Standalone VR
- See also: PC-Powered VR and Standalone AR
Standalone VR, also called all-in-one VR or integrated VR, is a category of virtual reality in which the HMD contains everything needed to run an experience on its own. A standalone headset has an onboard mobile system on a chip, its own battery and storage, built-in displays, and cameras for inside-out tracking. Because the computing, tracking, and power all live inside the device, a standalone headset works without a PC, a game console, or a smartphone attached to it.
This independence is the defining trait. A standalone headset boots into its own operating system, runs apps stored locally, and tracks the user's head and hands from cameras on the headset itself rather than from external base stations. The trade is one of compute: a headset that fits a mobile chip and a battery on the user's face has far less graphics power than a desktop PC, so standalone systems aim for a balance of mobility, price, and "good enough" visuals rather than maximum fidelity.
Definition and boundaries
A device is generally considered standalone VR when it meets all of the following: it has an integrated processor (an onboard SoC, not a host computer), an onboard rechargeable battery, onboard storage for the operating system and apps, and inside-out tracking that needs no external sensors. It does not need to be plugged into or paired with a separate PC, phone, or console to deliver its core VR experience.[1]
Two adjacent categories are often confused with standalone VR, and the distinction matters.
- PC-Powered VR (also called tethered or PC VR) headsets have no onboard computer. They are essentially a display-and-sensor shell driven by a separate gaming PC over a cable, and they often rely on external base stations or sensors for tracking. They depend entirely on the host machine for processing.
- Phone-powered VR (mobile VR) used a smartphone as both the screen and the processor, with the headset acting as a holder and a pair of lenses. The Samsung Gear VR docked a Samsung phone into the headset over its USB port, and Google Daydream View rested a compatible phone inside a soft viewer.[2] These are not standalone devices, because the headset itself has no processor, battery for compute, or storage of its own; remove the phone and nothing runs. Phone-powered VR was also limited to 3 degrees of freedom (rotation only), since a resting phone could not see the room.
Standalone VR sits between these two: more self-contained than phone-powered VR, and more mobile but less powerful than PC VR.
History
Phone-powered precursors
The standalone category grew out of phone-powered mobile VR. The Samsung Gear VR, developed with Oculus and launched in consumer form in 2015, and Google's Cardboard and later Daydream platform showed that an inexpensive headset plus a phone could deliver basic VR.[2] The limits were obvious: the headset depended on a phone the user had to supply, phones overheated under VR load, and tracking was only 3 degrees of freedom. Moving the screen, chip, and battery into the headset itself was the next step.
First standalone headsets (2018)
2018 brought the first wave of true standalone headsets, all of them split between 3DoF and the first attempts at 6DoF.
The Oculus Go, released on May 1, 2018, was an all-in-one headset that needed no phone or PC. It ran on a Qualcomm Snapdragon 821, used a single fast-switch LCD, and sold for $199 for the 32 GB model. The Go tracked only 3 degrees of freedom: it sensed which way the user looked but not whether they leaned or stepped, and its controller was likewise orientation-only.[3]
The Lenovo Mirage Solo, also shipping in 2018, was the first standalone headset to add positional tracking. Built on Google's Daydream platform and a Qualcomm Snapdragon 835, it used Google's WorldSense system with two forward-facing cameras to deliver 6 degrees of freedom on the headset, so a user could lean and crouch and have the view respond. Its bundled controller was still 3DoF. It launched at $399.[4]
Oculus Quest and mainstream 6DoF (2019)
The headset that defined the category was the Oculus Quest, released on May 21, 2019 at $399 for the 64 GB model. It was Meta's (then Oculus's) first 6DoF all-in-one VR system. Four cameras on the headset performed inside-out tracking of both the head and a pair of fully tracked motion controllers, with no PC, no wires, and no external sensors required. It ran on a Qualcomm Snapdragon 835 with 4 GB of RAM.[5][6] By pairing room-aware 6DoF tracking with hand controllers at a consumer price, the Quest popularized standalone 6DoF VR and set the template the rest of the industry followed. It was later rebranded the Meta Quest 1 after Facebook became Meta.[6]
Enabling silicon
Standalone VR became practical because of chips built specifically for the job. In 2018 Qualcomm announced the Qualcomm Snapdragon XR1, described as the first dedicated extended reality platform for standalone AR and VR devices, aimed at letting manufacturers build mainstream headsets at lower cost.[1] Early standalone headsets such as the Mirage Solo and the first Quest actually shipped on the Snapdragon 835, a smartphone chip, before XR-specific parts were widely available.[5]
The Qualcomm Snapdragon XR2, announced in late 2019, was the higher-end successor and the chip that powered the next generation of standalone headsets. It added support for higher-resolution displays, up to seven concurrent cameras for tracking and passthrough, and stronger on-device AI, with the first commercial XR2 headsets expected in the second half of 2020.[7] Later refinements, branded XR2 Gen 2 and XR2+ Gen 2, power most current standalone headsets.
