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PC-Powered VR

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A PC-powered (tethered) VR headset, which connects to an external computer for processing.

PC-Powered VR, also known as the Discrete HMD or Tethered HMD, is a type of mostly virtual reality head-mounted display that supplies everything required for an immersive VR experience aside from the processing. It contains display, lenses, rotational tracking, positional tracking, audio and advanced input. For processing, Discrete HMDs are connected to PCs through cables. Certain Discrete HMDs such as the PlayStation VR use consoles instead of PCs for processing. While this type of HMD is less mobile than its 2 counterparts, it is able to deliver the best VR experience. To deliver positional tracking, Discrete HMDs utilize external sensors that are placed external to the user or HMD. They also have custom Input Devices built with 6DOF tracking in mind. Note that newer Discrete HMD such as Pico Neo 2 is not tethered to its PC, instead it wirelessly streams from the PC to the HMD.[1]

Discrete HMDs require powerful PCs to run their demanding games and software. Not counting the cost of PC, Discrete HMDs is cheaper than Slide-on HMDs and more expensive than Standalone VR headsets.

How it works

A PC-powered headset acts as a high-quality output and input device rather than a complete computer. The headset houses the panels, optics, internal measurement sensors and headphones, while all of the heavy work, running the game engine, rendering each frame and applying lens distortion correction, is performed by the external host. The rendered frames are sent down a video cable to the headset, and the headset streams its sensor data (head pose, controller pose, button states) back to the host so that the next frame can be drawn from the correct viewpoint. Because nothing has to fit inside the headset's thermal and battery budget, a PC-powered design can drive higher resolutions, wider field of view and faster refresh rates than a self-contained unit of the same era.

This division of labour is why the category is called "discrete": the display and the processor are physically separate. It also means the experience is only as good as the host hardware. A weak GPU forces lower detail, dropped frames and discomfort, so manufacturers publish recommended PC specifications alongside each headset. When the first-generation Oculus Rift launched, Oculus standardised on a recommended baseline of an NVIDIA GTX 970 (or AMD Radeon R9 290) GPU, an Intel Core i5-4590 CPU, 8 GB of RAM, a compatible HDMI 1.3 output and several USB ports, a target it pledged to hold for the headset's lifetime so that the meaning of "VR ready" stayed stable.[2]

Connection requirements

A tethered headset needs both a video link and a data link to the host. Early headsets split these across separate connectors: the original Oculus Rift CV1 used an HDMI cable for video plus a USB 3.0 cable for data and power, and each external tracking sensor consumed an additional USB port.[3] Later PC headsets standardised on DisplayPort for video because it carries the bandwidth needed for high resolution and high refresh rate more comfortably than HDMI of the same generation. The Valve Index connects over DisplayPort plus USB,[4] and professional headsets such as the Varjo Aero connect over DisplayPort together with a USB 3.0 port.[5]

The practical consequence is that the host PC must have a dedicated GPU with a spare DisplayPort or HDMI output, plus free USB ports for data and for any external tracking base stations. Integrated graphics outputs and most laptop screens cannot drive a tethered headset directly, which is one reason PC VR is associated with desktop towers.

How tracking is delivered

PC-powered headsets are typically 6DOF systems and use one of two tracking approaches. Outside-in systems rely on external reference devices placed around the play space: the original Oculus Rift used desktop infrared camera sensors, while HTC Vive and the Valve Index use SteamVR Lighthouse base stations that sweep the room with timed infrared laser flashes, with two stations typically used to cover a play area.[6] Inside-out systems instead place the cameras on the headset itself, removing the need for external sensors; many newer PC and hybrid headsets use this method. Either way, the headset reports its pose to the host, and the host renders the scene from that pose, so low latency in this round trip is essential to avoid discomfort.

Examples

The table below lists representative PC-powered (and console-powered) headsets. PlayStation VR is included as the most prominent console-tethered example.

Headset Released Resolution (per eye) Refresh rate Video connection
Oculus Rift CV1 March 2016[3] 1080 x 1200 (OLED)[3] 90 Hz[3] HDMI + USB[3]
HTC Vive April 2016[7] 1080 x 1200 (OLED)[7] 90 Hz[7] HDMI + USB[7]
PlayStation VR (console) October 2016[8] 960 x 1080 (OLED)[8] up to 120 Hz[8] via Processor Unit to PS4[8]
Valve Index June 2019[4] 1440 x 1600 (LCD)[4] up to 144 Hz[4] DisplayPort + USB[4]
Varjo Aero 2021[5] 2880 x 2720[9] 90 Hz[9] DisplayPort 1.4 + USB[5]
Bigscreen Beyond September 2023[10] 2560 x 2560 (micro-OLED)[10] 90 Hz[10] DisplayPort + USB[10]
Pimax Crystal QLED 2023[11] 2880 x 2880 (QLED)[11] up to 120 Hz[11] DisplayPort + USB[11]

