At SIGGRAPH 2025 this week, I went hands-on with Boba 3, Meta’s prototype of ultra-wide discipline of view PC VR in a kind issue much like Quest 3.
I’ve lengthy contended that discipline of view is the elemental driver of immersion of VR, and argued that the trade ought to prioritize rising it.
Till the reveal of Boba 2 and Boba 3, it was unclear whether or not considerably rising discipline of view would at all times additionally necessitate vital tradeoffs to kind issue and weight. If that had been the case, given the trade’s rightful concentrate on making headsets sleeker and lighter, it may need been a long time earlier than we noticed massive gamers push discipline of view once more.
After attempting Boba 3, and seeing a large discipline of view in a viable kind issue with my very own eyes, I am now extra optimistic than ever about the way forward for VR.
A Decade Of Stagnation
After I tried the unique Oculus Improvement Package 1 (DK1) in 2013, like many others, I used to be blown away.
As we speak, DK1 is a dinosaur in most regards. Its decision was lower than 640×800 per eye (round 6 pixels per diploma, legally blind), and its refresh charge simply 60Hz. It had a full-persistence show with instantly noticeable movement blur, and no positional monitoring, solely 3DoF rotation.
And but, regardless of all of this, most individuals who placed on DK1 exclaimed that they felt like they’d been transported to a different place.
Earlier than DK1, the one headsets you could possibly purchase for lower than tens of 1000’s of {dollars} had a discipline of view of round 45°. You possibly can solely peek right into a sliver of a digital world. However with DK1, you had been lastly in that digital world. And thus, the buyer VR revival of the 2010s had begun.
| Horizontal Discipline Of View | Vertical Discipline Of View | Launch Yr | |
| DK1 | 90° | 90° | 2013 |
| DK2 | 93° | 99° | 2014 |
| Rift | 87° | 88° | 2016 |
| Quest | 93° | 93° | 2019 |
| Quest 2 | 96° (IPD 1&2) 86° (IPD 3) | 96° | 2020 |
| Quest 3 | 108° | 96° | 2023 |
As we speak we now have wi-fi standalone headsets with 4K per eye decision, 120Hz refresh charges, low persistence, and markerless inside-out head, controller, and hand monitoring with ultra-low latency. We even have shade passthrough for blended actuality, not simply VR, and headsets not want a gaming PC.
But for probably the most half, the sphere of view has barely budged. Nearly each headset since has landed someplace between 90° and 110°. For higher or for worse, the main target has been on making headsets smaller and better decision, not discipline of view.
There are exceptions. Pimax shipped a roughly 150° horizontal discipline of view in 2018, however at the price of a “hammerhead” kind issue and fishbowl-level geometric distortion within the periphery. Extra not too long ago, Somnium VR1 and Pimax Crystal Tremendous have reached round 130° horizontal, for some individuals, with a really excessive worth and tradeoffs of their very own.
For probably the most half, although, the sphere of view of headsets that individuals truly purchase and use en masse has stagnated. VR has gotten sharper, clearer, and much more interactive, however no more immersive. And that is why Boba 3’s lenses are among the many greatest VR breakthroughs in a decade.
For years now, the Show Methods Analysis (DSR) workforce of Meta’s Actuality Labs Analysis group (initially Oculus Analysis), led by Douglas Lanman, has publicly offered, and typically demoed, analysis prototypes that push the state-of-the-art for head-mounted shows.
This has included varifocal optics, retinal decision, ultra-high brightness, and reprojection-free passthrough.
Watch Oculus Element Its Varifocal Half-Dome VR Prototype Right here
Final month, we reported on a chat by Douglas Lanman of Oculus Analysis (now Fb’s Actuality Labs) from the 2018 SID Show Week occasion. The fascinating 40-minute session showcased a few of the workforce’s newest work in VR {hardware}. Now you’ll be able to watch that discuss for your self. Beneath is

Again in 2018 DSR confirmed off the unique Half-Dome headset which, in addition to being varifocal, had a discipline of view of 140°. Nonetheless, subsequent variations of Half-Dome had a smaller discipline of view, with Half-Dome 2 specializing in compactness and Half-Dome 3 shifting to an digital varifocal strategy with no shifting components. In some ways, this was a mirrored image of the priorities of the trade at massive.
Till not too long ago, we hadn’t seen any Meta prototype with a large discipline of view once more in any respect. Then, in October 2024, Meta CTO Andrew Bosworth shared a photograph of himself holding a headset with a really huge curved physique, suggesting an ultra-wide discipline of view.
Meta CTO Holds Extensive Discipline Of View Prototype Headset In Picture
Meta’s CTO shared a photograph of himself holding what seems to be a large discipline of view headset prototype.

