PC-Powered VR
- See also: Standalone VR and Phone-Powered AR

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]
| Devices | Requires | Display | Resolution | Refresh Rate | Field of View | Tracking | Rotational Tracking | Positional Tracking | Update Rate | Latency | Input | Connectivity |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 3Glasses Blubur S1 | 5.5" Low Persistence LCD | 2880 x 1440 (1440 x 1440 per eye) | 6DoF (external camera) | 3Wand controllers | DisplayPort | |||||||
| 3Glasses D2 | 5.5" TFT-LCD | 2560 x 1440 (2K) | 3DoF | Touch field, control buttons | DisplayPort 1.2, USB 2.0 | |||||||
| ANTVR | PC, Xbox One, PlayStation 4, Smartphone | aspherical lens | 1920 x 1080 | 100° diagonal | 3DOF | Gyroscope, Magnetometer, Accelerometer | Transformable Controller | U2B (USB-2.4GHz and Bluetooth) module | ||||
| ASUS Windows Mixed Reality | Windows Mixed Reality compatible PC | Dual LCD | 1440 × 1440 per eye (2880 × 1440 combined) | 60Hz / 90Hz | 95° | 6DoF inside-out | Yes | Yes | 90Hz | <20ms motion-to-photon | Windows Mixed Reality motion controllers (2 included) | HDMI 2.0, USB 3.0 |
| Acer AH101 | 2 x 2.89" LCD | 2880 x 1440 (1440 x 1440 per eye) | 6DoF (inside-out) | WMR Controllers (6DoF) | HDMI 1.4/2.0, USB 3.0 | |||||||
| Acer OJO 500 | Windows Mixed Reality-ready PC | Dual 2.89-inch LCD | 1440 × 1440 per eye (2880 × 1440 combined) | Up to 90Hz | 100° | 6DoF (inside-out) | Yes | Yes | 60Hz | <20ms motion-to-photon | Windows Mixed Reality motion controllers, Bluetooth | HDMI 2.0, USB 3.0 |
| Acer Windows Mixed Reality | Windows 10 Fall Creators Update PC | Dual LCD | 1440 × 1440 per eye (2880 × 1440 combined) | 90Hz (HDMI 2.0), 60Hz (HDMI 1.4) | 100° (up to 105°) | 6DoF inside-out (2 cameras) | Yes | Yes | 90Hz | <20ms motion-to-photon | Windows Mixed Reality controllers (sold separately or bundled) | HDMI 1.4/2.0, USB 3.0 |
| Acer Windows Mixed Reality Headset | PC | Dual LCD display | 2880 x 1440 (1440 x 1440 per eye) | 90Hz '"`UNIQ--ref-0000464A-QINU`"' | 95 Degree Horizontal | 6DOF | Gyroscope, Accelerometer, Magnetometer | Inside-out tracking | Motion to Photon: Less than 10ms | Keyboard/Mouse,Xbox One GamePad, Motion Controllers | HDMI, USB | |
| Arpara 5K | PC (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) | Yes | Yes (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 5K | 2 x 1.03" Micro-OLED (OLEDoS) | 5120 x 2560 (2560 x 2560 per eye) | 3DoF (6DoF with gaming kit) | Optional gaming kit | USB-C | |||||||
| Asus HC102 | PC | Dual LCD display | 2880 x 1440 (1440 x 1440 per eye) | 90Hz | 95 Degree | 6DOF | Gyroscope, Accelerometer, Magnetometer | Inside-out tracking | Low | Asus HC102 Motion Controller | HDMI, USB | |
| Bigscreen Beyond | Gaming PC, SteamVR base stations | Dual micro-OLED (Samsung) | 2560 × 2560 per eye (5120 × 2560 combined) | 75Hz, 90Hz | 90° (horizontal) × 93° (vertical) | 6DoF outside-in (SteamVR Tracking) | Yes | Yes | 1000Hz | <10ms motion-to-photon | SteamVR controllers (Index, Vive, etc.) | DisplayPort 1.4, USB-A |