The Oculus Rift CV1 and HTC Vive launched within weeks of each other in 2016 and defined the modern outside-in PC VR market.[3][7] The Valve Index, released in June 2019, pushed refresh rate to as high as 144 Hz and a wider field of view for greater immersion.[4] More recent designs emphasise compactness and clarity: the Bigscreen Beyond uses dual micro-OLED panels at 2560 x 2560 per eye and weighs about 127 grams, making it one of the lightest PC VR headsets,[10] while Pimax and Varjo target the highest end with very high pixel counts aimed at flight and racing simulation and professional work.[11][5]

PlayStation VR and console tethering

Not all discrete HMDs connect to a PC. Sony's PlayStation VR, released on October 13, 2016 at a launch price of $399 in the United States, tethers to a PlayStation 4 console rather than a desktop PC.[8] A separate breakout box called the Processor Unit sits between the console, the headset and the television; it handles the video signal split and effects such as the social-screen output.[8] The principle is the same as PC VR: the headset supplies the optics, panels and tracking markers while the console performs the rendering, which is why it is grouped with the discrete-HMD category.

PC VR over a standalone link

The boundary between PC-powered and Standalone VR has blurred. Several self-contained headsets can act as a PC VR display by streaming a compressed video feed from a host PC instead of relying on a fixed video cable. Meta's Quest Link does this over a USB-C cable: the headset is plugged into a USB 3 port and the PC's GPU renders and encodes the PC VR content, which the headset decodes and shows.[12] Air Link performs the same job wirelessly over a (preferably 5 GHz) Wi-Fi network.[12] The third-party app Virtual Desktop offers a similar wireless route, installing a streamer on the PC and a client on the headset; the PC compresses and encodes the frames in real time using its GPU's hardware video encoder, the headset decodes them, and head and controller movements are sent back, with the whole round trip completing in milliseconds.[13]

This streaming approach gives a standalone headset access to the much larger and more demanding library of PC VR software, but it trades the lossless image of a direct video cable for a compressed stream, so image quality and latency depend on the encoder, the link and (for wireless) the quality of the network. The Pico Neo 2 noted above followed the same pattern, using a dedicated streaming assistant to play SteamVR titles wirelessly from a host PC.[1]

Advantages

  • Rendering power and fidelity: offloading to a desktop GPU enables higher resolution, wider field of view, faster refresh rates and more graphically demanding games than a self-contained headset of the same generation can run.[2]
  • Upgradeable: the headset's visual quality can improve simply by upgrading the host PC, without buying a new headset.
  • Largest software library: PC VR platforms such as SteamVR host the broadest and most advanced catalogue of VR experiences.

Drawbacks

  • Tethered: a physical cable limits movement, can be a trip hazard and must be managed during room-scale play. Wireless streaming reduces this but introduces compression and network dependence.
  • Cost: the headset is only part of the expense; a capable gaming PC is also required, and at the original Rift's launch a recommended-spec build was estimated at roughly $850 or more on top of the headset.[2]
  • Setup: external tracking base stations or sensors, cable routing, driver software and a free GPU video output make initial setup more involved than a Standalone VR headset.

Comparison with standalone VR

Main article: Standalone VR

Standalone VR headsets contain their own processor, battery and storage, so they need no host and no cable and are far more portable, but their mobile-class chips cannot match the rendering power of a desktop GPU. PC-powered headsets reverse that trade: they are less portable and depend on an external host, yet deliver the highest fidelity and access to the most demanding software. Many modern standalone headsets bridge the gap by also supporting a wired or wireless link to a PC, letting a single device behave as either a standalone or a PC-powered headset depending on the user's needs.[12][13]

