Last update: early June 2019
This article contains VR comparison tables. I took into consideration only those manufacturers which offer customer version of their device. I do not cover any prototypes.
The amount of information gathered here is quite intimidating. If you are trying to figure out which product will suit your needs best, please read this article first. It will speed up the decision process and spare you a headache.
Currently the only VR system for a gaming console is PSVR, which can be used with any model of PlayStation 4.
The systems for PC include:
- Oculus Rift and Rift S
- HTC Vive
- HTC Vive Pro
- Windows Mixed Reality:
Samsung Odyssey
Samsung Odyssey Plus
Lenovo Explorer
Dell Visor
Asus
Acer
HP
Standalone VR systems:
- Oculus Quest
- Oculus Go
- Mirage Solo
- Vive Focus
- Vive Focus Plus
Decision tree – spare yourself a headache by focusing on what’s important
Use Cases
Features Of Various Systems
Features Of The Headsets
Image Quality Of The Headsets
Comfort Of The Headsets
Features Of The Controllers
Engagement Mechanisms Of The Controllers
PC System Requirements For VR
USE CASES OF VR FOR PC AND PS4 | |||
---|---|---|---|
PSVR | Oculus Rift & Rift S, HTC Vive & Vive Pro, Valve Index | Windows Mixed Reality (Samsung Odyssey, Odyssey+, Lenovo, Dell, Asus, Acer, HP) | |
Playing VR games | Yes | ||
Watching 360-degrees videos & photos | Yes | ||
Playing non-VR games in VR (VorpX) | No | Yes | Yes, use Steam VR mode in VorpX settings |
Large Virtual Screen | Yes | ||
Playing non-VR Xbox One games on a Large Virtual Screen | ? | Yes | |
Useful for work (when software has a VR interface) | No | Yes | |
3D Blu-ray Playback | Yes | No |
|
USE CASES OF STANDALONE VR SYSTEMS |
FEATURES OF THE VR SYSTEMS 1 | ||||
---|---|---|---|---|
Link to the product on Amazon.com | Hardware Platform | Standing-out feature | Room-Scale VR | Play Area Up To |
PSVR | Any model of PlayStation4 | - | No | 6.2ft x 9.8ft (1.9m x 3m) |
Oculus Rift | PC | Best Controllers | Optional | 8ft x 9ft (2.4m x 2.7m) with 3 Sensors |
Oculus Rift S | Yes | Limited by the cable length | ||
HTC Vive | Best Tracking | 11.3ft x 11.3ft (3.5m x 3.5m) with two Base Stations 1.0 |
||
HTC Vive Pro | Best Tracking & High Resolution | 33ft x 33ft (10m x 10m) with four Base Stations 2.0 |
||
Valve Index | As above plus highest framerate, wide FOV and best sound quality | |||
Link to the product on Amazon.com | Hardware Platform | Standing-out feature | Room-Scale VR | Play Area Up To |
Samsung Odyssey | PC | High Resolution | Yes | Limited by the cable length: 13ft (4m) |
Odyssey + | High Resolution & anti SDE technology | |||
Lenovo | Light & comfortable | |||
Asus, Dell, Acer, HP | - | |||
Oculus Go | Standalone, no PC no console required | No | Non applicable - no positional tracking | |
Mirage Solo, Vive Focus | Standalones with positional tracking of the headset | Yes | Very Large | |
Oculus Quest, Vive Focus Plus | Standalones delivering the experience similar to VR on a PC | |||
FEATURES OF THE VR SYSTEMS 2 | ||||
Link to the product on Amazon.com | Trackers | User-Friendliness | Stores | Number & Quality Of Games |
PSVR | Aim Controller | Ok | PlayStation Store | Good |
Oculus Rift | - | Problematic | Oculus Store, Steam VR | Very Good |
Oculus Rift S | ? | |||
HTC Vive | Vive Tracker | Problematic | VivePort, Steam VR | Very Good/Good |
HTC Vive Pro | ||||
Valve Index | ||||
Link to the product on Amazon.com | Trackers | User-Friendliness | Stores | Number & Quality Of Games |
Windows Mixed Reality (Samsung Odyssey, Odyssey +, Asus, Lenovo, Dell, Acer, HP) | - | Ok/Problematic | Microsoft Store, Steam VR | Very Good/Good (some games may feel buggy) |
Oculus Go | Very Good | Gear VR | Very Good (no positional tracking) | |
Mirage Solo | Daydream | Limited, good quality though (positional tracking not required, yet can be enabled) | ||
Vive Focus, Vive Focus Plus | Viveport | Very sparse | ||
Oculus Quest | Oculus Store | Limited (50 games & apps confirmed for the launch) |
||
HOW TO CHOOSE |
Play Area
Play area for any VR system will be always limited. Is it really that important to have that area huge ?
