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

PC-Powered VR, also known as PC VR, the Discrete HMD or the 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 the display, lenses, rotational tracking, positional tracking sensors, audio and advanced input, while an external computer runs the application and renders every frame. Discrete HMDs are traditionally connected to PCs through cables. Certain Discrete HMDs such as the PlayStation VR use consoles instead of PCs for processing. Discrete HMDs require powerful PCs to run their demanding games and software. In a 2017 paper, MIT researchers divided the VR systems of the time into PC-based headsets such as the Oculus Rift and HTC Vive, which "leverage their computational horsepower to generate rich graphics" but need a cable to the PC, and phone-based headsets such as the Samsung Gear VR (a Slide-on HMD), which need no cable but cannot support the same graphics.[1]
The consumer Oculus Rift began shipping on March 28, 2016 at US$599, and the HTC Vive on April 5, 2016.[2][3] Early PC-powered headsets delivered positional tracking with external sensors or base stations placed around the user, and they came with custom Input Devices built with 6DOF tracking in mind; later models such as the Oculus Rift S moved the tracking cameras onto the headset.[4] Some standalone headsets can also act as a PC VR display: the Pico Neo 2, for example, was announced as a standalone headset that could also connect wirelessly to a PC.[5]
As of October 2026 the category is in transition. Valve has stopped manufacturing the Valve Index, and its replacement, the Steam Frame, is a "streaming-first" standalone headset with no DisplayPort or HDMI input.[6][7] Dedicated wired headsets such as the Bigscreen Beyond 2 are still sold.[8] In Valve's September 2026 Steam Hardware Survey, 1.35% of Steam users had a VR headset, and the three most common headsets were standalone Meta Quest models used with PC software.[9]
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, and Oculus said these would remain the target specifications throughout the life of the Rift.[10]
Oculus chief architect Atman Binstock explained the reason for that baseline in May 2015. The Rift ran at 2160 x 1200 at 90 Hz across two displays, which is 233 million pixels per second. At the default eye-target scale, he wrote, the load rose to around 400 million shaded pixels per second, about three times the GPU work of traditional 1080p rendering. He also wrote that "the recommended spec will stay constant over the lifetime of the Rift."[11] Later headsets publish their own minimums. Valve's minimum for the Index was an NVIDIA GeForce GTX 970 or AMD RX 480 with a GTX 1070 or better recommended,[12] and Bigscreen lists an RTX 2070 or AMD RX 5700 XT for the Beyond 2.[13]
History
The arrangement of a head-worn display driven by a separate computer is as old as the head-mounted display itself. In the head-mounted three-dimensional display that Ivan Sutherland described in 1968, built at Harvard University, a computer processed the head-position sensor information once per frame and stored the three-dimensional drawing, while special-purpose hardware (a matrix multiplier and a "clipping divider") computed the perspective image, because no general-purpose computer was fast enough. The equipment could display 3,000 lines at 30 frames per second, and the user's head position was measured either by a mechanical arm hanging from the ceiling or by an ultrasonic sensor.[14]
Consumer headsets for personal computers appeared in the mid-1990s. The Forte VFX1, which Vuzix dates to 1995, was installed by fitting an interface card (the VFX1 HEADGEAR Interface Protocol, or VIP, card) in the PC and connecting it to the PC's 26-pin VESA feature connector.[15][16] The Oculus Rift DK1 development kit, funded through a Kickstarter campaign in August 2012, began reaching backers in March 2013.[17] It connected to the computer through a control box, using one DVI or HDMI video cable and a USB cable.[18]
The consumer Rift and the HTC Vive followed in 2016, and Sony's console-tethered PlayStation VR in October of that year (see Examples). In 2019 Oculus introduced the Rift S, a US$399 PC headset launching that spring, which used five sensors on the headset for tracking ("Say goodbye to external sensors"),[4] and Valve began shipping the Index on June 28, 2019.[19] In September 2020 Facebook said it would "focus on standalone VR headsets moving forward" and "no longer pursue PC-only hardware", ending sales of the Rift S in 2021, while keeping the Rift platform because of "significant growth in PC VR via Oculus Link".[20]
Microsoft's Windows Mixed Reality platform, which supported PC headsets from Acer, Asus, Dell, HP, Lenovo and Samsung, was removed in Windows 11 version 24H2. UploadVR found in October 2024 that the headsets no longer worked on that version at all, including on Steam; Microsoft said existing devices would keep working with Steam through November 2026 on Windows 11 23H2.[21] Sony went the other way: from August 7, 2024 a PC adapter let the PlayStation VR2, designed for the PlayStation 5, run SteamVR games on a PC.[22] Valve confirmed in November 2025 that it was "no longer manufacturing" the Index, and announced the Steam Frame, which connects to the PC only wirelessly.[6][7]
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 USB for data, and its recommended specification called for an HDMI 1.3 output and, after a March 2016 update, three USB 3.0 ports and one USB 2.0 port.[10][23] The HTC Vive lists HDMI and USB 2.0 connections.[24] Later PC headsets moved to DisplayPort for video. The Valve Index needs one DisplayPort 1.2 output and a USB port (USB 3.0 for its pass-through cameras), and Valve states that it does not support HDMI or DisplayPort to HDMI adapters.[12] Professional headsets such as the Varjo Aero connect through a headset adapter with DisplayPort and USB-A 3.0 connections,[25] and the Bigscreen Beyond 2 requires one DisplayPort 1.4 output and two USB 3.0 ports.[13]
Even DisplayPort has limits at current resolutions. Bigscreen explained that, because of the bandwidth limitations of DisplayPort 1.4, display controllers and MIPI, the original Bigscreen Beyond uses "visually lossless" Display Stream Compression (DSC): at 90 Hz it compresses the signal to 1920 x 1920 per eye and a hardware upscaler in the headset restores 2560 x 2560.[26] The Beyond 2 lists DisplayPort 1.4 with DSC support as a GPU requirement.[13]
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 hardware. Valve warns that laptops that use integrated graphics rather than a dedicated GPU meeting its requirements "may not work with Index",[12] 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. Each base station starts its cycle with a global flash of infrared light and then sweeps a laser across the room; sensors on the headset and controllers time the interval between the flash and the sweep, which gives their angle from the station.[27] Valve requires at least one base station for the Index and recommends two,[12] and in its review of the Index, Road to VR wrote that the 2.0 base stations included with the full kit support a 22 x 22 foot area, or up to 33 x 33 feet with four 2.0 base stations.[28] Base stations are not included with the Bigscreen Beyond 2 and must be bought separately.[13]
Inside-out systems instead place the cameras on the headset itself, removing the need for external sensors; the Rift S used five sensors on the headset,[4] and the PlayStation VR2 uses four embedded cameras for headset and controller tracking.[29] 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. In a 2017 study, Niehorster, Li and Lappe measured an end-to-end system latency of about 22 ms for the original HTC Vive, two refreshes of its 90 Hz display, and treated the figure as an upper bound.[30]
Examples
The table below lists representative PC-powered (and console-powered) headsets. PlayStation VR and PlayStation VR2 are included as the most prominent console-tethered examples.
| Headset | Released | Resolution (per eye) | Refresh rate | Video connection |
|---|---|---|---|---|
| Oculus Rift CV1 | March 2016[2] | 1080 x 1200 (2160 x 1200 across two displays)[11] | 90 Hz[11] | HDMI + USB[23] |
| HTC Vive | April 2016[3] | 1080 x 1200 (dual AMOLED)[24] | 90 Hz[24] | HDMI + USB 2.0[24] |
| PlayStation VR (console) | October 2016[31] | 960 x 1080 (OLED)[32] | 120 Hz, 90 Hz[32] | HDMI + USB through processor unit to PS4[32] |
| Valve Index | June 2019[19] | 1440 x 1600 (LCD)[19] | 120 Hz, 90 Hz, experimental 144 Hz[19] | DisplayPort 1.2 + USB[12] |
| Varjo Aero | 2021 (orders from October)[33] | 2880 x 2720 (mini-LED)[33][25] | 90 Hz[25] | DisplayPort + USB-A 3.0[25] |
| PlayStation VR2 (console and PC) | February 2023[29] | 2000 x 2040 (OLED)[29] | 90 Hz, 120 Hz[29] | USB-C to PS5; DisplayPort 1.4 through PC adapter[29][22] |
| Pimax Crystal | May 2023[34] | 2880 x 2880[35] | 72, 90 or 120 Hz[35] | DisplayPort 1.4 + USB (PC mode)[36] |
| Bigscreen Beyond | September 2023[37] | 2560 x 2560 (micro-OLED)[38] | 75 Hz, 90 Hz[26] | DisplayPort 1.4 with DSC[26] |
| Bigscreen Beyond 2 | June 2025[39] | 2560 x 2560 (micro-OLED)[13] | 75 Hz, 90 Hz[13] | DisplayPort 1.4 + 2 x USB 3.0[13] |
The Oculus Rift CV1 and HTC Vive launched within weeks of each other in 2016 and defined the modern outside-in PC VR market.[2][3] The Valve Index, released in June 2019 at US$999 for the full kit, used 1440 x 1600 RGB LCDs that Valve said run at 120 Hz with an experimental 144 Hz mode.[19] More recent designs emphasise compactness and clarity. Bigscreen described the original Beyond, with micro-OLED panels at 2560 x 2560 per eye and a weight of 127 grams, as "the world's smallest VR headset",[38] and its successor, the Beyond 2, weighs 107 g (headset only).[13] The Beyond 2 started at US$1,019 and the eye-tracking Beyond 2e at US$1,219 when shipments began, and Bigscreen cut them to US$959 and US$1,159 on August 31, 2026; the base Beyond 2 now ships with a universal-fit cushion, with the custom-fit cushion offered as an upgrade.[39][8] Pimax's Crystal offers 2880 x 2880 pixels per eye and can also run applications on its own in a standalone mode.[35][36] Several of these models are no longer made. Varjo's own stock of the Aero sold out in January 2024, and Varjo Base support for it ended on January 1, 2026, although the headset still works with Varjo Base 4.14 and earlier.[40][41] Index production has ended.[6]
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.[31][32] A separate breakout box called the processor unit sits between the console, the headset and the television, with HDMI connections to the TV and the PS4 and a USB connection; Sony lists its functions as 3D audio processing, the Social Screen (mirroring and separate modes) and Cinematic mode.[32] 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.
