Head-mounted display: Difference between revisions
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===Virtual Reality (VR) HMDs=== | ===Virtual Reality (VR) HMDs=== | ||
{{see also|Virtual Reality Devices}} | |||
These devices aim to fully immerse the user in a virtual world, blocking out the real environment. | These devices aim to fully immerse the user in a virtual world, blocking out the real environment. | ||
====[[Discrete HMD]] (Tethered HMD)==== | ====[[Discrete HMD]] (Tethered HMD)==== | ||
These HMDs contain displays, optics, sensors, and audio, but rely on an external processing unit – typically a powerful [[Personal Computer|PC]] or a game [[console]] – connected via cables (or sometimes a dedicated wireless adapter). They generally offer the highest fidelity graphics and performance due to leveraging powerful external GPUs. | These HMDs contain displays, optics, sensors, and audio, but rely on an external processing unit – typically a powerful [[Personal Computer|PC]] or a game [[console]] – connected via cables (or sometimes a dedicated wireless adapter). They generally offer the highest fidelity graphics and performance due to leveraging powerful external GPUs. | ||
* | *'''PC VR Examples''': [[Valve Index]], [[HTC Vive Pro 2]], [[HP Reverb G2]], original [[Oculus Rift]], [[Oculus Rift S]], [[Varjo Aero]], [[Pimax]] series. | ||
* | *'''Console VR Examples''': [[PlayStation VR]], [[PlayStation VR2]] (connects to PlayStation consoles). | ||
====[[Integrated HMD]] (Standalone HMD)==== | ====[[Integrated HMD]] (Standalone HMD)==== | ||
Also known as All-in-One (AIO) HMDs, these devices contain all necessary components – displays, optics, sensors, processing (CPU/GPU, often based on mobile chipsets like Qualcomm Snapdragon XR series), memory, storage, battery, and tracking – within the headset itself. They require no external PC or console, offering greater freedom of movement and ease of use. Processing power is typically lower than high-end PC VR setups. Many standalone HMDs can optionally connect to a PC via cable (e.g., Meta Link) or wirelessly (e.g., Air Link, Virtual Desktop) to function as a PC VR headset. | Also known as All-in-One (AIO) HMDs, these devices contain all necessary components – displays, optics, sensors, processing (CPU/GPU, often based on mobile chipsets like Qualcomm Snapdragon XR series), memory, storage, battery, and tracking – within the headset itself. They require no external PC or console, offering greater freedom of movement and ease of use. Processing power is typically lower than high-end PC VR setups. Many standalone HMDs can optionally connect to a PC via cable (e.g., Meta Link) or wirelessly (e.g., Air Link, Virtual Desktop) to function as a PC VR headset. | ||
* | *'''Examples''': [[Meta Quest 2]], [[Meta Quest 3]], [[Meta Quest Pro]], [[Pico 4]], [[Pico Neo 3 Link]], [[HTC Vive Focus 3]], [[HTC Vive XR Elite]]. | ||
====[[Slide-on HMD]] (Smartphone HMD)==== | ====[[Slide-on HMD]] (Smartphone HMD)==== | ||
These were an early, low-cost entry point to VR, consisting of a simple enclosure (often plastic or cardboard) with lenses, into which a compatible [[smartphone]] was inserted. The smartphone provided the display, processing, and basic 3DoF tracking (using its internal IMU). While popular initially due to accessibility (e.g., [[Google Cardboard]], [[Samsung Gear VR]], [[Google Daydream View]]), they suffered from limitations like lower display quality, higher latency, potential overheating, limited interaction (often just a single button or touchpad), inconsistent experiences across different phones, and generally only 3DoF tracking. This category is now largely obsolete, superseded by standalone HMDs. | These were an early, low-cost entry point to VR, consisting of a simple enclosure (often plastic or cardboard) with lenses, into which a compatible [[smartphone]] was inserted. The smartphone provided the display, processing, and basic 3DoF tracking (using its internal IMU). While popular initially due to accessibility (e.g., [[Google Cardboard]], [[Samsung Gear VR]], [[Google Daydream View]]), they suffered from limitations like lower display quality, higher latency, potential overheating, limited interaction (often just a single button or touchpad), inconsistent experiences across different phones, and generally only 3DoF tracking. This category is now largely obsolete, superseded by standalone HMDs. | ||
* | *'''Examples''': [[Google Cardboard]], [[Samsung Gear VR]], [[Google Daydream View]], [[Zeiss VR One]], [[Merge VR/AR Goggles]]. | ||
===Augmented Reality (AR) / Mixed Reality (MR) HMDs=== | ===Augmented Reality (AR) / Mixed Reality (MR) HMDs=== |