HTC VIVE vs Meta Oculus Rift S

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

Better figure, where one is clearly better

VIVE compared with Oculus Rift S
HTCVIVEMetaOculus Rift S
Overview
ReleasedApril 2016May 2019
Display
Resolution per eye1080 × 12001280 × 1440 (better)
PanelOLEDLCD
Refresh rate90 Hz (better)80 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.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 (PC Gamer); separate eye-relief adjustmentFixed 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 TechnicaFixed 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 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.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.
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.Two Touch controllers with tracking rings above the hands, included in the package (Road to VR)
PassthroughSingle 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
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).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)555 g (better)561 g
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 headband speakers and microphone; 3.5 mm headphone socket (Road to VR)
StrapAdjustable 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 boxHeadset, two controllers, two base stations, link box, tether, earbuds, cables, chargers and mounting accessories; gaming PC separateHeadset, two Touch controllers and Mini DisplayPort adaptor; no external sensors required

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