
RayNeo GT Max Refresh Rate and PPD Explained: 120Hz (2D) / 60Hz (3D), 38 PPD
- by NeoKnox
RayNeo GT Max’s display runs at up to 120Hz when showing standard 2D content and 60Hz for 3D content. RayNeo also publishes 38 pixels per degree (PPD) as the panel’s official figure. These are two separate measurements answering two separate questions: refresh rate is about how smoothly motion plays back, and PPD is about how sharp text and fine detail look. Both come from RayNeo’s GT Max product page, current as of early October 2026.
This article covers what each number actually changes about using the glasses and where 38 PPD sits relative to how sharp the human eye can resolve detail.
| Spec | RayNeo GT Max |
|---|---|
| Display panel | 0.6” SeeYa Micro-OLED, 1920x1080 |
| Field of view (FOV) | 59° |
| Refresh rate (2D) | Up to 120Hz |
| Refresh rate (3D) | 60Hz |
| Pixels per degree (PPD) | 38 (RayNeo’s officially published figure) |
| Optical engine | Peacock Optical Engine 3.0 Max |
Panel size and optical engine are included here for a complete spec reference. The rest of this article focuses on what the refresh rate and PPD numbers change about actually using GT Max.

GT Max’s display redraws the full image up to 120 times a second for 2D content and 60 times a second for 3D content. Refresh rate is a separate measurement from resolution or sharpness: a panel can look sharp on paper and still appear choppy in motion if its refresh rate is low, and the reverse holds too, which is why GT Max’s 38 PPD (covered below) and its refresh rate are two different specs worth judging separately.
The practical effect shows up most during motion. Fast camera pans, scrolling text, and anything moving quickly across the screen look smoother with more refreshes per second because there’s less time between each updated frame for your eyes to notice a gap. At lower refresh rates, the same motion can show visible judder or a slight smear as objects move.
Refresh rate caps how often the display can redraw, but what you actually see also depends on what the source device sends. Content shot at 24 or 30 frames per second doesn’t become 120 unique frames per second just because the display can run that fast; and real-time rendered content (a game or a scrolling UI) only reaches 120Hz on screen if the host device is actually outputting at that rate. In practice, 120Hz is the display ceiling for 2D content, not a floor every source will hit automatically. Where 120Hz shows up most reliably is in the display’s own handling of smooth motion, scrolling UI from a 120Hz-capable source, and games or interfaces whose source device outputs at that rate.
Scrolling through a phone or laptop screen mirrored onto GT Max can be a case where 120Hz is noticeable, provided the source device outputs at that rate: scrolling text and UI elements (a long webpage, a document, a chat log) can look smoother than on a 60Hz display.
How GT Max connects to a source device depends on what you’re plugging in, per RayNeo’s compatibility list:
| Device / Platform | Connection Method | Adapter Needed |
|---|---|---|
| iPhone 15, 16, 17 series | Direct USB-C (DisplayPort Alt Mode) | No |
| iPhone 16e, 17e, Air | Not part of GT Max’s direct-connection list | N/A |
| Recent Android phones with USB-C DisplayPort Alt Mode | Direct USB-C (DisplayPort Alt Mode) | No |
| iPad models with USB-C DisplayPort support | Direct USB-C (DisplayPort Alt Mode) | No |
| Mac models with USB-C ports that support DisplayPort video | Direct USB-C (DisplayPort Alt Mode) | No |
| USB-C handheld gaming devices (including Steam Deck, per the direct USB-C video-output category) | Direct USB-C (DisplayPort Alt Mode) | No |
| PS4, PS5, Xbox, desktop PC | HDMI signal converted to the USB-C connection GT Max expects | Yes, RayNeo’s HDMI Adapter |
| Lightning-based iPhones and iPads | Apple’s Lightning Digital AV Adapter plus RayNeo’s HDMI Adapter | Yes, both pieces |
Nintendo Switch is a case where RayNeo’s own pages don’t agree with each other:
Those two pages describe Switch support differently, so if connecting a Switch is a deciding factor for you, it’s worth confirming the exact setup, including which accessory you’d need, directly on RayNeo’s product page before buying.
RayNeo’s GT Max product page confirms the panel’s up-to-120Hz 2D figure as a display spec, but it doesn’t publish a device-by-device breakdown of what refresh rate reaches the glasses once a specific device and connection method (direct USB-C versus the HDMI Adapter) are in the loop. Treat 120Hz as the panel’s documented ceiling rather than a confirmed number for every connection method.
