HTC VIVE Pro vs Meta Oculus Rift S
Better figure, where one is clearly better
| HTCVIVE Pro | MetaOculus Rift S | |
|---|---|---|
| Overview | ||
| Released | April 2018 | May 2019 |
| Display | ||
| Resolution per eye | 1440 × 1600 (better) | 1280 × 1440 |
| Panel | OLED | LCD |
| Refresh rate | 90 Hz (better) | 80 Hz |
| Display details | Dual 3.5-inch AMOLED displays; 1440 × 1600 per eye at 90 Hz. HTC's stated 110° field of view has no specified axis. | Single fast-switch LCD with 2560 × 1440 physical pixels overall; 1280 × 1440 per eye, at 80 Hz. RGB subpixel structure (Road to VR). |
| Lenses | Fresnel lenses retained from original VIVE (Ars Technica); eye relief adjusts separately | Fixed lens spacing; 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 established | Fixed physical lens spacing of 63.5 mm; software IPD setting. Oculus describes 61.5–65.5 mm as the best user fit range, as reported by Road to VR; this is not a mechanical adjustment range. |
| Tracking and input | ||
| Eye tracking | No | No |
| Hand tracking | Yes | No |
| Controllers in the box | No | Yes |
| Colour passthrough | Yes | No |
| Sensors | SteamVR 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. | Oculus Insight six-degree-of-freedom inside-out tracking; five headset cameras (Road to VR). No external tracking sensors, eye tracking or controller-free hand tracking. |
| Controllers | Original 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. | Two Touch controllers with tracking rings above the hands, included in the package (Road to VR) |
| Passthrough | Two 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. | Monochrome stereoscopic Passthrough+ camera view for setting Guardian boundaries and seeing surroundings (PCWorld and Road to VR) |
| Performance | ||
| Works | Needs a PC or console | Needs a PC or console |
| Connections | Powered 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. | DisplayPort 1.2 and one USB 3.0 connection to a compatible PC; 5 m headset cable. Supplied Mini DisplayPort adaptor; HDMI-only laptops are unsupported (Tom's Hardware). |
| Design | ||
| Battery | None (powered by a PC or console) | None (powered by a PC or console) |
| Weight (headset) | 769 g | 561 g (better) |
| Audio | Removable on-ear headphones with built-in amplifier; integrated microphones. HTC also supplies Audio SDK support for alert and conversation modes. | Integrated headband speakers and microphone; 3.5 mm headphone socket (Road to VR) |
| Strap | Rigid 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. | Halo headband with rear adjustment dial, top strap and sliding visor; 561 g without cable according to Tom's Hardware's exact-model specification table |
| In the box | Launch 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 separate | Headset, two Touch controllers and Mini DisplayPort adaptor; no external sensors required |
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