DevicesRequiresDisplayResolutionRefresh RateField of ViewTrackingRotational TrackingPositional TrackingUpdate RateLatencyInputConnectivity
3Glasses Blubur S15.5" Low Persistence LCD2880 x 1440 (1440 x 1440 per eye)6DoF (external camera)3Wand controllersDisplayPort
3Glasses D25.5" TFT-LCD2560 x 1440 (2K)3DoFTouch field, control buttonsDisplayPort 1.2, USB 2.0
ANTVRPC, Xbox One, PlayStation 4, Smartphoneaspherical lens1920 x 1080100° diagonal3DOFGyroscope, Magnetometer, AccelerometerTransformable ControllerU2B (USB-2.4GHz and Bluetooth) module
ASUS Windows Mixed RealityWindows Mixed Reality compatible PCDual LCD1440 × 1440 per eye (2880 × 1440 combined)60Hz / 90Hz95°6DoF inside-outYesYes90Hz<20ms motion-to-photonWindows Mixed Reality motion controllers (2 included)HDMI 2.0, USB 3.0
Acer AH1012 x 2.89" LCD2880 x 1440 (1440 x 1440 per eye)6DoF (inside-out)WMR Controllers (6DoF)HDMI 1.4/2.0, USB 3.0
Acer OJO 500Windows Mixed Reality-ready PCDual 2.89-inch LCD1440 × 1440 per eye (2880 × 1440 combined)Up to 90Hz100°6DoF (inside-out)YesYes60Hz<20ms motion-to-photonWindows Mixed Reality motion controllers, BluetoothHDMI 2.0, USB 3.0
Acer Windows Mixed RealityWindows 10 Fall Creators Update PCDual LCD1440 × 1440 per eye (2880 × 1440 combined)90Hz (HDMI 2.0), 60Hz (HDMI 1.4)100° (up to 105°)6DoF inside-out (2 cameras)YesYes90Hz<20ms motion-to-photonWindows Mixed Reality controllers (sold separately or bundled)HDMI 1.4/2.0, USB 3.0
Acer Windows Mixed Reality HeadsetPCDual LCD display2880 x 1440 (1440 x 1440 per eye)90Hz '"`UNIQ--ref-0000464A-QINU`"'95 Degree Horizontal6DOFGyroscope, Accelerometer, MagnetometerInside-out trackingMotion to Photon: Less than 10msKeyboard/Mouse,Xbox One GamePad, Motion ControllersHDMI, USB
Arpara 5KPC (Tethered) / None (AIO)Dual 1.03-inch micro-OLED (SeeYA)2560 × 2560 per eye (5120 × 2560 combined)70Hz (5K), 90Hz (4K mode), 120Hz (lower res)95°3DoF (Tethered), 6DoF (AIO)YesYes (AIO), Optional (Tethered with adapter)Up to 120Hz<3ms (sensor 1ms + display 2μs)Controllers, hand tracking (AIO)USB-C (Tethered), Wi-Fi/Bluetooth (AIO)
Arpara Tethered 5K2 x 1.03" Micro-OLED (OLEDoS)5120 x 2560 (2560 x 2560 per eye)3DoF (6DoF with gaming kit)Optional gaming kitUSB-C
Asus HC102PCDual LCD display2880 x 1440 (1440 x 1440 per eye)90Hz95 Degree6DOFGyroscope, Accelerometer, MagnetometerInside-out trackingLowAsus HC102 Motion ControllerHDMI, USB
Bigscreen BeyondGaming PC, SteamVR base stationsDual micro-OLED (Samsung)2560 × 2560 per eye (5120 × 2560 combined)75Hz, 90Hz90° (horizontal) × 93° (vertical)6DoF outside-in (SteamVR Tracking)YesYes1000Hz<10ms motion-to-photonSteamVR controllers (Index, Vive, etc.)DisplayPort 1.4, USB-A
Bigscreen Beyond 2VR-ready PC, SteamVR Base Stations, VR ControllersDual 1-inch Micro-OLED2560 × 2560 per eye (5120 × 2560 total)75 Hz (native), 90 Hz (upscaled via DSC from 1920 × 1920)116° diagonalSteamVR Tracking, (Outside-in via SteamVR 1.0 or 2.0 base stations, 6DoF)YesYesLow-latency eye-tracking (on Beyond 2e)Requires separate VR controllers, Valve Index Controllers5 m fiber-optic tether to Link Box
Bigscreen Beyond 2e2× Micro-OLED (RGB stripe)2560×2560 per eye (13.1 million pixels total)90 Hz116°Outside-in 6DoF (SteamVR Base Stations)DisplayPort, USB
DPVR E3 4K5.5" JDI Fast LCD3840 x 2160 (1920 x 2160 per eye)3DoF (6DoF with NOLO)NOLO controllers (optional)HDMI
DPVR E4VR-ready PC (GTX 1060+ / i5 / 8GB RAM)Single Fast LCD3664 × 1920 (1834 × 1920 per eye)72Hz, 90Hz, 120Hz (adjustable)116° diagonal, 94° horizontal6DoF (inside-out, 4 cameras)YesYesUp to 120Hz<20ms motion-to-photon6DoF controllers (Quest-style)DisplayPort 1.2+, USB 3.0
DecaGearVR-ready PC (SteamVR compatible)Dual LCD2160 × 2160 per eye (4.6MP)90Hz114°6DoF (inside-out, 4 cameras)YesYes90Hz<20ms (announced)6DoF controllers with finger sensing, DecaMove hip trackerUSB-C (optional wireless DecaAir addon)
