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Standalone VR

From VR & AR Wiki
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

DevicesRequiresDisplayResolutionRefresh RateField of ViewTrackingRotational TrackingPositional TrackingUpdate RateLatencyInputConnectivity
3Glasses Blubur S2Single LCD binocular1440x1440 per-eye90 Hz90° vertical
90° horizontal
3Glasses X12 x LCD binocular1200x1200 per-eye90 Hz105° horizontal
88.6° vertical
ANTVR Cyclop2 x OLED binocular1080x1200 per-eye90 Hz110° horizontal
110° vertical
AjnaLens AjnaXR2 x LCD binocular1600x1600 per-eye90 Hz108° diagonal
AjnaXR Enterprise Edition2 x LCD binocular2280x2280 per-eye90 Hz108° diagonal
Apple Vision ProDual Micro-OLED3660 × 3200 pixels per eye (23 million total pixels)90Hz
96Hz
100Hz
Approximately 100-120 degreesEye tracking
Hand tracking
Face tracking
Room mapping
YesDegrees of freedom12ms photon-to-photon latency12msVoice
Hand gestures
Eye tracking
Wi-Fi 6
Bluetooth 5.3
Apple Vision Pro M52× Micro-OLED3660×3200+ per eye (10% more pixels than original)90 Hz
120 Hz
96 Hz
100 Hz
~100°Inside-out 6DoFWi-Fi 6
Bluetooth 5.3
Arpara 5KPC (Tethered) / None (AIO)Dual 1.03-inch micro-OLED (SeeYA)2560 × 2560 per eye (5120 × 2560 combined)70Hz (5K)
90Hz (4K mode)
120Hz (lower res)
95°3DoF (Tethered)
6DoF (AIO)
YesYes (AIO)
Optional (Tethered with adapter)
Up to 120HzInput Devices
Hand tracking (AIO)
USB-C (Tethered)
Wi-Fi/Bluetooth (AIO)
Arpara VR All In One2 x 1.03" Micro-OLED binocular2560 x 2560 per eye (5120 x 2560 combined)6DoF (inside-out)6DoF controllersBluetooth
Wi-Fi
Cinera EdgeNone (standalone) or HDMI sourceDual 0.83-inch micro-OLED (2560 × 1440 per eye)2560 × 1440 per eye (2.5K
5K combined)
60Hz66° (equivalent to IMAX 70°)Accelerometer
3DoF (gyroscope
Magnetic)
YesNo60HzLow latencySide touchpad
Brightness/volume controls
Wi-Fi 802.11ac
Bluetooth 5.0
HDMI 2.0b (HDCP)
ClassVR PremiumSingle LCD binocular1280x1440 per-eye
DPVR E3BSingle AMOLED binocular1280x1440 per-eye72 Hz110° horizontal
60° vertical
DPVR E3CSingle LCD binocular1280x1440 per-eye72 Hz110° horizontal
60° vertical
DPVR E4CSingle LCD binocular1832x1920 per-eye120 Hz95° vertical
95° horizontal
115° diagonal
DPVR M2 ProLCD2650 x 1440 (1325 x 1440 per eye)Degrees of freedomBluetooth gamepad (optional)Bluetooth
Wi-Fi
DPVR P1Single LCD binocular1280x1440 per-eye72 Hz100° diagonal
DPVR P1 ProSingle LCD binocular1280x1440 per-eye72 Hz100° diagonal
DPVR P1 Pro 4KSingle LCD binocular1920x2160 per-eye72 Hz100° diagonal
DPVR P1 Pro LightSingle LCD binocular1280x1440 per-eye90 Hz
DPVR P1 Ultra 4KSingle LCD binocular1920x2160 per-eye90 Hz90° diagonal
DPVR P2Single LCD binocular1832x1920 per-eye90 Hz
Fujitsu FMVHDS12 x LCD binocular1440x1440 per-eye90 Hz100° diagonal
HP Reverb G2 Omnicept Edition2 x LCD2160x2160 per-eye90 Hz90° vertical
98° horizontal
107° diagonal