Its successor, the PlayStation VR2, was released on February 22, 2023 for the PlayStation 5 at US$549.99. Sony simplified the connection to a single USB Type-C cable that plugs into the console, and replaced the external camera with cameras on the headset.[29] The PS VR2 PC adapter, priced at US$59.99, €59.99 or £49.99, connects the headset to a PC through a separately bought DisplayPort 1.4 cable; the PC also needs a direct USB connection and Bluetooth 4.0 or later. On PC, HDR, headset feedback, eye tracking, adaptive triggers and haptic feedback other than rumble are not available, but the 2000 x 2040 per eye resolution and 110-degree field of view are kept.[22]
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. Oculus announced Oculus Link at Oculus Connect 6 on September 25, 2019, as a November software update that would let the original Quest tether to a PC over USB-C and play PC content "more graphically rich and power-intensive" than its mobile chipset could run.[42] Meta's Quest Link (now called Meta Horizon Link) does this over a USB-C cable: Meta asks for a USB-C 3.2 cable that supports at least 5 Gbps, plugged into a USB 3.2 port on the computer.[43] Air Link does the same wirelessly over a (preferably 5 GHz) Wi-Fi network.[43] It first appeared in April 2021 as an experimental feature of the Quest 2's v28 software, and Oculus recommended connecting the PC to the router by Ethernet.[44]
The third-party app Virtual Desktop offers a similar wireless route for Oculus PC and SteamVR content, using a Streamer app installed on the PC.[45][46] Its developer lists Meta Quest, Pico, HTC Vive Focus, Play For Dream and Samsung Galaxy XR headsets as supported, and asks for a PC wired to a 5 GHz AC or AX Wi-Fi router; PC VR game streaming requires a "VR Ready PC (GTX 970)" running Windows.[46] On November 30, 2023 Valve released its own free Steam Link app for the Quest 2, Quest Pro and Quest 3, which needs only Steam and SteamVR on the PC.[47] Valve's current requirements for it include a GTX 970 or AMD RX 570 or better, excluding the RX 6400 and 6500 XT because they lack hardware video encoding, and a router with a 5 GHz channel and Wi-Fi 5 at minimum, with Wi-Fi 6 or 6E recommended; it also now supports some PICO and HTC headsets.[48] The Steam Frame takes the approach further. It has no video input, connects through an included USB adapter to the headset's own 6 GHz Wi-Fi 6E hotspot, and uses eye tracking for foveated streaming, sending a higher-resolution image where the user is looking.[7]
Dedicated wireless kits for wired headsets have also been sold. HTC's Vive Wireless Adapter, which went on sale worldwide on September 24, 2018 at US$299, used Intel's WiGig technology in the 60 GHz band with DisplayLink's XR codec; it was installed as a PCI-e card in the PC with a sensor that broadcasts to and from the headset, and was powered by an HTC battery pack.[49][50] The Pico Neo 2 noted above was announced with the same kind of 60 GHz link to the PC, which UploadVR said needed line of sight and a dedicated transmitter rather than a router.[5]
This streaming approach gives a standalone headset access to the much larger and more demanding library of PC VR software, but it replaces the video cable with a compressed stream, so image quality and latency depend on the encoder, the link and (for wireless) the quality of the network. Valve's own Steam Link guidance is that switching to a 5 or 6 GHz network significantly improves the experience for most people.[48]
Usage on Steam
Valve's monthly Steam Hardware Survey reports which VR headsets are connected to the PCs of Steam users who take part. In the September 2026 survey, 1.35% of Steam users had a VR headset. Meta Quest 3, Oculus Quest 2 and Meta Quest 3S, standalone headsets that reach SteamVR through a cable or wireless link, together made up 63.77% of those headsets, while the Valve Index was the most common dedicated PC headset. The table lists selected headsets from the survey.[9]
| Headset | Share of VR headsets, September 2026 | Change from August 2026 |
|---|---|---|
| Meta Quest 3 | 26.90% | +0.89% |
| Oculus Quest 2 | 25.80% | -1.17% |
| Meta Quest 3S | 11.07% | -0.42% |
| Valve Index | 10.83% | -0.25% |
| Pico 4 | 4.76% | +0.29% |
| Oculus Rift S | 3.40% | +0.01% |
| Sony PS VR2 | 2.31% | +0.07% |
| HTC Vive | 2.26% | -0.13% |
| Windows Mixed Reality | 1.85% | -0.23% |
| Oculus Rift | 1.80% | -0.03% |
| Meta Quest Pro | 1.53% | +0.01% |
| Bigscreen Beyond | 1.27% | +0.02% |
| Valve Steam Frame | 0.41% | +0.39% |
Source for the table: Valve's survey page, which is replaced each month.[9]
Research
Researchers have treated the cable itself as a problem to solve. In "Enabling High-Quality Untethered Virtual Reality" (NSDI 2017), Omid Abari, Dinesh Bharadia, Austin Duffield and Dina Katabi of MIT wrote that high-quality VR systems need to stream "multiple Gbps" from the PC or console to the headset, which rules out ordinary Wi-Fi, and that the cable limits the player's mobility and creates a tripping hazard because the headset covers the eyes. Their MoVR system used 60 GHz millimeter-wave radio, which can carry such data rates but is easily blocked, even by the player's own hand, and needs narrow beams that are kept aligned as the head moves. MoVR added a programmable mmWave "mirror" and used the headset's tracking data to steer the beams, and the authors tested it with an HTC headset.[1]
Measurement studies have also used PC headsets as laboratory equipment. Niehorster, Li and Lappe tested the original HTC Vive's tracking for scientific use in 2017. They found its precision high and its latency low, but reported that its coordinate system was tilted relative to the physical ground plane and that large offsets appeared whenever tracking was briefly lost, so a one-time calibration could not correct it. They concluded that the system was then unsuitable for experiments that need accurate visual stimulation of self-motion.[30]
Advantages and drawbacks
The main advantage is rendering power. 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.[10] The rendering resolution is also set on the PC rather than fixed by the headset: Bigscreen notes that SteamVR renders content for the Beyond at a user-configurable resolution of 3K to 4K per eye (supersampling) before the image is sent to the headset.[26] The PC software library is large. Announcing PC support for PS VR2, Sony described Steam's library as "thousands of VR games".[22]
The drawbacks follow from the same design. A physical cable limits movement and can be a trip hazard, because the user cannot see it while wearing the headset.[1] Wireless streaming removes the cable but introduces compression and network dependence.[48] Cost is higher than the headset alone, since a capable gaming PC is also required; at the original Rift's launch a recommended-spec build was estimated at roughly $850 or more on top of the headset.[10] Setup is more involved than a Standalone VR headset: base-station headsets need at least one base station (sold separately for the Bigscreen Beyond 2),[12][13] and the PC needs the right video output and free USB ports.[12]
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 they run on a mobile chipset; when Oculus Link was announced, TechCrunch described PC VR content as more graphically rich and power-intensive than the original Quest could run.[42] PC-powered headsets reverse that trade: they are less portable and depend on an external host, but they can use the rendering power of a desktop GPU. 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.[43][45] In Valve's September 2026 Steam Hardware Survey, most of the headsets reported by participating Steam users were of this hybrid kind.[9]
| Devices | Requires | Display | Resolution | Refresh Rate | Field of View | Tracking | Rotational Tracking | Positional Tracking | Update Rate | Latency | Input | Connectivity |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 3Glasses Blubur S1 | Windows PC with DisplayPort 1.2 or later and USB 3.0 | Two custom LCD panels (TFT-LCD), one per eye, with Blue Light Cut filtering | 2880 x 1440 (1440 x 1440 per eye) | Up to 120 Hz | 110° (manufacturer figure) | Outside-in; 3Wand infrared camera (about 2 m range) plus 9-axis sensor | 3Wand motion controllers, gamepad, buttons and touchpad on the headset, voice commands (Microsoft edition) | DisplayPort and USB 3.0 | ||||
| 3Glasses Blubur S2 | Windows 10 PC; 3Glasses listed an Intel Core i5-7200U-class CPU, Intel HD Graphics 620-class graphics and 8 GB DDR3 memory as the entry-level configuration | Two LCD panels, one per eye; 706 PPI; response time ≤6 ms | 1440x1440 per-eye | 90 Hz | 90° per eye (manufacturer figure) | Inside-out tracking, 6DoF (two front-facing cameras) | 6DoF motion controllers (Bluetooth), Cortana voice commands | 4 m cable | ||||
| 3Glasses D2 | Windows PC with HDMI and USB 2.0 ports; 3Glasses recommended an Intel Core i5-4590, NVIDIA GTX 980 and 8 GB of RAM | Single 5.5" TFT-LCD, 534 PPI | 2560 x 1440 (2K) | 60 Hz | 110° | 3DoF (rotational only, no positional tracking) | Touch panel and two buttons on the right side of the headset | HDMI (video) and USB 2.0 (data and power), merged into one cable | ||||
| ANTVR | HDMI video source; compatible control interface | LCD (2014 beta) | 1920 x 1080 (2014 beta) | 100° diagonal (advertised) | Inertial | 9-axis IMU | Transformable controller | U2B: USB-2.4GHz and Bluetooth | ||||
