Oculus VR Headset: Lifelike Resolution – Why It Matters

Mark Zuckerberg has teased a VR headset from Facebook Reality Labs that is currently in the development stage.

The headset probably won’t be the Quest 2 replacement we’ve been waiting for, but it will include high-resolution “retina resolution,” according to Zuckerberg.

The Facebook CEO “spent the day with the Facebook Reality Labs research team in Redmond to demo our next-generation virtual reality, augmented reality and artificial intelligence tech. This one is an early retina resolution prototype.”

The term ‘Retina resolution’ refers to the point at which a device’s resolution is indistinguishable from real 20/20 vision, meaning that the headset’s display could be as clear as the human eye.

If the prototyped headset ever reaches a mass market, it will be the first consumer VR product to do so.

What does higher resolution on the retina accomplish?

A consumer VR headset’s resolution has not yet been optimized for the retina, and we don’t expect to see it in the Oculus Quest 3.

However, if one of the major players in the field, such as Oculus or another VR company, was able to do so with their headsets, this would be a significant step forward in accessible virtual reality technology.

Although headset resolution, in general, has improved considerably from past efforts like PSVR (which maxed out at a soupy 960 x 1080 to accommodate the lacking specs of the PS4), we still haven’t reached lifelike retina resolution, and it’s likely many years before that happens.

What does it mean for VR if the human eye has a resolution of 120 dots per inch? For one thing, it would make more widespread VR content possible.

Motion sickness and that unsettling uncanny feeling associated with lower resolutions will be easier to avoid at a resolution equivalent to the human eye.

As seen in the quote above, Facebook’s founder and CEO Mark Zuckerberg suggested that the technology may improve augmented reality by making it more immersive.

If there’s little difference between your own view and that of the VR headset, interactive items and effects can blend even more naturally into your environment with AR content like real objects and events.

We’d be curious to see how retina resolution technology works out in the gaming industry. There must be trade-offs, right? Regardless of a VR game’s graphical quality, certain compromises will have to be made.

As a result, we’re not sure whether this technology will be able to keep up with AAA-quality VR games in the first half of this decade at least; even some of today’s best VR games need powerful headsets like the Valve Index to fully appreciate.

Still, there’s something to be said for the power of imagination. Even if nothing else, seeing how pixels are translated into virtual images in this way is fascinating.

We’ve all admired science fiction-level VR technology in films and shows before, so it’s a little frightening to think that we might be approaching genuinely immersive VR, where the distinction between your own vision and a device’s resolution is virtually nonexistent.