| Bigscreen Beyond 2 | VR-ready PC, SteamVR Base Stations, VR Controllers | Dual 1-inch Micro-OLED | 2560 × 2560 per eye (5120 × 2560 total) | 75 Hz (native), 90 Hz (upscaled via DSC from 1920 × 1920) | 116° diagonal | SteamVR Tracking, (Outside-in via SteamVR 1.0 or 2.0 base stations, 6DoF) | Yes | Yes | Low-latency eye-tracking (on Beyond 2e) | Requires separate VR controllers, Valve Index Controllers | 5 m fiber-optic tether to Link Box | |
| Bigscreen Beyond 2e | 2× Micro-OLED (RGB stripe) | 2560×2560 per eye (13.1 million pixels total) | 90 Hz | 116° | Outside-in 6DoF (SteamVR Base Stations) | DisplayPort, USB | ||||||
| DPVR E3 4K | 5.5" JDI Fast LCD | 3840 x 2160 (1920 x 2160 per eye) | 3DoF (6DoF with NOLO) | NOLO controllers (optional) | HDMI | |||||||
| DPVR E4 | VR-ready PC (GTX 1060+ / i5 / 8GB RAM) | Single Fast LCD | 3664 × 1920 (1834 × 1920 per eye) | 72Hz, 90Hz, 120Hz (adjustable) | 116° diagonal, 94° horizontal | 6DoF (inside-out, 4 cameras) | Yes | Yes | Up to 120Hz | <20ms motion-to-photon | 6DoF controllers (Quest-style) | DisplayPort 1.2+, USB 3.0 |
| DecaGear | VR-ready PC (SteamVR compatible) | Dual LCD | 2160 × 2160 per eye (4.6MP) | 90Hz | 114° | 6DoF (inside-out, 4 cameras) | Yes | Yes | 90Hz | <20ms (announced) | 6DoF controllers with finger sensing, DecaMove hip tracker | USB-C (optional wireless DecaAir addon) |
| Dell Visor | Windows 10 Fall Creators Update PC | Dual Sharp LCD | 1440 × 1440 per eye (2880 × 1440 combined) | 90Hz | 110° | 6DoF inside-out (2 cameras) | Yes | Yes | 90Hz | <20ms motion-to-photon | Windows Mixed Reality controllers | HDMI 2.0, USB 3.0 |
| EMagin Z800 3DVisor | 2 x OLED (SVGA) | 800 x 600 per eye | 3DoF (MEMS accelerometers and gyroscopes) | Head tracking | USB | |||||||
| FOVE | PC | 5.8 inch low persistence OLED | 2560 x 1440 | 60 - 90 Hz | 100° | Eye Tracking | IMUs | Their own system | Eye Tracking: 120 FPS | USB 3.0, Display port, 3.5mm headphone port | ||
| Forte VFX1 | 2 x 0.7" Active Matrix LCD (Kopin) | 263 x 230 per eye | 3DoF | Cyberpuck controller (2DoF + 3 buttons) | ISA VIP board, VESA feature connector | |||||||
| HP Reverb | LCD (dual) | 2160x2160 per eye | 90 Hz | 114° | 6DoF (inside-out, 2 cameras) | DisplayPort, USB 3.0, Bluetooth | ||||||
| HP Reverb G1 | VR-Ready PC | 2 x LCD | 2160 x 2160 per eye (4320 x 2160 total) | 90 Hz | Approx. 114° diagonal (Visible FoV: 95° H / 90° V ) | Inside-out tracking, 6DoF | Yes | Yes | Windows Mixed Reality Motion Controllers | Bluetooth (built into headset for controllers) | ||
| HP Reverb G2 | Gaming PC with DisplayPort, Windows 10/11 | Dual LCD (mura-free) | 2160 × 2160 per eye (4320 × 2160 combined) | 90Hz | 114° | 6DoF inside-out | Yes | Yes | 90Hz | <20ms motion-to-photon | HP Motion Controllers | DisplayPort 1.3, USB 3.0 |
| HP Windows Mixed Reality | Windows Mixed Reality compatible PC | Dual LCD | 1440 × 1440 per eye (2880 × 1440 combined) | 60Hz / 90Hz | 95° | 6DoF inside-out | Yes | Yes | 90Hz | <20ms motion-to-photon | Windows Mixed Reality motion controllers (2 included) | HDMI 1.4/2.0, USB 3.0 |
| HTC Vive | PC | Dual Panel | 2160 x 1200 (1080 x 1200 per eye) | 90 Hz | 6DOF | Gyroscope, Accelerometer, Laser Position Sensor | Base Stations | Rotational: 1000Hz, Positional: 60Hz | Motion to Photon, 7ms (no load), 15ms (medium load) | Controllers in both hands | 2 HDMI ports, 2 USB ports, 1 headphone jack | |