Dell VisorWindows 10 Fall Creators Update PCDual Sharp LCD1440 × 1440 per eye (2880 × 1440 combined)90Hz110°6DoF inside-out (2 cameras)YesYes90Hz<20ms motion-to-photonWindows Mixed Reality controllersHDMI 2.0, USB 3.0
EMagin Z800 3DVisor2 x OLED (SVGA)800 x 600 per eye3DoF (MEMS accelerometers and gyroscopes)Head trackingUSB
FOVEPC5.8 inch low persistence OLED2560 x 144060 - 90 Hz100°Eye TrackingIMUsTheir own systemEye Tracking: 120 FPSUSB 3.0, Display port, 3.5mm headphone port
Forte VFX12 x 0.7" Active Matrix LCD (Kopin)263 x 230 per eye3DoFCyberpuck controller (2DoF + 3 buttons)ISA VIP board, VESA feature connector
HP ReverbLCD (dual)2160x2160 per eye90 Hz114°6DoF (inside-out, 2 cameras)DisplayPort, USB 3.0, Bluetooth
HP Reverb G1VR-Ready PC2 x LCD2160 x 2160 per eye (4320 x 2160 total)90 HzApprox. 114° diagonal (Visible FoV: 95° H / 90° V )Inside-out tracking, 6DoFYesYesWindows Mixed Reality Motion ControllersBluetooth (built into headset for controllers)
HP Reverb G2Gaming PC with DisplayPort, Windows 10/11Dual LCD (mura-free)2160 × 2160 per eye (4320 × 2160 combined)90Hz114°6DoF inside-outYesYes90Hz<20ms motion-to-photonHP Motion ControllersDisplayPort 1.3, USB 3.0
HP Windows Mixed RealityWindows Mixed Reality compatible PCDual LCD1440 × 1440 per eye (2880 × 1440 combined)60Hz / 90Hz95°6DoF inside-outYesYes90Hz<20ms motion-to-photonWindows Mixed Reality motion controllers (2 included)HDMI 1.4/2.0, USB 3.0
HTC VivePCDual Panel2160 x 1200 (1080 x 1200 per eye)90 Hz6DOFGyroscope, Accelerometer, Laser Position SensorBase StationsRotational: 1000Hz, Positional: 60HzMotion to Photon, 7ms (no load), 15ms (medium load)Controllers in both hands2 HDMI ports, 2 USB ports, 1 headphone jack
HTC Vive CosmosGaming PC with DisplayPort, USBDual LCD (RGB stripe)1440 × 1700 per eye (2880 × 1700 combined)90Hz110°6DoF inside-out (6 cameras)YesYes90Hz<20ms motion-to-photonVive Cosmos ControllersUSB 3.0, DisplayPort 1.2
HTC Vive Cosmos EliteVR-ready PC, SteamVR base stationsDual LCD1440 × 1700 per eye (2880 × 1700 combined)90Hz110°6DoF (SteamVR Tracking 1.0)YesYes90Hz<20ms motion-to-photonVive Controllers, SteamVR controllersDisplayPort 1.2, USB 3.0
HTC Vive Developer EditionsPCDual Panel2160 x 1200, 1080 x 1200 per eye90 Hz110° (diagonal)6DOFGyroscope, Accelerometer, Laser Position SensorBase Stations????Controllers in both hands2 HDMI ports, 2 USB ports, 1 headphone jack
HTC Vive Focus VisionVIVE account, optional PC for PCVRDual LCD2448 × 2448 per eye (4896 × 2448 combined)90Hz (120Hz in DisplayPort mode beta)120°6DoF inside-outYesYes90Hz<20ms motion-to-photonControllers, hand tracking, eye tracking, voiceWi-Fi 6/6E, Bluetooth 5.2, USB-C (×2)
HTC Vive ProPCDual Panel2880 x 1600 (1440 x 1600 per eye)90 Hz '"`UNIQ--ref-00005674-QINU`"'110° (diagonal)6DOFGyroscope, Accelerometer, Laser Position SensorBase StationsRotational: TBC, Positional: TBCMotion to Photon, TBCControllers in both handsDisplayPort 1.2, USB-C 3.0 port, Bluetooth (Version TBD) (TBD: 1 headphone jack???)
HTC Vive Pro 2Gaming PC with DisplayPortDual RGB LCD2448 × 2448 per eye (4896 × 2448 combined)90Hz, 120Hz120°6DoF outside-in (SteamVR Tracking 2.0)YesYes1000Hz (tracking)<10ms motion-to-photonVIVE Controllers or SteamVR controllersDisplayPort 1.4, USB 3.0
HTC Vive Pro EyeVR-ready PC, SteamVR base stationsDual AMOLED1440 × 1600 per eye (2880 × 1600 combined)90Hz110°6DoF (SteamVR Tracking 2.0)YesYes90Hz<20ms motion-to-photonVive Controllers, SteamVR controllersDisplayPort 1.2, USB 3.0, proprietary link box
HTC Vive XR EliteVIVE account, optional PC for PCVRDual LCD1920 × 1920 per eye (3840 × 1920 combined)90Hz110°6DoF inside-outYesYes90Hz<20ms motion-to-photonVIVE controllers, hand tracking, voiceWi-Fi 6E, Bluetooth 5.2, USB-C