HP VR10002 x LCD binocular1440x1440 per-eye90 Hz95° horizontal
91° vertical
HTC Vive FocusNone (standalone)AMOLED1440 × 1600 per eye (2880 × 1600 combined)75Hz110°6DoF inside-out (headset)
3DoF (controller)
YesYes75Hz3DoF controller (1 included)Wi-Fi 802.11ac
Bluetooth 4.2
HTC Vive Focus 3VIVE Business account (enterprise)Dual LCD2448 × 2448 per eye (4896 × 2448 combined)90Hz120°6DoF inside-out (4 cameras)YesYes90HzHand tracking
VIVE Focus 3 Controllers
Wi-Fi 6/6E
Bluetooth 5.2 + BLE
HTC Vive Focus PlusVIVE Enterprise accountDual AMOLED1440 × 1600 per eye (2880 × 1600 combined)75Hz110°6DoF inside-out (2 cameras)YesYes75Hz6DoF ultrasonic controllers (pair)Bluetooth 4.2
Wi-Fi 5
HTC Vive Focus VisionVIVE account
Optional PC for PCVR
Dual LCD2448 × 2448 per eye (4896 × 2448 combined)90Hz (120Hz in DisplayPort mode beta)120°6DoF inside-outYesYes90HzVoice
Input Devices
Eye tracking
Hand tracking
Bluetooth 5.2
Wi-Fi 6/6E
USB-C (×2)
HTC Vive XR EliteVIVE account
Optional PC for PCVR
Dual LCD1920 × 1920 per eye (3840 × 1920 combined)90Hz110°6DoF inside-outYesYes90HzVoice
Hand tracking
VIVE controllers
USB-C
Wi-Fi 6E
Bluetooth 5.2
Huawei VR Glass 6DoF2 x LCD1600x1600 per-eye90 Hz90° diagonal
IQIYI Qiyu 32 x LCD binocular2160x2160 per-eye90 Hz115° horizontal
IQIYI Qiyu DreamLCD2560 x 1440 (1280 x 1440 per eye)Degrees of freedom6DoF controllersBluetooth
Wi-Fi
IQIYI Qiyu Dream ProLCD3664 x 1920 (1832 x 1920 per eye)6DoF (inside-out)6DoF controllersBluetooth
Wi-Fi
USB-C
IQIYI Qiyu MIXSingle LCD binocular1832x1920 per-eye88 Hz93° horizontal
Impression PiSmartphoneDepends on smartphoneDepends on the smartphone6 DOFIMU BoardIMU Board
Infared Cameras?
IR Projector?
Lenovo Legion VR700Fast-response RGB LCD ("RealRGB")3
664 x 1
920 total (773 PPI)
90Hz
72Hz
Degrees of freedomYesYesTwo 6DoF controllersWi-Fi
USB-C (USB 3.0)
Lenovo Mirage SoloGoogle accountSingle 5.5" IPS LCD1280 × 1440 per eye (2560 × 1440 total)75Hz110°6DoF inside-out (WorldSense)YesYes75HzDaydream Controller (3DoF)Wi-Fi 802.11ac
Bluetooth 5.0 LE
Lenovo Mirage VR S31
920 x 2
160 pixels per eye (3
840 x 2
160 combined
Marketed as 4K)
75Hz101 degrees3DoF (rotational only)YesNo3DoF controller
Hands-free head control
Bluetooth
Wi-Fi
Lenovo ThinkReality VRXNone (standalone)Dual LCD2280 × 2280 per eye72Hz / 90Hz95°6DoF inside-outYesYes90HzHand tracking
6DoF controllers (2 included)
USB-C
Wi-Fi 6E
Bluetooth 5.2
Lynx R-1None (standalone)Dual LCD1800 × 1800 per eye (3600 × 1800 combined)90Hz90°6DoF inside-out (SLAM)YesYes90Hz~50ms (passthrough)Voice
Hand tracking
Optional controllers
Wi-Fi 6
Bluetooth 5.2
Lynx R1None (Standalone device)Dual LCD (binocular)1600×1600 per eye90 Hz90°×90° (circular)6DOF inside-out trackingYes (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 R2Dual LCD2
312 x 2
160 pixels per eye
90Hz133 degrees diagonalDegrees of freedom
Inside-out tracking
