FIELD OF VIEW
The average horizontal field of view for a human is 200 degrees. Unfortunately, most commercial VR headsets currently on the market have a horizontal field of view of 100 degrees. This means that a VR headset's field of view is narrower than what we see in real life. Furthermore, there is still room for advancement in VR headsets in terms of vertical field of view.
The more pixels the VR headset can render, the wider the field of view. This necessitates more power and waste heat. Furthermore, when the line of sight is widened, the image at the line's edge is easily distorted. As a result, a wider field of vision necessitates better lens technology support. Furthermore, the researchers want to ensure that the lenses and display are designed in such a way that they do not increase the form factor of the VR headset.
IMPROVE RESOLUTION
VR headsets must have higher resolutions to increase user immersion and make virtual worlds appear more realistic and clear. The resolution of today's VR headsets is far below that of human vision. According to Meta, their initial goal is to achieve 8K resolution per eye and 60PPD (pixel density). However, Quest 2 currently only supports 2K resolution and 20PPD per eye, putting it a long way from this goal.
Meta created a Butterscotch prototype that focuses on exploring resolutions in order to improve the resolution of VR headsets. High-resolution display development and production are not difficult in this regard. The challenge is determining how to equip high-resolution displays with the necessary computing power. Lanman mentions two technologies that may help improve computing power: Foveated Rendering and Cloud Streaming. However, developing these two technologies is also extremely difficult.
NOT COMFORTABLE ENOUGH TO WEAR
Most current VR headsets are somewhat "clunky," such as the Quest 2, which weighs more than 500 grams and has an 8cm device thickness (protruding from the face). Such a device will obviously not provide the user with a pleasant wearing experience. The ideal VR device should be thin and light, allowing users to wear it for extended periods of time comfortably. Pancake lenses and holographic lenses may aid in shrinking the size of the headset, and Meta's Holocake 2 prototype is currently investigating this possibility. However, it has not yet reached the point of mass production.
VISION CORRECTION DISPLAY
Better VR headsets should include vision correction features that allow users to avoid wearing regular glasses while wearing the VR headset. Special lens attachments can help with this issue, but they are not ideal. The best solution is for the headset's display to have its own vision correction function, removing the need for the headset designer to consider issues like fitting glasses. However, the challenge is to find a solution that is both inexpensive to manufacture and does not add extra weight to the headset.
EYE TRACKING
Virtual reality relies heavily on eye-tracking technology. It serves as the foundation for many other important VR technologies, including zoom, distortion correction, and others. Users can make eye contact with other users in the virtual world using this technology, providing a more realistic social experience. Because everyone's pupil shape is different, and everyone's eyelids and eyelashes grow differently, current eye-tracking technology isn't well suited for all users. As a result, the Lanman team will collect more user data in order to improve the eye-tracking technology and make it more accessible to more people.
Currently, VR headsets can read the facial expressions of VR users in real time and transfer them into virtual reality. There are reports that the upcoming Quest Pro may be the first device from Meta to offer face-tracking.




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