IIS VFX3D2 x Color LCD380 x 337 per eye (360,000 pixels)3DoF (VOS solid-state sensors)3DoF controllerUSB
Immersed VisorWindows, macOS, or Linux PC (tethered or wireless)Dual micro-OLED~3840 × 3840 per eye (4K per eye)90Hz100°6DoF (inside-out, 6 cameras)YesYes90HzLow latencyHand tracking (gaze-and-pinch), Smart TouchUSB-C, Wi-Fi, Bluetooth
LG 360 VRLG G51.88" IPS LCD x 2 EA, 920 x 720 per Eye, 639 ppi Real RGB960x720 pixels at 693ppi (per eye)60HzMotion to Photon: over 50ms
LG VR HeadsetPCOLED, single panel1440×1280 per eye90Hz110 DegreeLighthouseLowVive Controller, LG ControllerDisplayPort, USB
Lenovo ExplorerWindows 10 Fall Creators Update PCDual LCD1440 × 1440 per eye (2880 × 1440 combined)90Hz110°6DoF inside-out (2 cameras)YesYes90Hz<20ms motion-to-photonWindows Mixed Reality controllers, Xbox controller, keyboard/mouse, Cortana voiceHDMI 2.0, USB 3.0
NVIS nVisor SX60PC/Workstation with dual-link DVI or VGALCOS (Liquid Crystal on Silicon)1280x1024 per eye (SXGA)60 Hz60° diagonal3 DoF (6 DoF with optional external trackers)YesOptional (with external trackers)Up to 180 Hz (tracker-dependent)DVI, VGA, RS-232
OSVR HDK1PC5.5 inch LCD (1.0), 5.5 inch low-persistence OLED (1.1 - 1.3)1920 x 1080, 960 x 1080 per eye60 Hz (1.0 - 1.2), 120 Hz (1.3)100° (nominal), 90° (H and V)3DOF, 6DOFGyroscope, Accelerometer, MagnetometerIR-LED faceplate and External Infrared CameraRotational: 400Hz, Positional: 100 Hz??Gamepads, Mouse and Keyboard, Leap Motion1 external and 2 internal USB 3.0 ports
OSVR HDK2PC5.5 inch OLED2160 x 1200 (1080 x 1200 per eye)90 Hz '"`UNIQ--ref-0000322B-QINU`"'110 degrees3DOF, 6DOFGyroscope, Accelerometer, Magnetometer???Rotational: 400Hz, Positional: 100 Hz?????1 external and 2 internal USB 3.0 ports
Oculus RiftPCDual OLED Panels2160 x 1200 (1080 x 1200 per eye)90 Hz110° (diagonal)6DOFGyroscope, Accelerometer, MagnetometerOculus SensorRotational: 1000Hz, Positional: 60HzMotion to Photon: less than 5msXbox One controller, Oculus Touch, Oculus RemoteHDMI, USB
Oculus Rift CV1Oculus-ready PC, Oculus accountDual OLED (PenTile)1080 × 1200 per eye (2160 × 1200 combined)90Hz110°6DoF outside-in (Constellation)YesYes90Hz<20ms motion-to-photonOculus Remote (included), Xbox One controller (included), Oculus Touch (separate)HDMI, USB 3.0
Oculus Rift DK1Gaming PCLCD (RGB stripe)640 × 800 per eye (1280 × 800 combined)60Hz110° diagonal (90° horizontal)3DoF (rotational only)YesNo60Hz50-60ms motion-to-photonXbox controller, mouse/keyboardHDMI/DVI (via control box), USB
Oculus Rift DK2Gaming PC with compatible GPUSamsung Galaxy Note 3 OLED (repurposed)960 × 1080 per eye (1920 × 1080 combined)75Hz (low persistence)93°6DoF (IMU + external camera)YesYes (external camera)75Hz~20ms motion-to-photonXbox controller, mouse/keyboard (no motion controllers)HDMI, USB 2.0
Oculus Rift SVR-Ready PCFast-switch LCD2560×1440 (1280×1440 per eye)80Hz115°Inside-out tracking, (6DOF)YesOculus InsightOculus TouchDisplayPort 1.2, USB 3.0
Pimax 5K PlusGaming PC, SteamVR TrackingDual LCD (CLPL)2560 × 1440 per eye (5120 × 1440 combined)90Hz, 120Hz, 144Hz200° (diagonal), 170° (horizontal)6DoF outside-in (SteamVR/Lighthouse)YesYesUp to 144Hz<25ms motion-to-photonSteamVR controllers (Valve Index, VIVE), Pimax controllersDisplayPort 1.4, USB 2.0
Pimax 5K Super2x LCD (RGB stripe matrix)2560x1440 per eye (5120x1440 combined)90 Hz, 120 Hz, 144 Hz, 160 Hz, 180 Hz (experimental)200° diagonal, 170° horizontal, 115° vertical (varies by mode)6DoF (SteamVR Lighthouse 1.0/2.0)DisplayPort 1.4, USB, Power
Pimax 5K XR2 x Samsung OLED2560 x 1440 per eye (5120 x 1440 total)6DoF (SteamVR 1.0/2.0)SteamVR controllers compatibleDisplayPort 1.4
