Abstract

To judge the feasibility of virtual reality (VR) headsets for vision testing and treatment of binocular vision disorders and low vision, angular resolution (logMAR) and field of view must be known and may not be reliably provided. This is the first study to measure the limitations of VR systems for eye care applications. This study aimed to measure, in a sample of VR headsets, eye-to-screen distance and other physical and optical characteristics needed to calculate minimum angular resolution in logMAR and field of view in determining feasibility for vision applications. Eye-to-screen distance was measured, and logMAR, field of view, and maximum convergence demand were calculated for two standalone VR devices, Oculus Rift DK2 and HTC Vive, and, for four smartphone VR headsets, Zeiss VR1, Samsung Gear VR, VR Box, and SunnyPeak, each paired with four high-resolution smartphones, Samsung Galaxy S7/S8, iPhone X, and LG VR30. On average, the smallest letter that could be displayed in VR was 0.41 ± 0.09 (20/51), ranging from 0.59 (20/78) in the DK2 to 0.28 (20/39) in VR Box with S7. Mean field of view was 50.2 ± 4.8°, ranging from 39.6° in the VR Box with S7 to 55° in the HTC Vive. The mean field of view when used as a low vision aid was 23.0° and 12.7° for 2.2× and 4×, respectively. The mean maximum near convergence demand produced for a 60-mm interpupillary distance was 38.6 ± 10.1Δ. The minimum angular resolution in logMAR of current VR technology is insufficient for visual acuity testing and may be insufficient for standalone treatment of amblyopia. Field of view during movie watching or gaming is about half that reported by manufacturers but adequate for some types of visual field testing. Use for vergence testing and training is a concern for headsets with long eye-to-screen distance or interpupillary distances <60 mm.

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