HTC VIVE vs Meta Oculus Rift S
Better figure, where one is clearly better
| HTCVIVE | MetaOculus Rift S | |
|---|---|---|
| Overview | ||
| Released | April 2016 | May 2019 |
| Display | ||
| Resolution per eye | 1080 × 1200 | 1280 × 1440 (better) |
| Panel | OLED | LCD |
| Refresh rate | 90 Hz (better) | 80 Hz |
| 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. | 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 (PC Gamer); separate eye-relief adjustment | Fixed lens spacing; no manufacturer horizontal field-of-view figure used |
| Lens spacing (IPD) | Physical lens-spacing knob; 60.2–74.5 mm range reported by Ars Technica | 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 | Yes | Yes |
| Colour passthrough | Yes | No |
| 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. | 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 | 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 controllers with tracking rings above the hands, included in the package (Road to VR) |
| Passthrough | Single front camera; SteamVR offers boundary outlines or a small full-colour live view (Ars Technica) | 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 | 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). | 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) | 555 g (better) | 561 g |
| 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 headband speakers and microphone; 3.5 mm headphone socket (Road to VR) |
| Strap | Adjustable fabric straps; original launch headset is 555 g without cables according to Ars Technica. Later hardware revisions may differ. | 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 | Headset, two controllers, two base stations, link box, tether, earbuds, cables, chargers and mounting accessories; gaming PC separate | Headset, two Touch controllers and Mini DisplayPort adaptor; no external sensors required |
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