| ANTVR Cyclop | Windows PC (64-bit Windows 10) with an NVIDIA GeForce GTX 970, AMD Radeon R9 290 or equivalent graphics card | 2 x OLED binocular | 1080x1200 per-eye | 90 Hz | 110° diagonal | 6DoF, inside-out infrared camera with floor or desk markers | 2 x controllers with trigger, four buttons and finger sensing | HDMI, 2 x USB 3.0 | ||||
| ASUS Windows Mixed Reality | Windows Mixed Reality compatible PC | Two 2.89-inch LCD panels | 1440 × 1440 per eye (2880 × 1440 combined) | 60 Hz / 90 Hz, depending on PC configuration | 95° horizontal (review specification) | 6DoF inside-out, two front cameras | Yes | Yes | Two Windows Mixed Reality motion controllers | HDMI and USB; controllers use the PC's Bluetooth | ||
| Acer AH101 | Windows Mixed Reality-ready PC with Windows 10 Fall Creators Update, HDMI and USB 3.0 ports, and Bluetooth 4.0 for the controllers | 2 x 2.89-inch LCD | 1440 x 1440 per eye (2880 x 1440 combined) | 90 Hz (HDMI 2.0) / 60 Hz (HDMI 1.4) | 95 degrees (Acer); about 100 degrees in reviews | 6DoF (inside-out) | WMR Controllers (6DoF) | HDMI 1.4/2.0, USB 3.0 | ||||
| Acer OJO 500 | Compatible host PC; legacy Microsoft platform requirements apply | Dual 2.89-inch LCD | 1440 × 1440 per eye (1:1); 2880 × 1440 combined | 60 Hz (HDMI 1.4) / 90 Hz (HDMI 2.0) | 100° advertised; axis unspecified | 6DoF (inside-out) | Yes | Yes | Windows Mixed Reality motion controllers, Bluetooth | HDMI 1.4/2.0, USB 3.0 | ||
| Acer Windows Mixed Reality | Compatible Windows PC; original Microsoft software has version limits (see Software Platform) | Two 2.89-inch LCD panels | 1440 × 1440 per eye (2880 × 1440 combined) | 90 Hz (HDMI 2.0) or 60 Hz (HDMI 1.4), subject to PC configuration | 95° (Acer specification; see Field of View) | 6DoF inside-out, two front cameras | Yes | Yes | Windows Mixed Reality motion controllers; two included in the 2017 US consumer bundle | HDMI 1.4/2.0 and USB 3.0 | ||
| Acer Windows Mixed Reality Headset | PC | Two 2.89-inch Impulse BL LCD panels | 2880 x 1440 total; 1440 x 1440 per eye | 60 Hz (HDMI 1.4); up to 90 Hz (HDMI 2.0) | 95 degrees advertised; retail specification does not identify an axis | 6DoF inside-out tracking | Gyroscope, Accelerometer, Magnetometer | Inside-out tracking with two front cameras | Keyboard/Mouse, Xbox One gamepad, Motion Controllers (application-dependent) | HDMI 1.4/2.0; USB 3.0; 3.5 mm audio/microphone jack | ||
| Arpara Tethered 5K | Windows 10 PC with an NVIDIA GeForce GTX 1080 or better, or a compatible Android phone (Android 6.0 or later) | Dual 1.03-inch Micro-OLED (OLED-on-silicon, supplied by SeeYA) | 2560 x 2560 per eye (5120 x 2560 combined) | Up to 120 Hz (at reduced resolutions); 70 Hz at 5088 x 2544 | 95 degrees | 3DoF; 6DoF with the arpara Tracker and SteamVR Base Stations | Display 2 μs; sensor 1 ms (arpara figures) | Volume, 2D/3D and resolution buttons; SteamVR controllers with the Gaming Kit | USB-C (DisplayPort video); proprietary DisplayPort 1.4 cable for desktop PCs | |||
| Arpara VR | PC or phone (Tethered 5K) | Dual 1.03" Micro-OLED; 3514 PPI; 1,000,000:1 contrast; DCI-P3 90% (sRGB 127%) | 5120 x 2560 (2560 x 2560 per eye); 32 PPD | Up to 120 Hz (Tethered 5K, at reduced resolutions); AIO 5K: 70 Hz at 5120 x 2560, 90 Hz at 3840 x 1920 | 95° | 3DoF (Tethered; 6DoF with arpara Tracker) / 6DoF inside-out (AIO) | arpara 6DoF controllers (AIO 5K); HTC Vive or Valve Index controllers with the arpara Tracker (Tethered 5K) | DisplayPort 1.4 over USB Type-C (Tethered), wired and wireless streaming (AIO) | ||||
| Asus HC102 | PC with HDMI 1.4 or 2.0, USB 3.0 and Bluetooth 4.0 (for the controllers) | 2 x 2.89-inch LCD, 100 nits | 2880 x 1440 (1440 x 1440 per eye) | Up to 90 Hz (60 Hz with integrated graphics) | 95° horizontal per eye; 105° with both eyes (ASUS) | 6DOF inside-out (two front-facing tracking cameras) | Windows Mixed Reality Motion Controllers (two included, 32 LEDs each) | Single 4 m cable with HDMI 2.0 (display) and USB 3.0 (data) | ||||
| Bigscreen Beyond | Windows gaming PC; SteamVR base station(s); compatible controllers for most games | Dual Micro-OLED displays | 2560 × 2560 per eye (5120 × 2560 combined panels); 90Hz input is upscaled | 75Hz, 90Hz | Up to 102° (June 2023 manufacturer claim; excludes 70-72mm IPD sizes) | 6DoF SteamVR Tracking using external base stations | Yes (6DoF) | Yes (6DoF) | SteamVR controllers, including Valve Index controllers | Tether to link box; DisplayPort 1.4 and two USB 3.0 PC connections | ||
| 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 | Windows 10 or 11 PC (DisplayPort 1.4 with DSC, 2 x USB 3.0), SteamVR Base Stations (1.0 or 2.0); SteamVR controllers for hand-driven content (not needed for wheel or HOTAS sim use) | 2× 1-inch Micro-OLED (RGB stripe) | 2560×2560 per eye (5120 x 2560 combined) | 75 Hz and 90 Hz | 116° diagonal, 108° horizontal, 96° vertical (manufacturer figures) | Outside-in 6DoF (SteamVR Base Stations 1.0 or 2.0) | 5 m fiber optic cable and Link Box; the PC needs 1 x DisplayPort 1.4 and 2 x USB 3.0 ports | |||||
| Crystal Cove | OLED with low persistence (Oculus: "modified OLED display") | 1920 x 1080 (960 x 1080 per eye), as reported by press | 6DoF; outside-in optical tracking with an external camera and infrared LEDs on the headset | |||||||||
| DPVR E3 4K | Windows PC with an HDMI output and two USB ports | 5.5" JDI Fast LCD | 3840 x 2160 (single panel) | 75 Hz (2019 launch specifications); 90 Hz (DPVR specification sheet, May 2022) | 110° (DPVR); 100° (Japanese distributor) | 3DoF (6DoF with NOLO) | NOLO controllers (optional) | 3-in-1 cable (HDMI and two USB) | ||||
| DPVR E3B | Windows PC with one HDMI port and two USB ports | Single 5.7-inch Samsung AMOLED binocular | 1280x1440 per-eye (2560 x 1440 panel) | 72 Hz | 110° horizontal, 60° vertical | 3DoF (rotational only); no positional tracking | PC gamepad (no controllers included) | 3-in-1 cable to PC | ||||
| DPVR E3C | Windows PC with an HDMI output and two USB ports | Single LCD binocular | 1280x1440 per-eye | 90 Hz | 110° horizontal, 60° vertical | 3DoF (rotational only) | 3-in-1 cable (HDMI and two USB) | |||||
| DPVR E4 | Compatible Windows PC, DisplayPort and USB connections, external power adapter, DPVR Assistant 4 | Fast LCD | 3664 × 1920 total; 1832 × 1920 per eye | 72 Hz / 90 Hz / 120 Hz | 116° advertised; axis not specified | 6DoF inside-out tracking with four cameras | Yes | Yes | Two tracked 6DoF motion controllers | DisplayPort 1.4 and USB 3.2 | ||
| DPVR E4C | Single LCD binocular (5.46-inch Fast LCD) | 1832x1920 per-eye (3664 x 1920 panel) | 72/90 Hz | 116° | 3DoF (rotational only) | Single 6 m cable; DisplayPort 1.2 and USB 2.0 | ||||||
| DecaGear | VR-ready PC (announced) | Dual LCD (announced) | 2160 × 2160 per eye (4.6MP; announced) | 90Hz (announced) | 114° (2020 interview; axis unspecified) | 6DoF inside-out, four cameras (announced) | Yes (announced 6DoF) | Yes (announced 6DoF) | Not specified | Not verified | Two controllers; DecaMove (announced package) | DisplayPort, USB 3; optional wireless mode (announced) |
| Dell Visor | Compatible Windows PC; see software status below | Two Sharp 2.89-inch LCD panels | 1440 × 1440 per eye | 90Hz with WMR Ultra/HDMI 2.0; 60Hz with WMR/HDMI 1.4 | 110° (Dell); 105° (Microsoft’s comparison) | 6DoF inside-out | Yes | Yes | VRC100 motion controllers; gamepad or mouse alternatives | HDMI and USB 3.0 | ||
| Diver-X HalfDive | LCD (campaign chart) | 1600 × 1440 per eye (announcement) | At least 90 Hz (announced) | Approximately 134° horizontal (announced) | 4.5DoF (maker designation) | Hand controllers; proposed foot controllers | ||||||
| FOVE | PC with dedicated graphics and DisplayPort (2015 campaign) | 5.8-inch low-persistence display (2015 campaign) | 2560 x 1440 (2015 campaign) | 60 fps; 90 fps projected (2015 campaign) | 100+ degrees (2015 campaign claim) | Eye tracking | Inertial sensors | Optical tracking developed in 2016 after Lighthouse plans were dropped | Eye tracking: 120 fps per eye (2015 campaign) | Gaze input | USB 3.0, DisplayPort; 3.5 mm headphone port projected (2015 campaign) | |
| FOVE 0 | PC | OLED | 2560 X 1440 (total display) | 70 Hz | Up to 100 degrees (manufacturer specification) | Orientation tracking IMU | External infrared camera | HDMI 1.4, USB 3.0, USB 2.0 (power only) | ||||
| Forte VFX1 | Two 0.7-inch active-matrix color LCDs; Kopin panels | 263 × 230 color pixels per eye; 789 × 230 color-element specification | 60 Hz vertical RGB scan rate in reverse-engineering account | 45° (manual figure; axis unspecified); described as diagonal in 2010 retrospective | Three rotational axes: yaw, pitch and roll | CyberPuck controller: pitch and roll sensing; three programmable buttons | VIP ISA interface board; VESA feature connector; ACCESS.bus for peripherals | |||||
| Fujitsu FMVHDS1 | PC running Windows 10 Fall Creators Update or later, with HDMI or DisplayPort 1.2 output, a USB 3.0 Type-A port and Bluetooth 4.0 | 2 x 2.89-inch LCD binocular | 1440x1440 per-eye (2880x1440 combined) | 90 Hz on Windows Mixed Reality Ultra PCs; 60 Hz on other PCs | 100 degrees or more on Windows Mixed Reality Ultra PCs; 90 degrees on other PCs | Inside-out tracking, 6DoF | Windows Mixed Reality Motion Controllers (Bluetooth 4.0, left and right) | 4 m USB 3.0 Type-A / HDMI Type-A combo cable | ||||
