Ten years ago dozens of companies thought the future of computing was going to be found in "virtual reality" displays. So they built the best stuff they could, at the time. As recently as five years ago, the best HWD had a resolution of around 800x600. And yet, it was suppose to go right in front of a person's eyes. And compete with conventional monitors. Because it wasn't particularly portable.
The human eye can see about 1 pixel per arcminute of viewing angle- about sixty pixels per degree. Let's take an example.
The Sun is about 32 arcminutes in angular diameter (it varies depending on the time of year, but 32 is a good enough average). That means the Sun is just over half a degree across. That means that, in reality, the Sun in the sky represents about 157 pixels. And a 800x600 display represents a spot of reality that is 6.5 degrees in diameter. A large orange held at arm's length. To really be immersive, it needs to be a beach ball. And each eye needs it's own independent display driven by its own graphics processors or else it isn't going to be 3D when you need it to be. But let's not worry about that too much.
Let's take a single HD display running at 1080p, which is 1920 pixels wide. That gives us a horizontal viewing angle of 32 degrees at maximum detectable resolution. That means that if the display is close enough that it takes up more than about 1/5th of a person's maximum field of view, they'll be seeing less than optimum resolution. What this also means is that it would take 5 HD displays, arranged side-by-side, to account for just the horizontal axis for a truly immersive Omnimax-type VR experience- all positioned at exactly the right distance to make the maximum use of their resolution (not so close that you see individual pixels, not so far away that pixels blur together). Do we really need that many? Depends on what we're trying for. Short answer: no. Not yet. We don't have any applications that could make use of such a technology. Every one of those displays would require a PS3 to drive it- if it were a game- plus a whole extra layer of complexity to get them all to work together. Not counting the fact that games and movies don't represent the same level of visual reality.
The human eye sees high resolution detail only for the center 50 degrees or so. I was going to say 60, but I mistyped it and decided to leave it that way. At the same time, the eye and mind are aware of detail surrounding that central focal point- detail that can be focused on by simply looking at it. And there's no way to just render the center while leaving the periphery blurry unless you're controlling what the eye looks at. Think cutscene vs. playable content. There's no getting away from the fact that, for immersion to be achieved, HMD's need to pump something like 16 (4 wide x 4 high) HD monitor's worth of imagry options for the eye to look at. That doesn't even count what you'd need if a person's head could move.
There's ways of cutting that down. And there are practical ways of using VR without it being either immersive or reality-resolution.
What's interesting, and what I'm pointing out in this post, is that if the display optics were available, the computing power needed to run it is *almost* portable.
For the moment, I'd be satisfied with an HD-resolution HWD positioned so that it takes up 45 degrees of viewing angle- the center 1/4 of the a person's field of view. At that range, I'd be able to pick out pixels, but it wouldn't be too bad since computing environments are already pixelated. It would be preferrable to having the display represent less than 32 degrees (which is wasteful).
Is it possible to make HD displays smaller than the window pane in a pair of reading glasses? Yes. How do I know? Simple. DLP chips are about that size. CCDs and optical CMOS chips are in that size regime.
What would the technology look like when it all finally comes together?
1. Think 5th generation "Netbook" with a cheap eReader display on the box for traditional viewing and sharing. More importantly, it comes with a pair of HD or HD+ resolution glasses.
2. Think multi-touch pad (could be the unlit conventional display) as a finger-controllable pointing device.
3. Multi-touch works as a keyboard as long as you can see the keys. For invisible typing, you need two things: A. You need to be a touch typist. B. You need tactile response- a physical device.
4. Tracks eye movements so you can use the device without resorting to finger movements. Voice activated search. Btw, for voice activation to be truly useful, it has to be able to hear you whispering. Or read your lips.
5. Now that you're wearing your computer, you need to be able to do all the things computers do. Which, these days, is all the things smartphones do. Including taking video. So your head mounted display, in the from of a pair of glasses, needs to have cameras built in.
6. How is the HMD powered? Is it connected via a cord? Why not? People wear headphones without complaining.
Ehh. I'm done writing for now. The rest of my ideas take too much space to explain.