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QWR Optics Lab · Interactive optics explorer · seven experiments

Your eyes are focusing on something that isn't there.

A headset puts a screen a few centimetres from your face, yet you see a picture floating far away. Every head-worn display is a lens problem. Seven live experiments cover pancake lenses, pixels per degree, AR waveguides, VR eye strain, lens fit and foveated rendering, then put 50+ headsets on one chart. Drag the scenes, move the sliders, watch the light.

01 · The floating screen

A magnifying glass, aimed at your eye.

Your eye can't focus closer than about 10 cm, so the display sits just inside the focal length of the lens. The light leaves the lens spreading as if it came from a much bigger screen far away, and your eye relaxes onto that virtual image.

Move the display a fraction of a millimetre and the image moves by metres. That is why lens-to-display alignment is set in microns on the line.

Loading the optical bench…
38.0 mm
You focus at
76 cm
Magnification
20.0×
Focal length
40 mm

02 · Folding the light

Why new headsets got thinner.

A plain lens needs the full distance between screen and lens. A pancake lens folds it: a half mirror and a reflective polariser bounce the light back and forth, so it crosses the same gap three times.

The cost is brightness. Each meeting with the half mirror loses half the light, so at most a quarter reaches your eye.

Loading the optical bench…
Optics depth
20–25 mm
Light to eye
≤ 25%
Passes
3

03 · Pixels per degree calculator

Resolution means nothing without the angle.

Your eye judges pixels per degree: how many pixels sit inside each degree of your view. Normal 20/20 vision resolves about 60. Most headsets sit well below that: see every headset on one chart.

The display shows our calibration chart, rendered at the sharpness you choose. In macro view each colour pixel is drawn as its red, green and blue subpixels, the way a close-up photo through a headset lens shows them. In mono green, each pixel is a single green emitter.

1832 px
100°
Pixels / degree
18.3
Like vision of
20/66
20/20 vision
60 PPD

04 · Light trapped in glass

Why AR glasses show a small window.

AR glasses pipe the picture in from the temple. Light enters a thin sheet of glass and stays trapped by total internal reflection, bouncing along until a grating releases it toward your eye.

The glass stays the same size. What changes is how wide a picture it can carry: the floating window is how big the AR screen looks to you. Higher-index glass traps a wider range of angles, so the window grows.

Switch the light to mono green and the window jumps. One grating bends each colour by a different angle, so full colour has to share the same range of angles. That is why colour AR glasses stack two or three plates, and why green HUD glasses can be thinner, brighter and wider. To compare the main waveguide types, read Choosing a Waveguide Architecture; for the physics in depth, What Is a Waveguide Display? Our optical design work covers custom waveguides and light engines, designed to a customer's spec.

Loading the optical bench…
n = 1.80
Widest view · one plate
26°
Critical angle
41.8°
Laptop at arm's length
28°

Simplified model: one axis, one diffractive plate, rays up to 75° from the surface normal, full colour taken as 450–630 nm. Real glasses also lose field to colour handling and eyebox size. Product figures are as each maker publishes them; most AR makers quote the diagonal, so treat the comparison as indicative.

05 · Two distances at once

Why your eyes get tired in VR.

In the real world your eyes do two things together. They turn inward to point at an object, and they refocus to its distance. Your brain has wired the two together since childhood.

A headset breaks that link. The 3D picture tells your eyes where to point, but the lens puts the screen at one fixed focus, usually somewhere around 1.3 to 2 metres. Bring an object close and your eyes point near while focusing far. That mismatch is a known cause of eye strain in VR.

Loading the optical bench…
50 cm
Eyes point at
50 cm
Eyes focus at
1.50 m
Mismatch · strain
1.33 D

Model: eyes 63 mm apart; in the headset the focus is fixed at 1.5 m. Mismatch is the difference between 1 ÷ pointing distance and 1 ÷ focus distance, in dioptres (D). The comfort bands are a rule of thumb drawn from vision-science studies, such as Shibata et al. (2011); people vary. The eyes in the scene are drawn further apart than life so that the angles are visible.

