Meta Oculus Rift S vs Valve Index

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

Better figure, where one is clearly better

Oculus Rift S compared with Index
MetaOculus Rift SValveIndex
Overview
ReleasedMay 2019June 2019
Display
Resolution per eye1280 × 14401440 × 1600 (better)
PanelLCDLCD
Refresh rate80 Hz144 Hz (better)
Display detailsSingle 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
LensesFixed lens spacing; no manufacturer horizontal field-of-view figure usedDouble-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 trackingNoNo
Hand trackingNoNo
Controllers in the boxYes–
Colour passthroughNoYes
SensorsOculus 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
ControllersTwo 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
PassthroughMonochrome 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
WorksNeeds a PC or consoleNeeds a PC or console
ConnectionsDisplayPort 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
BatteryNone (powered by a PC or console)None (powered by a PC or console)
Weight (headset)561 g (better)809 g
AudioIntegrated 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
StrapHalo headband with rear adjustment dial, top strap and sliding visor; 561 g without cable according to Tom's Hardware's exact-model specification tableAdjustable head size, face angle and speaker position; rear cradle adapter included; magnetic quick-swap face gasket
In the boxHeadset, two Touch controllers and Mini DisplayPort adaptor; no external sensors requiredHeadset (sold alone, with controllers, or as the VR Kit with two SteamVR 2.0 base stations); Half-Life: Alyx included

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