| HTC Vive Cosmos | Gaming PC with DisplayPort, USB | Dual LCD (RGB stripe) | 1440 × 1700 per eye (2880 × 1700 combined) | 90Hz | 110° | 6DoF inside-out (6 cameras) | Yes | Yes | 90Hz | <20ms motion-to-photon | Vive Cosmos Controllers | USB 3.0, DisplayPort 1.2 |
| HTC Vive Cosmos Elite | VR-ready PC, SteamVR base stations | Dual LCD | 1440 × 1700 per eye (2880 × 1700 combined) | 90Hz | 110° | 6DoF (SteamVR Tracking 1.0) | Yes | Yes | 90Hz | <20ms motion-to-photon | Vive Controllers, SteamVR controllers | DisplayPort 1.2, USB 3.0 |
| HTC Vive Developer Editions | PC | Dual Panel | 2160 x 1200, 1080 x 1200 per eye | 90 Hz | 110° (diagonal) | 6DOF | Gyroscope, Accelerometer, Laser Position Sensor | Base Stations | ?? | ?? | Controllers in both hands | 2 HDMI ports, 2 USB ports, 1 headphone jack |
| HTC Vive Focus Vision | VIVE account, optional PC for PCVR | Dual LCD | 2448 × 2448 per eye (4896 × 2448 combined) | 90Hz (120Hz in DisplayPort mode beta) | 120° | 6DoF inside-out | Yes | Yes | 90Hz | <20ms motion-to-photon | Controllers, hand tracking, eye tracking, voice | Wi-Fi 6/6E, Bluetooth 5.2, USB-C (×2) |
| HTC Vive Pro | PC | Dual Panel | 2880 x 1600 (1440 x 1600 per eye) | 90 Hz '"`UNIQ--ref-00005674-QINU`"' | 110° (diagonal) | 6DOF | Gyroscope, Accelerometer, Laser Position Sensor | Base Stations | Rotational: TBC, Positional: TBC | Motion to Photon, TBC | Controllers in both hands | DisplayPort 1.2, USB-C 3.0 port, Bluetooth (Version TBD) (TBD: 1 headphone jack???) |
| HTC Vive Pro 2 | Gaming PC with DisplayPort | Dual RGB LCD | 2448 × 2448 per eye (4896 × 2448 combined) | 90Hz, 120Hz | 120° | 6DoF outside-in (SteamVR Tracking 2.0) | Yes | Yes | 1000Hz (tracking) | <10ms motion-to-photon | VIVE Controllers or SteamVR controllers | DisplayPort 1.4, USB 3.0 |
| HTC Vive Pro Eye | VR-ready PC, SteamVR base stations | Dual AMOLED | 1440 × 1600 per eye (2880 × 1600 combined) | 90Hz | 110° | 6DoF (SteamVR Tracking 2.0) | Yes | Yes | 90Hz | <20ms motion-to-photon | Vive Controllers, SteamVR controllers | DisplayPort 1.2, USB 3.0, proprietary link box |
| HTC Vive XR Elite | VIVE account, optional PC for PCVR | Dual LCD | 1920 × 1920 per eye (3840 × 1920 combined) | 90Hz | 110° | 6DoF inside-out | Yes | Yes | 90Hz | <20ms motion-to-photon | VIVE controllers, hand tracking, voice | Wi-Fi 6E, Bluetooth 5.2, USB-C |
| IIS VFX3D | 2 x Color LCD | 380 x 337 per eye (360,000 pixels) | 3DoF (VOS solid-state sensors) | 3DoF controller | USB | |||||||
| Immersed Visor | Windows, macOS, or Linux PC (tethered or wireless) | Dual micro-OLED | ~3840 × 3840 per eye (4K per eye) | 90Hz | 100° | 6DoF (inside-out, 6 cameras) | Yes | Yes | 90Hz | Low latency | Hand tracking (gaze-and-pinch), Smart Touch | USB-C, Wi-Fi, Bluetooth |
| LG 360 VR | LG G5 | 1.88" IPS LCD x 2 EA, 920 x 720 per Eye, 639 ppi Real RGB | 960x720 pixels at 693ppi (per eye) | 60Hz | Motion to Photon: over 50ms | |||||||
| LG VR Headset | PC | OLED, single panel | 1440×1280 per eye | 90Hz | 110 Degree | Lighthouse | Low | Vive Controller, LG Controller | DisplayPort, USB | |||
