Sony PlayStation VR vs Valve Steam Frame

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

Better figure, where one is clearly better

PlayStation VR compared with Steam Frame
SonyPlayStation VRValveSteam Frame
Overview
ReleasedOctober 2016September 2026
Display
Resolution per eye960 × 10802160 × 2160 (better)
PanelOLEDLCD
Refresh rate120 Hz144 Hz (better)
Field of view–110° horizontal
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.Two 2160 × 2160 LCD panels, one per eye; 72, 80, 90, 120 and 144 Hz (144 Hz experimental)
LensesNon-Fresnel lenses (Road to VR); Sony quotes approximately 100° field of view without specifying horizontal or diagonalCustom 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)Software interpupillary-distance setting and camera-assisted measurement; no physical lens-spacing adjustment (Road to VR)60–70 mm target range, adjusted with a wheel on top of the headset
Tracking and input
Eye trackingNoYes
Hand trackingNoNo
Controllers in the boxNoYes
Colour passthroughNoNo
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.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)
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.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 camera passthrough view; the visor slides forwards to see surroundingsMonochrome 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
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.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)610 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
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.Dual speaker drivers per ear built into the headstrap; 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.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 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, 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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