| HP Reverb G1 | Windows 10 PC (October 2018 Update or later) with DisplayPort 1.3 and USB 3.0 | 2 x 2.89-inch LCD with Pulse Backlight technology, RGB stripe subpixels | 2160 x 2160 per eye (4320 x 2160 combined) | 90 Hz | Approx. 114 degrees (diagonal, manufacturer figure) | Inside-out tracking, 6DoF | Windows Mixed Reality Motion Controllers | 2-in-1 cable with DisplayPort 1.3 and USB 3.0; quick-release connector; DisplayPort to mini-DisplayPort adapter | ||||
| HP Reverb G2 | Compatible PC, DisplayPort 1.3, USB 3.0 and AC power adapter; software requirements depend on runtime | Dual 2.89-inch LCD panels with pulse backlight | 2160 × 2160 per eye (4320 × 2160 combined) | 90 Hz specified; 60 Hz option in historical WMR setup guide | Approximately 114° (HP specification) | Inside-out, six degrees of freedom | HP Motion Controllers | DisplayPort 1.3, USB 3.0 Type-C (Type-A adapter included) | ||||
| HP Reverb G2 Omnicept Edition | Windows PC with DisplayPort 1.3 and USB 3.0 Type-C; Windows 10 May 2019 Update or later | 2 x LCD (2.89 in diagonal each) | 2160x2160 per-eye | 90 Hz | ~114 degrees (HP figure) | Inside-out tracking, 6DoF, four cameras (two front-facing, two side-facing) | Two motion controllers (Bluetooth, two AA batteries each) | 6 m 2-in-1 headset cable | ||||
| HP VR1000 | Windows 10 PC with HDMI or DisplayPort video output and a USB 3.0 port | 2 x LCD binocular (2.89-inch diagonal each) | 1440x1440 per-eye | 90 Hz | 95° horizontal, 91° vertical | 6DoF inside-out tracking with two front-facing cameras | Windows Mixed Reality Motion Controllers | 2-in-1 cable with HDMI 2.0 and USB 3.0 plugs; removable extension cable | ||||
| HP Windows Mixed Reality | Compatible Windows PC; legacy Windows Mixed Reality software | Dual LCD | 1440 × 1440 per eye (2880 × 1440 combined) | 60Hz / 90Hz | 95° horizontal (U.S. retail datasheet; advertised) | 6DoF inside-out (cameras and inertial sensors) | Yes | Yes | Windows Mixed Reality motion controllers (2 included) | HDMI 1.4/2.0, USB 3.0 | ||
| HP Windows Mixed Reality Headset | Compatible PC, HDMI and USB 3.0 connections; PC Bluetooth for original motion controllers. | Two LCD panels, 2.89 in diagonal each | 1440 x 1440 per eye (2880 x 1440 combined) | 90Hz when paired to HDMI 2.0 port; 60Hz when paired to HDMI 1.4 port (HP specifications) | 95 degrees horizontal (2017 HP datasheet) | 6 degrees of freedom; Inside-out tracking | Windows Mixed Reality motion controllers; gamepad or keyboard/mouse, depending on application | HDMI; USB 3.0; 3.5mm audio jack | ||||
| HTC Vive | Compatible PC, powered link box and Base Station 1.0 units | Dual 3.6-inch AMOLED panels | 2160 x 1200 combined (1080 x 1200 per eye) | 90 Hz | 110 degrees (manufacturer specification; axis unspecified) | 6DOF, SteamVR Tracking 1.0 | Gyroscope, Accelerometer | Base Station 1.0 infrared sweeps received by headset sensors | About 22 ms upper bound in a specific 2017 motion-to-display experiment | Two wireless motion controllers with trackpads, grip buttons and dual-stage triggers | HDMI, USB and power through link box; alternative PC-side Mini DisplayPort; 3.5 mm audio; Bluetooth (listed among headset connections in HTC's specification) | |
| HTC Vive Cosmos | Windows 10 PC with DisplayPort 1.2 and USB 3.0 (HTC minimum: Intel Core i5-4590 or AMD FX 8350, NVIDIA GeForce GTX 970 4GB or AMD Radeon R9 290 4GB, 4 GB RAM) | Dual 3.4-inch LCD (RGB subpixels) | 1440 x 1700 per eye (2880 x 1700 combined) | 90 Hz | Maximum 110 degrees | 6DoF inside-out (six cameras); SteamVR Tracking with the External Tracking Faceplate | Vive Cosmos controllers (2x AA batteries each) | USB 3.0 and DisplayPort 1.2 to the PC through a converter box; optional Vive Wireless Adapter | ||||
| HTC Vive Cosmos Elite | VR-ready PC and compatible SteamVR base station(s) | Dual 3.4-inch LCD panels | 1440 × 1700 per eye (2880 × 1700 combined) | 90 Hz | Maximum 110° (manufacturer; axis not specified) | 6DoF SteamVR Tracking with External Tracking Faceplate | Yes | Yes | VIVE controllers; compatible Valve Index Controllers; headset button | Host DisplayPort 1.2 and USB 3.0 | ||
| HTC Vive Developer Editions | PC | 2015 kit: two OLED panels | 2160 x 1200, 1080 x 1200 per eye | 90 Hz | About 110 degrees (Valve, 2015; axis unspecified) | 6DOF | Vive Pre contemporary report: Gyroscope, Accelerometer; laser positioning | Base Stations | Controllers in both hands | HDMI and USB through interface/link box; headphone connection | ||
| HTC Vive Focus Vision | PC for PC VR mode; VIVE Wired Streaming Kit for DisplayPort mode | 2 x LCD (fast-switch) | 2448 x 2448 per eye (4896 x 2448 combined) | 90 Hz; 120 Hz in DisplayPort mode (beta, added December 2024) | Up to 120 degrees | 6DoF inside-out (4 cameras) | Controllers, hand tracking, eye tracking | Wi-Fi 6/6E, Bluetooth 5.2 + BLE | ||||
| HTC Vive Pro | Compatible PC, link box and external base stations | Dual 3.5-inch AMOLED panels | 2880 x 1600 combined (1440 x 1600 per eye) | 90 Hz | 110 degrees (manufacturer specification; axis unspecified) | 6DOF, SteamVR Tracking | Gyroscope, Accelerometer | Lighthouse with Base Station 1.0 or SteamVR Base Station 2.0 | Tracked motion controllers | PC: DisplayPort 1.2 and USB 3.0 or newer through powered link box; headset: USB-C accessory port; Bluetooth | ||
| HTC Vive Pro 2 | Windows 10 or Windows 11 PC with DisplayPort 1.2 or higher and USB 3.0; SteamVR base stations | Dual RGB low persistence LCD | 2448 x 2448 per eye (4896 x 2448 combined) | 90 Hz, 120 Hz (90 Hz only via VIVE Wireless Adapter) | Up to 120 degrees horizontal (HTC figure) | SteamVR Tracking V2.0 (outside-in, compatible with SteamVR 1.0 and 2.0 base stations) | Yes | Yes | VIVE Controllers (2018), Valve Index Controllers or other SteamVR controllers | Bluetooth, USB-C port for peripherals; Link Box to PC via DisplayPort and USB 3.0 | ||
| HTC Vive Pro Eye | Windows PC with DisplayPort 1.2 and USB 3.0; SteamVR base stations | Dual 3.5-inch OLED | 1440 x 1600 per eye (2880 x 1600 combined) | 90 Hz | 110 degrees (HTC figure) | SteamVR Tracking (outside-in, SteamVR Base Station 2.0) | Two Vive Controllers (2018) in the full kit | USB-C 3.0, DisplayPort 1.2, Bluetooth; link box to PC | ||||
| HTC Vive XR Elite | VR-ready PC for PC VR streaming (optional) | Dual LCD | 1920 x 1920 per eye (3840 x 1920 combined) | 90 Hz | Up to 110 degrees | 6DoF inside-out (four tracking cameras) | Two 6DoF controllers, hand tracking, volume button, headset button | Wi-Fi 6 + 6E, Bluetooth 5.2 + BLE, USB-C | ||||
| Huawei VR 2 | Compatible Huawei or Honor smartphone, or a Windows PC | Dual 3.5-inch Fast LCD | 1600 x 1440 per eye; 2880 x 1600 combined (marketed as "3K") | 90 Hz | 100 degrees (manufacturer figure) | 3DoF | 3DoF controller with touchpad, trigger, Home, Back and volume buttons | |||||
| IIS VFX3D | 2 x 0.7-inch color LCD | 360,000 pixels per LCD (IIS 1999 specification: "Dual 360K pixel AMLCD Displays (789X480)") | Accepts 640 x 480 VGA input at 60, 62.5 or 75 Hz (stereo or mono); up to 1600 x 1200 at 64 Hz (mono only) | 35° diagonal | 3DoF (VOS Virtual Orientation System): yaw 360°, pitch and roll ±70°, 12-bit | Optional CyberPuck game-port controller; two rocker buttons on the headset | Link box with 15-pin VGA (with monitor pass-through), 9-pin RS-232 serial, S-Video and 3.5 mm audio inputs | |||||
| Immersed Visor | Dual micro-OLED (supplied by BOE, per Immersed) | "4K" per eye (manufacturer description) | 100 degrees (manufacturer figure) | 6DoF (inside-out, 6 cameras) | Yes | Yes | Hand tracking (gaze-and-pinch), Smart Touch | USB-C, Wi-Fi, Bluetooth | ||||
| LG VR Headset | PC | OLED (2017 prototype) | 1440×1280 per eye (reported prototype specification) | 90 Hz (reported) | 110 degrees (reported) | Lighthouse | Two tracked LG motion controllers | USB-C cable (reported prototype connection) | ||||
| Lenovo Explorer | Compatible PC; software and Windows-version requirements depend on the driver path (see Software platform) | LCD, 2.89-inch display specification | 1440 × 1440 per eye | Up to 90 Hz; historical Microsoft PC tiers also provided 60 Hz | 105° listed in Microsoft's headset comparison; axis unspecified | 6DoF inside-out; two headset sensors | Yes | Yes | Motion controllers, Windows-compatible gamepad, keyboard/mouse; historical voice features with audio headset | HDMI video and USB 3.0 through a 4 m Y cable; PC Bluetooth for motion controllers | ||
| Lenovo Windows Holographic HMD | PC (tethered prototype) | OLED (announced prototype specification) | 1440 x 1440 per eye (reported) | Inside-out tracking (planned) | Two front cameras; planned six degrees of freedom | Xbox controller and compatible third-party controllers discussed in 2017 | HDMI, USB and audio jack (mockup) | |||||
| Medion Erazer X1000 | Windows 10 PC with the Fall Creators Update | Two 2.89-inch (7.34 cm) LCDs | 1440x1440 per-eye | Up to 90 Hz | Up to 105 degrees horizontal (manufacturer figure) | Inside-out tracking, 6DoF | Two Medion Erazer X1001 motion controllers (included) | |||||
| NVIS nVisor SX60 | PC/workstation and video control unit | LCOS (Liquid Crystal on Silicon) | 1280x1024 per eye (SXGA) | 60 Hz (institutional equipment specification) | 60° diagonal (monocular) | Optional motion trackers | With a compatible tracker | With a compatible tracker | Tracker-dependent | DVI, VGA, RS-232 | ||
