Meta Oculus Rift vs Valve Steam Frame

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

Better figure, where one is clearly better

Oculus Rift compared with Steam Frame
MetaOculus RiftValveSteam Frame
Overview
ReleasedMarch 2016September 2026
Display
Resolution per eye1080 × 12002160 × 2160 (better)
PanelOLEDLCD
Refresh rate90 Hz144 Hz (better)
Field of view–110° horizontal
Display detailsTwo OLED displays; 1080 × 1200 per eye at 90 Hz. Physical display specifications from Meta's Rift developer overview.Two 2160 × 2160 LCD panels, one per eye; 72, 80, 90, 120 and 144 Hz (144 Hz experimental)
LensesHybrid Fresnel lenses (Tom's Hardware); no manufacturer horizontal field-of-view figure usedCustom 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)Physical lens and display spacing adjustment, 58–72 mm (Tom's Hardware); Meta confirms adjustable lens distance60–70 mm target range, adjusted with a wheel on top of the headset
Tracking and input
Eye trackingNoYes
Hand trackingNoNo
Controllers in the boxYesYes
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.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)
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.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
PassthroughNo built-in passthrough camera (Tom's Hardware)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
WorksNeeds a PC or consoleStandalone 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
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.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
BatteryNone (powered by a PC or console)Built in
Weight (headset)470 g440 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
AudioIntegrated microphone and removable on-ear headphones; no headset audio passthrough socket for replacement headphones (Tom's Hardware)Dual speaker drivers per ear built into the headstrap; 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.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 boxLaunch package has headset with headphones and microphone, one sensor, Xbox One controller and Oculus Remote; PC and Touch controllers separateHeadset, 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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