06 · Fit and the eyebox

Why a headset has to fit your eyes.

Each lens only works from a small zone behind it, the eyebox. With your pupil at its centre, you see the whole picture, sharp. Move off-centre and the edges soften and colours start to split. Leave the eyebox and the lens rim cuts into the picture.

Adults' eyes sit roughly 54 to 72 mm apart. A headset with fixed lenses is built for the middle, so people at either end look through the edge of every lens. Set your eye spacing, then drag the view to move your eye.

Drag to move your eye

Lens spacing

70 mm
Eye off-centre
3.5 mm
Eyebox · ≈10 mm
Inside
Picture visible
100%

Illustrative model: a 10 mm eyebox, a blur and colour split that grow with distance from the lens centre, and a lens rim that cuts in once the eye leaves the eyebox. Real eyeboxes differ by optic and are often oval. The adjustable option is shown as 56–72 mm and the three positions as 58, 63 and 68 mm; actual ranges differ by headset. Mono green shows no colour split, because there is only one colour to split.

07 · Foveated rendering

Draw it sharp only where you look.

Only a small patch at the centre of your vision, the fovea, sees fine detail. Everywhere else, your own eye blurs the picture. A headset can use that: full detail where you look, far fewer pixels everywhere else, and the graphics chip saves the work.

Try it. Keep your eyes on the pointer and the drop in quality is hard to spot. Look anywhere else and it jumps out. With eye tracking, the sharp zone follows your gaze, so you never catch it.

Your pointer is your gaze

Foveation

Outer resolution

Pixels drawn
—
Fewer pixels
—
Sharp zone
20° wide

Standalone headsets commonly use fixed foveation: the centre stays sharp and the edges are cheaper, with no extra hardware. Headsets with eye tracking, such as PlayStation VR2 and Apple Vision Pro, move the sharp zone with your gaze.

Simplified: 60° of view, three hard-edged zones (full detail within 10° of your gaze, half resolution to 20°, then your chosen outer resolution). Real systems blend the edges and make the sharp zone large enough to cover eye-tracking error. The wider the field of view, the bigger the saving.

08 · Every headset

The whole industry, on one chart.

Field of view against sharpness for 51 headsets and glasses, including our own products. Wide and sharp is the hard corner: every product trades one for the other.

Sharpness here is the average across the view: pixels across one eye divided by the horizontal field of view. Makers often quote the centre, which is higher (how to read an XR spec sheet). Hover a point for details.