Final week, Meta revealed that the prototype Bosworth was holding was referred to as Boba. Extra curiously than the identify, although, it additionally revealed that it had a show and optics stack from “about 9 years in the past”, the early days of Oculus Analysis.
Boba 1 achieved its 210° ultra-wide horizontal discipline of view with vital kind issue tradeoffs, and its vertical discipline of view was simply 70°. Given the low density of shows again then, it additionally had a really low angular decision.
However quite a bit has modified since then. So not too long ago, DSR re-examined what’s attainable in relation to discipline of view.
Enter Boba 2 & Boba 3
First revealed in a paper summary three weeks in the past, Boba 2 was developed final 12 months, when DSR optical scientist Yang Zhao realized that latest developments in pancake lenses, pushed by Meta’s massive funding within the know-how, could possibly be tailored to realize an ultra-wide discipline of view in a sensible kind issue.
Additional, commercially accessible LCD shows for VR had now reached the density the place at the very least Quest 3 degree of angular decision could possibly be achieved at ultra-wide discipline of view. Particularly, Boba 2 used 3K shows, reaching the identical 25 PPD as Quest 3.

Boba 3 is a more moderen model, from this 12 months, that makes use of 4K LCDs to succeed in 30 PPD, in addition to a refined lens manufacturing course of that improves high quality and apparently reduces the “peeling” I noticed on the perimeters of the lenses of the Boba 2 show unit on the stand at SIGGRAPH.
Each have a discipline of view of 180 levels horizontal by 120 levels vertical.
For comparability, Quest 3 has a discipline of view of lower than 110° × 96°, whereas Quest 3S has lower than 96° × 96°, and human imaginative and prescient may be very roughly 200° × 135°, relying on the form of an individual’s face. In easier phrases, Meta says Boba 3 covers roughly 90% of human discipline of view, in comparison with 46% for Quest 3.

So ultra-wide discipline of view in a Quest-like kind issue, with larger angular decision than Quest 3. It sounds nice in idea. However does it maintain as much as a real-world demo? And what is the catch?
Boba 3 & The Pleasure Of Full Immersion
Placing on Boba 3, I could not assist however smile. What I noticed was a picture roughly as clear and sharp as Quest 3 however throughout a really huge discipline of view, each horizontal and vertical. It engulfed nearly all of my imaginative and prescient, with solely a small chunk on the acute horizontal periphery, and vertically under me, lacking.
Not like most different makes an attempt at ultra-wide discipline of view thus far, Boba 3 has solely minor distortion on the very edges, akin to what you see on the perimeters of Quest 3.