If you have 10 ft x 10 ft (3 m x 3 m) available that should be quite comfortable, unless game you play is very dynamic. Then you may need some more space.
Most headsets are wired, so you have to constantly watch out to avoid tripping over. That alone reduces the immersion.
You can make your Oculus or Vive headset to be wireless with an adapter. Once its wireless a few steps more in either direction can actually make a difference. For example, in the middle of a sword fight you don’t really want to drop out.
In case of the tethered headsets, the ability to turn around without any limits is actually more important. Windows Mixed Reality, both Vives and Rift S support it out of the box. In case of the Rift (the one released in 2016) you need an additional sensor (altogether 3 of them) and PSVR unfortunately doesn’t support it at all. Move Controllers (PSVR) are tracked only when you face the camera and you cannot plug more cameras to make it better.
Recently standalone, cordless VR systems started to deliver the experience similar to PC or PS4. At the moment there are only two of them: Oculus Quest and Vive Focus Plus. Lack of a cord improves the immersion A LOT and the fact that you don’t need PC nor a console makes VR way easier to use. Click here to learn more.
User-Friendliness
At this point standalone VR systems are by far the most user friendly. You simply put it on, map out area free of obstacles and you are ready to rumble.
PSVR is usually more user friendly then other tethered systems due to the nature of gaming consoles, which are designed to be like that. It is not entirely problems free though.
Other VR systems are powered by a PC, which is more versatile than consoles, yet there is no way to avoid running into problems on that platform. Compatibility issues, software conflicts and more will raise their ugly head sooner or later. Yes, with the internet access you can find a solution in most cases, however it can be annoying and takes time.
Vive and Rift require external pieces of hardware (base stations/sensors) which are time consuming to set up.
Windows Mixed Reality and Rift S work on their own: you plug the headset into a PC and that’s it. The main source of problems in this case is USB 3.0.
Even if your port is compatible, it still may not work. The headset puts a heavy data load on this port and not every motherboard can facilitate it. The bad news is that even if it does, sometimes it takes a fair bit of tinkering with the configuration before you see it working.
Rift and Vive Pro use USB 3.0 too, so you can run into similar problems.
Click on a system name to go to the full list of issues people encountered: Oculus Rift, HTC Vive.
Stores
PlayStation store is a repository of games for PlayStation only.
Games listed on Oculus Store officially work only for Oculus, however, if you use an exploit – ReVive, you can play them using Vive and Windows Mixed Reality systems as well. Initially Oculus patched the system against it, happily they have removed it.
Remember that because of the unique features of the Oculus Touch controllers, the experience on any other system may not be as good.
The biggest repository of VR games is Steam. Bear in mind though, that many of those games are indie or just proof of concept, so quality is not necessarily there.
VR games on Steam can be played using all VR systems for PC, however Windows Mixed Reality, as a newcomer, is more prone to glitches and bugs. Those issues are being gradually removed with each software update.
Also, Steam has a very generous refund policy. You can claim your money back within 14 days since the time of purchase. If you haven’t played longer than 2 hours, a refund will be given. Oculus has a similar policy.
With PlayStation Store you can request a refund to your PSN wallet within 14 days as well. The conditions are more restrictive though. The refund will be given only when you haven’t started downloading or streaming the product or if it was defective. It means that you cannot try anything out, however you can get a free demo for many titles.