All products · click a column to sort
Sources
QWRQAR-01Waveguide AR Glasses 1920×1080ARWaveguidewaveguide1920 × 108030° (axis not stated)73est.—60 g—QWR master sheet
QWRQAR-02Waveguide AR Glasses 48MPARWaveguidewaveguide1920 × 108030° (axis not stated)73est.—185 g—QWR master sheet
Play For Dream MRPlay For Dream (formerly YVR)MRmicro-OLEDpancake3840 × 3552103° (axis not published)45est.—650 g2024[1][2][3][4]
QWRQXR-06-07QXR-06-07MRMicro-OLEDPancake lens3552 × 3840103° (axis not stated)43.9est.—650 g—QWR master sheet
Rokid Max 2RokidDisplay glassesmicro-OLED—1920 × 108050° (axis not published)43.4est.—75 g2024[1][2][3]
QWRQXR-06-066DoF HeadsetMRMicro-OLEDPancake Lens3552 × 3840105° (axis not stated)42.8est.—235 g—QWR master sheet
Viture Luma UltraVitureDisplay glasses——1920 × 120052° (axis not published)42.7est.—83 g2025[1][2]
Meta Ray-Ban DisplayMeta / EssilorLuxotticaARLCoSreflective/geometric waveguide600 × 60020° D42.2est.4269 g2025[1][2][3][4]
Xreal Air 2 UltraXrealDisplay glassesmicro-OLEDbirdbath1920 × 108052° (axis not published)41.7est.4283 g2024[1][2][3][4]
Viture BeastVitureDisplay glassesmicro-OLED—1920 × 120058° (axis not published)38.1est.—88 g2026[1][2][3][4]
Xreal One ProXrealDisplay glassesmicro-OLEDflat prism ('X-Prism')1920 × 108057° (axis not published)37.9est.—87 g2025[1][2][3][4]
QWRQXR-06-08Mini-LED XR HeadsetMRMini-LEDAspheric lenses3744 × 3840120° (axis not stated)37.1est.———QWR master sheet
Pimax Dream AirPimaxVRmicro-OLEDpancake3840 × 3552110° H34.9——2026[1][2][3][4]
Samsung Galaxy XRSamsungMRmicro-OLEDpancake3552 × 3840109° H32.6—545 g2025[1][2][3][4]
Magic Leap 2Magic LeapARLCoSwaveguide (one per color)1440 × 176044.6° H · 70° D32.3—260 g2022[1][2][3][4]
Varjo XR-4VarjoMRmini-LED (LCD)aspheric3840 × 3744120° H32511021 g2023[1][2][3][4]
QWRQAR-03RGB Waveguide AR GlassesARWaveguidewaveguide640 × 40026° (axis not stated)28.9est.—100 g—QWR master sheet
QWRQXR-06-04XR Headset XR2+ Gen 2MRFast LCDPancake Lens2210 × 2160100° (axis not stated)27.3est.—540 g—QWR master sheet
QWRQAR-04Waveguide AR GlassesARWaveguidewaveguide640 × 20025° (axis not stated)26.8est.—36 g—QWR master sheet
QWRQXR-06-05Standalone Headset 4620×2160MRFast LCDPancake Lens2310 × 2160105° (axis not stated)26.5est.—450 g—QWR master sheet
RayNeo X3 ProRayNeo (TCL)ARmicroLEDwaveguide640 × 48030° (axis not published)26.4est.—76 g2025[1][2][3][4]
Vuzix Z100VuzixARmicroLED (monochrome green)waveguide640 × 48030° (axis not published)26.4est.——2024[1][2][3]
Even Realities G2Even RealitiesARmicroLED (monochrome green)waveguide640 × 35027.5° (axis not published)26.4est.—36 g2025[1][2][3]
QWRQAR-06RGB Waveguide AR GlassesARWaveguidewaveguide640 × 48030° (axis not stated)26.4est.—76 g—QWR master sheet
Pico 4 UltraPico (ByteDance)MR—pancake2160 × 2160105° (axis not published)25.3est.20.6580 g2024[1][2][3][4]
QWRQXR-06-03XR Headset 3K PassthroughMRFast LCDPancake Lens2320 × 2160110° (axis not stated)25.1est.—500 g—QWR master sheet
QWRQVR-03-01A4K Classroom VR HeadsetVRFast LCDFresnel lenses1920 × 2160100° (axis not stated)25est.—350 g—QWR master sheet
QWRQVR-03-01C4K VR HeadsetVRFast LCDFresnel lenses1920 × 2160100° (axis not stated)25est.—350 g—QWR master sheet
QWRQVR-03-01BVR Headset with PassthroughVRFast LCDFresnel lenses1920 × 2160100° (axis not stated)25est.—350 g—QWR master sheet
