Meta Oculus Rift S vs Valve Index
Better figure, where one is clearly better
| MetaOculus Rift S | ValveIndex | |
|---|---|---|
| Overview | ||
| Released | May 2019 | June 2019 |
| Display | ||
| Resolution per eye | 1280 × 1440 | 1440 × 1600 (better) |
| Panel | LCD | LCD |
| Refresh rate | 80 Hz | 144 Hz (better) |
| Display details | Single fast-switch LCD with 2560 × 1440 physical pixels overall; 1280 × 1440 per eye, at 80 Hz. RGB subpixel structure (Road to VR). | 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 | Fixed lens spacing; no manufacturer horizontal field-of-view figure used | 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) | 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. | 58–70 mm, physical adjustment; eye relief also adjustable |
| Tracking and input | ||
| Eye tracking | No | No |
| Hand tracking | No | No |
| Controllers in the box | Yes | – |
| Colour passthrough | No | Yes |
| Sensors | 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. | Outside-in; SteamVR 2.0 sensors, compatible with SteamVR 1.0 and 2.0 base stations |
| Controllers | Two Touch controllers with tracking rings above the hands, included in the package (Road to VR) | Valve Index Controllers with per-finger capacitive tracking; the headset also works with HTC Vive and Vive Pro controllers |
| Passthrough | Monochrome stereoscopic Passthrough+ camera view for setting Guardian boundaries and seeing surroundings (PCWorld and Road to VR) | Stereo 960 × 960 global-shutter RGB (Bayer) cameras |
| Performance | ||
| Works | Needs a PC or console | Needs a PC or console |
| Connections | 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). | 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) | 561 g (better) | 809 g |
| Audio | Integrated headband speakers and microphone; 3.5 mm headphone socket (Road to VR) | 37.5 mm off-ear Balanced Mode Radiators (40 Hz–24 kHz, 6 ohm); 3.5 mm headphone out; dual microphone array |
| Strap | 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 | Adjustable head size, face angle and speaker position; rear cradle adapter included; magnetic quick-swap face gasket |
| In the box | Headset, two Touch controllers and Mini DisplayPort adaptor; no external sensors required | 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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