Input Devices
Hand tracking
Lynx-R12× LCD1600×1600 per eye90 Hz90° (circular)Inside-out 6DoF (6 cameras)Bluetooth
Wi-Fi
USB-C
Medion Erazer X1000Single LCD binocular1440x1440 per-eye90 Hz96° vertical
95° horizontal
Meta Quest 2Meta account (formerly Facebook account)Single fast-switch LCD1832 × 1920 per eye (3664 × 1920 combined)90Hz
72Hz
80Hz
120Hz (experimental)
~89° horizontal6DoF inside-outYesYesUp to 120HzVoice
Hand tracking
Touch controllers
Bluetooth 5.0
Wi-Fi 6
Meta Quest 3Meta account2 x LCD ("4K+ Infinite Display")2064×2208 per-eye90Hz
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 ControllersBluetooth 5.2 LE
Wi-Fi 6E (802.11ax with 6GHz)
Meta Quest 3SMeta accountSingle LCD1832 x 1920 pixels per eyeUp to 120HzDegrees of freedom
Inside-out tracking
YesYesHand tracking
Touch Plus controllers
Bluetooth
Wi-Fi 6E
Meta Quest ProMeta account2 x QLED (LCD with Quantum Dot layer and local dimming)1800x1920 per eye90 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 sourcesNot specified in sourcesHand tracking
Meta Quest Touch Pro Controllers
Wi-Fi 6E
Bluetooth 5.2
Nolo Sonic1920x2160 per-eye72 Hz90° vertical
101° horizontal
Nolo Sonic 2Single LCD binocular1832x1920 per-eye120 Hz92° diagonal
Nolo X11280x1440 per-eye90° vertical
96° horizontal
Oculus GoOculus account
Smartphone for setup
Single 5.5" LCD1280 × 1440 per eye (2560 × 1440 combined)60Hz
72Hz
101°3DoF (rotational only)YesNo60/72HzOculus Go Controller (3DoF)Bluetooth 4.2
Wi-Fi 802.11 b/g/n/ac
Oculus QuestOculus/Facebook accountDual OLED (PenTile)1440 × 1600 per eye (2880 × 1600 combined)72Hz93°6DoF inside-out (Oculus Insight)YesYes72HzTouch controllers
Hand tracking (post-update)
Bluetooth 4.2
Wi-Fi 5
Oculus Quest 2LCD (single panel)1832x1920 per eye72/80/90/120 Hz97°4 cameras)
6DoF (inside-out
PICO 4PICO accountDual LCD2160 × 2160 per eye (4320 × 2160 combined)90Hz
72Hz
105°6DoF inside-outYesYes90HzVoice
Hand tracking
PICO controllers
Bluetooth 5.1
Wi-Fi 6
PICO 4 UltraPICO accountDual LCD2160 × 2160 per eye (4320 × 2160 combined)90Hz
72Hz
105°6DoF inside-outYesYes90Hz5ms (wireless streaming)Voice
Input Devices
Hand tracking
Bluetooth 5.2
Wi-Fi 7
Pico 42 x LCD2160x2160 per-eye90 Hz6 DoF Inside-out2 x Pico 4 Controller
Pico 4 Pro2× LCD2160×2160 per eye90 Hz
72 Hz
105°Inside-out 6DoF (4 cameras)USB-C
Bluetooth 5.1
Wi-Fi 6
Pico 4 Ultra Enterprise2× 2.56" LCD2160×2160 per eye (4K+)90 Hz105°Inside-out 6DoF (4 cameras)Bluetooth
USB-C
Wi-Fi 7
Pico G23K LCD
Blue ray reduction
2880 x 160090Hz
615 ppi
101 degreesDegrees of freedom1 3DOF ControllerN/A
Pico G2 4KNone (standalone)LCD1920 × 2160 per eye (3840 × 2160 combined
4K)
75Hz101°3DoF (IMU)YesNo75Hz3DoF controller (1 included)Wi-Fi 802.11ac
Bluetooth 4.2
Pico G2 4K EnterpriseSingle LCD binocular1920x2160 per-eye75 Hz101° diagonal
Pico G3LCD3664×1920 (combined)72 Hz
90 Hz (dynamic)
