VR Headsets
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- See also: Virtual Reality
VR headsets are head-mounted displays used to present virtual environments. Use Compare VR headsets to select devices side by side, or List of virtual reality headsets for a reference list with release and product-status notes.
The Khronos Group's OpenXR specification describes the head-mounted display form factor as one where "the tracked display is attached to the user's head" and "the user cannot touch the display itself", and it names a VR headset as an example of that form factor.[1] This page is a navigation hub for headset articles on the wiki. The device class itself, its optics and its history are covered in Virtual reality headset and Head-mounted display.
Explore headsets
Types of headset
The wiki's type articles group headsets by the device that runs the software. Some models fit more than one group, as the Steam Frame and PlayStation VR2 entries below show.
| Type | How it works | Example on this wiki |
|---|---|---|
| Standalone | The headset contains its own processor and runs apps without a separate computer. Some standalone headsets can also stream games from a PC. | Steam Frame: Valve's developer documentation calls it "a standalone virtual reality headset designed primarily for low-latency streaming" of a player's Steam library from a PC; it also runs standalone VR and non-VR software.[2] Meta Quest 3 uses the Qualcomm Snapdragon XR2 Gen 2 platform.[3] Samsung Galaxy XR uses the Qualcomm Snapdragon XR2+ Gen 2 platform and runs Android XR.[4] |
| PC-powered | The headset is a display and sensor unit connected to a computer, which runs the software and renders the images. | Bigscreen Beyond 2: Bigscreen states that it is "driven entirely by a Windows PC", runs on SteamVR and is tracked by external SteamVR base stations, which are sold separately.[5] |
| Console-powered | The headset connects to a games console, which runs the software. | PlayStation VR2: Sony's product page states that a PlayStation 5 console is required.[6] Since 7 August 2024 a separately sold PC adapter (estimated retail price US$59.99) also lets it run SteamVR games on a 64-bit Windows 10 or Windows 11 PC through a DisplayPort 1.4 cable, without HDR, headset feedback, eye tracking, adaptive triggers or haptic feedback other than rumble.[7][8] |
| Smartphone-based | A viewer with lenses is used together with a smartphone app. | Google Cardboard: in November 2019 Google said Cardboard had reached more than 15 million units worldwide, that overall Cardboard usage had declined and that it was no longer actively developing the Google VR SDK. It released the Cardboard open source project, with libraries for building Cardboard apps for Android and iOS.[9] |
Headsets also differ in how they track the wearer's head. With outside-in systems such as SteamVR Tracking, base stations placed in the room "sweep the room with multiple sync pulses and laser lines", and the system uses the timing of those signals at sensors on each tracked device to find the location of each sensor.[10] Inside-out headsets carry their own tracking cameras: Samsung lists six world-facing tracking cameras on the Galaxy XR, and Valve lists inside-out tracking among the Steam Frame's integrated features.[4][2]
Early history
In a paper presented at the 1968 Fall Joint Computer Conference, Ivan Sutherland described a head-mounted three-dimensional display built at Harvard University. He wrote: "The fundamental idea behind the three-dimensional display is to present the user with a perspective image which changes as he moves." The system used special spectacles containing two miniature cathode ray tubes attached to the user's head, gave the user a 40 degree field of view of the displayed information, and measured head position with either a mechanical or an ultrasonic sensor.[11] Later devices are listed by year in Release timeline of VR and AR devices.
Headset specifications
The table includes head-mounted displays recorded as virtual-reality devices, plus several current headsets listed by name. It includes historical models; an entry does not establish current availability or support. Follow a device's article for its source citations and qualifications. Prices and specification measurements should be interpreted in the context given in that article.