| OSVR HDK1 | PC | 5.5-inch IPS LCD (HDK 1.0); 5.5-inch OLED (HDK 1.1-1.3) | 1920 x 1080 total; 960 x 1080 per eye in side-by-side mode | Early HDKs: 60 frames/s; HDK 1.3 reports differ (see Display and optics) | Launch specification: 100° diagonal, 90° horizontal x 90° vertical | Orientation tracking; positional tracking included with HDK 1.2 | Gyroscope, Accelerometer, Magnetometer | IR-LED faceplate and external infrared camera (HDK 1.2; earlier versions could use an upgrade kit) | 400 Hz fused orientation and 100 Hz positional reports, according to a September 2015 technical roadmap | Application-dependent gamepad, mouse/keyboard and supported peripherals; optional Leap Motion faceplate announced | External and internal USB expansion; cabled video/power through a belt box (version-dependent) | |
| OSVR HDK2 | Windows PC with an HDMI 1.3 output and two USB 2.0 ports | Dual low-persistence OLED displays, 441 PPI | 2160 x 1200 (1080 x 1200 per eye) | 90 Hz | 110 degrees (as reported at launch) | 6DoF: on-board IMU plus IR LED faceplate and rear IR LEDs read by an external 100 Hz IR camera | None included; third-party controllers through OSVR | Wired, through a belt-worn breakout box and a 4-meter HDMI and power combo cable | ||||
| Oculus Rift | Windows PC with HDMI 1.3 video output and USB 3.0 ports | Two AMOLED panels with low persistence | 2160 x 1200 (1080 x 1200 per eye) | 90 Hz | 100 degrees (Oculus launch specification, as listed by Road to VR); 110 degrees per PCWorld | 6DoF Outside-in tracking (Constellation infrared LEDs and Oculus Sensor cameras) | Xbox One controller, Oculus Remote, Oculus Touch (from December 2016) | Single 4 m tethered cable with HDMI and USB connectors; 2.5 m sensor cable | ||||
| Oculus Rift DK1 | Host computer with video, USB and external power connections | 7-inch Innolux HJ070IA-02D LCD | 640 × 800 per eye (1280 × 800 combined) | 60 Hz native display mode | 110° diagonal / 90° horizontal in the 2012 campaign; actual view varies with fit/profile | 3DoF orientation from inertial sensors | Yes (pitch, yaw and roll) | Not provided by the stock orientation tracker | Depends on host, application and synchronization; see measurements below | Head orientation; keyboard/mouse or gamepad according to application | HDMI or DVI video plus USB tracking through the control box | |
| Oculus Rift DK2 | Host computer, compatible graphics output and SDK/runtime | Single Samsung AMS568 AMOLED panel, also used in Galaxy Note 3 | 960 × 1080 per eye (1920 × 1080 combined) | 75 Hz default; 60 and 72 Hz modes also listed in EDID | 90-110° in Oculus' 2014 presentation (axis not specified) | 6DoF (inertial sensors plus external IR camera) | Yes | Yes, within camera visibility | Depends on rendering and compensation; see research section | Application-dependent keyboard, mouse or gamepad; no controller in kit | HDMI and USB 2.0, with separate tracker USB and sync cables | |
| Oculus Rift S | VR-Ready PC | Fast-switch LCD | 2560×1440 (1280×1440 per eye) | 80Hz | Not numerically specified by Oculus | Inside-out tracking, (6DOF) | Yes | Oculus Insight | Oculus Touch | DisplayPort 1.2, USB 3.0 | ||
| Pimax 4K | PC | Customized low-persistence 4K panel (manufacturer description) | 3840 x 2160P (1920 x 2160 per eye) | 60 Hz; advertised as up to 90 Hz with "binocular frame technology" | 110 degrees (manufacturer claim) | 3DOF | Gyroscope, Accelerometer, Magnetometer | Rotational: 1000 Hz | 18 ms motion-to-photon (manufacturer claim) | HDMI 1.4b, USB 2.0/3.0 | ||
| Pimax 5K Plus | Compatible Windows PC, DisplayPort and USB connection, power adapter; base stations for positional tracking | Dual LCD (CLPL, manufacturer terminology) | 2560 × 1440 per eye (5120 × 1440 combined) | 90 Hz initially; later manufacturer listing: 72/90/120/144 Hz (see mode limits) | 200° diagonal, 170° horizontal and 115° vertical (advertised values in January 2020 sheet) | SteamVR/Lighthouse positional tracking, or 9-axis mode without base stations | Yes, including 9-axis seated mode | With Lighthouse base stations | SteamVR controllers: Valve Index Controllers, VIVE and Pimax Sword (manufacturer compatibility listing) | DisplayPort 1.4 and USB; external power adapter | ||
| Pimax 5K Super | Windows PC, SteamVR Tracking base stations | 2x LCD (RGB stripe matrix), customized low persistence liquid (CLPL) | 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) | SteamVR-compatible controllers (sold separately) | DisplayPort 1.2, USB 3.0 (data), USB 2.0 (power) | ||||
| Pimax 5K XR | Windows PC with NVIDIA GeForce GTX 1070 or AMD equivalent or better, 8 GB+ RAM, DisplayPort 1.4; SteamVR tracking base stations | 2 x Samsung OLED | 2560 x 1440 per eye (5120 x 1440 total) | 82 Hz (Pimax store listing); 85 Hz in 2018-2019 specifications | 200° diagonal (selectable: 120°/150°/max) | 6DoF (SteamVR 1.0/2.0) | SteamVR controllers compatible | DisplayPort 1.4 | ||||
| Pimax 8K | PC, DisplayPort/USB tether, external power adapter; compatible base stations for positional tracking | Dual LCD panels, marketed as CLPL (customized low persistence liquid) | 3840 × 2160 panel pixels per eye; 2560 × 1440 per-eye input upscaled in the headset | 80 Hz in November 2018 specification and documented 2019 driver capture | Approximately 200° diagonal advertised in November 2018; software and optical measurements differ | SteamVR/Lighthouse positional tracking; PiTool also documents 9-axis mode without base stations | Yes; documented base-station-free seated mode | With Lighthouse base stations | Compatible SteamVR controllers; original demonstrations used VIVE wands | DisplayPort 1.4 and USB; external power supply | ||
| Pimax 8K X | Windows 10 or later PC with a DisplayPort output; SteamVR base stations for 6DoF tracking | 2 x LCD (CLPL, customized low persistence liquid), RGB stripe | 3840 x 2160 per eye (native mode); 2560 x 1440 per eye input upscaled to 3840 x 2160 (upscale mode) | 60 Hz, 75 Hz and 90 Hz native (90 Hz on supported NVIDIA GeForce RTX 30-series GPUs); up to 114 Hz in upscale mode | 200 degrees diagonal, 170 degrees horizontal, 115 degrees vertical (manufacturer figures) | SteamVR Tracking 1.0 and 2.0 (6DoF); 9-axis mode for seated use without base stations | SteamVR controllers such as Valve Index Controllers or HTC Vive controllers; Pimax Sword Controllers | 4.5 m combined DisplayPort and USB cable | ||||
| Pimax Artisan | Windows 10 PC with NVIDIA GTX 1050 Ti/1060 or better, Intel i5-4590 or AMD FX 8350 or better, 8 GB RAM, DisplayPort 1.4 output and one USB 2.0/3.0 port (recommended); at least one SteamVR Lighthouse base station for room-scale tracking | 2 x RGB stripe LCD | 1700 x 1440 per eye | 72/90/120 Hz (selectable) | 170° diagonal / 140° horizontal (manufacturer figures) | 6DoF, SteamVR Tracking (Lighthouse 1.0/2.0) | SteamVR Tracking-compatible controllers (sold separately) | 4.5 m DisplayPort/USB cable | ||||
| Pimax Crystal | Compatible Windows PC for PC VR; onboard apps in standalone mode | Dual QLED LCDs with Mini-LED backlighting | 2880 × 2880 pixels per eye; 5760 × 2880 combined | 72, 90 or 120 Hz | 130° diagonal with standard lenses (manufacturer, May 2024) | 6DoF inside-out using four cameras; optional Lighthouse faceplate | Yes | Yes | 15 ms motion-to-photon (manufacturer’s September 2023 specification) | Pimax controllers; compatible SteamVR controllers with Lighthouse faceplate; optional hand-tracking accessory | DisplayPort 1.4, USB, Wi-Fi 6E, Bluetooth 5.1 | |
| Pimax Crystal Light | Windows PC, DisplayPort 1.4a, USB 3.0 and external power adapter | QLED LCD with mini-LED local dimming (local-dimming model) | 2880 × 2880 per eye (16,588,800 pixels across both displays) | 72 / 90 / 120 Hz selectable; legacy page also lists 60 Hz | 110° horizontal (current manufacturer specification); earlier advertised values differ | 6DoF inside-out tracking; optional Lighthouse faceplate | Yes | Yes | Pimax inside-out controllers; compatible SteamVR controllers with Lighthouse faceplate | DisplayPort 1.4a, USB 3.0 | ||
| Pimax Crystal Pro | For PC VR: RTX 2070 or above (minimum), RTX 3080 / RTX 4070 or above (recommended); no PC needed in standalone mode | TFT QD-LCD (QLED) with Mini-LED local dimming, 576 zones per eye | 2880 x 2880 per eye (about 17 million pixels total) | 72 / 90 / 120 Hz | 110° horizontal | SLAM 2.0 inside-out (four cameras, motion sensor, infrared illumination); optional Lighthouse via a swappable faceplate | Two Pimax ringed SLAM controllers (included) | Built-in Wi-Fi streaming with an included Wi-Fi 6E adapter; optional 60G AirLink (third generation); optional DisplayPort 1.4a cable | ||||
| Pimax Crystal QLED | QLED (quantum dot LCD) with Mini-LED backlight and local dimming | 2880x2880 per-eye | 72, 90 and 120 Hz; 144 and 160 Hz in a testing mode | 6 DoF Inside-out via 4 integrated cameras | 15 ms motion-to-photon (manufacturer figure) | 2 x Pimax Reality Controller | ||||||
| Pimax Crystal Super | Windows PC, DisplayPort and USB connections | QLED + Mini-LED local dimming; Sony micro-OLED option | QLED: 3840 × 3840 per eye; micro-OLED: 3840 × 3552 per eye | 72/90 Hz in optical-engine specifications; see display notes | 6DoF inside-out SLAM; optional Crystal Super Lighthouse Faceplate | Yes | Yes | Pimax inside-out controllers; SteamVR controllers with Lighthouse configuration | DisplayPort 1.4a, USB 3.0 | |||
| Pimax Crystal Super 8K Micro-OLED | Gaming PC with DisplayPort (Pimax lists RTX 2080 minimum, RTX 3070 or higher recommended) | 2 x Sony Micro-OLED binocular | 3840x3552 per-eye | 72 / 90 Hz | 116° horizontal, 128°+ diagonal (manufacturer figures) | Inside-out SLAM with four cameras; SteamVR Lighthouse optional (Lighthouse faceplate) | 6DoF controllers | DisplayPort 1.4a + USB 3.0 (split cable to PC) | ||||
