HTC VIVE Pro vs Meta Oculus Rift S

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

Better figure, where one is clearly better

VIVE Pro compared with Oculus Rift S
HTCVIVE ProMetaOculus Rift S
Overview
ReleasedApril 2018May 2019
Display
Resolution per eye1440 × 1600 (better)1280 × 1440
PanelOLEDLCD
Refresh rate90 Hz (better)80 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.Single fast-switch LCD with 2560 × 1440 physical pixels overall; 1280 × 1440 per eye, at 80 Hz. RGB subpixel structure (Road to VR).
LensesFresnel lenses retained from original VIVE (Ars Technica); eye relief adjusts separatelyFixed 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 establishedFixed 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 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.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.
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.Two Touch controllers with tracking rings above the hands, included in the package (Road to VR)
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.Monochrome stereoscopic Passthrough+ camera view for setting Guardian boundaries and seeing surroundings (PCWorld and Road to VR)
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.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
BatteryNone (powered by a PC or console)None (powered by a PC or console)
Weight (headset)769 g561 g (better)
AudioRemovable 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)
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.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 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 separateHeadset, two Touch controllers and Mini DisplayPort adaptor; no external sensors required

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