Find out how much of your world fits in a headset.
Room image couldn’t load. The viewport and panes still work.
Illustrative single-eye mask using nominal specs and labeled estimates. Actual fit and optics vary.How it works ↗
Each headset gets its own colored viewport.
No headsets match your search.
Compare several headsets on the same angular scale. No headset is selected at first; add one to see its viewport. Each colored outline represents one centered, single-eye viewport. Select a headset in the list to preview its content clipping, MR/VR mode, and outside dimming. The list shows the visible content area for every headset. Choose one use case at a time: windows/panes, VR Gaming, or Flatscreen media.
Each outline is a simplified single-eye mask, not a binocular or overlapping-lens view. Presets use published nominal headset FOVs and labeled estimates, which are not necessarily measured monocular FOVs. Sources use different measurement methods, so comparisons are approximate. Use Custom FOV to enter your own per-eye measurements. Lens shape, eye relief, fit, and IPD can change what you see.
The headset picker also lists MSRP and a Buy now link, preferring Amazon when a headset is sold there and the manufacturer's own store otherwise. Prices are approximate and can drift from live retail pricing. Discontinued or not-yet-shipping headsets show a greyed, non-clickable label instead — they can still be added for FOV comparison.
The stage maps 180° horizontally and 112° vertically at an equal number of pixels per degree. AI-generated room photography supplies context; it is not a calibrated panorama. Rounded viewport corners are illustrative. Panes use the same angular scale, with a 3° gap and a 16:10 angular aspect ratio. “Pane area visible” is the percentage of their angular area inside the rounded mask, not a lens or display-resolution measurement.
Each room includes a physical screen by default: a 65″ TV at 7 ft on the living room entertainment center, or a 32″ monitor at 2 ft on the office desk. The office can switch to two side-by-side 32″ 4K monitors instead of one, sharing the same size and distance controls. All screens are 16:9. Adjust size and distance with the sliders or number fields; each room keeps its settings until Reset. The TV supports 24–100″ at 2–20 ft, and each monitor 17–49″ at 1–6 ft. Use the remove button to hide a screen and Show TV or Show monitor(s) to bring it back.
Each angular dimension is calculated as 2 × atan(physical dimension ÷ twice the viewing distance); dual monitors add a small illustrative gap between panels. Displays stay anchored to their furniture as their angular size changes. The generated rooms are illustrative, so adjusting distance changes the screen’s apparent size rather than moving through the room. Screens render as a labeled bezel showing the diagonal size rather than a content image. Room screens sit behind virtual content, dim with the room outside the viewport, and disappear inside it in VR.
VR Gaming uses a still racing-game cockpit scene across the full 180° × 112° reference canvas, clipped by the active headset. Its scene stays at the same scale as you compare headsets. Flatscreen media shows a static still frame on a centered 16:9 screen; choose 50°, 60°, or 70° wide (height follows the aspect ratio). Visibility percentages measure the angular area of the selected content inside each headset outline. These are illustrative views, not a playable game or calibrated optical rendering.
MR keeps the room visible inside the viewport. VR makes that region black behind panes or the media screen. Racing fills the inside of the viewport, so that use case always uses VR; returning to panes or media restores your MR/VR choice. Outside dimming only changes the room beyond the active headset’s outline. It defaults to 100% once a headset is added; the dimming toggle in the top-right of the viewport is a quick switch between 0% and whatever level is set in Outside dimming, without changing that setting. The other comparison outlines remain visible as guides. These controls illustrate visibility; they do not imply that every selected headset supports all modes or opacity levels.
The displayed still frame is from Big Buck Bunny. © 2008, Blender Foundation / www.bigbuckbunny.org. Used under Creative Commons Attribution 3.0; frame extracted and resized for this simulator. Room and racing images are AI-generated.