The visual acuity consideration is likely why only smartphones over a certain display resolution are considered "VR-compatible" with Gear VR/Google Cardboard. Any lower resolution and it likely would not look realistic.
andrewdcampbell
I looked up some data on human eyeball rotation. There are slight differences due to physiology, but it turns out the average vertical ascending angle is 25 degrees, and descending angle 30 degrees. For left and right, the maximal angle of rotation is 35 degrees for both directions.
The visual acuity consideration is likely why only smartphones over a certain display resolution are considered "VR-compatible" with Gear VR/Google Cardboard. Any lower resolution and it likely would not look realistic.
I looked up some data on human eyeball rotation. There are slight differences due to physiology, but it turns out the average vertical ascending angle is 25 degrees, and descending angle 30 degrees. For left and right, the maximal angle of rotation is 35 degrees for both directions.