Vive and Windows Mixed Reality have their dedicated online stores as well, namely: VivePort and Microsoft Store. Their refund policy (VivePort, Microsoft Store) is not so good though – claims are honored only when product is defective.
Another place to buy games in digital or boxed version is Amazon. It’s worthwhile to check prices in all the relevant places before pulling a plug.
Number & Quality Of Games
As of June, 2019, Steam contains 4100 games officially supporting the Vive, 2900 – Oculus Rift and 1000 – Windows Mixed Reality.
Lack of official support doesn’t mean that you cannot play them using a different system. Most games work without major problems on all three, however if your system is not officially supported, some games may feel not so great. That’s usually due to the awkward buttons mapping between different controllers. For example many games do not support thumb-sticks (Vive controllers do not have them).
Quality of tracking, especially for the controllers, plays a role here as well. More on that can be found down below.
Games listed on Oculus Store were created specifically for Oculus headsets, however using ReVive you can usually unlock them for any other system as well. Just remember that due to the special features of the Oculus Touch controllers, your experience may differ.
PSVR games can be played only on PlayStation 4.
To evaluate quality of games, you can use either Steam users ranking or steamspy. The latter contains metacritic scores.
In closing, it’s worth to mention that Oculus Store is often credited as the top quality content provider (games & other content).
FEATURES OF VR HEADSETS FOR PC AND PS4 | |||||
---|---|---|---|---|---|
Link to the product on Amazon.com | Main Tracking Method | Quality Of Tracking For The Headset | Wireless | ||
PSVR | headset tracked by a PS4 camera | OK | No | ||
Oculus Rift | headset tracked by external sensors (1-3 depending on a use case) | Very Good/Good | Optional | ||
Oculus Rift S | headset uses input from 5 on-board cameras | ? | |||
HTC Vive | headset uses signals from 2 external base stations | Very Good | Optional | ||
HTC Vive Pro Valve Index | headset uses signals from external base stations (2 or 4 depending on a use case) | ||||
Samsung Odyssey & Odyssey +, Lenovo, Dell, Asus, Acer, HP | headset uses input from 2 on-board cameras | Good | - | ||
Link to the product on Amazon.com | On-Board Headphones | On-Board Microphone | On-Board Speakers | Adjustment Of The Eye Relief | Hardware Adjustment to Personal IPD |
PSVR | No | Yes | No | Kind of | No |
Oculus Rift | Yes | No | Yes | ||
Oculus Rift S | No | Yes | No | ||
HTC Vive | Optional | No | Yes | Yes | |
HTC Vive Pro | Yes | ||||
Valve Index | No | Yes | |||
Samsung Odyssey & Odyssey + | AKG headphones | No | No | ||
Lenovo, Dell, Asus, Acer, HP | No | No | No | ||
FEATURES OF STANDALONE VR HEADSETS |
Quality Of Tracking For The Headset
The Vive features the most rock solid motion tracking.
PSVR and Oculus solved the problem of tracking with external cameras.
HTC took a completely different approach. Their two base stations are nothing more than external reference points used by the headset to establish its position and orientation in space.
Imagine a football pitch with cameras installed across the diagonal and a player in the middle. If the player rotates a little bit, it’s not a massive difference from the point of view of the cameras. On the other hand from the point of view of the player, the position of cameras changed a lot
because they are far away. On this example it is easy to understand why Vive’s solution is more robust.
Approach of Windows Mixed Reality (WMR) systems is similar. They rely on cameras installed in the headset. The cameras are able to pick up reference points from the external environment and use them to calculate the position of the headset. Contrary to the Vive, WMR systems don’t need any external, auxiliary hardware.
The advantage of the WMR’s approach is unlimited area within which tracking is feasible. At the moment WMR headsets are connected to the PC with a cable, so in practice this area is limited.
WMR technique of tracking in its current state has some shortcomings. If cameras cannot pick up any reference points, tracking will cease to work. That can happen for example when you are close to the surface without any pattern like a uniformly white wall.
