HTC VIVE Pro vs Meta Oculus Rift

Every spec side by side, from each maker's published figures.

Better figure, where one is clearly better

VIVE Pro compared with Oculus Rift
HTCVIVE ProMetaOculus Rift
Overview
ReleasedApril 2018March 2016
Display
Resolution per eye1440 × 1600 (better)1080 × 1200
PanelOLEDOLED
Refresh rate90 Hz90 Hz
Display detailsDual 3.5-inch AMOLED displays; 1440 × 1600 per eye at 90 Hz. HTC's stated 110° field of view has no specified axis.Two OLED displays; 1080 × 1200 per eye at 90 Hz. Physical display specifications from Meta's Rift developer overview.
LensesFresnel lenses retained from original VIVE (Ars Technica); eye relief adjusts separatelyHybrid Fresnel lenses (Tom's Hardware); no manufacturer horizontal field-of-view figure used
Lens spacing (IPD)Physical lens-spacing knob with on-screen distance indication; manufacturer range omitted because not establishedPhysical lens and display spacing adjustment, 58–72 mm (Tom's Hardware); Meta confirms adjustable lens distance
Tracking and input
Eye trackingNoNo
Hand trackingYesNo
Controllers in the boxNoYes
Colour passthroughYesNo
SensorsSteamVR Tracking 1.0 and 2.0 compatible; external base stations required. VIVE Hand Tracking SDK supports controller-free tracking in compatible apps. Original Pro has no built-in eye tracking; Pro Eye is a separate model.Constellation external camera tracking of infrared LEDs on the headset; six degrees of freedom. Launch package has one sensor, with additional sensors needed for broader room-scale coverage (Tom's Hardware). No eye tracking or controller-free hand tracking.
ControllersOriginal headset-only package excludes controllers and base stations; existing VIVE controllers and base stations can be reused. Later Full Kit includes Controller (2018) and SteamVR Base Stations 2.0.Original March 2016 package includes Xbox One controller and Oculus Remote; Touch motion controllers launched separately on 6 December 2016. Later retail bundles may differ.
PassthroughTwo front-facing RGB cameras; HTC's SRWorks SDK provides a stereoscopic see-through view and depth sensing. Camera software support was expanded after launch; use requires compatible software and enabling cameras in SteamVR.No built-in passthrough camera (Tom's Hardware)
Performance
WorksNeeds a PC or consoleNeeds a PC or console
ConnectionsPowered link box connects to PC over DisplayPort 1.2 or newer and USB 3.0; supplied DisplayPort and USB cables. Proprietary headset tether; optional VIVE Wireless Adapter sold separately.Compatible PC required; HDMI 1.3 and USB connections, with external tracking sensors also connected over USB. Meta specifies a 4 m headset cable and a minimum of two USB 3.0 connections; additional tracking sensors can use USB 2.0.
Design
BatteryNone (powered by a PC or console)None (powered by a PC or console)
Weight (headset)769 g470 g (better)
AudioRemovable on-ear headphones with built-in amplifier; integrated microphones. HTC also supplies Audio SDK support for alert and conversation modes.Integrated microphone and removable on-ear headphones; no headset audio passthrough socket for replacement headphones (Tom's Hardware)
StrapRigid adjustable headband, rear sizing dial and top strap; 769 g without cable measured by Tom's Hardware. Its complete headset and cable measured 1017 g.Three-point adjustable strap with spring-loaded side arms; 470 g excluding the detachable cable, weighed by Tom's Hardware and reported as matching Oculus's specification. WIRED measured 495 g without stating whether its cable was excluded.
In the boxLaunch headset-only package has headset and cable, face cushion, cleaning cloth, earphone hole caps, link box, power adaptor, DisplayPort cable, USB 3.0 cable and mounting pad; PC, controllers and base stations separateLaunch package has headset with headphones and microphone, one sensor, Xbox One controller and Oculus Remote; PC and Touch controllers separate

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