VRHow / VR Tools / VR PPD & FOV Calculator
Interactive VR PPD (Pixels Per Degree), FOV & GPU Fillrate Workbench
Optical Clarity Bench Overview: Select any two headsets or dial in custom per-eye resolution, field of view, refresh rate, barrel-distortion supersampling (1.0x–1.6x), and foveated rendering savings below. The workbench renders a scaled SVG Field-of-View overlap diagram, a live HTML5 Canvas subpixel sharpness simulation, and side-by-side GPU pixel fillrate telemetry.
Load a matchup, then click Compare below:
Interactive Optical & GPU Fillrate Simulator
Dual-Headset PPD, FOV & Render Scale Bench
Ready when you are
Select two headsets and run the comparison to see pixel density, FOV, and GPU fill rate.
Results appear after you run the tool.Standardized PPD & Render Workload Reference Table
| Headset | Panel Resolution (Per Eye) | Optics Type | Avg / Peak PPD | 1.4× Barrel Render Target (Both Eyes) |
|---|---|---|---|---|
| Samsung Galaxy XR | 3552 × 3840 Micro-OLED | Pancake | ~33.8 / 40 PPD | 9946 × 5376 (~53.5 MP/frame) |
| Apple Vision Pro | ~3660 × 3200 Micro-OLED | Pancake | ~36.6 / 42 PPD | 10248 × 4480 (~45.9 MP/frame) |
| Pimax Crystal Light | 2880 × 2880 QLED | Glass Aspheric | ~28.0 / 35 PPD | 8064 × 4032 (~32.5 MP/frame) |
| Bigscreen Beyond 2 | 2560 × 2560 Micro-OLED | Pancake | ~23.7 / 32 PPD | 7168 × 3584 (~25.7 MP/frame) |
| Meta Quest 3 | 2064 × 2208 LCD | Pancake | ~18.8 / 25 PPD | 5780 × 3092 (~17.9 MP/frame) |
| PlayStation VR2 | 2000 × 2040 HDR OLED | Fresnel | ~18.2 / 22 PPD | 5600 × 2856 (~16.0 MP/frame) |
| Meta Quest 3S | 1832 × 1920 LCD | Fresnel | ~19.1 / 20 PPD | 5130 × 2688 (~13.8 MP/frame) |
| Valve Index | 1440 × 1600 Dual LCD | Dual Fresnel | ~13.3 / 15 PPD | 4032 × 2240 (~9.0 MP/frame) |
Frequently Asked Questions
How is PPD (Pixels Per Degree) calculated in VR headsets?
Average horizontal PPD is calculated by dividing a headset's per-eye horizontal pixel resolution by its horizontal field of view in degrees. Peak central PPD is typically 15% to 28% higher due to optical magnification at the center of the lens.
Why does SteamVR 100% render resolution exceed the headset's physical panel resolution?
VR lenses introduce pincushion distortion. To counteract this, the GPU renders a barrel-distorted image at roughly 1.3× to 1.4× the physical width and height of the display panel (~1.96× total pixels) so that the center of the lens maintains 1:1 native pixel sharpness.