Current standalone headsets
The table below lists notable standalone VR and mixed reality headsets in use as of 2026. All run on an onboard SoC with onboard battery and storage and use inside-out tracking; some include color passthrough for mixed reality. The Apple Vision Pro and Samsung Galaxy XR are standalone in compute but ship with an external battery pack on a cable.
| Headset | Released | Processor | Notable display | Launch price | Notes |
|---|---|---|---|---|---|
| Meta Quest 3 | October 2023 | Snapdragon XR2 Gen 2 | LCD, 2064 x 2208 per eye, 90 to 120 Hz | $499 (128 GB) | Pancake lenses, color passthrough mixed reality[8] |
| Meta Quest 3S | October 2024 | Snapdragon XR2 Gen 2 | LCD, 1832 x 1920 per eye, 90 to 120 Hz | $299 (128 GB) | Budget model; same chip as Quest 3, Quest 2 era fresnel lenses[9] |
| Pico 4 | October 2022 | Snapdragon XR2 | LCD, 2160 x 2160 per eye, 90 Hz | EUR 429 (128 GB) | Pancake optics; sold in Europe and East Asia, not the United States[10] |
| Vive Focus 3 | June 2021 | Snapdragon XR2 | LCD, 2448 x 2448 per eye, 90 Hz | $1,300 | Enterprise focus; swappable battery, active cooling[11] |
| Samsung Galaxy XR | October 2025 | Snapdragon XR2+ Gen 2 | Micro-OLED, 3552 x 3840 per eye, up to 90 Hz | $1,799 | Runs Android XR; standalone with a 302 g external battery pack[12] |
| Apple Vision Pro | February 2024 | Apple M2 and R1 | Micro-OLED, about 3660 x 3200 per eye | $3,499 (256 GB) | Standalone compute; external tethered battery, about 2 hours of use[13] |
The Vision Pro is a useful edge case. It runs visionOS on an onboard M2 chip with an R1 sensor coprocessor and needs no host PC or phone to function, which makes it standalone in the sense that matters here. But unlike the Quest line, it does not carry its battery on the headset; power comes from an external pack (about 353 g) on a cable, good for roughly two hours of use.[13] Samsung's Galaxy XR uses the same split: a self-contained Android XR headset paired with a tethered battery pack.[12]
Trade-offs versus PC VR
Standalone VR and PC-Powered VR make opposite bets.
A standalone headset wins on mobility, simplicity, and price. There is nothing to plug in, no base stations to mount, no separate PC to buy or maintain, and the user can carry it to another room or another house. A mainstream standalone headset such as the Meta Quest 3S starts at $299, while a comparable PC VR setup needs a gaming computer on top of the headset.[9] Setup is short and the experience is wireless by default.
A PC VR setup wins on raw power. A desktop GPU can render far more detailed scenes at higher resolutions and frame rates than a mobile SoC running on a battery inside a headset, so the most graphically demanding VR titles target PC. The cost is a wired or base-station-bound setup, a higher total price, and no portability.
Because of these trade-offs, many headsets try to offer both. Standalone-first headsets are increasingly designed so they can also act as a PC VR display when a more powerful experience is wanted.
PC VR streaming bridges
The line between standalone and PC VR has blurred because standalone headsets can borrow a PC's graphics power on demand. Several "bridge" methods let a standalone headset show PC-rendered VR by streaming frames from a nearby computer, either over a cable or wirelessly over the local network.[14]
On the Meta Quest line the common options are:
- Meta Quest Link (formerly Oculus Link): a wired USB-C connection from the headset to the PC.
- Air Link: Meta's built-in, free wireless version of Quest Link over a local Wi-Fi network.
- Virtual Desktop: a paid third-party app widely used for wireless PC VR streaming and desktop access.
