresh rates (90Hz or higher) to minimize motion sickness and provide a comfortable user experience
Low refresh rates can cause flickering, judder, and increased (Valve Index supports refresh rates up to 144Hz)
refers to the number of images (frames) that are rendered and displayed per second
Measured in (FPS), with higher frame rates resulting in smoother animation and motion
AR/VR applications should aim to maintain a consistent frame rate that matches the display's refresh rate to avoid judder and visual artifacts
Inconsistent or low frame rates can break immersion and cause discomfort (Oculus Rift S runs at 80FPS)
Foveated Rendering
is a technique that reduces the rendering workload by decreasing image quality in the peripheral vision
Exploits the fact that human visual acuity is highest in the central region of the retina (fovea) and decreases towards the periphery
Renders the center of the image at full resolution while progressively reducing the resolution towards the edges
Can significantly improve rendering performance and allow for higher resolutions and frame rates in the user's area of focus
Eye-tracking technology is often used to determine the user's gaze direction and adjust the foveated rendering accordingly (FOVE 0 headset incorporates eye-tracking for foveated rendering)