| Pimax Dream Air | PC with DisplayPort output; Pimax lists an RTX 2080 minimum and RTX 3070 or higher recommended | 2 x 1.35-inch Sony Micro-OLED | 3840x3552 per-eye | 72 Hz / 90 Hz | 110° horizontal, 120°+ diagonal (Pimax figures) | SLAM inside-out (four cameras) or Lighthouse (SteamVR Tracking), depending on version | Pimax controllers (SLAM version); hand tracking; SteamVR-tracked controllers (Lighthouse version) | |||||
| Pimax Dream Air SE | Windows 10/11 PC with a DisplayPort 1.4a output; SteamVR base stations for the Lighthouse version | 2 x Micro-OLED binocular | 2560x2560 per-eye (5120 x 2560 total) | 72 Hz native; 90 Hz with upscaled rendering | 105 degrees horizontal (Pimax figure) | Inside-out SLAM (four cameras) or SteamVR Lighthouse (outside-in) | Two 6DoF controllers (SLAM version); SteamVR controllers (Lighthouse version) | |||||
| Pimax Reality 12K QLED | PC VR planned; original standalone mode under reconsideration | Dual 6K QLED (announced); panel technology under development | 6K per eye target; "12K" across both eyes | Up to 200 Hz in original PC VR announcement | 200° horizontal, 135° vertical, 240° diagonal (2021 PC VR claims) | 6DoF inside-out; optional SteamVR tracking cover (announced) | Planned | Planned | Optically tracked controllers and hand/eye tracking proposed; optional Lighthouse cover | DisplayPort, USB-C, Wi-Fi 6E; optional 60 GHz WiGig (announced) | ||
| Pimax Vision 8K Plus | Windows 10 PC with NVIDIA RTX 2060 or above, Intel i5-9400 or above, 8 GB RAM or more; SteamVR base stations | 2 x LCD, RGB stripe; customized low persistence liquid (CLPL) | 3840 x 2160 per eye (upscaled from 2560 x 1440 input) | 72 Hz, 90 Hz, 110 Hz (110 Hz listed as beta or tentative) | 200° diagonal, 170° horizontal, 115° vertical (manufacturer figures) | 6DoF SteamVR Tracking (Lighthouse 1.0 and 2.0); 9-axis 3DoF mode | Power and volume buttons; SteamVR-tracked controllers (sold separately) | Tethered 3-in-1 cable: DisplayPort 1.2, USB 3.0, 12 V power | ||||
| PlayStation VR2 | PlayStation 5 or compatible PC with PS VR2 PC adapter | OLED | 2000 x 2040 pixels per eye | 90Hz, 120Hz | Approximately 110 degrees (axis not specified by Sony) | Inside-out tracking, (6DoF) | Yes (Six-axis motion sensing system) | Yes (via 4 embedded cameras) | PlayStation VR2 Sense controllers, Eye tracking, DualSense | USB Type-C (to PS5), Bluetooth 5.1 (Controllers) | ||
| QWR VRone PC | Fast LCD, 5.46 inch | 1832 x 1920 per eye (3664 x 1920 combined) | 72, 90 or 120 Hz (2025 specification); 120 Hz (2026 specification) | 116 degrees | 6DoF, inside-out tracking with four greyscale global shutter cameras | Yes | Yes | Two 6DoF controllers (external batteries) | Tethered (DisplayPort and USB-A cable to PC; USB-C via adapter) | |||
| Razer OSVR HDK 1.4 | PC with at least a GeForce GTX 660, a 3 GHz Core i5 or equivalent and 8 GB of RAM | 5.5-inch low-persistence OLED (single panel) with diffusion film | 1920 x 1080 (960 x 1080 per eye); native panel mode 1080 x 1920 | 60 Hz | 100 degrees diagonal (90 degrees horizontal x 90 degrees vertical, OSVR HDK specification) | 6DoF: on-board IMU plus IR LED faceplate tracked by an external IR camera | No controller included; gamepad or keyboard and mouse | Wired, through a belt-worn breakout box and a USB 3.0 and HDMI combo cable | ||||
| Relativty | 5.5-inch LCD (Relativ builds); 2K dual display (2020 reference build); any PC-compatible display can be used | 2560 x 1440 (original build) | 120 FPS (2020 reference build, per the creators) | 3DoF rotational head tracking; experimental webcam-based body tracking | ||||||||
| Roscosmos XR-2 | 2 x LCD binocular | 5760 x 2880 combined (reported as 2880 x 2880 per eye) | 90/120 Hz (May 2021 announcement); 90 Hz in RK-Tsifra's kit listing | 157° diagonal | 6DoF, laser-based outside-in tracking with two base stations | Two 6DoF controllers with trigger, stick, four buttons and vibration feedback | ||||||
| Samsung Odyssey | Compatible host PC; software and GPU requirements vary by driver and Windows version | Dual 3.5-inch AMOLED | 1440 × 1600 per eye (2880 × 1600 combined) | 60 Hz or 90 Hz, subject to host and driver support | 110° (manufacturer specification; axis unspecified) | 6DoF inside-out, two front cameras | Yes | Yes | Pair of tracked Windows Mixed Reality controllers; compatible PC inputs depend on the application | HDMI 2.0 and USB 3.0 through a 4 m bound cable | ||
| Samsung Odyssey Plus | Compatible Windows PC; native WMR and third-party Oasis requirements differ (see Software platform) | Dual 3.5-inch AMOLED with Anti-SDE | 1440 × 1600 per eye; 2880 × 1600 combined | 60 Hz / 90 Hz | 110° (manufacturer; axis not specified) | 6DoF inside-out; two tracking cameras | Yes | Yes | Two Windows Mixed Reality motion controllers; supported apps may also use keyboard, mouse or gamepad | HDMI 2.0; USB 3.0; built-in Bluetooth for controllers | ||
| Shiftall MeganeX | Compatible Windows PC; SteamVR base stations and controllers for Lighthouse mode | Dual 1.3-inch Kopin Micro-OLED | 2560 × 2560 per eye (5120 × 2560 combined) | 120 Hz | 6DoF camera-based inside-out; SteamVR Tracking with included adapter | Yes (6DoF) | Yes (6DoF) | SteamVR Tracking controllers in Lighthouse mode; gamepad or keyboard applications in inside-out mode | DisplayPort/USB via converter | |||
| 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 | Windows 10 PC with an NVIDIA GeForce RTX 3070 or higher (NVIDIA only, no AMD support); SteamVR Base Station 1.0 or 2.0 | 2× 1.35" Micro-OLED (4K per eye), made by BOE | 3552×3840 per eye (8K total) | 90 Hz | Not officially published by Shiftall | Outside-in 6DoF (SteamVR Lighthouse) | DisplayPort 1.4 + USB 2.0 to the PC through the included converter box; USB Type-C at the headset | |||||
| 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 | ||
| Skyworth W1 Pro | Historical FAQ (June 2022): PC with Intel Core i3 (7th generation) or above, 4 GB memory or more, NVIDIA 1050Ti graphics or above | 2 x LCD binocular | 1600x1600 per-eye | 72 Hz | 94° (manufacturer; axis unspecified) | Confirm and Return buttons; optional VR controller | ||||||
| Somnium VR1 | Gaming PC, SteamVR Tracking base stations (for 6DoF tracking) | Dual QLED Mini-LED Fast LCD with local dimming (576 zones per eye) | 2880 × 2880 per eye (5760 × 2880 combined) | 72 Hz, 90 Hz, 120 Hz; 144 Hz listed as experimental at launch | 130° horizontal, 105° vertical (manufacturer figure) | 6DoF outside-in (SteamVR Lighthouse); 3DoF IMU mode without base stations (software update of June 2026) | Yes | Yes | Up to 144Hz | <20ms motion-to-photon | SteamVR controllers (Valve Index, VIVE), Ultraleap hand tracking | 6 m all-in-one hybrid active optical cable carrying DisplayPort (32 Gbps), USB 3.2 Gen 2 (10 Gbps) and power; second cable on mixed reality models |
| StarVR | Personal computer | Dual 5.5-inch LCD panels (2015 prototype) | 5120 x 1440 across both panels; 2560 x 1440 per eye (2015) | 60 Hz (2015 demonstration) | 210° horizontal, 130° vertical (advertised 2015 specifications) | 6DoF (2015 prototype) | IMU (2015); Gyroscope, Accelerometer, Magnetometer documented in 2017 | External camera with fiducial markers (2015 prototype) | ||||
| Steam Frame | Compatible PC for PC streaming; standalone play also supported | Two LCD panels | 2160 x 2160 per eye | 72-144 Hz (144 Hz experimental) | Up to 110 degrees | Camera-based inside-out tracking | Steam Frame Controllers | |||||
| VPL EyePhone | External video source; configured tracker for head tracking | Dual LCD screens; HRX uses active-matrix TFT | 442 × 238 (LX); 720 × 480 (HRX), primary-colored elements per eye | 108° (LX), 106° (HRX), both-eye horizontal | 6 DoF electromagnetic, with configured Polhemus tracker | Yes | Yes, with tracker | 30 or 60 transfers/s (LX tracker) | DataGlove, (sold separately) | RS-170A RGB or NTSC (HRX) | ||
| VRgineers VRHero 5K | 2 x LCD | 2560x1440 per-eye (5120 x 1440 combined) | 60-90 Hz | 150-170 degrees (depending on IPD and focus, per VRgineers) | Tracking-system neutral; extensions for OptiTrack, AR Tracking and HTC Lighthouse | 8 programmable buttons | DisplayPort 1.2 video cable (up to 100 m); USB 2.0 for data | |||||
| VRgineers VRHero 5K Plus | 2 x 5.7-inch Quad HD OLED (one per eye), 518 ppi | 2560x1440 per-eye (5120 x 1440 combined) | 70 Hz | 150-170 degrees (depending on IPD and focus settings, per VRgineers) | External 6DoF: SteamVR Tracking via HTC Vive Tracker, AR Tracking, OptiTrack | Leap Motion hand tracking, HTC Vive controllers, AR Tracking controllers | ||||||
| VRgineers XTAL | PC with an NVIDIA GeForce GTX 1080 Ti or better graphics card for a standard setup | 2 x Quad HD high-density OLED | 2560 x 1440 per eye (5120 x 1440 combined, "5K") | 70 Hz | Up to 170 degrees (2018 launch lenses); 180 degrees diagonal (lenses introduced December 2018) | External 6DoF: SteamVR Lighthouse, AR Tracking, OptiTrack | Leap Motion hand tracking, voice commands, HTC Vive controllers, AR Tracking controllers | DisplayPort, USB and power cables to the host PC | ||||
| VRgineers XTAL 3 | Windows 10 64-bit PC with an NVIDIA RTX-class GPU and at least 32 GB RAM | 2 x LCD binocular (fast-switching 4K LCD) | 3840x2160 per-eye | 75 Hz at 3840x2160 per eye; 120 Hz at 2560x1440 (QHD) per eye | 180° horizontal, 90° vertical (announced); 140° x 90° default, up to 180° x 120° maximum experimental (current spec sheet) | Inside-out (infrared cameras), Lighthouse (SteamVR), ART, OptiTrack, Polhemus, Vicon or custom | VirtualLink cable (5 m) or DisplayPort 1.4, USB 3.2 Gen 2, 12 V 3 A power | |||||
