All the possibilities of virtual reality, regardless of their form, usually depend on the use of various types of hardware and software. As already mentioned, these components have become more advanced. Among them:
- VR headsets. These are the key devices of many virtual environments. They are put on the head and cover the user's eyes. They are called helmets or headsets and not only isolate you from the world, but also show you specific information related to the virtual simulation. The point here is that they replace the real world with a computer-generated image. These headsets include screens, cameras, motion sensors and infrared LEDs. They can take many forms, from wired devices connected to a computer to stand-alone headsets such as Meta Quest.
- Lenses and screens. Virtual reality headsets have special lenses that are positioned between the screen (usually LED) and the eyes. They change the images, making them three-dimensional. The headset sends two images through these lenses (one for each eye). It also has infrared cameras inside that adjust the lighting depending on the environment. Trackers help the headset to adapt the contents of the screen to the movement of the head. Some devices can even track eye movement to improve image quality.
- The viewing angle. This is an important part of the VR headset that coordinates the virtual world with the real one. An ordinary person sees the environment in the range from 200 to 220 degrees. Our vision through the left and right eyes overlaps at a certain angle, which allows us to perceive the three-dimensional world. Creating a 3D environment that matches a person's natural viewing angle is the way virtual reality headsets convince our brain that we are in another world. The realism of perception depends on how much our movements affect what we see. A minimum delay is necessary so that the device reacts instantly to movements when a person turns their head or changes the object of observation.
- The frame rate. It determines how exciting our experience will be. Although human eyes can capture up to 1,000 frames per second, the brain processes information only up to 150 frames per second. Usually movies in cinemas are shown at a frame rate of only about 24 frames per second, but such films are not designed to reproduce reality. VR developers believe that frame rates below 60 frames per second could cause sickness and headaches.