- Steam Link and other SteamVR streaming apps: Valve's free wireless app for streaming SteamVR titles to the Quest, alongside SteamVR's own streaming support.[14]
These bridges keep the headset standalone for everyday use while turning it into a PC VR display when a user wants access to the larger and more demanding PC VR libraries. Wireless streaming generally calls for a fast 5 GHz Wi-Fi link to keep latency low.[14]
Relationship to Meta Quest
The Meta Quest product line is the most prominent standalone VR brand and is largely responsible for the category's mainstream adoption. It began with the Oculus Quest in 2019, the first consumer 6DoF all-in-one headset, and continued through the Quest 2, the Meta Quest 3, and the budget Meta Quest 3S.[5][8] Every Quest headset is standalone by design and can optionally connect to a PC through the streaming bridges above. The success of the Quest line is a large part of why "standalone" became the default expectation for consumer VR rather than a niche alternative to PC VR.
List of standalone VR devices
| Devices | Requires | Display | Resolution | Refresh Rate | Field of View | Tracking | Rotational Tracking | Positional Tracking | Update Rate | Latency | Input | Connectivity |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 3Glasses Blubur S2 | Single LCD binocular | 1440x1440 per-eye | 90 Hz | 90° vertical 90° horizontal | ||||||||
| 3Glasses X1 | 2 x LCD binocular | 1200x1200 per-eye | 90 Hz | 105° horizontal 88.6° vertical | ||||||||
| ANTVR Cyclop | 2 x OLED binocular | 1080x1200 per-eye | 90 Hz | 110° horizontal 110° vertical | ||||||||
| AjnaLens AjnaXR | 2 x LCD binocular | 1600x1600 per-eye | 90 Hz | 108° diagonal | ||||||||
| AjnaXR Enterprise Edition | 2 x LCD binocular | 2280x2280 per-eye | 90 Hz | 108° diagonal | ||||||||
| Apple Vision Pro | Dual Micro-OLED | 3660 × 3200 pixels per eye (23 million total pixels) | 90Hz 96Hz 100Hz | Approximately 100-120 degrees | Eye tracking Hand tracking Face tracking Room mapping | Yes | Degrees of freedom | 12ms photon-to-photon latency | 12ms | Voice Hand gestures Eye tracking | Wi-Fi 6 Bluetooth 5.3 | |
| Apple Vision Pro M5 | 2× Micro-OLED | 3660×3200+ per eye (10% more pixels than original) | 90 Hz 120 Hz 96 Hz 100 Hz | ~100° | Inside-out 6DoF | Wi-Fi 6 Bluetooth 5.3 | ||||||
| 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 | Input Devices Hand tracking (AIO) | USB-C (Tethered) Wi-Fi/Bluetooth (AIO) | |
| Arpara VR All In One | 2 x 1.03" Micro-OLED binocular | 2560 x 2560 per eye (5120 x 2560 combined) | 6DoF (inside-out) | 6DoF controllers | Bluetooth Wi-Fi | |||||||
| Cinera Edge | None (standalone) or HDMI source | Dual 0.83-inch micro-OLED (2560 × 1440 per eye) | 2560 × 1440 per eye (2.5K 5K combined) | 60Hz | 66° (equivalent to IMAX 70°) | Accelerometer 3DoF (gyroscope Magnetic) | Yes | No | 60Hz | Low latency | Side touchpad Brightness/volume controls | Wi-Fi 802.11ac Bluetooth 5.0 HDMI 2.0b (HDCP) |
| ClassVR Premium | Single LCD binocular | 1280x1440 per-eye | ||||||||||
| DPVR E3B | Single AMOLED binocular | 1280x1440 per-eye | 72 Hz | 110° horizontal 60° vertical | ||||||||
| DPVR E3C | Single LCD binocular | 1280x1440 per-eye | 72 Hz | 110° horizontal 60° vertical | ||||||||
