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Headsets are another great example of advancements and outstanding needs in hardware

Posted: Sun Feb 09, 2025 5:44 am
by Rina7RS
The first consumer Oculus 2016 had a resolution of 1080×1200 per eye, while the Oculus Quest 2 released four years later had a resolution of 1832×1920 per eye roughly equivalent to 4K. Palmer Luckey, one of the founders of Oculus, believes that VR needs more than twice the resolution to overcome pixelation issues and become a mainstream device. The Oculus Rift also peaked at a refresh rate of 72hz, while the latest version reaches 90hz and can reach up to 120hz when connected to a gaming PC canada mobile database via Oculus Link. Many believe that 120hz is the minimum threshold to avoid disorientation and nausea in some users. Ideally, this would be achieved without the need for a gaming-grade PC and tether.

While humans can see 210° on average, Microsoft’s HoloLens 2 display covers only 52° up from 34°. Snap’s upcoming glasses cover just 26.3°. To take off, we’ll probably need much wider coverage. These are primarily hardware challenges, not software ones. What’s more, we’ll need to make these advances while improving the quality of the rest of the hardware inside wearables e., speakers, processors, batteries — and ideally shrinking their size, too.