Sony PlayStation VR vs Valve Index

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

Better figure, where one is clearly better

PlayStation VR compared with Index
SonyPlayStation VRValveIndex
Overview
ReleasedOctober 2016June 2019
Display
Resolution per eye960 × 10801440 × 1600 (better)
PanelOLEDLCD
Refresh rate120 Hz144 Hz (better)
Display detailsSingle 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
LensesNon-Fresnel lenses (Road to VR); Sony quotes approximately 100° field of view without specifying horizontal or diagonalDouble-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 trackingNoNo
Hand trackingNoNo
Controllers in the boxNo–
Colour passthroughNoYes
SensorsExternal 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
ControllersUses 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
PassthroughNo camera passthrough view; the visor slides forwards to see surroundingsStereo 960 × 960 global-shutter RGB (Bayer) cameras
Performance
WorksNeeds a PC or consoleNeeds a PC or console
ConnectionsCUH-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
BatteryNone (powered by a PC or console)None (powered by a PC or console)
Weight (headset)610 g (better)809 g
AudioBuilt-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
StrapAdjustable 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 boxOriginal 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 controllersHeadset (sold alone, with controllers, or as the VR Kit with two SteamVR 2.0 base stations); Half-Life: Alyx included

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