Pixel Density & Retinal Resolution, and Why It’s Important for AR/VR

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

Thread Tools Display Modes
  04 April 2017
Pixel Density & Retinal Resolution, and Why It’s Important for AR/VR

Road to VR has released a new article that really takes a dive into how VR plays a trick on our eyes and the science in Pixel density and resolution in VR.

They get pretty technical in terms of what is happening every second you experience VR they go on to say "If you have a VR headset, you can calculate the pixel density—how many pixels per degree it presents to the eye—by dividing the number of pixels in a horizontal display line by the horizontal field of view provided by the lens.

For instance, the Oculus Rift DK1 dev kit (yes, I know that was quite a while ago) used a single 1280 x 800 display (so 640 x 800 pixels per eye) and with a monocular horizontal field of view of about 90 degrees, it had a pixel density of just over 7 pixels/degree (640 ÷ 90).

To really dive deep into VR pixel density and how your eyes react just click the link below!

reply share thread

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 06:41 PM.

Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.