Meta’s Reality Labs Research is pushing the envelope of VR hardware with two prototype headsets, Tiramisu and Boba 3, to be shown at SIGGRAPH 2025 in Vancouver. Developed by Display Systems Research (DSR) and the Optics, Photonics, and Light Systems (OPALS) teams, the devices aim to approach the so-called visual Turing test—where virtual visuals become nearly indistinguishable from reality.
Key Features of the Prototypes
- Tiramisu
• Extremely high resolution: 90 pixels per degree (PPD), well above common consumer thresholds.
• Very high brightness (~1,400 nits) and triple the contrast of Quest 3, producing sharper lighting and texture realism. - • Uses dual µOLED displays, custom glass lenses, and HDR-like depth.
• Trade-offs: narrower field of view (≈ 33°x33°) and a heavier build, reducing comfort and peripheral immersion. - Boba 3
• Focused on immersive field of view: 180° horizontal × 120° vertical, covering nearly 90% of human visual range.
• High resolution (4K×4K per eye), using mass-production display panels and pancake lenses to balance image quality and form factor.
• More in line with the feel of wide-vision virtual reality, useful for simulation, training, or entertainment where peripheral awareness matters.
Implications for AVGC, XR & Content Creation
Insight | Why It’s Important |
---|---|
Image Fidelity Advances | Higher clarity, contrast, and brightness enable better visuals for animation, VFX, and immersive storytelling. |
Different Design Trade-offs | Shows the choice between visual sharpness vs wider field of view—each impacts use case differently (enterprise vs consumer). |
Prototype Innovation Pipeline | These are research devices; though not mainstream now, they set benchmarks for future headsets (like Quest 4 or other Meta devices). |
Impact on Storytelling & Immersion | More realistic visuals reduce the disconnect between virtual world and perceived reality, heightening immersion—important for AVGC & XR content. |
Why It Matters Now
- SIGGRAPH 2025 gives professionals and creators early hands-on access to these prototypes, influencing hardware choices, content pipeline requirements, and expectations.
- These advances put pressure on display system designers, lens makers, and GPU/graphics processing to keep up. Studios may need to adapt content for higher fidelity or wider FOV.
- Virtual experiences (for education, simulation, film, or performance) may benefit from the improved realism—making virtual staging, environment capture, or remote presence more viable.