Sony PlayStation VR vs Valve Index
Better figure, where one is clearly better
| SonyPlayStation VR | ValveIndex | |
|---|---|---|
| Overview | ||
| Released | October 2016 | June 2019 |
| Display | ||
| Resolution per eye | 960 × 1080 | 1440 × 1600 (better) |
| Panel | OLED | LCD |
| Refresh rate | 120 Hz | 144 Hz (better) |
| Display details | 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. | 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 | Non-Fresnel lenses (Road to VR); Sony quotes approximately 100° field of view without specifying horizontal or diagonal | 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) | Software interpupillary-distance setting and camera-assisted measurement; no physical lens-spacing adjustment (Road to VR) | 58–70 mm, physical adjustment; eye relief also adjustable |
| Tracking and input | ||
| Eye tracking | No | No |
| Hand tracking | No | No |
| Controllers in the box | No | – |
| Colour passthrough | No | Yes |
| Sensors | 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. | Outside-in; SteamVR 2.0 sensors, compatible with SteamVR 1.0 and 2.0 base stations |
| Controllers | 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. | Valve Index Controllers with per-finger capacitive tracking; the headset also works with HTC Vive and Vive Pro controllers |
| Passthrough | No camera passthrough view; the visor slides forwards to see surroundings | Stereo 960 × 960 global-shutter RGB (Bayer) cameras |
| Performance | ||
| Works | Needs a PC or console | Needs a PC or console |
| Connections | 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. | 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) | 610 g (better) | 809 g |
| Audio | 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. | 37.5 mm off-ear Balanced Mode Radiators (40 Hz–24 kHz, 6 ohm); 3.5 mm headphone out; dual microphone array |
| Strap | 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. | Adjustable head size, face angle and speaker position; rear cradle adapter included; magnetic quick-swap face gasket |
| In the box | 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 | Headset (sold alone, with controllers, or as the VR Kit with two SteamVR 2.0 base stations); Half-Life: Alyx included |
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