In VR mode, Boba 3 gave me a deeper sensation of really being in one other place than another headset has earlier than. And is not this the true goal of VR? The sensation was so intense that after going again to Quest 3, I am aware of the sphere of view I am now lacking, and I can not cease seeing it.
And this stronger feeling of immersion shouldn’t be the one benefit of an ultra-wide discipline of view. It additionally improves object permanence, which means you are constantly conscious of the digital objects beside you, not simply in entrance. In digital conferences, you’d proceed to see the tracked physique and facial actions of all members. In video games, you’d see approaching enemies far sooner. Or when utilizing a triple monitor digital workspace, you’d be capable of look at a aspect monitor together with your eyes, relatively than rotating your head. When watching a 180° video, you needn’t transfer your head in any respect.
That decreased have to pan together with your head can also be a consolation benefit, yet one more nuanced than simply the load of a headset. Positive, many future headsets could be slim and light-weight. However is it actually snug to always have to show your neck?
The variant of Boba 3 with cameras on the entrance helps passthrough blended actuality throughout the total ultra-wide discipline of view too – not only for VR. It is technically spectacular, as Meta needed to develop a customized FPGA pipeline chip with a fiber optic PCI-E interface to hold the twin 20 megapixel cameras at excessive framerate (USB is just not enough). Nonetheless, Boba 3’s passthrough shouldn’t be depth-correct, and I noticed geometric distortion as I moved my head. Additional, I have already got open periphery headsets and equipment at house, so I can already see the actual world in my periphery. Positive, that does not embrace digital objects. However nonetheless, all this made Boba 3’s blended actuality expertise barely much less spectacular than its VR.
That passthrough distortion, and lack of depth correctness, exists as a result of Boba 3 makes use of “direct passthrough”, a elaborate time period for simply exhibiting the digital camera views with a lens-matched however static projection, relatively than utilizing dynamic reprojection. That is extra a restrict of time and undertaking scope than some inherent technical roadblock, Lanman informed me, and will in idea be improved with future growth.
In-headset, the distinction is extra dramatic, as this flatscreen projection distorts the periphery.
What was most notable concerning the Boba 3 demo is that there was no deal-breaking “catch”. The three different Meta analysis prototypes I’ve tried have, in pursuit of pushing the frontier of a specific facet of HMD show methods, concerned noticeable and apparent tradeoffs:
- Starburst delivered gorgeous 20,000 nits brightness, however in a headset so comically massive and heavy it needed to be suspended from above with cables, and so sizzling that it had huge cooling followers on the highest.
- Butterscotch Varifocal delivered near-“retinal” decision and varifocal optics, however in a thick and heavy headset with solely 50° horizontal discipline of view.
- Tiramisu, which I will be sharing my impressions of quickly, combines past “retinal” decision with excessive brightness and distinction. However it’s additionally thick and heavy, and has a discipline of view of simply 33°.
That is to not say that these different prototypes aren’t spectacular in their very own proper. However Boba 3 is notably completely different. It felt full. If I had been allowed to take one house, or pulled off a daring heist, I would be utilizing it as my PC VR every day driver, as-is.
Boba 3 is the general finest VR headset I’ve ever worn, with no shut second.
To be clear, although, Boba 3 shouldn’t be a product, neither is it a prototype of a product, regardless of its polished look. Meta researchers spent a lot of SIGGRAPH repeatedly explaining this to attendees, dozens of whom I overheard asking “so when is that this popping out?” greater than another query.
“We’re researchers, we do not make the selections round what to ship in merchandise.”

All that mentioned, probably the most promising factor about Boba 3 is that if Meta did need to ship it as a product, it in all probability may.
Boba 3 shouldn’t be like Orion, Meta’s unshippable AR glasses. Its lenses do not use unique supplies, and its shows are neither curved nor tiled.
In actual fact, Boba 3’s lenses are constructed with a really related course of to Quest 3’s. They’re dual-element pancake lenses, with the novel addition being a high-curvature reflective polarizer layer. And shows are common 4K LCDs much like these already transport in Varjo XR-4 and Pimax Crystal Tremendous.
Conceptually, Boba 3 is comparatively easy. It might be markedly dearer than Quest 3 to supply, certain. However it would not price many 1000’s of {dollars}.
That is to not say that creating Boba 3 was straightforward, as DSR’s optical scientists are eager to notice. Plenty of intelligent optical and mechanical engineering was concerned right here. However what’s necessary is that the troublesome half was the preliminary design, not the theoretical manufacturability.