QWRQVR-06-016DoF VR HeadsetVRFast LCDFresnel lenses1832 × 192096° (axis not stated)24.4est.—490 g—QWR master sheet
QWRQXR-06-016DoF XR HeadsetMRFast LCDFresnel Lens1832 × 192096° (axis not stated)24.4est.—490 g—QWR master sheet
Bigscreen Beyond 2 / 2eBigscreenVRmicro-OLEDpancake2560 × 2560108° H · 116° D23.7—107 g2025[1][2][3]
QWRQVR-03-02VR Headset with Swappable BatteryVRFast LCDFresnel lenses1832 × 1920100° (axis not stated)23.2est.—690 g—QWR master sheet
QWRQVR-03-02AVR Headset with Eye TrackingVRFast LCDFresnel lenses1832 × 1920100° (axis not stated)23.2est.—690 g—QWR master sheet
QWRQVR-03-03QVR-03-03VRFast LCDFresnel lenses1832 × 1920100° (axis not stated)23.2est.—350 g—QWR master sheet
QWRQVR-03-04VR HeadsetVRFast LCDFresnel lenses1832 × 1920100° (axis not stated)23.2est.—407 g—QWR master sheet
QWRQXR-06-02XR Headset 1600×1600 PassthroughMRFast LCDFresnel Lens1600 × 160090° (axis not stated)22.7est.—500 g—QWR master sheet
Sony PlayStation VR2SonyVROLEDFresnel2000 × 2040110° (axis not published)22.2est.—560 g2023[1][2][3][4]
HTC Vive XR EliteHTCMRLCDpancake1920 × 1920110° D21.2est.—625 g2023[1][2][3]
QWRQVR-03-05PC-Tethered VR HeadsetVRFast LCDFresnel Lens1832 × 1920110° (axis not stated)20.5est.—313 g—QWR master sheet
HTC Vive Focus VisionHTCMRLCDFresnel2448 × 2448120° H20.4—785 g2024[1][2][3][4]
Valve Steam FrameValveVRLCDpancake2160 × 2160110° H19.6—440 g2026[1][2][3][4]
QWRQXR-06-10QXR-06-10MRFast LCDFresnel lenses1832 × 1920115° (axis not stated)19.4est.—430 g—QWR master sheet
Meta Quest 3SMetaMRLCDFresnel1832 × 192096° H19.1—514 g2024[1][2][3][4]
QWRQVR-06-02PC-Tethered VR HeadsetVRFast LCDFresnel Lens1832 × 1920116° (axis not stated)19.1est.—450 g—QWR master sheet
QWRQVR-06-03QVR-06-03VRFast LCDFresnel Lens1832 × 1920116° (axis not stated)19.1est.—285 g—QWR master sheet
Meta Quest 3MetaMRLCDpancake2064 × 2208110° H18.825515 g2023[1][2][3][4]
QWRQVR-06-04QVR-06-04VRFast LCDPancake Lens1600 × 1600105° (axis not stated)18.8est.—350 g—QWR master sheet
Meta Quest ProMeta · discontinuedMRLCD (Mini-LED backlight, quantum dot, local dimming)pancake1800 × 1920106° H17—722 g2022[1][2][3]
QWRQVR-03-01QVR-03-01VRFast LCDFresnel lenses1280 × 1440100° (axis not stated)16.7est.—350 g—QWR master sheet
Apple Vision Pro (M2)Apple · discontinuedMRmicro-OLEDcatadioptric (pancake-class)————600 g2024[1][2][3][4]
Apple Vision Pro (M5)AppleMRmicro-OLEDcatadioptric (pancake-class)————750 g2025[1][2][3]
Pimax Crystal Super (57 PPD QLED engine)PimaxVRQLED LCD (mini-LED local dimming)aspheric (glass)3840 × 3840——57815 g2025[1][2][3][4]
Valve IndexValveVRLCD—1440 × 1600———809 g2019[1][2][3][4]
Shiftall MeganeX superlight 8KShiftallVRmicro-OLEDpancake3552 × 3840————2024[1][2][3][4]
Meta OrionMeta · prototypeARmicroLEDsilicon carbide waveguide—70° D—1398 g2024[1][2][3]
Microsoft HoloLens 2Microsoft · discontinuedAR'2k 3:2 light engines'waveguide—43° H · 52° D—47566 g2019[1][2][3][4]
Snap Spectacles (5th gen, developer)SnapARLCoSwaveguide—46° D—37226 g2024[1][2][3]
Rokid GlassesRokidARmicroLED (monochrome green)diffractive waveguide————49 g—[1][2][3]
Even Realities G1Even Realities · discontinuedARmicroLED (monochrome green, JBD)—640 × 200————2024[1][2][3]