Pimax 8K XHigh-end gaming PC, SteamVR TrackingDual CLPL (Custom Low Persistence Liquid Crystal)3840 × 2160 per eye (7680 × 2160 combined)75Hz (native 4K), 90Hz/114Hz (upscale mode)Up to 200° (diagonal), 170° (horizontal)6DoF outside-in (SteamVR/Lighthouse)YesYes1000Hz (tracking)<25ms motion-to-photonSteamVR controllers (Valve Index, VIVE), Pimax Sword controllersDisplayPort 1.4, USB 2.0/3.0
Pimax 8KX2× 4K CLPL LCD3840×2160 per eye (native 4K)75 Hz, 90 Hz (native), 114 Hz (upscale)200° diagonal (170° horizontal, 115° vertical)Lighthouse (SteamVR base stations)DisplayPort 1.4, USB 3.0
Pimax Artisan2 x RGB Stripe LCD1700 x 1440 per eye6DoF (SteamVR 1.0/2.0)SteamVR controllers compatible, NOLO VR optionalDisplayPort 1.4
Pimax Crystal LightVR-ready PC (RTX 2080+ minimum, RTX 3070+ recommended)QLED + Mini-LED LCD2880 × 2880 per eye (16.6 megapixels combined)72Hz, 90Hz, 120Hz (variable)115° (up to 130° diagonal)6DoF (inside-out or SteamVR Lighthouse)YesYesUp to 120Hz<15ms motion-to-photonSteamVR controllers, Pimax controllersDisplayPort 1.4, USB 3.0
Pimax Crystal SuperGaming PC with DisplayPortQLED with Local Dimming 2.0 or Micro-OLED3840 × 3840 per eye (29.5 million pixels total)72Hz, 90Hz, 120Hz (lab mode)106° (57 PPD) / 140° (50 PPD)6DoF inside-out (SLAM)YesYes120Hz<20msControllers, eye tracking, SteamVR controllersDisplayPort 1.4
Pimax Reality 12K QLEDHigh-end VR-ready PC (PC VR mode), Standalone capableDual QLED with mini-LED backlighting5760 × 3240 per eye (6K, PC mode), 3840 × 2160 per eye (4K, standalone)Up to 200Hz200° horizontal (PC), 150° horizontal (standalone)6DoF inside-out + SteamVR optionalYesYesUp to 200Hz<20ms motion-to-photonSteamVR controllers, hand tracking, eye trackingWi-Fi 6E, Bluetooth, USB-C, DisplayPort
Pimax Vision 8K PlusHigh-end VR-ready PC (RTX 2060 or better), SteamVR base stationsDual CLPL (Customized Low Persistence Liquid)3840 × 2160 per eye (upscaled from 2560 × 1440)90Hz (110Hz experimental)170° diagonal (normal), 200° diagonal (large)6DoF (SteamVR Tracking 1.0/2.0)YesYes90Hz (110Hz experimental)<20ms motion-to-photonSteamVR controllers, Pimax Sword controllersDisplayPort 1.4, USB 2.0/3.0
Pimax Vision 8K+2 x CLPL LCD (upscaled to 4K)3840 x 2160 per eye (upscaled from 2560 x 1440)6DoF (SteamVR 1.0/2.0)SteamVR controllers compatibleDisplayPort
Pimax Vision 8KX2 x Native 4K CLPL LCD3840 x 2160 per eye (7680 x 2160 total)6DoF (SteamVR 1.0/2.0)SteamVR controllers compatibleDisplayPort 1.4a (HBC mode)
QWR VRone PC4K+ per eye6DoF, inside-out trackingYesYesTethered (DisplayPort or USB-C to PC)
Roscosmos XR-22 x LCD binocular2880 x 2880 per eye (5760 x 2880 combined)6DoF (laser-based positional tracking)6DoF controllers
Samsung OdysseyWindows 10 Fall Creators Update PCDual Samsung AMOLED1440 × 1600 per eye (2880 × 1600 combined)60Hz-90Hz110°6DoF inside-out (2 cameras)YesYes90Hz<20ms motion-to-photonWindows Mixed Reality controllers (included)HDMI 2.0, USB 3.1 Gen 1
Samsung Odyssey PlusWindows Mixed Reality compatible PCDual 3.5" AMOLED1440 × 1600 per eye (2880 × 1600 combined)60Hz, 90Hz110°6DoF inside-out (2 cameras)YesYes90Hz<20ms motion-to-photonWindows Mixed Reality Motion ControllersUSB 3.0, HDMI 2.0
Shiftall MeganeXHigh-end VR-ready PC (NVIDIA RTX 20+), SteamVR base stations (for outside-in)Dual micro-OLED (Kopin)2560 × 2560 per eye (5.2K), 3552 × 3840 per eye (8K Mark II)90Hz~96° (estimated)6DoF (inside-out or SteamVR outside-in)YesYes90Hz<20ms motion-to-photonSteamVR controllers (GripVR, FlipVR, Valve Index)DisplayPort, USB
Shiftall MeganeX Business EditionWindows PC with DisplayPort 1.4Dual 1.3-inch Micro-OLED (Kopin)2,560 x 2,560 pixels per eye (5,120 x 2,560 combined)120Hz6DoF Inside-out tracking (optional SteamVR Lighthouse tracking via adapter)YesYesDisplayPort 1.4, USB Type-C, USB 2.0 (via converter box)
Shiftall MeganeX Superlight 8K2× 1.35" Micro-OLED (4K per eye)3552×3840 per eye (8K total)90 Hz~90°Outside-in 6DoF (SteamVR Lighthouse)DisplayPort, USB-C
