Why is the image so clear on PlayStation VR?
Screen-door effect: that dreaded grid between you and losing your life to virtual reality. OK, maybe that's a bit drastic, but anyone who has tried VR knows what we're talking about.
PlayStation VR is different — there's practically no screen-door effect even though the display's resolution is lower than Rift's and Vive's. How is that possible? Let's explore the screen-door effect and how Sony managed to remove it from their upcoming foray into virtual reality.
- What is screen-door effect?
- Why should you care about screen-door effect?
- Why does PlayStation VR have no screen-door effect?
What is screen-door effect?

To put it simply, screen-door effect (SDE) is a grid of fine lines you sometimes see when you have your face in VR; it happens with all current versions of VR, incuding Vive, Rift, and Gear VR.
That grid is actually the space between pixels — that's how close your eyeballs are to the display. You can't see those lines if you, say, mash your phone against your face because your eyes go out of focus.
With VR optics, however, your eyes don't go out of focus and the pixels become apparent. It's actually pretty cool if you think about it, at least until it removes you from the immersive qualities of VR. That's a big no-no for every VR Head.
Why should you care about screen-door effect?
Imagine walking around every day wearing a beekeeper's hat and mask. While it wouldn't be a nuisance for only a few minutes and would be quite welcome if you were actually working with bees, going about daily activities, like working in an office, would become quite tiresome.
This is essentially why you should worry about SDE. Gamers know how long they can extend their gaming sessions — why would they want to look through a grid of lines while they play? Not to mention how working on a computer within VR, using apps like BigScreen or Virtual Desktop, becomes quite tiresome after awhile.
Right now spending long periods of time in VR is novel, thus people put up with SDE. In the future, however, there will need to be a complete removal of SDE if VR is to be adopted by the masses.
Screen-door effect has already been reduced drastically — anyone who used the Oculus Rift DK1 knows what I'm talking about. It was hard to see much else for the screen door, but, again, it was so cool it didn't really matter.
Reducing SDE has apparently come even further, as is evident in PlayStation's first foray into VR.
Why does PlayStation VR have no screen door?

Reading PSVR's spec sheet really doesn't do it justice. Its head-mounted display (HMD) has a single horizontal screen at 1080p, whereas the Rift and Vive both have two vertical screens at 1200p. You might think, "Clearly PSVR is inferior." Not exactly. While the resolution is definitely lower, PSVR has almost no screen-door effect.
It wasn't just my eyes, either. Most people who are lucky enough to have tried PSVR agree: you have to actively try to see the screen-door effect, rather than actively try not to see it. That's a huge deal when it comes to VR immersion, and could end up becoming PSVR's main selling point.
So how does a lower resolution screen have less screen-door effect? Each pixel in PSVR's display actually has three subpixels, one for red, one for green, and one for blue. If we do some math, it becomes apparent that the PSVR actually has a higher subpixel resolution than Rift and Vive, resulting in less screen door effect.
- Rift and Vive: 2 displays x 2 subpixels x 1080 x 1200 = 5,184,000 subpixels
- PSVR: 1 display x 3 subpixels x 1920 x 1080 = 6,220,800 subpixels
As you can see, PSVR has quite a few more subpixels than Rift and Vive. While this definitely isn't a crowning achievement, removal of the screen-door effect is definitely appreciated by everyone who has experienced it in VR.
Your screen-door experience
Have you had the chance to try PSVR? What did you think about the almost complete lack of screen-door effect? Tell us all about it in the comments section below!
Reader comments
PlayStation VR: why there's no screen-door effect
Did wonder what SDE meant. Thanks for the explanation. I ask myself how much it will be limited by PS4 Neo though. If they release it for PC that's another story.
Do you think that the new Daydream ready Android phones with Quad HD displays will have SDE?
Depends on the resolution and sub pixel matrix. 2K screens should be fine regardless of the subpixel matrix
i5 6600K
GTX 1070
16GB DDR4
I would think this wouldn't be a problem since your not looking at it up close like vr screens are.
Tried it yesterday at my local GameStop. There was a smidge of screen door that I could see while I was playing the EVE demo, but I was looking for it. I had to point it out to the manager of the GS store, because he didn't know what it was.
