« Virtual Boy Architecture (index)

Virtual Boy Architecture

Chapter 3: Display


Table of Contents

  1. Projecting an image
    1. Scanner
    2. Mechanics
    3. Display
    4. Active periods
    5. Closing comments
  2. Producing a third-dimensional vision

The entire system is a curious feat of engineering. Externally, it resembles a bulky VR headset mounted on a bipod. The player must position their head close to the eyepiece to see the game in action.

Image
This is as far as I got trying to photograph the display and the case simultaneously. In reality, games look very crisp and in full size!

Internally, it's a whole different story (and a very complicated one). For this reason, I thought it would be better to begin by explaining how this console displays images, and then delve into its internal hardware.

Projecting an image

Once you switch on the Virtual Boy, you will see two monochromatic red pictures (one for each eye) through the eyepiece. So far, so good? Well, here is the interesting part: this console doesn't have a screen. What you're seeing is more of an illusion, so let's take a closer look at what's really going on.

The topics involved in explaining this (including optics, visual phenomena, and so on) may seem complex at first, so I drew many diagrams to make this section a little more immersive.

Scanner

Image
Main diagram of the scanner, showing how light from the LEDs reaches the player's eyes.

Image
Bird's-eye view of the console. The first switch is the 'focus slider', and below it is the 'IPD dial'.

The large volume of this console is attributed to the scanner, which occupies a significant part of the interior. The scanner is the area of the Virtual Boy responsible for displaying images. It's composed of two display units, each of which independently projects a frame (giving a total of two frames, one for each eye).

A display unit is where all the 'magic' happens. It consists of the following components:

Next to the focus slider is an IPD dial (a knob-shaped switch), which adjusts the distance between the two display units. This is done to adapt the displays to the user's interpupillary distance.

Mechanics

3D model
Animation available in the modern edition
A simplified visualisation of the angle of the oscillating mirror over time. The Y-axis indicates the angle and the X-axis represents time. The left and right LEDs are active during the red and blue intervals, respectively. During the grey interval, no LEDs are active. For simplicity, the angular velocity represented here is constant (this is variable in the real world).

Now that we have each component identified, let's take a look at how the Virtual Boy manages to present images to our eyes.

If you haven't noticed before, there isn't a dot-matrix display to be found, so how come we can see two-dimensional images through the eyepiece? Similarly to a CRT monitor, the display units exploit the way we perceive images:

  1. The oscillating mirrors enable a single column of LEDs to shift horizontally across our field of view. The angle of the mirror is strategically directed to project the LEDs across 384 distinct 'column positions' (distributed across our field of view).
  2. Because human vision is logarithmic and the mirror oscillates at 50 Hz (each period takes 20 ms), we end up perceiving 384 columns of LEDs illuminating at the same time until the mirror stops oscillating. This is the result of the afterimage effect.
  3. All of this is carefully synchronised with the LED controller, which updates each individual LED as the mirror moves slightly. Thus, we end up perceiving a full picture coming from the eyepiece.

In reality, some conditions must be met for these principles to work:

Display

3D model
Animation available in the modern edition
A simplified illustration of how the first LED unit operates during specific periods of time. Notice how the LEDs display columns of the frame buffer during active phases.

Contrary to previous video chips modelled on CRT displays (e.g. the PPU and VDP), the Virtual Boy does not render graphics on-the-fly. Instead, its graphics chip sends the processed frame to a frame buffer in memory. Then, each column of the frame is transferred to the LED array for display.

When the servo board determines it's time to display, the graphics chip will transmit columns of pixels from the frame buffer to the 224 vertically stacked LEDs, in a carefully synchronised manner. As a result, the LEDs display 384 columns during the display period, giving the console a 'screen resolution' 384x224 pixels.

Moreover, we need to store two frame buffers, since each one will go to a different display unit. The graphics subsystem also employs double-buffering and other quirks (outlined later in the 'Graphics' section). So, for now, just remember how a digital frame is sent to the LEDs.

Active periods

3D model
Animation available in the modern edition
Another simplified illustration, this time showing how the oscillation of the mirror deflects LED light so the user ultimately perceives a proper frame.

As a consequence of this design, there will be periods of:

This cycle repeats 50 times per second (hence the 50 Hz refresh rate), meaning that for each frame, the CPU and GPU have approximately 10 milliseconds to update the picture the user will see. In practice, Nintendo's engineers implemented a more sophisticated solution. I will elaborate further in the 'Graphics' section, but for now, I hope you got a good understanding of how the Virtual Boy cleverly managed to generate visuals using inexpensive hardware.

Closing comments

This has been a brief explanation of how optics can transform a single vertical line into a picture. If you own (or have read about) the Virtual Boy, you may be wondering when the three-dimensional imagery comes into play. I want to clarify that none of the previous explanations relate to that effect. I mention this because in the past I've seen claims suggesting that the oscillating mirrors are the cause of the 'depth perception' effect. However, based on the information I've gathered throughout this study, I believe that assertion is inaccurate.

That being said, I think it's time we delve into the 3D phenomenon...

Producing a third-dimensional vision

During the marketing campaign of the Virtual Boy, there was a lot of fanfare regarding the console's ability to project a '3D world'. I'm not referring to images with 3D polygons stamped (as seen on the other fifth-generation consoles), but rather to the actual perception of depth.

In a nutshell, the Virtual Boy relies on stereoscopic imagery to achieve that illusion . Overall, this system not only toyed with our vision to project a complete image, but also made certain drawings appear closer or further away than others!

Image
Left display unit.

Image
Right display unit.

Screenshot during a game of Mario's Tennis (1995), exposing the differences between the two rendered frames (note the slight displacements in the background).

The technique employed is very simple: each of the two frames displayed (one for each eye) contains elements slightly shifted horizontally. So, when viewed with both eyes, these shifts create the illusion that some parts of the image are nearer than others. The perceived depth depends on the direction in which the elements are offset.

Objects shifted towards the centre of the viewer's eyes (moved right in the left frame, and left in the right frame) appear closer; those shifted away from the centre appear further away. Finally, elements with no horizontal shift are perceived as being between the two extremes. This approach is known as stereoscopic parallax.

One of the drawbacks of stereoscopy is eyestrain. This was alleviated by the fact that games provided an 'automatic pause' feature, which reminded the user to take breaks every 30 minutes. Nintendo also included various warning messages in their packaging and documentation to help prevent serious conditions. That said, there was no option to disable the 3D effect.


Previous: 2. A quick introduction

Next: 4. CPU


Rodrigo Copetti © 2026 RSS Feed

Switch to modern edition

Home · Writings · Support · About author · About website