Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

Seems like it would be less than that though?

Depends on your typical FOV to your monitor.

If the headset manages to be 4000 pixels wide, but that is filling say 110 degree FOV, then if your virtual display is 44 degree FOV, it's only going to be represented by about 1600 pixels wide. 4000/(110/44) = 1600.

I wish we knew what the actual resolution of this headset is and what the FOV is.

They say it's 23 MP total, so if the screens were square that would be 3391x3391.

If the FOV is 100 and our virtual screen was 50, then the screen would be 1695 pixels across.

And finally you lose some effective resolution because of the nature of the virtual screen being not aligned perfectly with the headset's panel. Since your head would be slightly askew in relation to the virtual monitor due to head tracking.

https://kguttag.com/2023/08/05/apple-vision-pro-part-5a-why-...



I think your math is correct, and it will be very limited compared to a real-life retina screen, but I think there's also a perceived resolution increase from having binocular vision and moving.

If you hold your head steady while looking through a window with a plastic screen on it, things outside are obstructed. If you move your head slightly back and forth and focus in the distance, the screen pretty much disappears.

Your brain can do some motion smoothing to determine the "actual" content, even if it's sampled. I'm not sure how you could quantify it, and it only helps a relatively small amount, but it's there.




Consider applying for YC's Fall 2025 batch! Applications are open till Aug 4

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: