Meta Oculus Rift vs Sony PlayStation VR

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

Better figure, where one is clearly better

Oculus Rift compared with PlayStation VR
MetaOculus RiftSonyPlayStation VR
Overview
ReleasedMarch 2016October 2016
Display
Resolution per eye1080 × 1200 (better)960 × 1080
PanelOLEDOLED
Refresh rate90 Hz120 Hz (better)
Display detailsTwo OLED displays; 1080 × 1200 per eye at 90 Hz. Physical display specifications from Meta's Rift developer overview.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.
LensesHybrid Fresnel lenses (Tom's Hardware); no manufacturer horizontal field-of-view figure usedNon-Fresnel lenses (Road to VR); Sony quotes approximately 100° field of view without specifying horizontal or diagonal
Lens spacing (IPD)Physical lens and display spacing adjustment, 58–72 mm (Tom's Hardware); Meta confirms adjustable lens distanceSoftware interpupillary-distance setting and camera-assisted measurement; no physical lens-spacing adjustment (Road to VR)
Tracking and input
Eye trackingNoNo
Hand trackingNoNo
Controllers in the boxYesNo
Colour passthroughNoNo
SensorsConstellation external camera tracking of infrared LEDs on the headset; six degrees of freedom. Launch package has one sensor, with additional sensors needed for broader room-scale coverage (Tom's Hardware). No eye tracking or controller-free 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.
ControllersOriginal March 2016 package includes Xbox One controller and Oculus Remote; Touch motion controllers launched separately on 6 December 2016. Later retail bundles may differ.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.
PassthroughNo built-in passthrough camera (Tom's Hardware)No camera passthrough view; the visor slides forwards to see surroundings
Performance
WorksNeeds a PC or consoleNeeds a PC or console
ConnectionsCompatible PC required; HDMI 1.3 and USB connections, with external tracking sensors also connected over USB. Meta specifies a 4 m headset cable and a minimum of two USB 3.0 connections; additional tracking sensors can use USB 2.0.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
BatteryNone (powered by a PC or console)None (powered by a PC or console)
Weight (headset)470 g (better)610 g
AudioIntegrated microphone and removable on-ear headphones; no headset audio passthrough socket for replacement headphones (Tom's Hardware)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.
StrapThree-point adjustable strap with spring-loaded side arms; 470 g excluding the detachable cable, weighed by Tom's Hardware and reported as matching Oculus's specification. WIRED measured 495 g without stating whether its cable was excluded.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 boxLaunch package has headset with headphones and microphone, one sensor, Xbox One controller and Oculus Remote; PC and Touch controllers separateOriginal 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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