| Lenovo Explorer | Windows 10 Fall Creators Update PC | Dual LCD | 1440 × 1440 per eye (2880 × 1440 combined) | 90Hz | 110° | 6DoF inside-out (2 cameras) | Yes | Yes | 90Hz | <20ms motion-to-photon | Windows Mixed Reality controllers, Xbox controller, keyboard/mouse, Cortana voice | HDMI 2.0, USB 3.0 |
| NVIS nVisor SX60 | PC/Workstation with dual-link DVI or VGA | LCOS (Liquid Crystal on Silicon) | 1280x1024 per eye (SXGA) | 60 Hz | 60° diagonal | 3 DoF (6 DoF with optional external trackers) | Yes | Optional (with external trackers) | Up to 180 Hz (tracker-dependent) | DVI, VGA, RS-232 | ||
| OSVR HDK1 | PC | 5.5 inch LCD (1.0), 5.5 inch low-persistence OLED (1.1 - 1.3) | 1920 x 1080, 960 x 1080 per eye | 60 Hz (1.0 - 1.2), 120 Hz (1.3) | 100° (nominal), 90° (H and V) | 3DOF, 6DOF | Gyroscope, Accelerometer, Magnetometer | IR-LED faceplate and External Infrared Camera | Rotational: 400Hz, Positional: 100 Hz | ?? | Gamepads, Mouse and Keyboard, Leap Motion | 1 external and 2 internal USB 3.0 ports |
| OSVR HDK2 | PC | 5.5 inch OLED | 2160 x 1200 (1080 x 1200 per eye) | 90 Hz '"`UNIQ--ref-0000322B-QINU`"' | 110 degrees | 3DOF, 6DOF | Gyroscope, Accelerometer, Magnetometer | ??? | Rotational: 400Hz, Positional: 100 Hz | ?? | ??? | 1 external and 2 internal USB 3.0 ports |
| Oculus Rift | PC | Dual OLED Panels | 2160 x 1200 (1080 x 1200 per eye) | 90 Hz | 110° (diagonal) | 6DOF | Gyroscope, Accelerometer, Magnetometer | Oculus Sensor | Rotational: 1000Hz, Positional: 60Hz | Motion to Photon: less than 5ms | Xbox One controller, Oculus Touch, Oculus Remote | HDMI, USB |
| Oculus Rift CV1 | Oculus-ready PC, Oculus account | Dual OLED (PenTile) | 1080 × 1200 per eye (2160 × 1200 combined) | 90Hz | 110° | 6DoF outside-in (Constellation) | Yes | Yes | 90Hz | <20ms motion-to-photon | Oculus Remote (included), Xbox One controller (included), Oculus Touch (separate) | HDMI, USB 3.0 |
| Oculus Rift DK1 | Gaming PC | LCD (RGB stripe) | 640 × 800 per eye (1280 × 800 combined) | 60Hz | 110° diagonal (90° horizontal) | 3DoF (rotational only) | Yes | No | 60Hz | 50-60ms motion-to-photon | Xbox controller, mouse/keyboard | HDMI/DVI (via control box), USB |
| Oculus Rift DK2 | Gaming PC with compatible GPU | Samsung Galaxy Note 3 OLED (repurposed) | 960 × 1080 per eye (1920 × 1080 combined) | 75Hz (low persistence) | 93° | 6DoF (IMU + external camera) | Yes | Yes (external camera) | 75Hz | ~20ms motion-to-photon | Xbox controller, mouse/keyboard (no motion controllers) | HDMI, USB 2.0 |
| Oculus Rift S | VR-Ready PC | Fast-switch LCD | 2560×1440 (1280×1440 per eye) | 80Hz | 115° | Inside-out tracking, (6DOF) | Yes | Oculus Insight | Oculus Touch | DisplayPort 1.2, USB 3.0 | ||
| Pimax 5K Plus | Gaming PC, SteamVR Tracking | Dual LCD (CLPL) | 2560 × 1440 per eye (5120 × 1440 combined) | 90Hz, 120Hz, 144Hz | 200° (diagonal), 170° (horizontal) | 6DoF outside-in (SteamVR/Lighthouse) | Yes | Yes | Up to 144Hz | <25ms motion-to-photon | SteamVR controllers (Valve Index, VIVE), Pimax controllers | DisplayPort 1.4, USB 2.0 |
| Pimax 5K Super | 2x 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 XR | 2 x Samsung OLED | 2560 x 1440 per eye (5120 x 1440 total) | 6DoF (SteamVR 1.0/2.0) | SteamVR controllers compatible | DisplayPort 1.4 | |||||||
| Pimax 8K X | High-end gaming PC, SteamVR Tracking | Dual 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) | Yes | Yes | 1000Hz (tracking) | <25ms motion-to-photon | SteamVR controllers (Valve Index, VIVE), Pimax Sword controllers | DisplayPort 1.4, USB 2.0/3.0 |
| Pimax 8KX | 2× 4K CLPL LCD | 3840×2160 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 Artisan | 2 x RGB Stripe LCD | 1700 x 1440 per eye | 6DoF (SteamVR 1.0/2.0) | SteamVR controllers compatible, NOLO VR optional | DisplayPort 1.4 | |||||||
| Pimax Crystal Light | VR-ready PC (RTX 2080+ minimum, RTX 3070+ recommended) | QLED + Mini-LED LCD | 2880 × 2880 per eye (16.6 megapixels combined) | 72Hz, 90Hz, 120Hz (variable) | 115° (up to 130° diagonal) | 6DoF (inside-out or SteamVR Lighthouse) | Yes | Yes | Up to 120Hz | <15ms motion-to-photon | SteamVR controllers, Pimax controllers | DisplayPort 1.4, USB 3.0 |
| Pimax Crystal Super | Gaming PC with DisplayPort | QLED with Local Dimming 2.0 or Micro-OLED | 3840 × 3840 per eye (29.5 million pixels total) | 72Hz, 90Hz, 120Hz (lab mode) | 106° (57 PPD) / 140° (50 PPD) | 6DoF inside-out (SLAM) | Yes | Yes | 120Hz | <20ms | Controllers, eye tracking, SteamVR controllers | DisplayPort 1.4 |
| Pimax Reality 12K QLED | High-end VR-ready PC (PC VR mode), Standalone capable | Dual QLED with mini-LED backlighting | 5760 × 3240 per eye (6K, PC mode), 3840 × 2160 per eye (4K, standalone) | Up to 200Hz | 200° horizontal (PC), 150° horizontal (standalone) | 6DoF inside-out + SteamVR optional | Yes | Yes | Up to 200Hz | <20ms motion-to-photon | SteamVR controllers, hand tracking, eye tracking | Wi-Fi 6E, Bluetooth, USB-C, DisplayPort |
| Pimax Vision 8K Plus | High-end VR-ready PC (RTX 2060 or better), SteamVR base stations | Dual 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) | Yes | Yes | 90Hz (110Hz experimental) | <20ms motion-to-photon | SteamVR controllers, Pimax Sword controllers | DisplayPort 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 compatible | DisplayPort | |||||||
| Pimax Vision 8KX | 2 x Native 4K CLPL LCD | 3840 x 2160 per eye (7680 x 2160 total) | 6DoF (SteamVR 1.0/2.0) | SteamVR controllers compatible | DisplayPort 1.4a (HBC mode) | |||||||
| QWR VRone PC | 4K+ per eye | 6DoF, inside-out tracking | Yes | Yes | Tethered (DisplayPort or USB-C to PC) | |||||||
| Roscosmos XR-2 | 2 x LCD binocular | 2880 x 2880 per eye (5760 x 2880 combined) | 6DoF (laser-based positional tracking) | 6DoF controllers | ||||||||
| Samsung Odyssey | Windows 10 Fall Creators Update PC | Dual Samsung AMOLED | 1440 × 1600 per eye (2880 × 1600 combined) | 60Hz-90Hz | 110° | 6DoF inside-out (2 cameras) | Yes | Yes | 90Hz | <20ms motion-to-photon | Windows Mixed Reality controllers (included) | HDMI 2.0, USB 3.1 Gen 1 |
| Samsung Odyssey Plus | Windows Mixed Reality compatible PC | Dual 3.5" AMOLED | 1440 × 1600 per eye (2880 × 1600 combined) | 60Hz, 90Hz | 110° | 6DoF inside-out (2 cameras) | Yes | Yes | 90Hz | <20ms motion-to-photon | Windows Mixed Reality Motion Controllers | USB 3.0, HDMI 2.0 |