~101°3DoF (head rotation only)Bluetooth
Wi-Fi
USB-C
Pico Goblin5.5" Super Fast TFT LCD2560 x 1440 (1280 x 1440 per eye)Degrees of freedom3DoF controllerBluetooth 4.0
Wi-Fi
Pico Neo 2None (standalone)LCD (single panel)1920 × 2160 per eye (3840 × 2160 combined)75Hz101°6DoF inside-out (electromagnetic controllers)YesYes75HzElectromagnetic 6DoF controllers (pair included)Bluetooth 5.0
Wi-Fi 5
Pico Neo 2 Eye5.5" TFT LCD3840 x 2160 (1920 x 2160 per eye)6DoF (inside-out + electromagnetic)6DoF controllers (electromagnetic tracking)Bluetooth
Wi-Fi
USB-C
Pico Neo 35.5" 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 LinkNone (standalone) or PC (via DisplayPort)LCD1832 × 1920 per eye (3664 × 1920 combined)90Hz
72Hz
120Hz
98°6DoF inside-out (4 cameras)YesYesUp to 120HzPico 6DoF controllers (pair included)Bluetooth 5.1
Wi-Fi 6
DisplayPort (via cable)
Pico Neo 3 Pro4k
5.5"
3664 x 1920 LCD
PPI 773
72/90HzFresnel
98 degrees
Degrees of freedom
Inside-out tracking
2
Updated Pico Neo Controllers
Displayport
Pico Neo 3 Pro EyeNone (standalone)
PC optional for streaming
LCD (single panel)3664 × 1920 (1832 × 1920 per eye)90Hz
72Hz
98°6DoF (inside-out)YesYes120Hz (eye tracking)Voice
Eye tracking
Hand tracking
6DoF controllers
USB-C
DisplayPort
Bluetooth 5.1
Wi-Fi 6
Pimax Crystal Super 8K Micro-OLED2 x Micro-OLED binocular3840x3552 per-eye90 Hz105° horizontal
Pimax Dream Air2 x Micro-OLED binocular3840x3552 per-eye90 Hz102° horizontal
Pimax Dream Air SE2 x Micro-OLED binocular2560x2560 per-eye102° horizontal
Pimax Portal QLED ViewSingle QLED binocular1920x2160 per-eye144 Hz100° diagonal
Pimax Portal ViewSingle LCD binocular1920x2160 per-eye144 Hz100° diagonal
Pimax Reality 12K QLEDStandalone capable
High-end VR-ready PC (PC VR mode)
Dual QLED with mini-LED backlighting5760 × 3240 per eye (6K
PC mode)
3840 × 2160 per eye (4K
Standalone)
Up to 200Hz200° horizontal (PC)
150° horizontal (standalone)
6DoF inside-out + SteamVR optionalYesYesUp to 200HzEye tracking
Hand tracking
SteamVR controllers
Bluetooth
USB-C
DisplayPort
Wi-Fi 6E
Play For Dream MRDual micro-OLED3840x3552 per eye90 Hz103 degrees diagonalDegrees of freedom
Inside-out tracking
Eye tracking
Hand tracking
6DoF controllers
Bluetooth 5.3
Wi-Fi 7
QWR VRoneSingle LCD binocular70 Hz90° diagonal
QWR VRone 4K72 Hz
QWR VRone ProDual LCD1
600 x 1
600 pixels per eye
90Hz105 degreesDegrees of freedom
Inside-out tracking
YesYesHand tracking
Two 6DoF controllers
Samsung Galaxy XRGoogle accountDual micro-OLED3
552 x 3
840 pixels per eye (approx. 27 megapixels combined)
60Hz
90Hz
72Hz (default)
Degrees of freedom
Inside-out tracking
YesYesEye tracking
Hand tracking
Optional Galaxy XR Controllers
Bluetooth
Wi-Fi
Simula OneNone (standalone)
PC for tethered mode
Bluetooth keyboard & mouse (optional)