New Oculus Rift S works in a similar way as Windows Mixed Reality. It has 5 instead of 2 cameras though, so the tracking is less likely to become wonky.
So far I have discussed tracking of the headsets, the controllers are a separate issue which is discussed somewhere else.
In closing, let me add that motion sickness is less likely for systems with better tracking.
Hardware Adjustment To Personal IPD
If the headset doesn’t provide a hardware adjustment, the distance between the lenses is fixed, and you cannot adjust it to match your IPD. In such cases a software correction is provided.
The average IPD for men is 64 mm and for women 61.7 mm. Software adjustment becomes problematic if your IPD differs from the average a lot: above 67 mm and below 58.
Discrepancy between IPD and distance between the lenses affects:
- clarity of image
- perceived size of objects
The larger is the sweet spot of lenses, the more effective is sofware adjustment.
IMAGE QUALITY OF THE HEADSETS | |||||||
---|---|---|---|---|---|---|---|
Platform color coding: PS4, PC, standalone | |||||||
Link to the product on Amazon.com | Resolution Per Eye | Framerate [Hz] | FOV [degrees] | Sweet Spot | God Rays | Contrast | SDE |
PSVR | 1080 x 960 | 90 or 120 | 100 | ? | Medium | Very Good (OLED) | Low |
Oculus Rift | 1080 x 1200 | 90 | Large | Strong | Visible | ||
Oculus Rift S | 1280 x 1440 | 80 | 115 | Very Weak | Good (LCD) | Low | |
HTC Vive | 1080 x 1200 | 90 | 110 | Medium | Medium | Very Good (OLED) | Visible |
HTC Vive Pro | 1440 x 1600 | ||||||
Valve Index | 120-144 | 110 to 130 | Weak | Good (LCD) | Low | ||
Samsung Odyssey | 60 or 90 | 110 | Small | Medium | Very Good (OLED) | Visible | |
Samsung Odyssey Plus | Very Low | ||||||
Link to the product on Amazon.com | Resolution Per Eye | Framerate [Hz] | FOV [degrees] | Sweet Spot | God Rays | Contrast | SDE |
Lenovo | 1440 x 1440 | 60 or 90 | 105 | Small | Medium | Good (LCD display) | Visible |
Dell | 105-100 | ||||||
Asus | |||||||
Acer | 100 | ||||||
HP | 95 | ||||||
Oculus Go | 1280 x 1440 | 60 or 72 | 100 | Large (FFR) | Low | Low | |
Mirage Solo | 75 | 110 | Small | Medium | |||
Vive Focus | 1440 x 1600 | Very Good (OLED display) | Visible | ||||
Vive Focus Plus | Clearer image and less God rays in comparison to the Focus. | ||||||
Oculus Quest | 1600 x 1440 | 72 | 100 | Large (FFR) | Low | Low | |
HOW TO CHOOSE |
Resolution
One may ask about perceived differences in resolution.
PSVR feels blurry in comparison with PC.
If we compare Vive/Rift with Odyssey/Vive Pro many people claim that the difference is not massive.
One thing is certain: texts are significantly more readable in the Odyssey/Vive Pro.
Field Of View
The smaller the FOV the more it feels like looking through the binoculars.