| DPVR E4C | Single LCD binocular | 1832x1920 per-eye | 120 Hz | 95° vertical 95° horizontal 115° diagonal | ||||||||
| DPVR M2 Pro | LCD | 2650 x 1440 (1325 x 1440 per eye) | Degrees of freedom | Bluetooth gamepad (optional) | Bluetooth Wi-Fi | |||||||
| DPVR P1 | Single LCD binocular | 1280x1440 per-eye | 72 Hz | 100° diagonal | ||||||||
| DPVR P1 Pro | Single LCD binocular | 1280x1440 per-eye | 72 Hz | 100° diagonal | ||||||||
| DPVR P1 Pro 4K | Single LCD binocular | 1920x2160 per-eye | 72 Hz | 100° diagonal | ||||||||
| DPVR P1 Pro Light | Single LCD binocular | 1280x1440 per-eye | 90 Hz | |||||||||
| DPVR P1 Ultra 4K | Single LCD binocular | 1920x2160 per-eye | 90 Hz | 90° diagonal | ||||||||
| DPVR P2 | Single LCD binocular | 1832x1920 per-eye | 90 Hz | |||||||||
| Fujitsu FMVHDS1 | 2 x LCD binocular | 1440x1440 per-eye | 90 Hz | 100° diagonal | ||||||||
| HP Reverb G2 Omnicept Edition | 2 x LCD | 2160x2160 per-eye | 90 Hz | 90° vertical 98° horizontal 107° diagonal | ||||||||
| HP VR1000 | 2 x LCD binocular | 1440x1440 per-eye | 90 Hz | 95° horizontal 91° vertical | ||||||||
| HTC Vive Focus | None (standalone) | AMOLED | 1440 × 1600 per eye (2880 × 1600 combined) | 75Hz | 110° | 6DoF inside-out (headset) 3DoF (controller) | Yes | Yes | 75Hz | 3DoF controller (1 included) | Wi-Fi 802.11ac Bluetooth 4.2 | |
| HTC Vive Focus 3 | VIVE Business account (enterprise) | Dual LCD | 2448 × 2448 per eye (4896 × 2448 combined) | 90Hz | 120° | 6DoF inside-out (4 cameras) | Yes | Yes | 90Hz | Hand tracking VIVE Focus 3 Controllers | Wi-Fi 6/6E Bluetooth 5.2 + BLE | |
| HTC Vive Focus Plus | VIVE Enterprise account | Dual AMOLED | 1440 × 1600 per eye (2880 × 1600 combined) | 75Hz | 110° | 6DoF inside-out (2 cameras) | Yes | Yes | 75Hz | 6DoF ultrasonic controllers (pair) | Bluetooth 4.2 Wi-Fi 5 | |
| 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 | Voice Input Devices Eye tracking Hand tracking | Bluetooth 5.2 Wi-Fi 6/6E USB-C (×2) | |
| 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 | Voice Hand tracking VIVE controllers | USB-C Wi-Fi 6E Bluetooth 5.2 | |
| Huawei VR Glass 6DoF | 2 x LCD | 1600x1600 per-eye | 90 Hz | 90° diagonal | ||||||||
| IQIYI Qiyu 3 | 2 x LCD binocular | 2160x2160 per-eye | 90 Hz | 115° horizontal | ||||||||
| IQIYI Qiyu Dream | LCD | 2560 x 1440 (1280 x 1440 per eye) | Degrees of freedom | 6DoF controllers | Bluetooth Wi-Fi | |||||||
| IQIYI Qiyu Dream Pro | LCD | 3664 x 1920 (1832 x 1920 per eye) | 6DoF (inside-out) | 6DoF controllers | Bluetooth Wi-Fi USB-C | |||||||
| IQIYI Qiyu MIX | Single LCD binocular | 1832x1920 per-eye | 88 Hz | 93° horizontal | ||||||||
| Impression Pi | Smartphone | Depends on smartphone | Depends on the smartphone | 6 DOF | IMU Board | IMU Board Infared Cameras? IR Projector? | ||||||
| Lenovo Legion VR700 | Fast-response RGB LCD ("RealRGB") | 3 664 x 1 920 total (773 PPI) | 90Hz 72Hz | Degrees of freedom | Yes | Yes | Two 6DoF controllers | Wi-Fi USB-C (USB 3.0) | ||||
| Lenovo Mirage Solo | Google account | Single 5.5" IPS LCD | 1280 × 1440 per eye (2560 × 1440 total) | 75Hz | 110° | 6DoF inside-out (WorldSense) | Yes | Yes | 75Hz | Daydream Controller (3DoF) | Wi-Fi 802.11ac Bluetooth 5.0 LE | |
| Lenovo Mirage VR S3 | 1 920 x 2 160 pixels per eye (3 840 x 2 160 combined Marketed as 4K) | 75Hz | 101 degrees | 3DoF (rotational only) | Yes | No | 3DoF controller Hands-free head control | Bluetooth Wi-Fi | ||||
| Lenovo ThinkReality VRX | None (standalone) | Dual LCD | 2280 × 2280 per eye | 72Hz / 90Hz | 95° | 6DoF inside-out | Yes | Yes | 90Hz | Hand tracking 6DoF controllers (2 included) | USB-C Wi-Fi 6E Bluetooth 5.2 | |
| Lynx R-1 | None (standalone) | Dual LCD | 1800 × 1800 per eye (3600 × 1800 combined) | 90Hz | 90° | 6DoF inside-out (SLAM) | Yes | Yes | 90Hz | ~50ms (passthrough) | Voice Hand tracking Optional controllers | Wi-Fi 6 Bluetooth 5.2 |
| Lynx R1 | None (Standalone device) | Dual LCD (binocular) | 1600×1600 per eye | 90 Hz | 90°×90° (circular) | 6DOF inside-out tracking | Yes (6DOF) | Yes (6DOF) | Hand tracking Optional 6DOF controllers based on Finch Technologies Shift | Wi-Fi 6 (802.11ax) Wi-Fi 5 DisplayPort Alt-Mode) USB-C (3.1 Gen1 | ||
| Lynx R2 | Dual LCD | 2 312 x 2 160 pixels per eye | 90Hz | 133 degrees diagonal | Degrees of freedom Inside-out tracking | Input Devices Hand tracking | ||||||
| Lynx-R1 | 2× LCD | 1600×1600 per eye | 90 Hz | 90° (circular) | Inside-out 6DoF (6 cameras) | Bluetooth Wi-Fi USB-C | ||||||
| Medion Erazer X1000 | Single LCD binocular | 1440x1440 per-eye | 90 Hz | 96° vertical 95° horizontal | ||||||||
| Meta Quest 2 | Meta account (formerly Facebook account) | Single fast-switch LCD | 1832 × 1920 per eye (3664 × 1920 combined) | 90Hz 72Hz 80Hz 120Hz (experimental) | ~89° horizontal | 6DoF inside-out | Yes | Yes | Up to 120Hz | Voice Hand tracking Touch controllers | Bluetooth 5.0 Wi-Fi 6 | |
| Meta Quest 3 | Meta account | 2 x LCD ("4K+ Infinite Display") | 2064×2208 per-eye | 90Hz 72Hz 120Hz (144Hz experimental) | 110° (horizontal) 96° (vertical) | Degrees of freedom Inside-out tracking | Yes (IMU-based) | Yes (SLAM-based) | 2 × Meta Quest Touch Plus Controllers | Bluetooth 5.2 LE Wi-Fi 6E (802.11ax with 6GHz) | ||
| Meta Quest 3S | Meta account | Single LCD | 1832 x 1920 pixels per eye | Up to 120Hz | Degrees of freedom Inside-out tracking | Yes | Yes | Hand tracking Touch Plus controllers | Bluetooth Wi-Fi 6E | |||
| Meta Quest Pro | Meta account | 2 x QLED (LCD with Quantum Dot layer and local dimming) | 1800x1920 per eye | 90 Hz (72 Hz mode available) | 106° horizontal 96° vertical | Degrees of freedom Inside-out tracking With 5 external headset cameras and controller cameras | Degrees of freedom Yes | Degrees of freedom Yes | Not specified in sources | Not specified in sources | Hand tracking Meta Quest Touch Pro Controllers | Wi-Fi 6E Bluetooth 5.2 |
| Nolo Sonic | 1920x2160 per-eye | 72 Hz | 90° vertical 101° horizontal | |||||||||
| Nolo Sonic 2 | Single LCD binocular | 1832x1920 per-eye | 120 Hz | 92° diagonal | ||||||||
| Nolo X1 | 1280x1440 per-eye | 90° vertical 96° horizontal | ||||||||||
| Oculus Go | Oculus account Smartphone for setup | Single 5.5" LCD | 1280 × 1440 per eye (2560 × 1440 combined) | 60Hz 72Hz | 101° | 3DoF (rotational only) | Yes | No | 60/72Hz | Oculus Go Controller (3DoF) | Bluetooth 4.2 Wi-Fi 802.11 b/g/n/ac | |
| Oculus Quest | Oculus/Facebook account | Dual OLED (PenTile) | 1440 × 1600 per eye (2880 × 1600 combined) | 72Hz | 93° | 6DoF inside-out (Oculus Insight) | Yes | Yes | 72Hz | Touch controllers Hand tracking (post-update) | Bluetooth 4.2 Wi-Fi 5 | |