| Headset | Form | Display | Resolution | Refresh rate | Field of view | Weight and configuration |
|---|---|---|---|---|---|---|
| 3Glasses Blubur S2 | PC-Powered VR | Two LCD panels, one per eye; 706 PPI; response time ≤6 ms | 1440x1440 per-eye | 90 Hz | 90° per eye (manufacturer figure) | |
| 3Glasses X1 | Standalone VR | 2 x 2.1-inch LCD (BOE), 806 PPI | 1200x1200 per-eye (2400x1200 combined) | 90 Hz (72 Hz also listed) | 105° binocular; 88.6° per eye | Less than 150 g (headset) |
| ANTVR | PC-Powered VR | LCD (2014 beta) | 1920 x 1080 (2014 beta) | 100° diagonal (advertised) | ||
| ANTVR Cyclop | PC-Powered VR | 2 x OLED binocular | 1080x1200 per-eye | 90 Hz | 110° diagonal | 550 g |
| Acer Windows Mixed Reality Headset | PC-Powered VR | 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 | 440 g excluding cable (Japanese AH101 specification; see Hardware for conflicting figures) |
| AjnaLens AjnaXR | Standalone VR | 2 x 2.1-inch fast-switching LCD (F-LCD), binocular | 1600x1600 per-eye (3200 x 1600 combined) | 90 Hz | 95-108 degrees (CES 2023 figure); 95-105 degrees (AjnaXR SE launch specification) | About 440 g (AjnaXR SE specification); 390 g stated at CES 2023 |
| AjnaXR Enterprise Edition | Standalone VR | 2 x LCD binocular (dual 2.1-inch F-LCD) | 2280x2280 per-eye | 90 Hz | 95-108 degrees | 390 g (manufacturer claim) |
| Apple Vision Pro | Standalone VR | Dual Micro-OLED | 23 million pixels across both displays (Apple specification) | 90Hz, 96Hz, 100Hz | Not specified in Apple's technical specifications | 600-650 g with Light Seal and head band (varies by configuration); separate battery: 353 g |
| Apple Vision Pro M5 | Standalone VR | 2× Micro-OLED | 23 million pixels across both displays (Apple specification) | 90 Hz, 96 Hz, 100 Hz, 120 Hz | Not specified in Apple's technical specifications | 750-800 g with Light Seal and Dual Knit Band (varies by configuration); separate battery: 353 g |
| Arpara AIO 5K | Standalone VR | Two 1.03-inch silicon-based Micro-OLED displays | 2560 x 2560 per eye (5120 x 2560 combined) | 70 Hz at 5120 x 2560; 90 Hz at 3840 x 1920 | 95 degrees | 380 g (headset) |
| Arpara Tethered 5K | PC-Powered VR | 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 | 200 g |
| Atari Jaguar VR | Console-Powered VR | Single 0.7-inch TFT active-matrix color LCD (Next Generation, July 1995) | 428 x 244 (104,432 pixels) as listed by Next Generation, December 1995 | 52 degrees horizontal x 40 degrees vertical | Less than 1 pound | |
| Bigscreen Beyond 2 | PC-Powered VR | 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 | 107 grams (headset only, without straps or face pad) |
| Bigscreen Beyond 2e | PC-Powered VR | 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) | 108 g (Bigscreen figure for the Beyond 2e); 107 g headset only for the Beyond 2; the eye-tracking sensors add 1.05 g |
| Crescent Bay | ||||||
| Crystal Cove | PC-Powered VR | OLED with low persistence (Oculus: "modified OLED display") | 1920 x 1080 (960 x 1080 per eye), as reported by press | |||
| DPVR E3B | PC-Powered VR | Single 5.7-inch Samsung AMOLED binocular | 1280x1440 per-eye (2560 x 1440 panel) | 72 Hz | 110° horizontal, 60° vertical | 297 g (headset only, without headband and cables) |
| DPVR E3C | PC-Powered VR | Single LCD binocular | 1280x1440 per-eye | 90 Hz | 110° horizontal, 60° vertical | 305 g without headband and wires (2017-2018 DPVR figure); 295 g (DPVR 2022 specification sheet) |