Whereas Boba 3 would not have any flaws that I’d take into account deal-breakers, there are nonetheless tradeoffs to notice.
One is that the eyebox is smaller than Quest 3, which means your eyes have to be extra carefully aligned to the middle of the lens to see an appropriate picture. Curiously, although, what you see when your eyes are misaligned with Boba 3’s lenses shouldn’t be a blurrier picture, however a darker one. In case your IPD is aligned on one eye, however not the opposite, for instance, this can lead to an uncomfortable brightness disparity.
This is without doubt one of the causes Boba 3 is designed to be very adjustable. It options guide per-eye IPD alignment, eye aid adjustment, and tilt management for the visor, together with the flexibility to flip all of it the best way up.
And after I say that Boba 3 has a kind issue “related” to Quest 3, I ought to observe that it’s barely heavier, as its lenses are a lot bigger. Given this elevated weight and dimension of the lenses, and the necessity to preserve every part solidly in place all through all attainable changes and stress, Boba 3’s visor is bolstered with aluminum, relatively than being an all-plastic design. That is a part of the explanation that Boba 3 weighs 142 grams greater than a Quest 3 with Elite Strap, regardless of not together with a battery.
That aluminum may theoretically get replaced with a magnesium alloy, Meta’s researchers informed me, to scale back the load. However this may drive up the associated fee.
| Discipline Of View | Optical Stack | Weight | |
| Quest 3 | 108°×96° | 63×60×26mm | 698 grams (with Elite Strap) |
| Boba 1 | 200°×70° | 140×78×45mm | 874 grams |
| Boba 2 | 180°×120° | 80×80×42mm | 845 grams |
| Boba 3 | 180°×120° | 75×75×42mm | 840 grams |
By the best way, in the event you’re questioning how Boba 3 is tracked, the reply is that it makes use of the Constellation monitoring system from the unique Oculus Rift, and the demo had two Rift Sensors on the desk in entrance of me. This might fairly simply get replaced with inside-out monitoring, although, if Meta ever needed to ship Boba 3 as a product.
Given how full Boba 3 feels, how few flaws it has, and its obvious manufacturability, you could be questioning why it is only a analysis prototype.
The choice of what to really ship is fully out of the fingers of the DSR workforce. It lies, as an alternative, with Meta’s product groups, and in the end its executives, Mark Zuckerberg and his CTO Andrew Bosworth.
Bearing in mind the repeated statements of Bosworth, the choice to not ship a product with Boba 3’s lenses probably comes all the way down to compute.
When requested about Boba 1, which he held within the October photograph, Bosworth repeated his long-standing view that an ultra-wide discipline of view is not well worth the tradeoffs on “weight, kind issue, compute, and thermals”.
Meta CTO On Wider Discipline Of View: ‘So Far It Hasn’t Felt Like The Proper Tradeoff’
Meta CTO Andrew Bosworth shared his ideas on rising the sphere of view of Quest headsets. Throughout his most up-to-date Instagram “ask me something” session, Bosworth was requested “is fov a serious concern? what options are extra necessary with regard to ar/vr immersion”. He responded: I like this query

Boba 3 definitely proves that an ultra-wide discipline of view will be achieved with out considerably altering the shape issue, and if streamlined and refined for transport, I would guess it will solely add round 100 grams of weight. Not trivial, however it could possibly be mitigated with the fitting head strap, and it is greater than value it.
However Boba 3 does nothing to deal with the compute concern Bosworth typically raises. The broader the sphere of view of a headset, the extra pixels that have to be rendered every body to realize the identical angular decision. And the efficiency price is worse than simply rising the decision of the identical discipline of view, as a result of extra geometry, entities, and results at the moment are seen, and thus must be rendered and simulated. In digital scenes with few objects beside you, this additional overhead could be considerably manageable, however in dense scenes, comparable to open worlds, it could possibly be catastrophic.
Strategies like eye-tracked foveated rendering and neural upscaling may assist right here, however can solely go to this point.

The Boba 3 demo was powered by Nvidia’s RTX 5090, a $2000 2-kilogram PC graphics card that pulls round 600 watts of mains energy. In the meantime, Meta shipped its final PC-only VR headset in 2019 and dedicated to by no means transport one other with the discharge of Quest 2.
Meta is solely targeted on standalone headsets powered by cellular chipsets, drawing round 10 watts from a comparatively small battery, with orders of magnitude much less efficiency than a gaming PC. Inside these constraints, rising decision, refresh charge, or discipline of view trades off harshly towards the already restricted graphical constancy of standalone VR. As a lot as I hate to confess it, in relation to the sphere of view of standalone headsets, Bosworth is correct.
Fb Killing Oculus Rift Line, Goals To Make Quest 2 ‘Greatest PC VR Expertise’
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None of that is to say that Meta will proceed to ship the identical circa-110° discipline of view without end, although. There’s a whole lot of room between 110° and 180°, and the elemental strategy of Boba 3’s lenses could possibly be tailored to realize a gradual improve in discipline of view over time.
Tiramisu: “Hyperrealistic VR”
Whereas Boba 3 pushes discipline of view, it nonetheless has related angular decision and the identical low brightness and distinction of headsets like Quest 3. However Boba 3 was not the one Meta prototype headset I attempted at SIGGRAPH 2025.
I additionally went hands-on with Tiramisu, a prototype of “hyperrealistic” VR from DSR’s sister workforce, Optics, Photonics, and Mild Methods (OPALS). Tiramisu combines beyond-retinal decision, excessive brightness, and excessive distinction, albeit with a slim discipline of view.

We ought to be publishing my impressions of Tiramisu later at the moment – so preserve checking UploadVR.
I additionally plan to jot down up a comparability of the course every headset takes, so keep tuned in coming days for that.
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