HTC VIVE vs Sony PlayStation VR
Better figure, where one is clearly better
| HTCVIVE | SonyPlayStation VR | |
|---|---|---|
| Overview | ||
| Released | April 2016 | October 2016 |
| Display | ||
| Resolution per eye | 1080 × 1200 (better) | 960 × 1080 |
| Panel | OLED | OLED |
| Refresh rate | 90 Hz | 120 Hz (better) |
| 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 5.7-inch OLED RGB panel, 1920 × RGB × 1080 overall; 90 or 120 Hz depending on the application. Some games render at 60 fps and reproject to 120 Hz. |
| Lenses | Fresnel lenses (PC Gamer); separate eye-relief adjustment | Non-Fresnel lenses (Road to VR); Sony quotes approximately 100° field of view without specifying horizontal or diagonal |
| Lens spacing (IPD) | Physical lens-spacing knob; 60.2–74.5 mm range reported by Ars Technica | Software interpupillary-distance setting and camera-assisted measurement; no physical lens-spacing adjustment (Road to VR) |
| Tracking and input | ||
| Eye tracking | No | No |
| Hand tracking | Yes | No |
| Controllers in the box | Yes | No |
| 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. | External PlayStation Camera tracks blue LEDs on the headset; six-axis motion sensor with three-axis gyroscope and accelerometer. No 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. | Uses DUALSHOCK 4, PlayStation Move or compatible game-specific controllers; controller requirements depend on the game. Camera and controllers are separate from the original base package. |
| Passthrough | Single front camera; SteamVR offers boundary outlines or a small full-colour live view (Ars Technica) | No camera passthrough view; the visor slides forwards to see surroundings |
| 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). | CUH-ZVR1 headset connects through the supplied processor unit to PlayStation 4 by HDMI and USB; the unit also supplies Social Screen output to a TV. Original unit supports 4K YUV 420 TV passthrough up to 60 Hz but not HDR. PlayStation 5 use requires the PlayStation Camera adaptor and compatible controllers. |
| Design | ||
| Battery | None (powered by a PC or console) | None (powered by a PC or console) |
| Weight (headset) | 555 g (better) | 610 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. | Built-in microphone and stereo headphone socket on the inline remote; supplied stereo earbuds. Processor unit provides 3D audio processing, rather than extra game-rendering power. |
| Strap | Adjustable fabric straps; original launch headset is 555 g without cables according to Ars Technica. Later hardware revisions may differ. | Adjustable headband with rear dial and sliding scope; approximately 187 × 185 × 277 mm excluding projecting parts at the shortest headband length. Headset 610 g excluding cables; processor unit 365 g. |
| In the box | Headset, two controllers, two base stations, link box, tether, earbuds, cables, chargers and mounting accessories; gaming PC separate | Original base package has CUH-ZVR1 headset, processor unit, headset connection cable, HDMI cable, USB cable, stereo headphones with earpieces, AC power cord and AC adaptor; no camera or controllers |
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