Meta Oculus Rift vs Valve Index
Better figure, where one is clearly better
| MetaOculus Rift | ValveIndex | |
|---|---|---|
| Overview | ||
| Released | March 2016 | June 2019 |
| Display | ||
| Resolution per eye | 1080 × 1200 | 1440 × 1600 (better) |
| Panel | OLED | LCD |
| Refresh rate | 90 Hz | 144 Hz (better) |
| Display details | Two OLED displays; 1080 × 1200 per eye at 90 Hz. Physical display specifications from Meta's Rift developer overview. | 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 |
| Lenses | Hybrid Fresnel lenses (Tom's Hardware); no manufacturer horizontal field-of-view figure used | Double-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) | Physical lens and display spacing adjustment, 58–72 mm (Tom's Hardware); Meta confirms adjustable lens distance | 58–70 mm, physical adjustment; eye relief also adjustable |
| Tracking and input | ||
| Eye tracking | No | No |
| Hand tracking | No | No |
| Controllers in the box | Yes | – |
| Colour passthrough | No | Yes |
| 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. | Outside-in; SteamVR 2.0 sensors, compatible with SteamVR 1.0 and 2.0 base stations |
| 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. | Valve Index Controllers with per-finger capacitive tracking; the headset also works with HTC Vive and Vive Pro controllers |
| Passthrough | No built-in passthrough camera (Tom's Hardware) | Stereo 960 × 960 global-shutter RGB (Bayer) cameras |
| 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. | 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 | ||
| Battery | None (powered by a PC or console) | None (powered by a PC or console) |
| Weight (headset) | 470 g (better) | 809 g |
| Audio | Integrated microphone and removable on-ear headphones; no headset audio passthrough socket for replacement headphones (Tom's Hardware) | 37.5 mm off-ear Balanced Mode Radiators (40 Hz–24 kHz, 6 ohm); 3.5 mm headphone out; dual microphone array |
| 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 head size, face angle and speaker position; rear cradle adapter included; magnetic quick-swap face gasket |
| In the box | Launch package has headset with headphones and microphone, one sensor, Xbox One controller and Oculus Remote; PC and Touch controllers separate | Headset (sold alone, with controllers, or as the VR Kit with two SteamVR 2.0 base stations); Half-Life: Alyx included |
More comparisons
- Meta Oculus Rift vs Valve Steam Frame
- Valve Index vs Valve Steam Frame
- Pimax Crystal Light vs Valve Index
- Meta Quest 3 vs Meta Oculus Rift
- HTC VIVE vs Valve Index
- HTC VIVE Pro vs Valve Index
- Meta Oculus Rift S vs Valve Index
- Sony PlayStation VR vs Valve Index
- Meta Oculus Rift vs Meta Oculus Rift S
- HTC VIVE Pro vs Meta Oculus Rift
- Meta Oculus Rift vs Sony PlayStation VR
- HTC VIVE vs Meta Oculus Rift

