HTC VIVE vs Valve Index
Better figure, where one is clearly better
| HTCVIVE | ValveIndex | |
|---|---|---|
| Overview | ||
| Released | April 2016 | June 2019 |
| Display | ||
| Resolution per eye | 1080 × 1200 | 1440 × 1600 (better) |
| Panel | OLED | LCD |
| Refresh rate | 90 Hz | 144 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. | Dual 1440 × 1600 LCDs, full RGB per pixel; ultra-low persistence global backlight (0.330 ms at 144 Hz); 80, 90, 120 Hz and experimental 144 Hz |
| Lenses | Fresnel lenses (PC Gamer); separate eye-relief adjustment | Double-element, canted lenses; Valve says typical users see 20° more field of view than the HTC Vive, and doesn't give a figure |
| Lens spacing (IPD) | Physical lens-spacing knob; 60.2–74.5 mm range reported by Ars Technica | 58–70 mm, physical adjustment; eye relief also adjustable |
| Tracking and input | ||
| Eye tracking | No | No |
| Hand tracking | Yes | No |
| Controllers in the box | 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. | Outside-in; SteamVR 2.0 sensors, compatible with SteamVR 1.0 and 2.0 base stations |
| 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. | Valve Index Controllers with per-finger capacitive tracking; the headset also works with HTC Vive and Vive Pro controllers |
| Passthrough | Single front camera; SteamVR offers boundary outlines or a small full-colour live view (Ars Technica) | Stereo 960 × 960 global-shutter RGB (Bayer) cameras |
| 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). | 5 m tether with a 1 m breakaway trident connector; DisplayPort 1.2, USB 3.0 and 12 V power; USB 3 Type-A port in the front expansion slot |
| Design | ||
| Battery | None (powered by a PC or console) | None (powered by a PC or console) |
| Weight (headset) | 555 g (better) | 809 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. | 37.5 mm off-ear Balanced Mode Radiators (40 Hz–24 kHz, 6 ohm); 3.5 mm headphone out; dual microphone array |
| Strap | Adjustable fabric straps; original launch headset is 555 g without cables according to Ars Technica. Later hardware revisions may differ. | Adjustable head size, face angle and speaker position; rear cradle adapter included; magnetic quick-swap face gasket |
| In the box | Headset, two controllers, two base stations, link box, tether, earbuds, cables, chargers and mounting accessories; gaming PC separate | Headset (sold alone, with controllers, or as the VR Kit with two SteamVR 2.0 base stations); Half-Life: Alyx included |
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