That’s been greatly expanded since then: the Oculus Rift and HTC Vive have a FOV of around 110 o, a good deal less than what humans see normally, while PlayStation VR is a fraction less at approximately 100 o.īut it’s wide enough to trick the brain into buying into the experience, and there’s a practical benefit too: the wider your field of view is, the more sensitive you are to motion. Humans naturally have a field of view of around 170 degrees, but early head-mounted devices only had a field of view of less than 50 degrees. Part of VR’s trick lies in the immersion, which is generated by having a wide field of view. The picture above shows the raw images beamed onto each screen, and you can see this in the flesh by taking a VR headset off and looking individually through each lens. You can get an idea of the principle by looking at an object and then looking at it with just one eye. A set of lenses are then placed in front of each screen, creating a stereoscopic 3D image by angling the flat 2D images from each screen into something more akin to how the human eyes have slightly different perspectives on the world. The building blocks of virtual reality is a set of displays, typically one for each of your eyes, built into a headset that wraps around your head.
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