| VRgineers XTAL 3 Mixed Reality | 2 x LCD binocular (fast-switching 4K LCD panels) | 3840x2160 per-eye | 75 Hz at 3840x2160 per eye; 120 Hz at 2560x1440 per eye | 180° horizontal, 90° vertical | Inside-out (two infrared cameras); compatible with OptiTrack, ART and Vicon external tracking | |||||||
| VRgineers XTAL 8K | Compatible Windows PC, NVIDIA GPU and VRG Runtime | Two fast-switching 4K LCDs | 3840 × 2160 per eye (two 4K panels) | 75 Hz (historical 8K catalog specification) | 180° diagonal (manufacturer specification) | Internal IMU: 3DoF; external tracking options: 6DoF | Yes (internal IMU) | With compatible external tracking system | Compatible tracked controllers, hands and microphone | VirtualLink; DisplayPort/USB/power adapter | ||
| 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 | Valve advertises approximately 20 degrees more than HTC Vive for typical users | SteamVR Tracking, (Lighthouse 2.0) | 6 DOF | 6 DOF | Valve Index Controllers (included with full kit) | USB 3.0, DisplayPort 1.2 | ||
| Varjo Aero | Windows PC with a supported NVIDIA GPU; SteamVR base stations; SteamVR controllers | Dual mini-LED LCD | 2880 x 2720 per eye | 90 Hz | 115° horizontal, 134° diagonal (at 12 mm eye relief) | SteamVR Tracking 1.0/2.0 | Two headset buttons; SteamVR controllers (not included) | 5 m USB-C cable to a headset adapter with DisplayPort and USB-A 3.0 connections | ||||
| Varjo VR-2 | Compatible Windows PC; external tracking | Micro-OLED focus and AMOLED context displays, one of each per eye | Focus: 1920×1080 per eye; context: 1440×1600 per eye | 60 Hz focus; 90 Hz context | 87° (manufacturer specification; axis unspecified) | SteamVR Tracking with base stations 1.0 or 2.0; third-party tracking integrations | Yes (six-degree-of-freedom headset tracking) | Yes (six-degree-of-freedom headset tracking) | SteamVR-compatible controllers (separate accessories) | Optical headset cable and link box; two PC DisplayPort connections and USB-A | ||
| Varjo VR-3 | Compatible Windows PC, Varjo Base 3.0-4.14, powered headset adapter(s); base stations for SteamVR Tracking | Two uOLED focus displays and two LCD context displays | Focus: 1920 × 1920 per eye; context: 2880 × 2720 per eye | 90 Hz (manufacturer specification) | 115° horizontal; product book also specifies 134° diagonal at 12 mm eye relief | Positional and rotational SteamVR Tracking; third-party tracking integrations also documented | Yes, with configured tracking system | Yes, with configured tracking system | Compatible SteamVR controllers; hand tracking; Action and Menu headset buttons | Two 5 m USB-C headset cables to adapter(s); desktop: two DisplayPort 1.4 and two USB-A 3.0/3.1 connections | ||
| Varjo XR-1 | Windows PC with native Thunderbolt 3, two DisplayPort 1.2 outputs and a USB-A 3.0 port; 2-4 SteamVR base stations for SteamVR tracking | Bionic Display: two 1920 x 1080 low-persistence micro-OLEDs (focus) and two 1440 x 1600 low-persistence AMOLEDs (context) | Focus: 1920 x 1080 per eye; context: 1440 x 1600 per eye; over 60 PPD (3000 PPI) in the focus area | 60/90 Hz | 87 degrees | 6DoF; compatible with SteamVR Tracking and ART | SteamVR-compatible controllers; System and Application buttons on the headset | 10 m active optical Thunderbolt cable; Link Box | ||||
| Varjo XR-3 | Compatible Windows PC, powered adapters and Varjo Base | uOLED (focus) + LCD (peripheral) | Focus: 1920 x 1920 per eye; peripheral: 2880 x 2720 per eye | 90 Hz | 115° horizontal (manufacturer figure) | SteamVR 1.0/2.0; Varjo inside-out tracking (Beta) | Headset orientation via configured tracking system | SteamVR, Varjo inside-out or integrated third-party system | Passthrough below 20 ms (manufacturer claim) | Headset buttons; hand/eye input; SteamVR controllers with SteamVR Tracking | Two headset USB-C cables to powered adapters | |
| Varjo XR-4 | Compatible Windows PC with NVIDIA graphics | Two mini-LED displays with local dimming | 3840 x 3744 per eye | 75 or 90 Hz | 120° x 105° (manufacturer specification) | Inside-out; SteamVR tracking depends on hardware version | Supported (6DoF headset tracking) | Supported (6DoF headset tracking) | Varjo Controllers, compatible SteamVR controllers, hand tracking, headset touch controls | Separate DisplayPort display cable and USB-C data connection via powered adapter | ||
| Varjo XR-4 Focal Edition | Windows 10 (64-bit) or Windows 11 PC with an NVIDIA GPU, DisplayPort 1.4 and USB-C (10 Gbps) | 2x 3.59-inch Mini-LED with local dimming | 3840×3744 per eye (4K×4K) | 90 Hz (75 Hz selectable) | 120° × 105° | Inside-out; optional SteamVR (outside-in); ART and OptiTrack supported | Varjo Controllers (powered by Razer), hand tracking | DisplayPort, USB-C | ||||
| VictorMaxx CyberMaxx | 2 x TFT Active Matrix LCD (HSC unit) | 505 x 230 per eye (Model 120, reported) | 3DoF orientation (HSC unit) | Head tracking | VGA, Composite NTSC (2.0) | |||||||
| Virtual Research VR4 | 2 x 1.3" active matrix LCD | 742 x 230 color elements per eye (170,660 color elements, equivalent to 56,887 triads) | 60° diagonal at 100% overlap; 67° diagonal at 85% overlap | None built in; mounting bracket for an external position sensor (Polhemus; adapters for Ascension and Logitech) | S-VHS (Y/C) or RS-170A RGB video, NTSC timing only; 3.5 mm audio input | |||||||
| Virtual i-O i-glasses! | PC version: VGA output set to 640 x 480 at 60 or 70 Hz and a free serial (COM) port; 486DX4-100, 8 MB RAM and a double-speed CD-ROM drive recommended. Video version: NTSC composite video source | Two full-color liquid crystal displays | 180,000 pixels per LCD panel (manufacturer figure); PC input up to 640 x 480 (VGA) | PC interface accepts VGA at 60-72 Hz | 30 degrees per eye | PC models: 3DoF (yaw, pitch, roll) sourceless orientation tracker, 250 Hz sample rate, RS-232C serial | VGA input with monitor pass-through, RCA composite video, stereo RCA audio, RS-232C serial | |||||
| Virtuality Visette 1 | Two LCDs; Panasonic or Epson revisions | 276 horizontal x 376 vertical (1991 report) | 6DoF magnetic; hardware varies by system | Space Joystick (1000CS) | ||||||||
| Virtuality Visette 2 | Twin active-matrix TFT LCDs | 756 x 244, listed visual resolution | 60° horizontal, 46.87° vertical (manufacturer) | 6DoF magnetic | 6DoF Space Joystick 2000 | Console networking | ||||||
| Vuzix iWear VR920 | 2 x LCD (VGA, progressive scan), 24-bit color | 640 x 480 per eye; accepts 800 x 600 and 1024 x 768 input, scaled to 640 x 480 | 60 Hz | 32° | 3DoF rotational (pitch, roll, yaw) | Head tracking; volume and on-screen display control wheel | USB (power, tracking, full-duplex audio), analog VGA | |||||
| XEO BIG | 2 x Micro-OLED binocular | 3840x3552 per-eye | 90 Hz | 100° horizontal | 6DoF inside-out | |||||||
| Z800 3DVisor | PC with a VGA (analog SVGA 800 x 600, 60 Hz) output and a USB port; Windows XP or Windows Vista | Two 0.59-inch SVGA-3D OLED microdisplays | 800 x 600 per display | 60 Hz input; 30 Hz per eye in frame-sequential stereo mode | About 40 degrees diagonal | Built-in head tracker (360 degrees horizontal, more than 60 degrees vertical) | Head tracking (mouse emulation) | VGA (PC D-Sub, analog RGB) video input; USB |
See also
References
- ↑ 1.0 1.1 1.2 Omid Abari, Dinesh Bharadia, Austin Duffield, Dina Katabi (2017-03). "Enabling High-Quality Untethered Virtual Reality". Proceedings of the 14th USENIX Symposium on Networked Systems Design and Implementation (NSDI '17), pp. 531-544. USENIX Association. https://www.usenix.org/conference/nsdi17/technical-sessions/presentation/abari. Retrieved 2026-10-17.
- ↑ 2.0 2.1 2.2 "Oculus Rift Pre-Orders Now Open, First Shipments March 28". Oculus Blog. Oculus VR. 2016-01-06. https://www.meta.com/blog/oculus-rift-pre-orders-now-open-first-shipments-march-28/. Retrieved 2026-10-17.
- ↑ 3.0 3.1 3.2 Patrick Seybold (2017-04-03). ""Vive Day" set for April 5th to thank customers and launch Viveport Subscription". VIVE Blog. HTC. https://blog.vive.com/us/vive-day-celebration-for-fans/. Retrieved 2026-10-17.
- ↑ 4.0 4.1 4.2 "Announcing Oculus Rift S, Our New PC VR Headset Launching Spring 2019 for $399". Oculus Blog. Oculus VR. 2019-03-20. https://www.meta.com/blog/announcing-oculus-rift-s-our-new-pc-vr-headset-launching-spring-2019/. Retrieved 2026-10-17.
- ↑ 5.0 5.1 "Pico Neo 2 Is A Standalone VR Headset Which Can Also Wirelessly Connect To Your PC". UploadVR. 2019-03-19. https://www.uploadvr.com/pico-neo-2/. Retrieved 2026-06-22.
- ↑ 6.0 6.1 6.2 Matt Tate (2025-11-13). "Valve confirms that it has stopped making the Index VR headset". Engadget. https://www.engadget.com/ar-vr/valve-confirms-that-it-has-stopped-making-the-index-vr-headset-150324456.html. Retrieved 2026-10-17.
- ↑ 7.0 7.1 7.2 David Heaney (2025-11-12). "Valve Officially Announces Steam Frame, A "Streaming-First" Standalone VR Headset". UploadVR. https://www.uploadvr.com/valve-steam-frame-official-announcement-features-details/. Retrieved 2026-10-17.
- ↑ 8.0 8.1 "Price Drop: Bigscreen Beyond 2 now starts at $959". Bigscreen. 2026-08-31. https://store.bigscreenvr.com/blogs/beyond/a-lower-price-a-sleek-new-look-and-a-shipping-update. Retrieved 2026-10-17.
- ↑ 9.0 9.1 9.2 9.3 "Steam Hardware & Software Survey". Steam. Valve. 2026-09. https://store.steampowered.com/hwsurvey/. Retrieved 2026-10-17.