Specs gathered from public maker pages, spec databases and reviews, October 2026; sources are linked per product and should be checked before quoting. "Est." means the maker gives a diagonal or does not say which axis, so the horizontal view is derived from the per-eye resolution. QWR figures come from our product master sheet; where it lists one resolution for both eyes, half the width is used per eye. Audio and camera-only glasses have no display and are left out. Apple does not publish per-eye resolution or field of view.

FAQ

Questions about headset optics.

What is pixels per degree (PPD)?+

Pixels per degree is how many pixels sit inside each degree of your view. Divide the pixels across one eye by the horizontal field of view to get the average. Normal 20/20 vision resolves about 60, and most headsets sit well below that, so a wider view usually costs sharpness. The calculator on this page lets you try your own numbers.

How do pancake lenses work?+

A pancake lens folds the light path. A half mirror and a reflective polariser bounce the light back and forth, so it crosses the same gap three times and the optics can sit closer to the screen. That is why newer headsets are thinner. The cost is brightness: each meeting with the half mirror loses half the light, so at most a quarter reaches your eye.

Why do AR glasses have a small field of view?+

AR glasses carry the picture inside a thin sheet of glass, where total internal reflection traps the light until a grating releases it toward your eye. The glass stays the same size, but how wide a picture it can carry depends on its refractive index: higher-index glass traps a wider range of angles, so the window grows. Full colour has to share one range of angles, which is why colour glasses stack two or three plates and green-only displays can be thinner, brighter and wider.

Why do VR headsets cause eye strain?+

In a headset your eyes point where the 3D picture says an object is, but the lens puts the screen at one fixed focus, usually around 1.3 to 2 metres. When the pointing distance and the focus distance differ, the mismatch is measured in dioptres, and it is a known cause of eye strain in VR. That is why menus and text usually sit 1 to 2 metres away.

What is the eyebox?+

The eyebox is the small zone behind each lens where your pupil sees the whole picture sharp. Move off-centre and the edges soften and colours start to split, and leave it and the lens rim cuts into the picture. Adults' eyes sit roughly 54 to 72 mm apart, so a headset with fixed lenses is built for the middle and people at either end look through the edge of every lens.

What is foveated rendering?+

Only a small patch at the centre of your vision, the fovea, sees fine detail. A headset can use that by drawing full detail where you look and far fewer pixels everywhere else, which saves graphics work. With eye tracking the sharp zone follows your gaze, so you never catch it. Without it, the sharp zone stays fixed at the centre.

Where do the headset numbers on the chart come from?+

Specs are gathered from public maker pages, spec databases and reviews, as of October 2026. Sources are linked per product and should be checked before quoting. A figure marked est. means the maker gives a diagonal or does not say which axis, so the horizontal view is derived from the per-eye resolution. Sharpness is the average across the view, while makers often quote the centre, which is higher.

Are the experiments exact?+

No. They are simplified models for illustration, not specifications of any product. For example, the waveguide model uses one axis and one diffractive plate, and real eyeboxes differ by optic and are often oval. Each experiment notes what it simplifies.

Designed in-house

Optical design and calibration, in house.

Lens stacks, waveguides and the display pipeline behind them. If you are building a head-worn device, talk to the team behind these optics. See how we work as an ODM and OEM partner and read about our waveguide and light-engine optics.

QWR · Question What's Real™ · Est. 2017

Figures are textbook approximations for illustration, not specifications of any product.