Dual 2448×2448 RGB-stripe LCD high-fidelity panels2448×2448 per eye (4896×2448 total)90 Hz (up to 120 Hz capable panels mentioned previously)≈100° diagonalInside-out tracking
(6DOF)
Yes (3DOF via IMU)Yes (6DOF)Keyboard and mouse compatible (via Bluetooth or USB)Wi-Fi 6E
Bluetooth 5.2
Skyworth Pancake 12 x LCD binocular2280x2280 per-eye90 Hz95° diagonal
Skyworth Pancake 1C2 x LCD binocular1600x1600 per-eye90 Hz95° diagonal
Skyworth Pancake 1Pro2 x Mini LED binocular2280x2280 per-eye90 Hz95° diagonal
Skyworth W12 x LCD binocular1600x1600 per-eye72 Hz94° diagonal
Skyworth W1 Pro2 x LCD binocular1600x1600 per-eye72 Hz94° diagonal
Snapdragon 845 VR Development KitSingle AMOLED binocular1280x1440 per-eye60 Hz90° vertical
110° horizontal
Snapdragon XR1 HMD Reference Design
Sony SRH-S1Siemens NX Immersive Engineering software (SRH-S1 configuration)3
552 x 3
840 pixels per eye (approx. 13.6 megapixels per eye)
90HzDegrees of freedom
Inside-out tracking
Eye tracking
Hand tracking
Pointing controller
Ring controller
Standalone
Plus PC streaming
Steam FramePC for streaming (optional)
Included wireless adapter
Dual 2160×2160 LCD panels2160×2160 per eye72–120 Hz (144 Hz experimental)Stated 110° horizontal × 110° verticalInside‑out 6DoF SLAM (4 external monochrome cameras + IR illuminators)6DoF IMU + opticalInside‑out optical tracking10–20 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 QPCOLED2560x1440 pixelsGamepads
Mouse and Keyboard
Dual noise-suppressing embedded microphones
Controllers compatible with Windows 10
Bluetooth 4.0
Wi-Fi 802.11ac
TCL NXTWEAR V2 x LCD binocular2280x2280 per-eye90 Hz108° diagonal
VRgineers VRHero 5K2 x LCD2560x1440 per-eye90 Hz170° diagonal
VRgineers VRHero 5K Plus2 x OLED binocular2560x1440 per-eye90 Hz170° diagonal
VRgineers XTAL 32 x LCD binocular3840x2160 per-eye120 Hz180° horizontal
90° vertical
VRgineers XTAL 3 Mixed Reality2 x LCD binocular3840x2160 per-eye120 Hz180° horizontal
90° vertical
Vive FocusAMOLED (single panel)2800x160075 Hz110°6DoF (inside-out
2 cameras)
Bluetooth
Wi-Fi
USB-C (OTG)
Vive Focus PlusAMOLED (dual)1440x1600 per eye75 Hz110°6DoF (inside-out + ultrasonic controllers)Wi-Fi 5GHz
USB 3.1 Type-C
Woxter Neo VR100Single LCD binocular960x1080 per-eye
XEO BIG2 x Micro-OLED binocular3840x3552 per-eye90 Hz100° horizontal
XRSpace ManovaLCD2880 x 1440 (1440 x 1440 per eye)6DoF (inside-out)Hand tracking
3DoF controller
Wi-Fi
5G
LTE
Xiaomi Mi VRSingle LCD binocular1280x1440 per-eye60 Hz57° vertical
94° horizontal
YVR 12 x LCD binocular2160x2160 per-eye90 Hz100° diagonal
YVR 22 x LCD binocular1600x1600 per-eye90 Hz95° diagonal

See also

References

  1. 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. 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/.
  3. "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/.
  4. "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/.
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