HTC VIVE vs Meta Quest 3
Better figure, where one is clearly better
| HTCVIVE | MetaQuest 3 | |
|---|---|---|
| Overview | ||
| Released | April 2016 | October 2023 |
| Display | ||
| Resolution per eye | 1080 × 1200 | 2064 × 2208 (better) |
| Panel | OLED | LCD |
| Refresh rate | 90 Hz | 120 Hz (better) |
| Pixels per degree | – | 25 |
| Field of view | – | 110° horizontal |
| Display details | Dual 3.6-inch AMOLED displays; 1080 × 1200 per eye at 90 Hz. HTC's stated 110° field of view has no specified axis. | Two LCD panels, 2064 × 2208 per eye; 25 PPD, 1218 PPI; 72, 90 and 120 Hz (Meta's developer documentation lists 72–120 Hz, and up to 207 Hz for apps that request it) |
| Lenses | Fresnel lenses (PC Gamer); separate eye-relief adjustment | Pancake lenses; 110° horizontal and 96° vertical field of view; facial interface depth adjustment |
| Lens spacing (IPD) | Physical lens-spacing knob; 60.2–74.5 mm range reported by Ars Technica | Continuous lens spacing adjustment (58–70 mm) with a wheel, accommodating IPDs of 53–75 mm |
| Tracking and input | ||
| Eye tracking | No | No |
| Hand tracking | Yes | Yes |
| Controllers in the box | Yes | Yes |
| Colour passthrough | Yes | Yes |
| Sensors | SteamVR Lighthouse tracking with two external base stations; seated, standing and room-scale use. Later VIVE Hand Tracking SDK supports controller-free skeleton tracking in compatible apps; its 3D print mode is not supported on original VIVE. No built-in eye tracking. | Inside-out with four IR cameras and two RGB cameras; hybrid computer vision and machine learning controller tracking; Direct Touch hand tracking |
| Controllers | Two wireless tracked wands with trackpads, grip buttons, dual-stage triggers and haptic feedback; Micro-USB charging. Controller battery life is separate from the PC-powered headset. | Two Touch Plus controllers (ring-free), TruTouch variable haptics; one AA battery each |
| Passthrough | Single front camera; SteamVR offers boundary outlines or a small full-colour live view (Ars Technica) | Full-colour passthrough from two RGB cameras (4 MP, 18 PPD) with a depth projector |
| Performance | ||
| Works | Needs a PC or console | Standalone or with a PC |
| Chip | – | Snapdragon XR2 Gen 2 |
| Storage | – | 128 GB, 512 GB |
| Chip details | – | Snapdragon XR2 Gen 2 |
| Memory | – | 8 GB RAM |
| Connections | PC connection through powered link box; HDMI 1.4 or DisplayPort 1.2 and USB 2.0 or newer. Original tether combines HDMI, USB and power (Ars Technica). | PC VR over the Meta Quest Link cable or Air Link over Wi-Fi; Wi-Fi 6E |
| Design | ||
| Battery | None (powered by a PC or console) | Built in |
| Battery life (maker's claim) | – | Up to 2.2 hours |
| Weight (headset) | 555 g | 515 g (better) |
| Battery details | – | 5,060 mAh; up to 2.2 hours on average (gaming 2.4, media 2.9, productivity 1.5 hours); about 2.3 hours to charge with the 18 W adapter; USB-C and dock contact pads |
| Audio | Integrated microphone, 3.5 mm headphone connection and separate earbuds; original headset has no integrated headphones. Deluxe Audio Strap is a separate later accessory. | Integrated stereo speakers with 3D spatial audio; 3.5 mm headphone jack |
| Strap | Adjustable fabric straps; original launch headset is 555 g without cables according to Ars Technica. Later hardware revisions may differ. | Soft adjustable strap; hard strap sold separately |
| In the box | Headset, two controllers, two base stations, link box, tether, earbuds, cables, chargers and mounting accessories; gaming PC separate | Headset, adjustable standard facial interface, two Touch Plus controllers with AA batteries and wrist straps, power adapter, charging cable |
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