| When you consider the features of a virtual | | | | The field of view that humans naturally |
| reality headset, what do you look for? Field of | | | | experience is a whole lot smaller in the virtual |
| view, lightweight design and high resolution are at | | | | reality headset. Humans have a field of view, |
| the top of most users requirements. | | | | expressed in degrees, of 180. So, the greater the |
| The virtual reality headset (often abbreviated | | | | field of view of a typical virtual reality headset, |
| HMD for Head Mounted Display) fits, obviously, on | | | | the more in depth the image will be. However, as |
| the head, much like sunglasses or a visor. It will | | | | most people aren't really aware of what, say, a |
| have either one small display lens to cover one | | | | 25 degree FOV would be like, manufacturers and |
| eye, or two to cover both eyes. The lenses will | | | | merchandisers will often refer to the FOV of a |
| display in 3D the elements of the virtual reality | | | | given model of virtual reality headset in terms |
| environment. | | | | that people do understand. It will be quoted as the |
| In this headset, there are two types of vision | | | | size of a monitor or television screen. |
| models: the kinds with and without a tracking | | | | The greater the field of view, the better the |
| system. Without the tracking system, one would | | | | sense of immersion into the VR environment. A |
| see the same image in the headset, no matter | | | | narrow field of view eliminates peripheral vision |
| which way one's head is turned. | | | | and will not render a satisfactory experience. |
| A (HMD)with a tracking system is sophisticated | | | | And what about the resolution of a virtual reality |
| enough to make note of the angle and position of | | | | headset? As with computers monitors, this figure |
| the head and adjust the virtual image accordingly. | | | | is again quoted in computer terms, i.e., in pixels. A |
| Eye tracking technology is used to note where | | | | VR headset might be said to have a resolution of, |
| the user is looking and bring that area into better | | | | say, 1920 X 1600 pixels. As for pixel density, |
| focus. For this reason, the average inter-pupillary | | | | between 10-20 pixel per degree is good. The |
| distance in humans is used to coordinate the eye | | | | higher the number, the better pixel density for |
| trackers in the virtual reality headset. | | | | resolution in the virtual reality headset. |
| Some VR headsets are designed to show a | | | | (HMD)s are advanced enough, now, to be run by |
| computer generated image or a real-world view | | | | the average home computer, as long as it is |
| from somewhere else. Some are sophisticated | | | | equipped with a power graphics card. Other input |
| enough to overlay a CGI display over a real world | | | | devices should be compatible with the headset to |
| view. This is called the optical see-through version. | | | | ensure a good experience. |