Meta Quest 3 vs Sony PlayStation VR
Better figure, where one is clearly better
| MetaQuest 3 | SonyPlayStation VR | |
|---|---|---|
| Overview | ||
| Released | October 2023 | October 2016 |
| Display | ||
| Resolution per eye | 2064 × 2208 (better) | 960 × 1080 |
| Panel | LCD | OLED |
| Refresh rate | 120 Hz | 120 Hz |
| Pixels per degree | 25 | – |
| Field of view | 110° horizontal | – |
| Display details | Two LCD panels, 2064 × 2208 per eye; 25 PPD, 1218 PPI; 72, 90 and 120 Hz (Meta's developer documentation lists 72–120 Hz, and up to 207 Hz for apps that request it) | 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 | Pancake lenses; 110° horizontal and 96° vertical field of view; facial interface depth adjustment | Non-Fresnel lenses (Road to VR); Sony quotes approximately 100° field of view without specifying horizontal or diagonal |
| Lens spacing (IPD) | Continuous lens spacing adjustment (58–70 mm) with a wheel, accommodating IPDs of 53–75 mm | 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 | Inside-out with four IR cameras and two RGB cameras; hybrid computer vision and machine learning controller tracking; Direct Touch hand 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 Touch Plus controllers (ring-free), TruTouch variable haptics; one AA battery each | 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 | Full-colour passthrough from two RGB cameras (4 MP, 18 PPD) with a depth projector | No camera passthrough view; the visor slides forwards to see surroundings |
| Performance | ||
| Works | Standalone or with a PC | Needs a PC or console |
| Chip | Snapdragon XR2 Gen 2 | – |
| Storage | 128 GB, 512 GB | – |
| Chip details | Snapdragon XR2 Gen 2 | – |
| Memory | 8 GB RAM | – |
| Connections | PC VR over the Meta Quest Link cable or Air Link over Wi-Fi; Wi-Fi 6E | 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 | Built in | None (powered by a PC or console) |
| Battery life (maker's claim) | Up to 2.2 hours | – |
| Weight (headset) | 515 g (better) | 610 g |
| Battery details | 5,060 mAh; up to 2.2 hours on average (gaming 2.4, media 2.9, productivity 1.5 hours); about 2.3 hours to charge with the 18 W adapter; USB-C and dock contact pads | – |
| Audio | Integrated stereo speakers with 3D spatial audio; 3.5 mm headphone jack | 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 | Soft adjustable strap; hard strap sold separately | 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, adjustable standard facial interface, two Touch Plus controllers with AA batteries and wrist straps, power adapter, charging cable | 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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