COMFORT OF THE HEADSETS | ||||||
---|---|---|---|---|---|---|
Platform color coding: PS4, PC, standalone | ||||||
Link to the product on Amazon.com | Weight (g) | Visor Flip-Up Mechanism | Strap design | Overall Comfort | Glasses accommodation | Correction Inserts |
PSVR | 610 | No | Halo | Very Good | Good | - |
Oculus Rift | 470 | Goggles | Good | Problematic | VR-Lens WidmoVR |
|
Oculus Rift S | heavier than Rift | Halo | Good | Good | VR-Lens WidmoVR |
|
HTC Vive | 555 or 470 | Goggles | Ok, Good with DAS | Good | VR-Lens WidmoVR |
|
HTC Vive Pro | ? | Good/Ok | Good | VR-Lens WidmoVR |
||
Valve Index | 809 | VR-Lens WidmoVR |
||||
Samsung Odyssey | 645 | Halo | Ok | Ok | VR-Lens WidmoVR |
|
Samsung Odyssey + | 590 | |||||
Link to the product on Amazon.com | Weight (g) | Visor Flip-Up Mechanism | Strap design | Overall Comfort | Glasses accommodation | Correction Inserts |
Lenovo | 380 | Yes | Halo | Very Good | Ok | - |
Asus | 400 | Very Good /Good |
||||
Dell | 590 | |||||
Acer | 350 | Good/Ok | ||||
HP | 510 | |||||
Oculus Go | 468 | No | Goggles | Good (glasses spacer included) | VR-Lens, WidmoVR |
|
Mirage Solo | 660 | Halo | Good/Ok | - | ||
Vive Focus + | 679 | Hybrid | Very Good | |||
Oculus Quest | 570 | Goggles | Ok (front heavy) | Good (glasses spacer included) | VR-Lens WidmoVR |
|
HOW TO CHOOSE |
Comfort of The Headsets
Weight of the headset listed on Acer’s website is 440 g. That’s the weight of the development kit. The version sold to customers is actually lighter: 350 g, not to mention additional padding at the back of the headset.
Number usually listed as HP’s weight is 840 g. In reality it is closer to Dell – around 510 g. The heavier version is probably a development kit.
Of course weight affects the comfort, however, simple relation – the lighter, the better – doesn’t hold. Please read on to learn why.
There are two basic approaches for VR headset design: goggles and halo.
Goggles-like design makes it easier to counter wobbling of the headset. It’s also easier to prevent external light from leaking inside: you simply shorten the straps to get a tighter fit.
The negative side of such design stems from the fact that the weight of these headsets is concentrated in front. This results in unnatural strain put on the neck, which after a while can turn into a fatigue. Also, headsets of this type tend to put pressure on the cheeks.
In case of the Vive Pro this problem was alleviated by adding a counter-weight at the back of the headset.
Halo design follows a completely different philosophy.
The headsets consist of a band which mostly rests above the forehead. The goal of such design is a uniform distribution of the weight around the head. As a result these headsets are usually (not always) more comfortable than goggles, even when they are heavier.
The forehead part of the HP’s headband is narrower than its counterpart for the rest of the WMRs. That’s probably why people generally claim that this one is the least comfortable among WMRs. It doesn’t mean it’s bad !!! Just not as good.
Another problem of HP is a location of the audio jack. It is at the bottom of the visor, so it is easy to yank the cable out by accident.
Headsets with a halo have a single connection edge between the headband and the visor (part of the headset housing a display). The connection goes along the top part of the latter. For some headsets it’s a hinge which allows to flip the visor up, so you can look around the room without taking off the headset.
Because of the single connection edge described above, it is not possible to fit the visor as tight as for the goggles, so countering the wobbling and light leaks may be more difficult.
Vive Focus Plus is a hybrid between goggles and halo and it seems to work well.
The overall comfort of the headsets is difficult to evaluate, because there is no universal agreement. The ratings provided aim at capturing opinion of the majority.
Also, the headsets which are comfortable without glasses, may be problematic to use for people who need them.
PSVR accommodates glasses well. The same is true for the Vive and Vive Pro, because those two support adjustment of the eye relief. If glasses spacer is part of a package, that obviously helps.
Having said all of this, in general, using VR is more comfortable without glasses. For some headsets it is possible to get correction inserts which fit inside. Alternatively one can resort to contact lenses.
