Meta Oculus Rift vs Valve Index

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

Better figure, where one is clearly better

Oculus Rift compared with Index
MetaOculus RiftValveIndex
Overview
ReleasedMarch 2016June 2019
Display
Resolution per eye1080 × 12001440 × 1600 (better)
PanelOLEDLCD
Refresh rate90 Hz144 Hz (better)
Display detailsTwo 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
LensesHybrid Fresnel lenses (Tom's Hardware); no manufacturer horizontal field-of-view figure usedDouble-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 distance58–70 mm, physical adjustment; eye relief also adjustable
Tracking and input
Eye trackingNoNo
Hand trackingNoNo
Controllers in the boxYes–
Colour passthroughNoYes
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.Outside-in; SteamVR 2.0 sensors, compatible with SteamVR 1.0 and 2.0 base stations
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.Valve Index Controllers with per-finger capacitive tracking; the headset also works with HTC Vive and Vive Pro controllers
PassthroughNo built-in passthrough camera (Tom's Hardware)Stereo 960 × 960 global-shutter RGB (Bayer) cameras
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 2.0.5 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
BatteryNone (powered by a PC or console)None (powered by a PC or console)
Weight (headset)470 g (better)809 g
AudioIntegrated 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
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 head size, face angle and speaker position; rear cradle adapter included; magnetic quick-swap face gasket
In the boxLaunch package has headset with headphones and microphone, one sensor, Xbox One controller and Oculus Remote; PC and Touch controllers separateHeadset (sold alone, with controllers, or as the VR Kit with two SteamVR 2.0 base stations); Half-Life: Alyx included

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