Meta VR Glasses vs Quest 3 Field of View
The SDK now allows for the actual simulation of the MVRG field of view inside of Quest 3, such that the various AI guesswork peeps have been doing the last couple days is no longer needed.
It is biased a bit downwards, cutting off more of the upper vertical, which may be welcome to those who find the upper view on traditional headsets somewhat cut off by your brow.
More rectangular as we knew before, prioritising the lower diagonal corners, where it gets the closest to Quest 3.
Binocular overlap still hasn't been given a figure, however it is likely to be very high, if not 100%, given the per-eye aspect ratio shown here is basically identical to the total binocular FOV figures, as well as the 2412x2288 panels.
Compare that to the Quest 3, which has an overlap of around 70% for most people.
Links to the developers info:
[https://developers.meta.com/horizon/documentation/unity/in-headset-fov-simulation/](https://developers.meta.com/horizon/documentation/unity/in-headset-fov-simulation/) [https://developers.meta.com/horizon/essentials/field-of-view](https://developers.meta.com/horizon/essentials/field-of-view)