Since the day we released the Digital Lens OpenXR Plugin, we've been getting multiple questions about supporting various headsets. The FAQ below provides a summary on what is not supported and why.
The Digital Lens technology can be applied to VR devices that have:
- A high-resolution display panel - so that the optics are the bottleneck for the image quality;
- Eye tracking - as the eye is a part of the optical system, its position must be considered when correcting for optical aberrations.
Does the above sound like every modern VR headset? Well, the industry is not there yet. While high resolution is a common feature nowadays, many devices come without eye-tracking. And many of those with eye-tracking provide the gaze direction only and not the coordinates of the eye pupil, at least via public APIs.
Though we expect more and more devices to fit the above requirements, right now, the list of supported devices is somewhat limited.
More details on particular popular devices are below:
Meta Quest and Quest Pro
Quest does not have eye-tracking. The Quest Pro has it, but the eye pupil coordinates are not available via public APIs. Also, Quest Pro has a rather low-resolution display panel together with pretty high-quality optics, making the potential quality improvement subtle.
Another limitation of the Quest Pro is that in tethered mode, R and B channels are downscaled, so our layer would not get full-resolution data to process.
We've started working with Pimax Crystal recently and will try to add its support asap, in case that appears feasible.
This device can get a pronounced image quality improvement from the Digital Lens. See our article here: Digital Lens makes Varjo's human eye resolution visible to humans.
Sadly, Varjo does not share eye pupil coordinates, so it's impossible to implement a dynamically working solution.
Pico 4 Enterprise
In the Pico 4E, the entrance pupil coordinates are not available, at least via public APIs; thus, we cannot implement the plugin for that device.
Though there are some performance challenges to implementing Digital Lens on untethered devices, we are working on that and are positively sure we will achieve short latency, at least on Qualcomm Snapdragon-based devices.