Simula OneNone (standalone), PC for tethered mode, Bluetooth keyboard & mouse (optional)Dual 2448×2448 RGB-stripe LCD high-fidelity panels2448×2448 per eye (4896×2448 total)90 Hz (up to 120 Hz capable panels mentioned previously)≈100° diagonalInside-out tracking, (6DOF)Yes (3DOF via IMU)Yes (6DOF)Keyboard and mouse compatible (via Bluetooth or USB)Wi-Fi 6E, Bluetooth 5.2
Somnium VR1Gaming PC, SteamVR Tracking base stationsDual QLED Mini-LED Fast LCD2880 × 2880 per eye (5760 × 2880 combined)90Hz (base), 120Hz, 144Hz (upgradeable)130° horizontal, 105° vertical6DoF outside-in (SteamVR Lighthouse)YesYesUp to 144Hz<20ms motion-to-photonSteamVR controllers (Valve Index, VIVE), Ultraleap hand trackingDisplayPort 1.4, USB 3.0
StarVRPCDual 5.5" LCD Quad HD Displays5120 x 1440 (2560 x 1440 per eye)210° (horizontal), 130° (vertical)6DOFGyroscope, Accelerometer, MagnetometerExternal optical sensor with fiducial markers
VPL EyePhoneHigh-end computer system (Silicon Graphics workstation), Polhemus magnetic trackerDual active-matrix LCD panels185 × 138 (Model 1), 320 × 240 (Model 2 LX), 720 × 480 (Model HRX) per eye30 Hz90° (Model 1), 108° (Model 2 LX), 106° (Model HRX)3 DoF electromagnetic (Polhemus FASTRAK)YesNo60 Hzless than 50 ms (with SGI rendering)DataGlove, (sold separately)Wired to computer (NTSC composite signals)
VRgineers XTAL 8KHigh-end VR-ready PC (VirtualLink or DisplayPort)Dual 4K LCD3840 × 2160 per eye (7680 × 2160 total, 8K)75Hz180° diagonal (150° standard)6DoF (SteamVR, multiple options)YesYes75Hz<20ms motion-to-photonSteamVR controllers, hand trackingVirtualLink (USB-C), DisplayPort
Valve IndexWindows 10, SteamOS, or Linux; NVIDIA GeForce GTX 970 / AMD RX 480 or betterDual 1440×1600 RGB LCD panels2880×1600 (combined)80/90/120/144Hz~130 degrees (diagonal)SteamVR Tracking, (Lighthouse 2.0)6 DOF6 DOFValve Index Controllers (included)USB 3.0, DisplayPort 1.2
Varjo AeroHigh-end PCMini-LED3840×3744 per eye90 Hz (120 Hz experimental)120° × 105° (H×V)Inside-out (4 cameras)6DOF6DOF200 Hz~22ms (passthrough), less than 15ms (VR)Hand tracking, SteamVR controllersUSB-C (Thunderbolt 4 compatible)
Varjo VR-2High-end PCDual OLED displays per eye (Bionic Display)Focus: 1920×1080 per eye, Context: 1440×1600 per eye90 Hz (both displays)87°SteamVR 1.0/2.06DOF6DOF1000 Hzless than 20msCompatible with SteamVR controllersDisplayPort 1.4, USB 3.0+
Varjo VR-3High-end PC (NVIDIA RTX 2080 Ti or better), SteamVR base stationsDual micro-OLED (focus) + dual LCD (peripheral)2880 × 2720 per eye (context), 1920 × 1920 per eye (focus)90Hz115° horizontal6DoF (SteamVR Tracking 2.0)YesYes90Hz<20ms motion-to-photonSteamVR controllers, enterprise controllersDisplayPort 1.4, USB-C 3.0, proprietary cable
Varjo XR-3High-end PCuOLED (focus) + LCD (peripheral)Focus: 1920×1920 per eye, Context: 2880×2720 per eye90 Hz115°SteamVR 2.0, Inside-out (beta)6DOF6DOF1000 Hzless than 20ms (VR), less than 20ms (passthrough)Compatible with SteamVR controllersDisplayPort 1.4, USB-C 3.0
Varjo XR-4High-end PCMini-LED3840×3744 per eye90 Hz (120 Hz experimental)120° × 105° (H×V)Inside-out (4 cameras)6DOF6DOF200 Hz~22ms (passthrough), less than 15ms (VR)Hand tracking, SteamVR controllersUSB-C (Thunderbolt 4 compatible)
Varjo XR-4 Focal Edition2× Mini-LED LCD3840×3744 per eye (4K×4K)90 Hz120° × 105°Inside-out + SteamVR (hybrid)DisplayPort, USB-C
Virtual Research VR42 x 1.3" LCD742 x 230 per eye3DoF
Vive CosmosLCD (RGB, dual)1440x1700 per eye90 Hz110°6DoF (inside-out, 6 cameras)
Vive Pro 2LCD (dual)2448x2448 per eye120 Hz116° (marketed 120°)SteamVR 2.0 (outside-in)DisplayPort, USB 3.0
Vive Pro EyeOLED (dual)1440x1600 per eye90 Hz110°SteamVR 2.0 (outside-in)DisplayPort, USB 3.0
Vuzix iWear VR9202 x LCD (VGA progressive scan)640 x 480 per eye (920,000 pixels)3DoF (magnetic sensors + accelerometers)Head trackingUSB, VGA

