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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

OPTICAL TELEMETRY · 60 PPD = 20/20 HUMAN ACUITY
INPUT // DUAL OPTICAL & RENDER CONFIGURATION
Pancake
Fresnel
2064 × 2208
Width (px)Height (px)
110° × 96°
Horiz FOV (°)Vert FOV (°)
1.40x Axis (1.96x Area)
1.0x Panel 1.3x Pancake 1.4x Standard 1.6x Extreme
0% (Uniform Render)
OUTPUT // OPTICAL CLARITY & FILLRATE TELEMETRY AWAITING CALCULATION

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 XR3552 × 3840 Micro-OLEDPancake~33.8 / 40 PPD9946 × 5376 (~53.5 MP/frame)
Apple Vision Pro~3660 × 3200 Micro-OLEDPancake~36.6 / 42 PPD10248 × 4480 (~45.9 MP/frame)
Pimax Crystal Light2880 × 2880 QLEDGlass Aspheric~28.0 / 35 PPD8064 × 4032 (~32.5 MP/frame)
Bigscreen Beyond 22560 × 2560 Micro-OLEDPancake~23.7 / 32 PPD7168 × 3584 (~25.7 MP/frame)
Meta Quest 32064 × 2208 LCDPancake~18.8 / 25 PPD5780 × 3092 (~17.9 MP/frame)
PlayStation VR22000 × 2040 HDR OLEDFresnel~18.2 / 22 PPD5600 × 2856 (~16.0 MP/frame)
Meta Quest 3S1832 × 1920 LCDFresnel~19.1 / 20 PPD5130 × 2688 (~13.8 MP/frame)
Valve Index1440 × 1600 Dual LCDDual Fresnel~13.3 / 15 PPD4032 × 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.

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