Comparison of retail head-mounted displays
Head-mounted displays are used to present virtual reality environments to the user and may incorporate head-tracking and other input methods.
PC-based devices
The following tables compare general and technical information for a selection of retail head-mounted display. See the individual display's articles for further information. Please note that the following table may be missing some information.
General information
Device | Rift | Vive | OSVR |
---|---|---|---|
Manufacturer | Oculus VR | HTC | Razer / Sensics |
Status | Retail | Retail | Development kit |
US price at launch | $599[1] | $799[2] | $299(Dev Kit)[3] |
Latest release | Consumer release | Consumer release | Development Kit 1.4 |
Shipping Date | March 28, 2016 | April 5, 2016 | September 2015 |
License | Proprietary | Proprietary
(open source API to closed library) |
Open |
License Owner | Oculus | Valve/ HTC | Open |
Weight | 470g[4] | 555g[4] | Unknown |
PC interface | 1x HDMI 1.4+
2xUSB 3.0 (+1 USB 3.0 for touch camera) |
1x HDMI 1.4+/DisplayPort 1.2+
1x USB 2.0 or 3.0 |
1x HDMI
1x USB 2.0 |
Additional optional ports
for accessories/expansion |
None | 1x USB 3.0 | 1x USB 3.0 (external)
2x USB 2.0 (internal) |
Included input device(s) | Xbox One Controller
Oculus Remote |
2x SteamVR controllers
with 6DOF tracking |
None |
Optional input device (in addition to traditional PC input devices) | Oculus Touch controllers with 6DOF tracking (using included extra optical camera) available 2H 2016 price TBD[5] | None | None |
Safety features | None announced | Chaperone system using play area boundary and front-facing camera | None Announced |
Additional features | None announced | Bluetooth connectivity (in Vive link Box[6]) for
communication and calling. |
None announced |
Optics and audio
Device | Rift | Vive | OSVR |
---|---|---|---|
Display technology | OLED | OLED | OLED |
Resolution | 1080x1200 per eye | 1080x1200 per eye | 960 x 1080 per eye |
Display elements | 2[7] | 2 | 1 |
Optical design | Fresnel/Traditional
(Hybrid) |
Fresnel/Traditional
(Hybrid) |
Dual aspheric lens |
Total resolution | 2160x1200 | 2160x1200 | 1920x1080 |
Native display refresh rate | 90Hz | 90Hz | 60Hz |
Frame interpolation | Asynchronous Timewarp[8] | Automatic Interleaved Reprojection[9] | Asynchronous Timewarp |
Field of view | 80°h x 90°v[10] | 105°h x 105°v[10] | 100° |
Audio technology | USB DAC with built-in
headphones (no 3.5mm jack) |
USB DAC with 3.5mm
Jack |
USB DAC with 3.5mm jack |
Software
Device | Rift | Vive | OSVR |
---|---|---|---|
Games supported | list | list | list |
Bundled software with pre-order | Eve: Valkyrie
Lucky's Tale |
Job Simulator: The 2050 Archives
Fantastic Contraption Tiltbrush |
None |
Primary development kit | Oculus PC SDK | Steam VR / OpenVR API | OSVR SDK |
Third-Party SDK Support | Unity[11]
Unreal Engine[12] CryEngine[13] |
Unity[14]
Unreal Engine[12] CryEngine (V)[15] |
Unity,[16] Unreal Engine, CryEngine |
Tracking
Device | Rift | Vive | OSVR |
---|---|---|---|
Tracking technology | Camera-based with constellation | Scanning laser with photodiodes | Camera-based with constellation |
Tracking device | IR camera | 2x "Lighthouse"[17] IR laser emitters | IR camera |
Tracking device connectivity | USB 3.0 | Power Only (+ Wireless link
between emitters) |
USB 2.0 |
Positional tracking area | TBD | 4.5m x 4.5m | TBD |
Directional tracking | 6DOF | 6DOF | 6DOF
(facing camera) |
References
- ↑ "Oculus Rift | Oculus". www.oculus.com. Retrieved 2016-02-23.
- ↑ "Vive | Product". www.htcvive.com. Retrieved 2016-02-23.
- ↑ "Razer | OSVR Hacker Dev Kit". Razer. Retrieved 2016-02-23.
- 1 2 "Vive weight 555g. Rift weight 470g". forums.oculus.com. Retrieved 2016-02-29.
- ↑ "Touch by Oculus | Oculus". www.oculus.com. Retrieved 2016-02-23.
- ↑ "Steam Community :: Group Announcements :: SteamVR". steamcommunity.com. Retrieved 2016-03-25.
- ↑ "Oculus Rift CV1 Teardown". iFixit. Retrieved 2016-04-09.
- ↑ "Asynchronous Timewarp Examined". developer.oculus.com. Retrieved 2016-02-23.
- ↑ "SteamVR Developer Hardware: Interleaved Reprojection now enabled for all applications by default". steamcommunity.com. Retrieved 2016-03-29.
- 1 2 "StressLevelZero on Twitch stream confirms fov as around 80h90v • /r/oculus". reddit. Retrieved 2016-03-29.
- ↑ Technologies, Unity. "Unity - Manual: Oculus". docs.unity3d.com. Retrieved 2016-02-24.
- 1 2 "Virtual Reality technology is evolving rapidly and becoming more powerful and immersive by the day. Even if you're starting with a simple project to learn VR or AR, build your team, your assets and your workflow around a technology that can deliver on your creative vision - now and in the future.". www.unrealengine.com. Retrieved 2016-02-24.
- ↑ "VR - Oculus Rift - Technical Documentation - Documentation". docs.cryengine.com. Retrieved 2016-02-24.
- ↑ "SteamVR Plugin - Asset Store". www.assetstore.unity3d.com. Retrieved 2016-02-24.
- ↑ "CRYENGINE V - CRYENGINE Home - Documentation". docs.cryengine.com. Retrieved 2016-03-16.
- ↑ "OSVR Plugin - Asset Store". www.assetstore.unity3d.com. Retrieved 2016-02-24.
- ↑ Buckley, Sean. "This Is How Valve's Amazing Lighthouse Tracking Technology Works". Gizmodo. Retrieved 2016-02-23.