FEATURES OF VR CONTROLLERS FOR PC AND PS4 | ||||
---|---|---|---|---|
Name | VR system | Tracking Principle | Tracking Quality For The Controllers | |
Move Controllers | PSVR | Followed by a single external camera. | Ok/Poor | |
Touch Controllers | Oculus Rift Oculus Rift S | Followed by external sensors for the Rift and internal headset's cameras for Rift S. | Good for Rift S, Rift requires at least 3 Sensors for accurate room-scale VR |
|
Vive Controllers | Vive, Vive Pro, Pimax, Valve Index | Using signals from external Vive base stations. Index Controllers are compatible with base stations 1.0 and 2.0 | Very Accurate | |
Index Controllers | ||||
Odyssey Controllers | Samsung Odyssey and Odyssey+ | Followed by two cameras on-board of the headset | Good/Ok | |
Motion Controllers | Lenovo, Dell, Asus, Acer, HP | |||
Name | Ergonomics | Controllers Powered By Removable Batteries | Battery Life (hours) | Wireless |
Move Controllers | Ok/Poor | No | 10 | Yes |
Touch Controllers | Very Good | Yes | 20-30 | |
Vive Controllers | Good | No | 6-9 | |
Index Controllers | Very Good/Good | 5-7 | ||
Odyssey Controllers | Good | Yes | 8-10 | |
Motion Controllers | Ok | |||
FEATURES OF VR CONTROLLERS FOR STANDALONE SYSTEMS |
Tracking Quality For The Controllers
Move Controllers of PSVR are tracked by a single camera. If you turn away from it, tracking of the controllers is lost. Also, Move Controllers may drift out of place for very dynamic games.
Touch Controllers of Rift (the version relased in 2016) are tracked by the Oculus Sensors. If you have just two of them, you cannot really turn more than 90 degrees. To solve this problem you will need an additional Sensor. Then you can turn around and walk about in the play area.
Vive Controllers use signals from the base stations to generate information which allows to find their position and orientation is space. Tracking works anywhere in the play area without any limits.
Controllers of the Windows Mixed Reality systems are tracked by 2 cameras installed in the headsets. If the controller leaves their field of view for a couple of seconds or gets too close to them, tracking is lost.
This limit is not a problem in most cases. It can be annoying for some games though.
For example shooters often require holding hands close to the face, most notably archery ones.
In such case your virtual hands may drift out of place.
Some dynamic games (e.g. Beat Saber) rely on rock solid tracking, especially if you play competitively. Windows Mixed Reality controllers are not up to the task like that.
Oculus Rift S controllers are tracked by cameras installed in the headsets just like for Windows Mixed Reality, however Rift S has 5 cameras, so tracking is more solid.
Controllers Powered By Removable Batteries
If controllers are powered by removable batteries, once they are drained, you simply replace batteries and keep playing.
If batteries are built-in, you have to plug controllers for charging, which is not ideal.
ENGAGEMENT MECHANISMS OF VR CONTROLLERS FOR PC AND PS4 | |||||
---|---|---|---|---|---|
Name | VR system | Touchpad | Thumb-stick | Trigger | |
Move Controllers | PSVR | No | No | Yes | |
Touch Controllers | Oculus Rift, Oculus Rift S | Yes | |||
Vive Controllers | Vive, Vive Pro, Pimax, Valve Index | Yes | No | ||
Index Controllers | Yes | ||||
Odyssey Controllers | Samsung Odyssey and Odyssey+ |
||||
Motion Controllers | Lenovo, Dell, Asus, Acer, HP | ||||
Name | Grip Button | Haptic Feedback (vibrations) | Action Buttons on a Single Controller | Fingers Tracking | Squeeze Pressure Detection |
