Bigscreen Beyond 2 Tracking & Display Tech Explained!

Bigscreen Beyond 2 Tracking & Display Tech Explained!

Bigscreen Beyond 2
Bigscreen Beyond 2

The Bigscreen Beyond 2 is shaking things up in the VR world with its ultra-lightweight form factor, high-resolution display, and promise of immersive, personalized experiences. But if you’re deep in the XR space, you’re probably asking: what’s really under the hood?

This guide dives into the technical guts of Bigscreen Beyond 2: its display fidelity, tracking systems, eye and hand tracking support, field of view, and more. Whether you’re building for VR or just a tech enthusiast, here’s what you need to know.

Display Technology: 4K OLED, Pancake Lenses & The Screen Door Effect

Let’s talk pixels. Bigscreen Beyond 2 touts dual custom OLED displays with a total resolution of 5120 x 2560, effectively giving each eye about 2560 x 2560 pixels. This isn’t just marketing 4K – it’s real pixel density you can feel.

OLED Panels: Black Levels & Contrast

The OLED panels give Beyond 2 deep blacks and vibrant contrast. Unlike LCD panels in other headsets, OLEDs can turn off individual pixels completely, which means zero light bleed in dark scenes. That’s a huge boost for immersion in games and dark environments.

Pancake Lenses: Smaller Form, Bigger Impact

Bigscreen ditched Fresnel lenses for pancake optics. The result? Way less glare and god rays. Plus, pancake lenses allow the headset to be incredibly compact and lightweight without sacrificing visual quality.

Screen Door Effect: Virtually Gone

Due to the high pixel density and subpixel arrangement of the OLED displays, the screen door effect (SDE) is practically nonexistent. You won’t see the grid between pixels unless you’re really trying to.


Eye Tracking: What’s Supported & How It Works

No Native Eye Tracking Yet

Bigscreen Beyond 2 does not ship with built-in eye tracking. However, it is compatible with add-on solutions.

Compatible Platforms: Valve Index Eye Tracker

If you’re using the Bigscreen Beyond with SteamVR tracking, you can integrate it with the 7invensun Droolon F2 (a popular eye tracking add-on). Full support depends on your base stations and software configuration.

Use Cases: Foveated Rendering, Analytics & UI

With a compatible eye tracker, developers can tap into:

  • Foveated rendering to reduce GPU load
  • Gaze-based UI interactions
  • Eye-based analytics for research or training

Hand & Webcam Tracking: Limitations and Workarounds

Bigscreen Beyond 2 uses SteamVR tracking, which is laser-based. That means:

No Native Inside-Out Tracking

Unlike Quest headsets, Beyond doesn’t have cameras for inside-out tracking or hand tracking.

What’s Supported:

  • SteamVR controllers (e.g., Valve Index controllers)
  • Vive trackers (for body/prop tracking)
  • Webcam-based hand tracking (third-party)

Workarounds:

  • Use UltraLeap or similar optical hand tracking setups
  • Integrate custom webcam solutions for mocap or gesture recognition

While not plug-and-play, power users and devs can still build compelling hand tracking setups with some effort.


FOV & Immersion: Wide Enough, Personal Fit

Field of View: Around 90-100 Degrees

The Beyond 2’s field of view is reportedly around 90-100 degrees horizontally, depending on your IPD and face scan. While not as wide as the Pimax headsets, it offers a crisp, edge-to-edge image with minimal distortion.

Custom Fit = Better Immersion

What really enhances immersion is Beyond 2’s custom facial interface. The headset is custom-made to your 3D face scan, ensuring near-perfect alignment with the optical sweet spot. Less shifting = more immersion.

Comparison:

  • Valve Index: ~110 degrees, but more bulky
  • Quest 3: ~100 degrees, with inside-out tracking
  • Pimax Crystal: 120+ degrees, but heavier
FOV-Comparison-VR

Privacy & Data: What’s Tracked and What’s Not

What Bigscreen Tracks:

  • Head position and rotation (via SteamVR base stations)
  • Controller input (via SteamVR controllers)

What’s Not Tracked:

  • Eye tracking (unless third-party hardware added)
  • Hand tracking (unless added externally)
  • Facial expressions, voice, or environment (no microphones or cameras on the device)

Local Processing & Data Policy

Bigscreen emphasizes local processing and does not collect personal tracking data by default. Since most input is handled through SteamVR, your data policies also depend on Valve’s ecosystem.


Final Thoughts

Bigscreen Beyond 2 is one of the most technically fascinating VR headsets on the market today. It doesn’t do everything out of the box, but what it does – display fidelity, comfort, and modular tracking – it does incredibly well.

If you’re looking for eye tracking or hand tracking, expect to bring your own tools. But if you’re chasing the cleanest image and a minimalist form factor, Beyond 2 is hard to beat.

About Envision Studio

Envision Studio is a cutting-edge XR design and development agency dedicated to pushing the limits of immersive technology. We specialize in building tailored solutions across VR, AR, and mixed reality, collaborating with clients to create applications that are both visually stunning and deeply interactive.

From pixel-perfect UI/UX for high-resolution displays to deep integrations with advanced tracking systems, we work across platforms like Bigscreen Beyond, Meta Quest, Valve Index, Apple Vision Pro, and more. Whether you’re building enterprise training tools, interactive installations, or next-gen games, we bring the technical depth and creative vision to help you deliver truly standout experiences.

Learn more at envisionstudio.xyz

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