HMD Geometry Database
The following table lists the calculated values of rendered FOVs and other
view geometry of some commercially available headsets. The data have been
recorded and calculated by using the hmdq
tool. Different datasets come from different contributors, typically owners of
the particular model.
Select the particular model configuration for the complete description. Select the particular numeric value to go directly to the visualization image. Values in parentheses are to be considered unreliable. For more information about why, see this.
Model: Name of the headset model (including the company name).
Config: Headset configuration. For the “traditional” headsets, there is just the default one called Native. Headsets which allow different configurations can have multiple entries here, differentiated by the FOV size, by the refresh rate, and in some cases, where it matters, by an IPD. The refresh rate is encoded by R (in Hz), and the IPD is encoded by I (in milimeters).
An example are Pimax headsets, which allow a user to choose a different view geometry (native or parallel projection modes, different horizontal FOVs).
Because there is quite a lot of different combinations for Pimax headsets, some configurations are omitted (typically refresh rates, which do have the same geometry). When this happens you just should go by the closest config, which is in the table.
FOV hor.: Total (stereo) horizontal FOV, i.e. the visible angular range at least by one eye in a horizontal plane at the eye level.
FOV ver.: Vertical FOV, i.e. the visible angular range in a vertical plane when looking straight ahead.
FOV diag.: Total (stereo) diagonal FOV, i.e. the angular range visible in a “diagonal plane”. See the Full view images for the visualization of the diagonal plane. Intuitively this one should be bigger than the total horizontal FOV, but practically it is sometimes reduced by the HAM.
Overlap: Stereo overlap, i.e. the angular range in a horizontal plane at the eye level visible by both eyes.
HAM: Hidden area mask, used to mask the part of the viewing frustum which is not visible to the user, usually because of some mechanical or optical constraints defined by the headset design, and therefore does not need to be rendered.
Rot LE, Rot RE: Left and right view rotations. When indicated, it usually means that the headset is designed with canted panels. Otherwise the panels are (most likely) coplanar and parallel to the face.
The latest headset data recorded: 2023-12-06 15:20:27
The table was generated: 2023-12-07 00:54:25