| Oculus Quest 2 | LCD (single panel) | 1832x1920 per eye | 72/80/90/120 Hz | 97° | 4 cameras) 6DoF (inside-out | |||||||
| PICO 4 | PICO account | Dual LCD | 2160 × 2160 per eye (4320 × 2160 combined) | 90Hz 72Hz | 105° | 6DoF inside-out | Yes | Yes | 90Hz | Voice Hand tracking PICO controllers | Bluetooth 5.1 Wi-Fi 6 | |
| PICO 4 Ultra | PICO account | Dual LCD | 2160 × 2160 per eye (4320 × 2160 combined) | 90Hz 72Hz | 105° | 6DoF inside-out | Yes | Yes | 90Hz | 5ms (wireless streaming) | Voice Input Devices Hand tracking | Bluetooth 5.2 Wi-Fi 7 |
| Pico 4 | 2 x LCD | 2160x2160 per-eye | 90 Hz | 6 DoF Inside-out | 2 x Pico 4 Controller | |||||||
| Pico 4 Pro | 2× LCD | 2160×2160 per eye | 90 Hz 72 Hz | 105° | Inside-out 6DoF (4 cameras) | USB-C Bluetooth 5.1 Wi-Fi 6 | ||||||
| Pico 4 Ultra Enterprise | 2× 2.56" LCD | 2160×2160 per eye (4K+) | 90 Hz | 105° | Inside-out 6DoF (4 cameras) | Bluetooth USB-C Wi-Fi 7 | ||||||
| Pico G2 | 3K LCD Blue ray reduction | 2880 x 1600 | 90Hz 615 ppi | 101 degrees | Degrees of freedom | 1 3DOF Controller | N/A | |||||
| Pico G2 4K | None (standalone) | LCD | 1920 × 2160 per eye (3840 × 2160 combined 4K) | 75Hz | 101° | 3DoF (IMU) | Yes | No | 75Hz | 3DoF controller (1 included) | Wi-Fi 802.11ac Bluetooth 4.2 | |
| Pico G2 4K Enterprise | Single LCD binocular | 1920x2160 per-eye | 75 Hz | 101° diagonal | ||||||||
| Pico G3 | LCD | 3664×1920 (combined) | 72 Hz 90 Hz (dynamic) | ~101° | 3DoF (head rotation only) | Bluetooth Wi-Fi USB-C | ||||||
| Pico Goblin | 5.5" Super Fast TFT LCD | 2560 x 1440 (1280 x 1440 per eye) | Degrees of freedom | 3DoF controller | Bluetooth 4.0 Wi-Fi | |||||||
| Pico Neo 2 | None (standalone) | LCD (single panel) | 1920 × 2160 per eye (3840 × 2160 combined) | 75Hz | 101° | 6DoF inside-out (electromagnetic controllers) | Yes | Yes | 75Hz | Electromagnetic 6DoF controllers (pair included) | Bluetooth 5.0 Wi-Fi 5 | |
| Pico Neo 2 Eye | 5.5" TFT LCD | 3840 x 2160 (1920 x 2160 per eye) | 6DoF (inside-out + electromagnetic) | 6DoF controllers (electromagnetic tracking) | Bluetooth Wi-Fi USB-C | |||||||
| Pico Neo 3 | 5.5" LCD (SFR TFT) | 3664 x 1920 (1832 x 1920 per eye) | 6DoF (inside-out Optical) | 6DoF controllers (32 optical sensors) | Bluetooth 5.1 Wi-Fi 6 | |||||||
| Pico Neo 3 Link | None (standalone) or PC (via DisplayPort) | LCD | 1832 × 1920 per eye (3664 × 1920 combined) | 90Hz 72Hz 120Hz | 98° | 6DoF inside-out (4 cameras) | Yes | Yes | Up to 120Hz | Pico 6DoF controllers (pair included) | Bluetooth 5.1 Wi-Fi 6 DisplayPort (via cable) | |
| Pico Neo 3 Pro | 4k 5.5" 3664 x 1920 LCD PPI 773 | 72/90Hz | Fresnel 98 degrees | Degrees of freedom Inside-out tracking | 2 Updated Pico Neo Controllers | Displayport | ||||||
| Pico Neo 3 Pro Eye | None (standalone) PC optional for streaming | LCD (single panel) | 3664 × 1920 (1832 × 1920 per eye) | 90Hz 72Hz | 98° | 6DoF (inside-out) | Yes | Yes | 120Hz (eye tracking) | Voice Eye tracking Hand tracking 6DoF controllers | USB-C DisplayPort Bluetooth 5.1 Wi-Fi 6 | |
| Pimax Crystal Super 8K Micro-OLED | 2 x Micro-OLED binocular | 3840x3552 per-eye | 90 Hz | 105° horizontal | ||||||||
| Pimax Dream Air | 2 x Micro-OLED binocular | 3840x3552 per-eye | 90 Hz | 102° horizontal | ||||||||