RayNeo’s product materials publish the 60Hz figure for 3D as a spec but don’t document the specific internal mechanism behind it, so this article treats the 2D and 3D refresh rates as the published numbers to plan around rather than attempting an engineering explanation of how the panel allocates refresh budget. 60Hz is still within the range most people find smooth for 3D movie and game content; it’s a lower number than GT Max’s own 2D mode, not a low number in absolute terms.
GT Max’s 1920x1080 panel is spread across a 59-degree field of view, and RayNeo publishes 38 PPD as the panel’s official figure. PPD measures how many pixels fall within each degree of your field of view, which is why it’s a better predictor of perceived sharpness than resolution by itself, and why we’re using RayNeo’s own published value rather than trying to recompute it from the raw panel resolution and the stated FOV.
RayNeo’s other AR glasses model, GT, uses the same panel at a narrower 46-degree FOV and RayNeo publishes 49 PPD for it, a sharper number precisely because the same pixel count covers less of your field of view. A full side-by-side of what else differs between the two is covered in RayNeo GT vs GT Max: Every Spec Difference in One Table; this article focuses on what GT Max’s own numbers mean rather than comparing the two.
Display and XR engineering has long treated roughly 60 PPD, tied to the standard 20/20 vision threshold of about one arc-minute of detail, as the point where the human eye stops resolving individual pixels, often described as “retinal” resolution. RoadToVR and UploadVR both describe 60 PPD as the industry’s long-standing working assumption for what counts as a “retinal” display.
A November 2025 study by researchers from the University of Cambridge and a major AR/VR industry research lab, published in Nature Communications, tested that assumption directly and found it understates actual human vision:
Both figures sit well above the long-standing 60 PPD line.
Against either number, GT Max’s 38 PPD sits below the commonly cited “retinal” threshold, so fine detail such as small text can show individual pixels. GT, with the same panel at a narrower 46-degree FOV, is rated at 49 PPD.
In practice, 38 PPD means text and fine UI elements are legible but not perfectly crisp up close. If you stop and focus directly on a line of small text, like a dense paragraph in a mirrored document or a long line of code, you can notice individual pixel edges in a way you likely wouldn’t on a sharper display. Larger text, icons, and UI elements read cleanly without that effect.
Video and games hold up better against this limitation than static text does. Motion, color, and the general busyness of a game scene or a movie frame tend to mask individual pixel edges in a way a still, high-contrast block of text sitting on a plain background doesn’t. If your main use for GT Max is watching movies, playing games, or using Movie display mode (GT Max’s dedicated video-viewing screen setting), 38 PPD is unlikely to be the thing that limits how good the picture looks. If you’re planning to read long documents, work in a spreadsheet, or spend extended sessions on text-heavy content in Office mode (GT Max’s screen setting built for productivity apps and documents), it’s worth weighing 38 PPD against how much fine-detail sharpness matters to you specifically.
| Spec | Matters Most When | Matters Less When |
|---|---|---|
| Refresh rate (120Hz / 60Hz) | Gaming is a major part of why you’re buying GT Max, particularly fast-paced genres where a 120Hz-capable source and the display’s 120Hz ceiling line up | Watching movies and shows, where source content’s own frame rate (covered above) limits smoothness more than the display’s refresh rate does |
| Pixels per degree (38 PPD) | Long stretches of reading or detail-heavy work (documents, spreadsheets, code) are part of your plan for GT Max, since that’s where 38 PPD’s ceiling is most visible | Movies, shows, and most games, where motion and color do most of the work in how good the picture looks, independent of exact pixel density |
If you’re switching between 2D and 3D content regularly, it’s worth setting the expectation up front that 3D playback runs at 60Hz rather than GT Max’s full 120Hz. That’s still smooth for the stereoscopic movies and games it’s built to show in 3D; it’s a different number from the 2D mode, not a downgrade from some promised universal 120Hz.
Does GT Max’s 120Hz refresh rate apply to everything I watch or play?
Does GT Max actually hit 120Hz when connected to a PS5, Xbox, or Steam Deck?
Is 38 PPD good or bad for an AR display?
Does a higher refresh rate also mean a sharper picture?
Why doesn’t RayNeo just run 3D content at 120Hz too?
Refresh rate and PPD answer two different buying questions for GT Max: how smooth motion can look, and how sharp static detail looks. If fast-motion gaming or heavy scrolling is the priority, 120Hz (2D) is the panel’s rated ceiling, with the actual on-screen rate depending on the source device, and device-by-device performance through the HDMI Adapter isn’t independently confirmed. If extended reading or detail-heavy work is the priority, 38 PPD is the more relevant spec, and it sits below where current vision research puts the eye’s resolving limit. For most buyers splitting time between movies, casual gaming, and occasional text, neither number is likely to be a dealbreaker on its own. Current specs are confirmed on the RayNeo GT Max product page.
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