Have you tried Vive or Rift? Do they both have equal SDE? Would you consider it a deal breaker when looking to buy a VR headset taking all other pros and cons in to consideration? I will also post this in questions thread.
I've never even noticed SDE on my Vive.
I find Vive and Rift both have considerably more SDE than PSVR. However, when you're really involved in a Rift or Vive game you can almost forget about it. Almost...
I tried to look for the pixels when i tried the psvr. I couldn't. Im used to the gear vr where its way obvious. I can't even ignore it on the gear vr. I just accept it as the status quo.
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Suck it PSVR naysayers
i5 6600K
GTX 1070
16GB DDR4
Dude no one cares about your system spec. Do you expect the PS4 neo to compete with PC's graphical fidelity? I hope it's successful but do you really expect the moon and the stars?
The specs are extremely high on the ps4 pro...
It had almost 3 times the power(like a last year high end pc) finally it surpasses my 11 years old computer
Compared to a pc with equal specs yes. Of course we will have to wait till sept 7th to see what the neos actual specs will be. Its easy to build a pc to beat any console specs out there. But on equal footing no. When the ps4 came out i doubt you could get a pc with equal specs at the same pricepoint to even compete with it.
Of course the issue in this article isn't about the box's specs its about the display. The psvr looks cleaner then any of the higher end and lower end options. In the visual world screen door = bad. Its similar to the difference between SD and HD. Now when the Rift and Vive 2.0 come out in 6 months (we all know anything 6 months old in the pc world is outdated by like 8 months so something has got to be in the works) hopefully they will have learned from sony and used screens with the same trick to decrease screen door.
I havent had the opportunity to try out a rift or a vive like i have the psvr but i would not expect the screen door to be as bad as a gear vr (note 5). Perhaps thats the cure. Put on some vr pr0n on a gear vr then put on the rift and the vive and you might be like "Screen door? What screen door?".
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Oculus and HTC needs to stop using cheap fresnels and pentile screens. That would be the first step. I'd be livid if I paid $800 for a Vive only to find out that's what's in it.
Personally I have lost any respect for sony/xbox. They promise the world then deliver sub optimal gameplay mostly across the board. When a game cannot sustain 30fps then something is wrong. They need to implement some kind of quality control. I had an xbox one which I found mostly underwhelming. I know Ps4 has similar performance problems. All I'm saying is I wouldn't be surprised if Ps4 neo delivers a reasonable VR experience but it will be lacking in graphical departments. I hope I'm proved wrong as I would like to get a console again in the future but after the current gen it's unlikely though. Each to their own.
All i can say is go try it out. They have many places set up to try it yourself like bestbuys and gamestops in the US. Thats one thing both samsung and sony have done right allow the general public to see it in action in more accessible places so they can decide whether they want it. So see for yourself only you can decide if the psvr is for you.
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It also has to do with game developers. Hell, No Man's Sky runs better on PS4 than it does on PC.
Always gonna be bad ports I guess. Harder to optimize for because of the myriad of hardware configurations. Usually games are updated up to an exceptable level eventually though. I get that the days of consoles being state of the art are over but really practices of advertising games at running at 60fps when they get nowhere near a 60fps lock. BF4 for an example was less fun than BF3 to me in the end because of the fluctuating frame rate. I would have preferred they had locked it to 30fps. That said I had great fun with dead rising 3 despite the frame rates. Forza was fun despite the 2d crowd etc. Halo 5 was great for a while till I got bored of the same maps. On console online games are probably a more balanced playing field that's a given. Though I'm less interested in online since the good old days of lobbies full of people talking seem to be over. Sorry for the rant.
There are enough games that are at or above 30fps and stably on PS4 that I find this take to be pretty overboard.
It's a smart move demoing. If I spot one around it would be good to try just for the **** of it. My only experience of VR is from the 90's. I won't own VR this generation unless I win one though! Or if I won a ps4 then I might fork out for one.
Yes, you go PSVR Viva La Console! (haha, don't kill me you PC master race fascists)
That's funny I keep hearing that it has quite bad SDE
Hey uh, diamond pentile isn't the same as normal pentile... just saying... try again.
Vive and rift optics "magnify" two tiny displays while the psvr "reduces" a larger one... that's why... it's not the subpixels it's the optics.