| Pimax Dream Air SE | 2 x Micro-OLED binocular | 2560x2560 per-eye | 102° horizontal | |||||||||
| Pimax Portal QLED View | Single QLED binocular | 1920x2160 per-eye | 144 Hz | 100° diagonal | ||||||||
| Pimax Portal View | Single LCD binocular | 1920x2160 per-eye | 144 Hz | 100° diagonal | ||||||||
| Pimax Reality 12K QLED | Standalone capable High-end VR-ready PC (PC VR mode) | 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 | Eye tracking Hand tracking SteamVR controllers | Bluetooth USB-C DisplayPort Wi-Fi 6E | |
| Play For Dream MR | Dual micro-OLED | 3840x3552 per eye | 90 Hz | 103 degrees diagonal | Degrees of freedom Inside-out tracking | Eye tracking Hand tracking 6DoF controllers | Bluetooth 5.3 Wi-Fi 7 | |||||
| QWR VRone | Single LCD binocular | 70 Hz | 90° diagonal | |||||||||
| QWR VRone 4K | 72 Hz | |||||||||||
| QWR VRone Pro | Dual LCD | 1 600 x 1 600 pixels per eye | 90Hz | 105 degrees | Degrees of freedom Inside-out tracking | Yes | Yes | Hand tracking Two 6DoF controllers | ||||
| Samsung Galaxy XR | Google account | Dual micro-OLED | 3 552 x 3 840 pixels per eye (approx. 27 megapixels combined) | 60Hz 90Hz 72Hz (default) | Degrees of freedom Inside-out tracking | Yes | Yes | Eye tracking Hand tracking Optional Galaxy XR Controllers | Bluetooth Wi-Fi | |||
| 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 Pancake 1 | 2 x LCD binocular | 2280x2280 per-eye | 90 Hz | 95° diagonal | ||||||||
| Skyworth Pancake 1C | 2 x LCD binocular | 1600x1600 per-eye | 90 Hz | 95° diagonal | ||||||||
| Skyworth Pancake 1Pro | 2 x Mini LED binocular | 2280x2280 per-eye | 90 Hz | 95° diagonal | ||||||||
| Skyworth W1 | 2 x LCD binocular | 1600x1600 per-eye | 72 Hz | 94° diagonal | ||||||||
| Skyworth W1 Pro | 2 x LCD binocular | 1600x1600 per-eye | 72 Hz | 94° diagonal | ||||||||
| Snapdragon 845 VR Development Kit | Single AMOLED binocular | 1280x1440 per-eye | 60 Hz | 90° vertical 110° horizontal | ||||||||
| Snapdragon XR1 HMD Reference Design | ||||||||||||
| Sony SRH-S1 | Siemens NX Immersive Engineering software (SRH-S1 configuration) | 3 552 x 3 840 pixels per eye (approx. 13.6 megapixels per eye) | 90Hz | Degrees of freedom Inside-out tracking | Eye tracking Hand tracking Pointing controller Ring controller | Standalone Plus PC streaming | ||||||
| Steam Frame | PC for streaming (optional) Included wireless adapter | Dual 2160×2160 LCD panels | 2160×2160 per eye | 72–120 Hz (144 Hz experimental) | Stated 110° horizontal × 110° vertical | Inside‑out 6DoF SLAM (4 external monochrome cameras + IR illuminators) | 6DoF IMU + optical | Inside‑out optical tracking | 10–20 ms typical end‑to‑end streaming (claimed) | Steam Frame Controllers; optional Bluetooth gamepads Keyboard and mouse | Bluetooth 5.3 Wi‑Fi 7 (headset) Bundled Wi‑Fi 6E PC adapter | |
| Sulon Q | PC | OLED | 2560x1440 pixels | Gamepads Mouse and Keyboard Dual noise-suppressing embedded microphones Controllers compatible with Windows 10 | Bluetooth 4.0 Wi-Fi 802.11ac | |||||||
| TCL NXTWEAR V | 2 x LCD binocular | 2280x2280 per-eye | 90 Hz | 108° diagonal | ||||||||
| VRgineers VRHero 5K | 2 x LCD | 2560x1440 per-eye | 90 Hz | 170° diagonal | ||||||||
| VRgineers VRHero 5K Plus | 2 x OLED binocular | 2560x1440 per-eye | 90 Hz | 170° diagonal | ||||||||
