The definition
Passthrough is the headset function that shows the physical surroundings live through the headset's cameras, so the wearer can see the room without taking the headset off (Meta). The augmented reality literature calls this design video see-through, to set it apart from optical see-through headsets, in which the wearer looks through partially transparent combiners (Azuma, 1997).
On a plant floor, passthrough serves safety first. Meta's health and safety warnings say it helps the wearer stay inside the activity space and alerts them when they approach or cross the safety boundary during fully immersive use, and they tell users to stop or check their surroundings with passthrough whenever they are unsure the area is safe. The same warnings note that the headset limits the field of view, so the wearer may not perceive something at their side, above or below them; even with passthrough on, a station needs a cleared area away from moving equipment. Passthrough also lets someone answer a coworker or glance at a panel without removing the headset, and on the Quest 3 a double tap on either side switches it on or off once that option is enabled. It is, finally, the basis of mixed reality: once the headset recognizes the floor and the surfaces of the room, it can place digital objects there, next to the person's workstation.
Ronald Azuma compared the two ways of mixing the physical and the virtual in front of the eyes in his 1997 survey of augmented reality. In an optical see-through headset, of which HoloLens is a later example, partially transmissive combiners let the light of the room through and reflect the digital image on top. In a video see-through headset, such as the Meta Quest 3, the headset is closed: one or two cameras capture the surroundings, and the system blends them with the digital content before showing them on the displays. Meta's design guidelines add that passthrough has to reproduce depth and correct distortion, because a simple single-viewpoint video conveys no depth and can be uncomfortable or unsafe.
Video gives more freedom to combine: each pixel can come from the room, from the virtual scene or from a blend of both, so a digital object can hide a physical one. In exchange, everything the person sees of the room passes through cameras and displays, and that explains the specs worth checking. Meta lists full-color passthrough at 4 megapixels and 18 pixels per degree for the Quest 3 and 3S, below the 25 pixels per degree at which the Quest 3 displays virtual content, so a small label is harder to read through the cameras than with the naked eye. Light matters as well. Meta recommends at least 50 lux for color passthrough, roughly the soft evening light of a family room, and proposes a book test: if you can read comfortably in the room, there is probably enough light. Delay is the last cost. Azuma noted that the camera stream and the virtual stream each carry delays in the tens of milliseconds and have to stay synchronized, or the image distorts in time; and if the power fails, he wrote, the wearer of a video headset is effectively blind, while an optical headset turns into a pair of heavy sunglasses.
Outside headsets, the word means other things. In audio and networking it describes a device that lets a signal or traffic through without processing it, and in US tax law a pass-through entity is a business whose profits are taxed on its owners' returns. This entry covers only the headset.