Meta Oculus Rift S vs Valve Steam Frame

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

Better figure, where one is clearly better

Oculus Rift S compared with Steam Frame
MetaOculus Rift SValveSteam Frame
Overview
ReleasedMay 2019September 2026
Display
Resolution per eye1280 × 14402160 × 2160 (better)
PanelLCDLCD
Refresh rate80 Hz144 Hz (better)
Field of view–110° horizontal
Display detailsSingle fast-switch LCD with 2560 × 1440 physical pixels overall; 1280 × 1440 per eye, at 80 Hz. RGB subpixel structure (Road to VR).Two 2160 × 2160 LCD panels, one per eye; 72, 80, 90, 120 and 144 Hz (144 Hz experimental)
LensesFixed lens spacing; no manufacturer horizontal field-of-view figure usedCustom pancake lenses with glass and non-glass elements; field of view up to 110° (Valve gives 110° horizontal and vertical to UploadVR); eyeglasses up to 140 mm wide
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.60–70 mm target range, adjusted with a wheel on top of the headset
Tracking and input
Eye trackingNoYes
Hand trackingNoNo
Controllers in the boxYesYes
Colour passthroughNoNo
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.Inside-out; 4 outward-facing monochrome cameras for headset and controller tracking with IR illuminators for low light; 2 interior cameras for eye tracking and foveated streaming; no controller-free hand tracking (UploadVR)
ControllersTwo Touch controllers with tracking rings above the hands, included in the package (Road to VR)Steam Frame Controllers with 6-DoF tracking, ABXY buttons (right), D-pad (left), full-size magnetic TMR thumbsticks with capacitive touch, analogue triggers, bumpers, dual-stage grip buttons, capacitive finger tracking and a haptic motor; one AA battery each, about 40 hours; 130 g each with battery
PassthroughMonochrome stereoscopic Passthrough+ camera view for setting Guardian boundaries and seeing surroundings (PCWorld and Road to VR)Monochrome passthrough from the outward-facing cameras; front expansion port (dual MIPI camera interface or PCIe Gen 4 x1) takes accessories such as the Arcturus Vision colour camera
Performance
WorksNeeds a PC or consoleStandalone or with a PC
Chip–Snapdragon 8 Gen 3
Storage–256 GB, 1 TB
Chip details–4 nm Snapdragon 8 Gen 3, ARM64; runs SteamOS 3 (Arch-based) with KDE Plasma desktop
Memory–16 GB unified LPDDR5X; 256 GB or 1 TB UFS storage; microSD card slot
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).Streams from a PC, Steam Deck or Steam Machine over Wi-Fi; headset has Wi-Fi 7 2 × 2 with dual radios (5 GHz Wi-Fi and 6 GHz VR streaming at once); Wi-Fi 6E (6 GHz) USB wireless adapter included; Bluetooth 5.4; no DisplayPort cable connection
Design
BatteryNone (powered by a PC or console)Built in
Weight (headset)561 g440 g (better)
Battery details–21.6 Wh Li-ion battery at the back of the headstrap; charges over USB-C 2.0 at up to 45 W (15 V, 3 A); Valve doesn't give a battery life
AudioIntegrated headband speakers and microphone; 3.5 mm headphone socket (Road to VR)Dual speaker drivers per ear built into the headstrap; 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 tableModular headstrap (245 g) holding the speakers and battery; the 185 g core module detaches for other straps; core module and facial interface 175 × 95 × 110 mm
In the boxHeadset, two Touch controllers and Mini DisplayPort adaptor; no external sensors requiredHeadset, two Steam Frame Controllers, Wi-Fi 6E wireless adapter, standard light blocker, face gasket and head cushion; Half-Life: Alyx licence. No power supply; Valve sells a 45 W one separately

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