| DPVR E4C | PC-Powered VR | Single LCD binocular (5.46-inch Fast LCD) | 1832x1920 per-eye (3664 x 1920 panel) | 72/90 Hz | 116° | 465 g |
| DPVR P1 | Standalone VR | Single LCD binocular (2.5K fast-switching LCD) | 1280x1440 per-eye | 72 Hz | 100° diagonal | 400 g without head strap |
| DPVR P1 Pro | Standalone VR | Single LCD binocular (5.5-inch fast LCD, 538 ppi) | 1280x1440 per-eye (2560 x 1440 panel) | 72 Hz | 100° diagonal | 340 g (without face cushion) |
| DPVR P1 Pro 4K | Standalone VR | Single LCD binocular (5.5-inch fast LCD) | 1920x2160 per-eye (3840 x 2160 panel) | 72 Hz | 100° diagonal | 340 g (without face cushion) |
| DPVR P1 Pro Light | Standalone VR | Single LCD binocular | 1280x1440 per-eye | 90 Hz | About 450 g (DPVR figure for the P1 series) | |
| DPVR P1 Ultra 4K | Standalone VR | Single LCD binocular; 5.5-inch Fast LCD, 807 PPI | 1920x2160 per-eye (3840x2160 total) | Sources differ: 72 Hz (DPVR specification table), 75 Hz (2021-2022 press teardowns), 90 Hz (DPVR 4G/5G store page) | 100° | 450 g (DPVR announcement); 340 g excluding face cushion (DPVR specification table) |
| DPVR P2 | Standalone VR | Single LCD binocular | 1832x1920 per-eye | 90 Hz | 100° | 690 g (including face liner) |
| FOVE | PC-Powered VR | 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) | 400 g projected (2015 campaign) |
| FS5i | Dual 1" black and white CRTs with color shutters | 800 line horizontal resolution (600 TV lines) per eye | 55 degrees diagonal at 100% overlap; 76 degrees at 50% overlap | 38 oz (1.07 kg), HMD | ||
| Figment VR | Slide-on HMD | Smartphone screen | Depends on the smartphone | 2 oz (reported) | ||
| Fujitsu FMVHDS1 | PC-Powered VR | 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 | About 415 g (excluding cable) |
| Google Daydream View | Mobile VR | Provided by the inserted phone | At least 60 Hz in VR mode (Android requirement for Daydream-ready phones) | 90 degrees (Google figure for the first generation, may vary by phone); wider on the second generation | 220 g (first generation); 261 g (second generation), without phone | |
| HP Reverb G1 | PC-Powered VR | 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) | 433 g without cable (HP QuickSpecs); 1.1 lb (about 500 g) per HP's launch announcement |
| HP Reverb G2 Omnicept Edition | PC-Powered VR | 2 x LCD (2.89 in diagonal each) | 2160x2160 per-eye | 90 Hz | ~114 degrees (HP figure) | 727 g |
| HP VR1000 | PC-Powered VR | 2 x LCD binocular (2.89-inch diagonal each) | 1440x1440 per-eye | 90 Hz | 95° horizontal, 91° vertical | 1.84 lb (approx., headset, HP datasheet) |
| HTC Vive | PC-Powered VR | Dual 3.6-inch AMOLED panels | 2160 x 1200 combined (1080 x 1200 per eye) | 90 Hz | 110 degrees (manufacturer specification; axis unspecified) | Early units reported around 550-555 g; newer units reported 468 g in April 2017 |
| HTC Vive Cosmos | PC-Powered VR | Dual 3.4-inch LCD (RGB subpixels) | 1440 x 1700 per eye (2880 x 1700 combined) | 90 Hz | Maximum 110 degrees | 645 g (HTC figure) |
| HTC Vive Developer Editions | PC-Powered VR | 2015 kit: two OLED panels | 2160 x 1200, 1080 x 1200 per eye | 90 Hz | About 110 degrees (Valve, 2015; axis unspecified) | |
| HTC Vive Flow | Mobile VR | Two 2.1-inch LCD panels | 1600 x 1600 per eye (3200 x 1600 combined, marketed as 3.2K) | 75 Hz | Up to 100 degrees | 189 g (the 1.2 m cable adds 50 g) |
| HTC Vive Focus | Standalone VR | Two AMOLED displays (marketed as "3K AMOLED") | 2880 x 1600 combined (1,600 x 1,440 per eye) | 75 Hz | 110 degrees | |