| Shiftall MeganeX | High-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) | Yes | Yes | 90Hz | <20ms motion-to-photon | SteamVR controllers (GripVR, FlipVR, Valve Index) | DisplayPort, USB |
| Shiftall MeganeX Business Edition | Windows PC with DisplayPort 1.4 | Dual 1.3-inch Micro-OLED (Kopin) | 2,560 x 2,560 pixels per eye (5,120 x 2,560 combined) | 120Hz | 6DoF Inside-out tracking (optional SteamVR Lighthouse tracking via adapter) | Yes | Yes | DisplayPort 1.4, USB Type-C, USB 2.0 (via converter box) | ||||
| Shiftall MeganeX Superlight 8K | 2× 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 One | None (standalone), PC for tethered mode, Bluetooth keyboard & mouse (optional) | Dual 2448×2448 RGB-stripe LCD high-fidelity panels | 2448×2448 per eye (4896×2448 total) | 90 Hz (up to 120 Hz capable panels mentioned previously) | ≈100° diagonal | Inside-out tracking, (6DOF) | Yes (3DOF via IMU) | Yes (6DOF) | Keyboard and mouse compatible (via Bluetooth or USB) | Wi-Fi 6E, Bluetooth 5.2 | ||
| Somnium VR1 | Gaming PC, SteamVR Tracking base stations | Dual QLED Mini-LED Fast LCD | 2880 × 2880 per eye (5760 × 2880 combined) | 90Hz (base), 120Hz, 144Hz (upgradeable) | 130° horizontal, 105° vertical | 6DoF outside-in (SteamVR Lighthouse) | Yes | Yes | Up to 144Hz | <20ms motion-to-photon | SteamVR controllers (Valve Index, VIVE), Ultraleap hand tracking | DisplayPort 1.4, USB 3.0 |
| StarVR | PC | Dual 5.5" LCD Quad HD Displays | 5120 x 1440 (2560 x 1440 per eye) | 210° (horizontal), 130° (vertical) | 6DOF | Gyroscope, Accelerometer, Magnetometer | External optical sensor with fiducial markers | |||||
| VPL EyePhone | High-end computer system (Silicon Graphics workstation), Polhemus magnetic tracker | Dual active-matrix LCD panels | 185 × 138 (Model 1), 320 × 240 (Model 2 LX), 720 × 480 (Model HRX) per eye | 30 Hz | 90° (Model 1), 108° (Model 2 LX), 106° (Model HRX) | 3 DoF electromagnetic (Polhemus FASTRAK) | Yes | No | 60 Hz | less than 50 ms (with SGI rendering) | DataGlove, (sold separately) | Wired to computer (NTSC composite signals) |
| VRgineers XTAL 8K | High-end VR-ready PC (VirtualLink or DisplayPort) | Dual 4K LCD | 3840 × 2160 per eye (7680 × 2160 total, 8K) | 75Hz | 180° diagonal (150° standard) | 6DoF (SteamVR, multiple options) | Yes | Yes | 75Hz | <20ms motion-to-photon | SteamVR controllers, hand tracking | VirtualLink (USB-C), DisplayPort |
| Valve Index | Windows 10, SteamOS, or Linux; NVIDIA GeForce GTX 970 / AMD RX 480 or better | Dual 1440×1600 RGB LCD panels | 2880×1600 (combined) | 80/90/120/144Hz | ~130 degrees (diagonal) | SteamVR Tracking, (Lighthouse 2.0) | 6 DOF | 6 DOF | Valve Index Controllers (included) | USB 3.0, DisplayPort 1.2 | ||
| Varjo Aero | High-end PC | Mini-LED | 3840×3744 per eye | 90 Hz (120 Hz experimental) | 120° × 105° (H×V) | Inside-out (4 cameras) | 6DOF | 6DOF | 200 Hz | ~22ms (passthrough), less than 15ms (VR) | Hand tracking, SteamVR controllers | USB-C (Thunderbolt 4 compatible) |
