Resolution

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Resolution is the number of pixels that can be displayed. Resolution is usually shown as width x height. For example, a resolution of 1920 x 1080 means that it has 1920 pixels as its width and 1080 pixels as its height. A 1080p HDTV has the resolution of 1920 x 1080.

Higher resolution means sharper, clearer and more detailed images. Low resolution can cause the pixels to become visible to the human eyes. This is especially evident in Virtual Reality HMDs because the user's eyes are positioned very close to the display. Low resolution and low PPI, pixels per inch, can cause the user to feel pixelation and feel like he or she is looking through a screen door. For optimal immersion, pixels on the display have to be dense enough to be invisible to the human eyes when viewed from very close range.

For truly immersive Virtual Reality, 4K resolution (3840 x 2160) or higher is required. According to Plamer Luckey, found of Oculus Rift, pixelation will not go away completely until at least 8K resolution (7680 x 4320) per eye is achieved[1]. As of 2015, non of the VR HMDs have 4k or greater resolution.

Resolution of various HMDs

Virtual Reality

 Resolution
ANTVR1920 x 1080
Acer Windows Mixed Reality Headset2880 x 1440 (1440 x 1440 per eye)
Apple Vision Pro4k per eye
Daydream View1920 x 1080 / 2560 x 1440 (Pixel / Pixel XL)
FOVE2560 x 1440
Figment VRDepends on the smartphone
Google CardboardDepends on the smartphone
HP Reverb G22160 x 2160 pixels per eye
HTC Vive2160 x 1200 (1080 x 1200 per eye)
HTC Vive Developer Editions2160 x 1200
1080 x 1200 per eye
HTC Vive Pro2880 x 1600 (1440 x 1600 per eye)
Impression PiDepends on the smartphone
LG 360 VR960x720 pixels at 693ppi (per eye)
Lenovo Windows Holographic HMD
Meta Quest 21832 x 1920 per eye
OSVR HDK11920 x 1080
960 x 1080 per eye
OSVR HDK22160 x 1200 (1080 x 1200 per eye)
Oculus Quest1440×1600 per eye
Oculus Rift2160 x 1200 (1080 x 1200 per eye)
Oculus Rift DK11280 x 800
640 x 800 per eye
Oculus Rift DK21920 x 1080
960 x 1080 per eye
Oculus Rift S1280×1440 per eye
Oculus Santa Cruz
Pico G22880 x 1600
Pico Neo 21
920 × 2
160 per eye
Pico Neo 3 Pro
Pico Neo CV1500 x 1500 pixels/eye
Pimax 8K8K (4K for each eye)
PlayStation VR1920 x 1080
960 x 1080 per eye
Project Alloy
Samsung Gear VR (2015/2016)2560 x 1440
1280 x 1440 per eye
Samsung Gear VR Innovator Edition2560 x 1440
1280 x 1440 per eye
StarVR5120 x 1440 (2560 x 1440 per eye)
Sulon Q2560x1440 pixels
Valve Index
Wearality SkyDepends on smartphone

Augmented Reality

 Resolution
Apple Vision Pro4k per eye
Atheer AiR
CastAR2560x720
1280 x 720 per eye
Google Glass640 × 360
Impression PiDepends on the smartphone
Magic Leap One
Meta 22560 x 1440
Microsoft HoloLensHolographic resolution: 2.3M total light points
Microsoft HoloLens 22k 3:2 light engines
R-7 Smartglasses2560 x 720 (Two 1280 x 720)
SmartEyeglass Developer Edition SED-E1419 x 138
Snap Spectacles 3Video 1216 x 1216 px
Photos 1642 x 1642
Sulon Q2560x1440 pixels

References

  1. http://arstechnica.com/gaming/2013/09/virtual-perfection-why-8k-resolution-per-eye-isnt-enough-for-perfect-vr/