Peripheral illumination for XR

Reduce the
scuba-mask effect.

The dark border inside an XR headset can make the virtual world feel like a view through a scuba mask. Sigrist XR is developing a patented optical layer that lights your nose and nearby skin to match the scene. We are testing whether this makes the border less noticeable.

Working Sigrist XR illumination prototype mounted inside an XR headset Working MVP · 2026
Sigrist XR illumination hardware fitted around the headset’s lenses.

Validation in progress
MVP validation project with OST University, Switzerland

01

Working prototype
Scene-matched illumination inside an XR headset

The problem

Why the headset’s
border stands out.

Inside a headset, bright imagery stops at a dark border. That border can remain noticeable even when the virtual scene looks convincing.

The optics limit how much of the virtual world you can see. The dark interior adds a sharp change in brightness at the display’s edge, while the wearer’s nose and brows remain unlit. These nearby facial surfaces are where Sigrist XR adds light.

What the illumination adds

  • Light on the nose and nearby skin that follows the virtual scene’s brightness and colour.
  • Reflected light in peripheral vision, beyond the displayed image.
Hypothesis under validation

Can this reflected light reduce the scuba-mask effect without changing the displayed image?

Headset diagram showing display light, the hard luminance boundary and missing near-field illumination
Conventional headset. The displayed scene ends at a dark border. The nose and nearby skin are unlit.
Headset diagram showing scene-matched emitters illuminating the wearer’s nose and reflected peripheral light returning toward the eye
With Sigrist XR illumination. The nose reflects scene-matched light into peripheral vision. The intended result is a less abrupt boundary around the image. Concept illustration; this perceptual benefit is under evaluation.

The display and the face in each eye’s field of view

The red and blue areas show the measured Quest 3 display fields. Grey hatching marks facial surfaces in view; orange marks the nose region lit by Sigrist XR. Illumination adds light around the image. The display’s actual field of view stays unchanged.

Measured left and right Quest 3 monocular fields with visible facial surfaces and the illuminated nose region identified
Left-eye Quest 3 rendered field with visible facial surfaces and the illuminated nose region identified Right-eye Quest 3 rendered field with visible facial surfaces and the illuminated nose region identified

The technology

Light that follows
the virtual scene.

A compact optical layer directs light toward the nose and nearby skin. The skin acts as a natural diffuser: it scatters the light into peripheral vision. The light changes with the virtual scene and stays on the wearer’s own facial surfaces as they move their head.

Working Sigrist XR illumination hardware integrated around the optics inside an XR headset
The working prototype’s emitters and circuit boards, installed around the headset optics.
  1. 01

    Sample the image

    On-device screen capture samples the virtual scene’s light and colour 30 times per second.

  2. 02

    Illuminate the face

    The emitters adjust their output to match the sampled light and colour, directing it toward the nose and adjacent skin.

  3. 03

    Add reflected light

    Light reflected from the skin reaches peripheral vision beside the displayed scene. The virtual image itself stays unchanged.

Close view of curved circuit boards and LED strips inside the working Sigrist XR prototype
Prototype 01 Integrated hardware

The prototype

Testing the effect
in a working headset.

The prototype lets researchers compare the same headset and scene with illumination switched on and off. Participants can report how noticeable the border is and how enclosed the view feels.

Built
Working emitters and control electronics fitted around existing headset optics.

To validate
Whether illumination reduces the scuba-mask effect, how it affects comfort and distraction, and whether it meets optical safety requirements.

Request a technical discussion

Business model

Licensing to
headset manufacturers.

Sigrist XR plans to license the optical layer and develop headset integrations with manufacturers. The prototype gives prospective partners a way to test the illumination before committing to an integration. Study results will determine the requirements for that work.

Near term

XR validation accessory

Hardware for research studies and partner demonstrations, with illumination that can be switched on and off.

Planned model

OEM licensing

Licensing and co-development of the optics, mounting and control electronics for a manufacturer’s headset.

Roadmap

What needs to happen
before integration.

  1. 01
    Now

    Validation

    Evaluate optical safety and compare participants’ responses with illumination on and off. Measure the perceived border, comfort and distraction.

  2. 02
    Next

    Integration package

    Specify light output, emitter placement, mounting and control requirements using the study findings.

  3. 03
    Then

    OEM pilot

    Build the layer into a partner headset and repeat the comparison to check its effect in that design.

Founder & contact

Test the prototype
with us.

Contact Valentin to discuss a perception study, optical evaluation or headset integration.

Founder, Sigrist XR

Valentin Sigrist

Valentin studied entrepreneurship and founded Sigrist Glacé GmbH in 2020, which he continues to run. Sigrist XR is his second company. He develops the illumination concept and prototype, handles the patent work and coordinates discussions with potential research and manufacturing partners.