| Varjo VR-2 | High-end PC | Dual OLED displays per eye (Bionic Display) | Focus: 1920×1080 per eye, Context: 1440×1600 per eye | 90 Hz (both displays) | 87° | SteamVR 1.0/2.0 | 6DOF | 6DOF | 1000 Hz | less than 20ms | Compatible with SteamVR controllers | DisplayPort 1.4, USB 3.0+ |
| Varjo VR-3 | High-end PC (NVIDIA RTX 2080 Ti or better), SteamVR base stations | Dual micro-OLED (focus) + dual LCD (peripheral) | 2880 × 2720 per eye (context), 1920 × 1920 per eye (focus) | 90Hz | 115° horizontal | 6DoF (SteamVR Tracking 2.0) | Yes | Yes | 90Hz | <20ms motion-to-photon | SteamVR controllers, enterprise controllers | DisplayPort 1.4, USB-C 3.0, proprietary cable |
| Varjo XR-3 | High-end PC | uOLED (focus) + LCD (peripheral) | Focus: 1920×1920 per eye, Context: 2880×2720 per eye | 90 Hz | 115° | SteamVR 2.0, Inside-out (beta) | 6DOF | 6DOF | 1000 Hz | less than 20ms (VR), less than 20ms (passthrough) | Compatible with SteamVR controllers | DisplayPort 1.4, USB-C 3.0 |
| Varjo XR-4 | High-end PC | Mini-LED | 3840×3744 per eye | 90 Hz (120 Hz experimental) | 120° × 105° (H×V) | Inside-out (4 cameras) | 6DOF | 6DOF | 200 Hz | ~22ms (passthrough), less than 15ms (VR) | Hand tracking, SteamVR controllers | USB-C (Thunderbolt 4 compatible) |
| Varjo XR-4 Focal Edition | 2× Mini-LED LCD | 3840×3744 per eye (4K×4K) | 90 Hz | 120° × 105° | Inside-out + SteamVR (hybrid) | DisplayPort, USB-C | ||||||
| Virtual Research VR4 | 2 x 1.3" LCD | 742 x 230 per eye | 3DoF | |||||||||
| Vive Cosmos | LCD (RGB, dual) | 1440x1700 per eye | 90 Hz | 110° | 6DoF (inside-out, 6 cameras) | |||||||
| Vive Pro 2 | LCD (dual) | 2448x2448 per eye | 120 Hz | 116° (marketed 120°) | SteamVR 2.0 (outside-in) | DisplayPort, USB 3.0 | ||||||
| Vive Pro Eye | OLED (dual) | 1440x1600 per eye | 90 Hz | 110° | SteamVR 2.0 (outside-in) | DisplayPort, USB 3.0 | ||||||
| Vuzix iWear VR920 | 2 x LCD (VGA progressive scan) | 640 x 480 per eye (920,000 pixels) | 3DoF (magnetic sensors + accelerometers) | Head tracking | USB, VGA |
References
- ↑ 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/.
- ↑ 2.0 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/.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 "Oculus Rift CV1". https://en.wikipedia.org/wiki/Oculus_Rift_CV1.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 "Valve Index". https://en.wikipedia.org/wiki/Valve_Index.
- ↑ 5.0 5.1 5.2 5.3 "Varjo Aero, Professional-Grade Fidelity VR Headset". https://varjo.com/products/aero/.
- ↑ 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/.
- ↑ 7.0 7.1 7.2 7.3 7.4 "HTC Vive". https://en.wikipedia.org/wiki/HTC_Vive.
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 "PlayStation VR: Full Specification". https://vr-compare.com/headset/playstationvr.
- ↑ 9.0 9.1 "Varjo Aero: Full Specification". https://vr-compare.com/headset/varjoaero.
- ↑ 10.0 10.1 10.2 10.3 10.4 "Bigscreen Beyond". https://en.wikipedia.org/wiki/Bigscreen_Beyond.
- ↑ 11.0 11.1 11.2 11.3 11.4 "Pimax Crystal QLED: Full Specification". https://www.vr-compare.com/headset/pimaxcrystalqled.
- ↑ 12.0 12.1 12.2 "Set up and connect Meta Horizon Link and Air Link". https://www.meta.com/en-gb/help/quest/509273027107091/.
- ↑ 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/.