VR Display Limitations

The cluster discusses technical challenges in VR/AR headsets, such as insufficient resolution, limited field of view, static focal planes, and the need for foveated rendering, eye tracking, and higher pixel densities to reduce the screendoor effect and enable comfortable text reading or desktop use.

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#2921
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Keywords

MS G2 OK media.mit UV LCD XR VR PPD FOV vr eye resolution eyes headsets pixels headset lenses 4k image

Sample Comments

lokedhs Aug 28, 2017 View on HN

The difference is that your eyes have much higher "resolution" in the centre of your view compared to the peripheral vision. But your eyes move all the time, so unless you can move the screen as fast as your eyes moves, a VR headset needs to have that highest resolution across your entire field of view.

k__ May 17, 2025 View on HN

That's not a FOV issue, that's a DOF issue.You can't comfortably use any XR system for more than videos, if you can't use your neck to look around.

Tagbert Aug 8, 2023 View on HN

Neither really. The VP uses a pair of 4K displays to render a high dpi section where it sense your eyes focusing. This is out of a much wider virtual display space (potentially 360deg). As your eyes and head move it shifts the image through that high resolution area. the space outside that area is rendered in a lower resolution to match your peripheral vision. This technique is called foveated rendering.People who have tried the demos say that it is a seamless experience. Moving your eyes and

poutine Feb 25, 2019 View on HN

You'd need to move your head a lot to look at stuff. Gets old quickly. Try out the VR desktop on oculus and you'll quickly discover the need for much more dense pixels.

kraftman Dec 16, 2020 View on HN

foveated rendering should solve this if it can be done well, as you're only rendering high quality where the eye is looking.

ses1984 Feb 5, 2021 View on HN

Close one eye and focus on something really close with the open eye. Notice that things that are far away are blurry. Now still with one eye open, focus on something far away, and notice that things nearby are blurry. VR doesn't replicate this.

jimrandomh Feb 24, 2019 View on HN

Subpixel AA for VR/AA helps, but it's nowhere near enough. You also need better panels and better optics.

holoduke Feb 16, 2024 View on HN

Those 4k screens are at quite a distance right. 2cm in front you will see pixels. Thats why 16k inside ar/vr glasses.

clnq Sep 27, 2023 View on HN

The resolution was probably OK, you wanted lower FOV or higher pixels per degree (PPD). There are monitor replacement AR glasses with the same resolution or lower, but acceptable PPD due to their low FOV.

shiftpgdn Aug 8, 2018 View on HN

Have you used a hololens? The small FOV is very jarring.