Meta Quest 2 resolutions per eye are lower than previously stated

In a talk during Display Week 2022, Meta (you know, Facebook as it was) went into surprising detail about the specs of his Quest 2 VR headset. Meta exhibition engineer Cheon Hong Kim spoke about the mission 2The company’s display architecture and design challenges in using LCD panels for VR headsets.

The talk addressed the importance of Low Persistence, a technique that illuminates the pixels in each frame as your head moves in real time (via load VR). Without this technique, rapid head movements can be perceived as blurry motion by your brain, which can be a very disturbing sensation. The first versions of the Oculus Rift dev kits in 2013 had this issue and it was fixed a year later.

LCD monitors were often considered bad for VR because of their response times when compared to headsets with OLED displays like the Valve Index or PlayStation VR. In 2017, the release of a new type of “quick switch” LCD improved response times on the Oculus Go and Quest 2 headphones.

An interesting detail of the talk is that the lens for each eye actually gets smaller than the 1832 x 1920 pixels listed. This is because the Quest 2 only uses a subsection of the single-pane split for the two eyepiece lenses. And because the lenses are more rounded than square, the corner of the screen is never really needed or seen by the user’s eyes. So even though the resolution is technically 1832 x 1920 per eye, you’re not seeing that.

The talk also details the causes of the screen port effect that plagues some VR headsets. The screen door effect is when an image in front of your eyes takes on a screen door effect when the gap between pixels becomes visible. Quest 2 is not yet immune to this phenomenon. However, it hopes to increase the count of future headphones to eliminate motion and ghosting.

If you’re thinking about pulling the trigger on a VR headset, we’ve reviewed and tested all the major players and put together a little practical guide to our favorites.

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