Meta Oculus Rift S vs Valve Steam Frame
Better figure, where one is clearly better
| MetaOculus Rift S | ValveSteam Frame | |
|---|---|---|
| Overview | ||
| Released | May 2019 | September 2026 |
| Display | ||
| Resolution per eye | 1280 × 1440 | 2160 × 2160 (better) |
| Panel | LCD | LCD |
| Refresh rate | 80 Hz | 144 Hz (better) |
| Field of view | – | 110° horizontal |
| 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). | Two 2160 × 2160 LCD panels, one per eye; 72, 80, 90, 120 and 144 Hz (144 Hz experimental) |
| Lenses | Fixed lens spacing; no manufacturer horizontal field-of-view figure used | Custom 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 tracking | No | Yes |
| Hand tracking | No | No |
| Controllers in the box | Yes | Yes |
| Colour passthrough | No | No |
| 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. | 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) |
| Controllers | Two 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 |
| Passthrough | Monochrome 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 | ||
| Works | Needs a PC or console | Standalone 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 |
| 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). | 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 | ||
| Battery | None (powered by a PC or console) | Built in |
| Weight (headset) | 561 g | 440 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 |
| Audio | Integrated headband speakers and microphone; 3.5 mm headphone socket (Road to VR) | Dual speaker drivers per ear built into the headstrap; 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 | Modular 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 box | Headset, two Touch controllers and Mini DisplayPort adaptor; no external sensors required | Headset, 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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