Video games, simulators, and training applications frequently employ virtual reality headsets, which are head-mounted devices that provide virtual reality experiences. Accelerometers, gyroscopes, stereoscopic displays, stereo audio, and sensors to track the user's head pose and match the virtual camera with their actual eye positions are common features of these headsets. Certain models come equipped with extra features like gaming controllers and eye-tracking sensors. The immersive experience is provided by the technology, which uses head-tracking to adjust the field of vision as the user turns their head. However, if head movements are too fast, there may be some latency.

Virtual reality headsets must meet strict latency specifications, and they must respond quickly in order to keep users from getting virtual reality sickness. A valve engineer says that a latency of 7–15 milliseconds is ideal. Because consoles like the Xbox One and PlayStation 4 have limited processing power, companies like Oculus are targeting the PC gaming market. Additionally, the graphics processing unit (GPU) needs to be powerful enough to render the necessary frames. By utilizing the reduced sensitivity of peripheral vision in comparison to the fovea, a technique known as foveated rendering—which makes use of eye tracking hardware—helps decrease the rendering workload by modifying resolution in response to the user's gaze.

Lenses are essential for both providing a comfortable distant focus point and translating a close-up display to a large field of view in virtual reality headsets. With the freedom of movement of the eyes within the headset to prevent eye strain, maintaining consistent focus can be difficult. Because of their lightweight and compact design, fresnel lenses are frequently used; however, if the headset is not properly aligned, they may display ridges. These lenses cause chromatic aberration and distortion, which are typically fixed by software. Furthermore, the lenses have the ability to dynamically adapt to a user's prescription for glasses, removing the need for corrective lenses when wearing the headset.

Meta Quest 2 – Glasses for VR


Meta Quest 2 is a virtual reality (VR) headset developed by Facebook Reality Labs. As with its predecessor, the Quest 2 can run as both a standalone headset with an internal, Android-based operating system, and with Oculus-compatible VR software running on a desktop computer when connected over USB or Wi-Fi.  

The Quest 2 uses the Qualcomm Snapdragon XR2 SoC which is part of a Snapdragon product line designed primarily for VR and augmented reality devices with 6 GB of RAM. Its display is a singular fast-switch LCD panel with an 1832×1920 per eye resolution, which can run at a refresh rate of up to 120 Hz. The headset includes physical interpupillary distance (IPD) adjustment at 58 mm, 63 mm, and 68 mm, adjusted by physically moving the lenses into each position. The included controllers with the Quest 2 are the third generation Oculus Touch controllers. The design of the new controllers was influenced by the original Oculus Rift controllers.  

Quest 2 supports all games and software made for the first-generation model, and existing titles can be updated to support higher graphical quality on Quest 2. It also supports Oculus Link, which allows the headset to be used with Oculus Rift-compatible software on a PC. The Quest 2 supports 6 degrees of freedom head and hand tracking through integrated Oculus Insight technology.

Oculus Quest 2 (zdroj: oculus.com)

Oculus Quest 2 (source: oculus.com)

The basic functions of this device include the following:

  • Passthrough - It is a feature that allows you to step outside your view in VR to see a real-time view of your surroundings. Passthrough uses the sensors on your headset to approximate what you would see if you were able to look directly through the front of your headset and into the real world around you.
  • Hand tracking - It is a feature that allows you to use your hands in place of your Touch controllers. VR headset will detect the position and orientation of your hands and the configuration of your fingers. Once detected, computer vision algorithms are used to track the movement and orientation of your hands.
  • Voice commands - built-in voice commands allow you to move and control the device.
  • Support of Steam VR


Other similar devices used to access virtual reality spaces include HTC Vive Pro, PlayStation VR, Pimax Vision and many others.