| VRgineers XTAL 3 | 2 x LCD binocular | 3840x2160 per-eye | 120 Hz | 180° horizontal 90° vertical | ||||||||
| VRgineers XTAL 3 Mixed Reality | 2 x LCD binocular | 3840x2160 per-eye | 120 Hz | 180° horizontal 90° vertical | ||||||||
| Vive Focus | AMOLED (single panel) | 2800x1600 | 75 Hz | 110° | 6DoF (inside-out 2 cameras) | Bluetooth Wi-Fi USB-C (OTG) | ||||||
| Vive Focus Plus | AMOLED (dual) | 1440x1600 per eye | 75 Hz | 110° | 6DoF (inside-out + ultrasonic controllers) | Wi-Fi 5GHz USB 3.1 Type-C | ||||||
| Woxter Neo VR100 | Single LCD binocular | 960x1080 per-eye | ||||||||||
| XEO BIG | 2 x Micro-OLED binocular | 3840x3552 per-eye | 90 Hz | 100° horizontal | ||||||||
| XRSpace Manova | LCD | 2880 x 1440 (1440 x 1440 per eye) | 6DoF (inside-out) | Hand tracking 3DoF controller | Wi-Fi 5G LTE | |||||||
| Xiaomi Mi VR | Single LCD binocular | 1280x1440 per-eye | 60 Hz | 57° vertical 94° horizontal | ||||||||
| YVR 1 | 2 x LCD binocular | 2160x2160 per-eye | 90 Hz | 100° diagonal | ||||||||
| YVR 2 | 2 x LCD binocular | 1600x1600 per-eye | 90 Hz | 95° diagonal |
See also
References
- ↑ 1.0 1.1 "Qualcomm unveils Snapdragon XR1 reference design for standalone AR and VR headsets". 2018-05-29. https://venturebeat.com/business/qualcomm-unveils-snapdragon-xr1-reference-design-for-standalone-ar-and-vr-headsets/.
- ↑ 2.0 2.1 "Google Daydream View vs. Samsung Gear VR: Spec Comparison". 2017-08-24. https://www.digitaltrends.com/virtual-reality/google-daydream-view-vs-samsung-gear-vr/.
- ↑ "Everything We Know About Oculus Go: Release Date, Price, Specs". 2018-05-01. https://www.roadtovr.com/oculus-go-release-date-price-specs-everything-we-know/.
- ↑ "Google's first WorldSense VR headset, the Lenovo Mirage Solo, ships in Q2 for under $400". 2018-01-09. https://techcrunch.com/2018/01/09/googles-first-worldsense-vr-headset-the-lenovo-mirage-solo-ships-in-q2-for-under-400/.
- ↑ 5.0 5.1 5.2 "Introducing Oculus Quest, Our First 6DOF All-in-One VR System, Launching Spring 2019". 2018-09-26. https://www.meta.com/blog/introducing-oculus-quest-our-first-6dof-all-in-one-vr-system-launching-spring-2019/.
- ↑ 6.0 6.1 "Oculus Quest". 2025-12-01. https://en.wikipedia.org/wiki/Oculus_Quest.
- ↑ "Snapdragon XR2 Chip to Enable Standalone Headsets with 3K x 3K Resolution & 7 Cameras". 2019-12-05. https://www.roadtovr.com/qualcomm-snapdragon-xr2-5g-announcement/.
- ↑ 8.0 8.1 "Meta Quest 3". 2025-11-15. https://en.wikipedia.org/wiki/Meta_Quest_3.
- ↑ 9.0 9.1 "Meta Quest 3S Is Available Now". 2024-10-15. https://www.meta.com/blog/meta-quest-3s-announced-connect-2024/.
- ↑ "PICO 4". 2025-09-01. https://en.wikipedia.org/wiki/PICO_4.
- ↑ "Vive Focus 3 Announced with Snapdragon XR2, 6MP Resolution, $1,300 Enterprise Price & June 27th Launch". 2021-05-11. https://roadtovr.com/htc-vive-focus-3-specs-price-release-date-announcement/.
- ↑ 12.0 12.1 "Samsung Galaxy XR". 2025-11-01. https://en.wikipedia.org/wiki/Samsung_Galaxy_XR.
- ↑ 13.0 13.1 "Apple Vision Pro". 2025-12-01. https://en.wikipedia.org/wiki/Apple_Vision_Pro.
- ↑ 14.0 14.1 14.2 "How to play PCVR and Steam games on Meta Quest headsets". 2024-03-12. https://www.laptopmag.com/gaming/vr/how-to-play-pcvr-and-steam-games-on-meta-quest-headsets.