HTC VIVE vs Meta Oculus Rift

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

Better figure, where one is clearly better

VIVE compared with Oculus Rift
HTCVIVEMetaOculus Rift
Overview
ReleasedApril 2016March 2016
Display
Resolution per eye1080 × 12001080 × 1200
PanelOLEDOLED
Refresh rate90 Hz90 Hz
Display detailsDual 3.6-inch AMOLED displays; 1080 × 1200 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 (PC Gamer); separate eye-relief adjustmentHybrid Fresnel lenses (Tom's Hardware); no manufacturer horizontal field-of-view figure used
Lens spacing (IPD)Physical lens-spacing knob; 60.2–74.5 mm range reported by Ars TechnicaPhysical 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 boxYesYes
Colour passthroughYesNo
SensorsSteamVR 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.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.
ControllersTwo 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.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.
PassthroughSingle front camera; SteamVR offers boundary outlines or a small full-colour live view (Ars Technica)No built-in passthrough camera (Tom's Hardware)
Performance
WorksNeeds a PC or consoleNeeds a PC or console
ConnectionsPC 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).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)555 g470 g (better)
AudioIntegrated microphone, 3.5 mm headphone connection and separate earbuds; original headset has no integrated headphones. Deluxe Audio Strap is a separate later accessory.Integrated microphone and removable on-ear headphones; no headset audio passthrough socket for replacement headphones (Tom's Hardware)
StrapAdjustable fabric straps; original launch headset is 555 g without cables according to Ars Technica. Later hardware revisions may differ.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 boxHeadset, two controllers, two base stations, link box, tether, earbuds, cables, chargers and mounting accessories; gaming PC separateLaunch package has headset with headphones and microphone, one sensor, Xbox One controller and Oculus Remote; PC and Touch controllers separate

More comparisons