What resolution does the ideal VR helmet need to eliminate the screen effect?

The screen effect, which is caused by low resolution, has always been one of the VR experience problems that make users criticize. This phenomenon means that the user's human eye will directly see the pixels of the display screen, just like watching things behind the screen door. So how can we eliminate the screen door effect?

Let me conclude that this kind of screen door effect is caused by the lack of pixels, the thin line dancing caused by real-time rendering, and the sparkle distractingly at the high contrast edge.

Specific derivation process:

Each person's field of view has a slight gap, but most of them are 210° horizontal and 100° vertical.

Pixel per degree - refers to the pixels contained in a degree.

We watched TV within 3 meters, operated the computer within half a meter, and played the phone within one foot. Why can't we see the pixels?

Because you see 60 pixels in 1° of the field of view, you can't tell the pixel sense, 60° can reach the “retina” level experience.

In the figure below, each grid represents 1° on the horizontal field of view and 1° on the vertical field of view. If there are 60 pixels per degree, then a small square is 60 x 60 pixels.

Therefore, in the horizontal 210°, there are 210×60=12,600 pixels, and the vertical 100° has 100×60=6,000 pixels. So, ideally we need a picture of 12,600 x 6,000.

On the surface, this number far exceeds our current universal resolution requirements.

Nowadays, the common mobile phone on the market is 1080P. Let's take nexus5 and nexus6 as examples.

We inserted nexus5 into the first generation of cardboard: the resolution of nexus5 is 1920×1080, and the FOV of the first generation of cardboard is 85°. Divide the screen, 2 × 960 × 1080, calculate the pixels contained in each length, 960px / 85 ° ≈ 11.3 pixels per degree, 1080px / 85 ° ≈ 12.7 pixels per degree, which leads to the first generation of nexus5 + cardboard The pixels are 12° per degree.

Then calculate the second generation of nexus6 into the cardboard: the resolution of the nexus6 is 2560×1440, and the FOV of the second generation of the cardboard is 100°. Divide the screen, 2 × 1280 × 1440, calculate the pixels contained in each length, 1280px / 100 ° ≈ 12.8 pixels per degree, 1440px / 100 ° ≈ 14.4 pixels per degree, from which the second generation of nexus6 + cardboard The pixels are 13° per degree...

If so:

2013 Nexus5 PPD12°,

In 2014, the PPD of the nexu6 was 13°.

It seems that it has grown once a year. So in 2062, is it not possible to achieve the goal?

As a result, the 2015 nexus6P resolution is the same as the nexus6? PPD is still only 14°!? Nani, you play me!!?

... PPD from 60°, nowhere in sight!?

Going back to the current situation, the result of only 13-14 pixels per degree is that there will be strong aliasing in VR, resulting in very rough edges. And because VR is rendered in real time, when your head is slightly rotated, you feel that the thin line (or the edge line of some objects) that should have been stationary is like flashing or dancing.

The edge of the object with high contrast will sparkle distractingly - you will see a pixel flashing between several high-purity colors of RGB, especially if you use anti-alisaing. This flicker is intensified

Through the above answer, the conclusion is that the screen door effect of the current VR helmet is still difficult to solve. However, new technologies such as eye tracking are expected to reduce the screen door effect. In addition, if the VR games and applications are attractive enough, it is possible to achieve the effect that "the user will not think about it when they are immersed in it."

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