Meta Oculus Rift vs Sony PlayStation VR
Better figure, where one is clearly better
| MetaOculus Rift | SonyPlayStation VR | |
|---|---|---|
| Overview | ||
| Released | March 2016 | October 2016 |
| Display | ||
| Resolution per eye | 1080 × 1200 (better) | 960 × 1080 |
| Panel | OLED | OLED |
| Refresh rate | 90 Hz | 120 Hz (better) |
| Display details | Two 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. |
| Lenses | Hybrid Fresnel lenses (Tom's Hardware); no manufacturer horizontal field-of-view figure used | Non-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 distance | Software interpupillary-distance setting and camera-assisted measurement; no physical lens-spacing adjustment (Road to VR) |
| Tracking and input | ||
| Eye tracking | No | No |
| Hand tracking | No | No |
| Controllers in the box | Yes | No |
| Colour passthrough | No | No |
| Sensors | Constellation 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. |
| Controllers | Original 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. |
| Passthrough | No built-in passthrough camera (Tom's Hardware) | No camera passthrough view; the visor slides forwards to see surroundings |
| Performance | ||
| Works | Needs a PC or console | Needs a PC or console |
| Connections | Compatible 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 | ||
| Battery | None (powered by a PC or console) | None (powered by a PC or console) |
| Weight (headset) | 470 g (better) | 610 g |
| Audio | Integrated 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. |
| Strap | Three-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 box | Launch package has headset with headphones and microphone, one sensor, Xbox One controller and Oculus Remote; PC and Touch controllers separate | Original 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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