Move Controllers | No | Yes | 4 | No | No |
Touch Controllers | Yes | 2 | Thumb and Index Fingers |
||
Vive Controllers | 0 | No | |||
Index Controllers | Redundant (squeeze detection) | 2 | All fingers | Yes | |
Odyssey Controllers | Yes | 0 | No | No | |
Motion Controllers | |||||
ENGAGEMENT MECHANISMS OF VR CONTROLLERS FOR STANDALONE SYSTEMS |
MINIMAL PC REQUIREMENTS FOR VR | |||||
---|---|---|---|---|---|
Resulting Framerate (Hz) | Processors | GPUs | |||
Oculus Rift with room-scale-VR | 90 | Intel i3-6100 or AMD Ryzen 3 1200 or AMD FX4350 | NVIDIA GeForce GTX 1050 Ti or NVIDIA GeForce GTX 960 4GB or AMD Radeon RX 470 or AMD Radeon R9 290 |
||
Oculus Rift S | 80 | ||||
HTC Vive | 90 | Intel Core i5-4590 or AMD FX 8350 | NVIDIA GeForce GTX 970 or AMD Radeon R9 290 |
||
HTC Vive Pro |
|||||
Windows Mixed Reality (Samsung Odyssey, Asus, Lenovo, Dell, Acer, HP) | 60 | Intel Core i5 7200U dual-core with Hyper-Threading enabled | Intel HD Graphics 620 integrated with various processors or NVIDIA GeForce MX150 or NVIDIA GeForce GTX 965M or AMD Radeon RX 460/560 |
||
Bluetooth | Memory | Video Output | USB ports | Windows | |
Oculus Rift with room-scale-VR | - | 8 GB | HDMI 1.3 | 2x USB 3.0 and 2x USB 2.0 | 8.1 or newer |
Oculus Rift S | DisplayPort 1.2 | 1x USB 3.0 | 10 | ||
HTC Vive | 4 GB | HDMI 1.4 or DisplayPort 1.2 | 1x USB 2.0 | 7 SP1 or newer | |
HTC Vive Pro | DisplayPort 1.2 | 1x USB 3.0 | 8.1 or newer | ||
Windows Mixed Reality (Samsung Odyssey, Asus, Lenovo, Dell, Acer, HP) | version 4.0 for Odyssey, Odyssey+ headset has the Bluetooth built in, so your PC doesn't need it. | 8GB DDR3 dual channel | HDMI 1.4 or DisplayPort 1.2 | 1x USB 3.0 Type-A or Type-C | 10 |
Resulting Framerate
60 Hz is ok, however at 90 the experience is significantly better and motion sickness is less likely.
RECOMMENDED PC REQUIREMENTS FOR VR (when they differ from the minimal, it is indicated in red) |
|||||
---|---|---|---|---|---|
Resulting Framerate (Hz) | Processors | GPUs | |||
Oculus Rift with room-scale VR | 90 | Intel i5-4590 or AMD Ryzen 5 1500X | NVIDIA GeForce GTX 1060 or NVIDIA GeForce GTX 970 or AMD Radeon RX 480 |
||
Oculus Rift S | 80 | ||||
HTC Vive | 90 | Intel Core i5-4590 or AMD FX 8350 | NVIDIA GeForce GTX 1060 or AMD Radeon RX 480 |
||
HTC Vive Pro |
|||||
Windows Mixed Reality (Samsung Odyssey, Lenovo, Asus, Dell, Acer, HP) | 90 | Intel Core i5 4590 quad-core or AMD Ryzen 5 1400 3.4Ghz quad-core | NVIDIA GeForce GTX 1060 or AMD RX 470/570 |
||
Bluetooth | Memory | Video Output | USB ports | Windows | |
Oculus Rift with room-scale VR | - | 8 GB | HDMI 1.3 | 2x USB 3.0 and 2x USB 2.0 | 7 SP1 64-bit or newer |
Oculus Rift S | DisplayPort 1.2 | 1x USB 3.0 | 10 | ||
HTC Vive | 4 GB | HDMI 1.4 or DisplayPort 1.2 | 1x USB 2.0 | 7 SP1 or newer | |
HTC Vive Pro | DisplayPort 1.2 | 1x USB 3.0 | 8.1 or newer | ||
Windows Mixed Reality (Samsung Odyssey, Lenovo, Asus, Dell, Acer, HP) | version 4.0 for Odyssey, Odyssey+ headset has the Bluetooth built in, so your PC doesn't need it. | 8GB DDR3 | HDMI 2.0 or DisplayPort 1.2 | 1x USB 3.0 Type-A or Type-C | 10 |
Cyber Headgear is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to Amazon.com. It doesn’t have any negative impact on the price you pay after following the links.
Good article, really like your site. Btw, just so you know all of the tables say “HTC Vie Pro” when it should say “HTC Vive Pro” (Vive is misspelled). Doesn’t really matter though, just thought I’d mention it
Errors fixed, thanks 🙂