- ↑ 10.0 10.1 10.2 10.3 "Oculus Rift's recommended specs include Nvidia GTX 970 graphics card". New Atlas. 2015-05-15. https://newatlas.com/oculus-rift-specs/37536/. Retrieved 2026-06-22.
- ↑ 11.0 11.1 11.2 Atman Binstock (2015-05-15). "Powering the Rift". Oculus Blog. Oculus VR. https://www.meta.com/blog/powering-the-rift/. Retrieved 2026-10-17.
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 "VALVE Index System Requirements". Steam Support. Valve. https://help.steampowered.com/en/faqs/view/105E-66E3-962A-1577. Retrieved 2026-10-17.
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 "Bigscreen Beyond 2". Bigscreen. https://store.bigscreenvr.com/products/bigscreen-beyond-2. Retrieved 2026-10-17.
- ↑ Ivan E. Sutherland (1968-12). "A head-mounted three dimensional display". Proceedings of the AFIPS Fall Joint Computer Conference, Part I, pp. 757-764. ACM. https://doi.org/10.1145/1476589.1476686. Retrieved 2026-10-17.
- ↑ "Vuzix History". Vuzix Corporation. https://www.vuzix.com/pages/history. Retrieved 2026-10-17.
- ↑ Forte Technologies, Inc.. "VFX1 HEADGEAR User's Manual". ManualShelf. https://www.manualshelf.com/manual/forte-technologies/vr-headset-virtual-reality/operation-manual-english.html. Retrieved 2026-10-17.
- ↑ Paul James (2013-03-29). "Oculus Rift Dev Kits begin arriving with early backers!". Road to VR. https://roadtovr.com/oculus-rift-dev-kits-begin-arriving-with-early-backers/. Retrieved 2026-10-17.
- ↑ "Oculus Rift Development Kit, version 1.1". Oculus VR. 2013. https://files.bbystatic.com/j4n9xPt1QKAwgrcmP3aD2g%3D%3D/8148C09C-7EF4-4E09-AC12-1CA3F5F8D12E.pdf. Retrieved 2026-10-17.
- ↑ 19.0 19.1 19.2 19.3 19.4 Scott Hayden (2019-06-24). "Valve Index Set for June 28th Launch, New Orders Backlogged Until September". Road to VR. https://roadtovr.com/valve-index-pre-order-price-knuckles-controllers/. Retrieved 2026-10-17.
- ↑ Ben Lang (2020-09-16). "Facebook to Discontinue Rift Product Line in 2021, Will No Longer Build PC-only VR Headsets". Road to VR. https://roadtovr.com/facebook-discontinue-rift-product-line-2021/. Retrieved 2026-10-17.
- ↑ David Heaney (2024-10-01). "Windows Mixed Reality Headsets No Longer Function With Latest Windows 11 Update". UploadVR. https://www.uploadvr.com/windows-11-24h2-kills-windows-mr-support/. Retrieved 2026-10-17.
- ↑ 22.0 22.1 22.2 22.3 "PlayStation VR2 players can access games on PC with adapter starting on August 7". PlayStation.Blog. Sony Interactive Entertainment. 2024-06-03. https://blog.playstation.com/2024/06/03/playstation-vr2-players-can-access-games-on-pc-with-adapter-starting-on-august-7/. Retrieved 2026-10-17.
- ↑ 23.0 23.1 Ben Lang (2015-05-15). "Oculus Reveals Recommended Rift Specs and Confirms CV1 Resolution". Road to VR. https://roadtovr.com/oculus-rift-resolution-recommended-specs/. Retrieved 2026-10-17.
- ↑ 24.0 24.1 24.2 24.3 "VIVE Specs & User Guide". VIVE Developer Resources. HTC. https://developer.vive.com/resources/hardware-guides/vive-specs-user-guide/. Retrieved 2026-10-17.
- ↑ 25.0 25.1 25.2 25.3 "Varjo Aero, Professional-Grade Fidelity VR Headset". Varjo. https://varjo.com/products/aero/. Retrieved 2026-06-22.
- ↑ 26.0 26.1 26.2 26.3 "Display Technology Explained: DSC, Resolution, Refresh Rate, and Visual Fidelity Insights". Bigscreen. 2023-09-29. https://store.bigscreenvr.com/blogs/beyond/development-update-10. Retrieved 2026-10-17.
- ↑ Hayden, Scott (2015-05-18). "Valve's Lighthouse Base Station in Action, Inner Workings Explained". Road to VR. https://www.roadtovr.com/valves-lighthouse-base-station-action-inner-workings-explained/. Retrieved 2026-06-22.
- ↑ Ben Lang (2019-06-28). "Valve Index Review - The Enthusiast's Choice". Road to VR. https://roadtovr.com/valve-index-review/2. Retrieved 2026-10-17.
- ↑ 29.0 29.1 29.2 29.3 29.4 29.5 "PlayStation VR2: The ultimate FAQ". PlayStation.Blog. Sony Interactive Entertainment. 2023-02-06. https://blog.playstation.com/2023/02/06/playstation-vr2-the-ultimate-faq/. Retrieved 2026-10-17.
- ↑ 30.0 30.1 Diederick C. Niehorster, Li Li, Markus Lappe (2017-05-18). "The Accuracy and Precision of Position and Orientation Tracking in the HTC Vive Virtual Reality System for Scientific Research". i-Perception, vol. 8, no. 3. https://doi.org/10.1177/2041669517708205. Retrieved 2026-10-17.
- ↑ 31.0 31.1 Shawn Layden (2016-10-13). "PlayStation VR Launches Today Across the United States and Canada". PlayStation.Blog. Sony Interactive Entertainment. https://blog.playstation.com/2016/10/13/playstation-vr-launches-today-across-the-united-states-and-canada/. Retrieved 2026-10-17.
- ↑ 32.0 32.1 32.2 32.3 32.4 "PlayStation VR Launches October 2016 Available Globally At 44,980 Yen, $399 USD, €399 And £349". Sony News Releases. Sony Computer Entertainment. 2016-03-15. https://sony.mediaroom.com/2016-03-15-PlayStation-VR-Launches-October-2016-Available-Globally-At-44-980-Yen-399-USD-399-And-349. Retrieved 2026-10-17.
- ↑ 33.0 33.1 Jamie Feltham (2021-10-20). "Varjo Aero Announced: $1990 SteamVR Headset, 3K Per Eye Mini LED, Eye-Tracking". UploadVR. https://www.uploadvr.com/varjo-aero-announced/. Retrieved 2026-10-17.
- ↑ jaapgrolleman (2023-05-24). "Crystal update May 24: Shipping now to pre-orders". Pimax. https://web.archive.org/web/20230524075019/https://pimax.com/crystal-shipping-orders/. Retrieved 2026-10-17.
- ↑ 35.0 35.1 35.2 "Pimax Crystal". Pimax Japan. https://jp.pimax.com/en/products/pimax-crystal. Retrieved 2026-10-17.
- ↑ 36.0 36.1 "Crystal User Guide". Pimax. 2023-06. https://web.archive.org/web/20230812121123/https://pimax.com/wp-content/uploads/2023/06/Crystal-User-Guide.pdf. Retrieved 2026-10-17.
- ↑ "Shipping Updates, International Expansion, and PC Recommendations". Bigscreen. 2023-09-09. https://store.bigscreenvr.com/blogs/beyond/development-update-9. Retrieved 2026-10-17.
- ↑ 38.0 38.1 "Bigscreen Beyond". Bigscreen. https://store.bigscreenvr.com/products/bigscreen-beyond. Retrieved 2026-10-17.
- ↑ 39.0 39.1 Scott Hayden (2025-06-27). "Bigscreen Beyond 2 Starts First Wave of Shipping, Aims for Immediate Fulfillment by September". Road to VR. https://www.roadtovr.com/bigscreen-beyond-2-starts-first-wave-of-shipping-aims-for-immediate-fulfillment-by-september/. Retrieved 2026-10-17.
- ↑ Tomislav Bezmalinovic (2024-01-19). "Varjo Aero discontinued, support continues until 2025". MIXED. https://mixed-news.com/en/varjo-aero-discontinued/. Retrieved 2026-10-17.
- ↑ "What does end-of-support for older-generation models XR-3, VR-3, and Varjo Aero mean?". Varjo Support. Varjo Technologies. https://support.varjo.com/hc/en-us/end-of-support-for-older-generation-models-xr-3-vr-3-and-varjo-aero. Retrieved 2026-10-17.
- ↑ 42.0 42.1 Lucas Matney (2019-09-25). "Facebook announces Oculus Link, which brings PC games to the standalone Quest headset". TechCrunch. https://techcrunch.com/2019/09/25/facebook-announces-oculus-link-which-brings-pc-games-to-its-standalone-quest-headset/. Retrieved 2026-10-17.
- ↑ 43.0 43.1 43.2 "Set up and connect Meta Horizon Link and Air Link". Meta. https://www.meta.com/en-gb/help/quest/509273027107091/. Retrieved 2026-06-22.
- ↑ Ben Lang (2021-04-14). "Quest 2 to Get Air Link for Wireless PC VR, 120Hz Refresh, Keyboard & Desk Tracking". Road to VR. https://roadtovr.com/oculus-quest-2-update-v28-air-link-wireless-120hz-refresh-desk-keyboard-trakcing/. Retrieved 2026-10-17.
- ↑ 45.0 45.1 "Virtual Desktop Can Now Stream PC VR Games to Quest, Without the Sideloading Workaround". Road to VR. 2021-02-26. https://roadtovr.com/virtual-desktop-oculus-quest-wireless-pc-vr-streaming-steamvr/. Retrieved 2026-06-22.
- ↑ 46.0 46.1 "Virtual Desktop". Virtual Desktop. https://www.vrdesktop.net/. Retrieved 2026-10-17.
- ↑ David Heaney (2023-11-30). "Valve Launches Official Steam Link PC VR Streaming App On Quest". UploadVR. https://www.uploadvr.com/valve-steam-link-quest-steamvr-streaming/. Retrieved 2026-10-17.
- ↑ 48.0 48.1 48.2 "Steam Link For Meta, HTC and PICO Headsets". Steam Support. Valve. https://help.steampowered.com/en/faqs/view/0E2C-406B-9135-38A4. Retrieved 2026-10-17.
- ↑ "HTC Vive Cuts the Cable With Debut of Vive Wireless Adapter". VIVE Blog. HTC. 2018-08-21. https://blog.vive.com/us/htc-vive-cuts-cable-debut-vive-wireless-adapter/. Retrieved 2026-10-17.
- ↑ Ben Lang (2018-09-24). "Vive Wireless Adapter Now Available, Starting at $300". Road to VR. https://roadtovr.com/htc-vive-wireless-adapter-release-date-price/. Retrieved 2026-10-17.