References

  1. 1.0 1.1 "Pico Neo 2 Is A Standalone VR Headset Which Can Also Wirelessly Connect To Your PC". 2019-03-19. https://www.uploadvr.com/pico-neo-2/.
  2. 2.0 2.1 2.2 "Oculus Rift's recommended specs include Nvidia GTX 970 graphics card". 2015-05-15. https://newatlas.com/oculus-rift-specs/37536/.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 "Oculus Rift CV1". https://en.wikipedia.org/wiki/Oculus_Rift_CV1.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 "Valve Index". https://en.wikipedia.org/wiki/Valve_Index.
  5. 5.0 5.1 5.2 5.3 "Varjo Aero, Professional-Grade Fidelity VR Headset". https://varjo.com/products/aero/.
  6. Hayden, Scott (2015-05-18). "Valve's Lighthouse Base Station in Action, Inner Workings Explained". https://www.roadtovr.com/valves-lighthouse-base-station-action-inner-workings-explained/.
  7. 7.0 7.1 7.2 7.3 7.4 "HTC Vive". https://en.wikipedia.org/wiki/HTC_Vive.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 "PlayStation VR: Full Specification". https://vr-compare.com/headset/playstationvr.
  9. 9.0 9.1 "Varjo Aero: Full Specification". https://vr-compare.com/headset/varjoaero.
  10. 10.0 10.1 10.2 10.3 10.4 "Bigscreen Beyond". https://en.wikipedia.org/wiki/Bigscreen_Beyond.
  11. 11.0 11.1 11.2 11.3 11.4 "Pimax Crystal QLED: Full Specification". https://www.vr-compare.com/headset/pimaxcrystalqled.
  12. 13.0 13.1 "Virtual Desktop Can Now Stream PC VR Games to Quest, Without the Sideloading Workaround". 2021-02-26. https://roadtovr.com/virtual-desktop-oculus-quest-wireless-pc-vr-streaming-steamvr/.