| HTC Vive Focus 3 | Standalone VR | Dual 2.88-inch LCD panels with RGB subpixels | 2448 x 2448 per eye (4896 x 2448 combined) | 90 Hz | Up to 120 degrees (HTC figure, horizontal) | 785 g (with battery) |
| HTC Vive Focus Plus | Standalone VR | Dual AMOLED, 3.5 in diagonal | 1440 x 1600 per eye (2880 x 1600 combined), 615 PPI | 75 Hz | 110° | 695 g +/- 1% |
| HTC Vive Focus Vision | Standalone VR PC-Powered VR | 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 | 785 g (TechRadar measurement) |
| HTC Vive Pro | PC-Powered VR | Dual 3.5-inch AMOLED panels | 2880 x 1600 combined (1440 x 1600 per eye) | 90 Hz | 110 degrees (manufacturer specification; axis unspecified) | |
| HTC Vive Pro 2 | PC-Powered VR | 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) | 855 g without cable (Tom's Hardware) |
| HTC Vive Pro Eye | PC-Powered VR | Dual 3.5-inch OLED | 1440 x 1600 per eye (2880 x 1600 combined) | 90 Hz | 110 degrees (HTC figure) | |
| Huawei VR 2 | PC-Powered VR Mobile VR | Dual 3.5-inch Fast LCD | 1600 x 1440 per eye; 2880 x 1600 combined (marketed as "3K") | 90 Hz | 100 degrees (manufacturer figure) | |
| Huawei VR Glass 6DoF | Mobile VR | 2 x 2.1-inch Fast LCD | 1600x1600 per-eye | 70 Hz (phone), 90 Hz (PC) | 90° diagonal | 188 g (headset with visual module) |
| IQIYI Qiyu 3 | Standalone VR | 2 x LCD binocular (2.89-inch Fast LCD panels with RGB subpixel arrangement) | 2160x2160 per-eye (4320 x 2160 combined) | 90 Hz | 115° (manufacturer figure; the QIYU developer documentation lists 96°) | 340 g (without strap and battery); 595 g complete |
| IQIYI Qiyu MIX | Standalone VR | Single LCD binocular | 1832x1920 per-eye | 72 Hz default; 90 Hz supported by the hardware (enabled manually) | 93° horizontal | 348 g (headset main unit, manufacturer figure); 692 g (net weight reported by VR Tuoluo) |
| Impression Pi | Slide-on HMD Standalone VR | Phone display for Starter/Empower; built-in display proposed for Master | Depends on phone for Starter/Empower | More than 90 degrees advertised in the 2015 campaign | ||
| IonVR | Phone-Powered VR | Smartphone display (Super AMOLED or IPS) | Min. 720p resolution, 1080p recommended, 2K ideal | 80-100 degrees | 12 ounces (340 g) | |
| LG 360 VR | Mobile VR | 1.88" IPS LCD x 2 (one per eye), 639 ppi | 960 x 720 per eye | 60Hz | 80° (horizontal) | 4.12 oz. (LG US listing); 118 g without light blocker (LG launch figure); 134.3 g, or 113 g without light blocker (user guide) |
| Lenovo Legion VR700 | Standalone VR | Fast-response RGB LCD ("RealRGB") | 3,664 x 1,920 total (773 PPI) | 72Hz, 90Hz | ||
| Lenovo Mirage VR S3 | Standalone VR | Dual LCD | 1,920 x 2,160 pixels per eye (3,840 x 2,160 combined, marketed as 4K) | 75Hz | 101 degrees | 470g (1.04 lb) |
| Lenovo Windows Holographic HMD | PC-Powered VR | OLED (announced prototype specification) | 1440 x 1440 per eye (reported) | |||
| Lynx R1 | Standalone VR | Two LCD panels made by Japan Display (JDI) | 1600 x 1600 per eye | 90 Hz | 90 degrees (circular, Lynx figure) | 500 g including head strap (VR Expert figure) |
| MRG2.2 | Full color AMTFT LCD | 720 x 240 pixels, RGB delta arrangement (manufacturer figure) | 84 degrees horizontal, 65 degrees vertical | |||
| Medion Erazer X1000 | PC-Powered VR | Two 2.89-inch (7.34 cm) LCDs | 1440x1440 per-eye | Up to 90 Hz | Up to 105 degrees horizontal (manufacturer figure) | 380 g (Medion product page); 420 g including cable (2017 press release) |
| Meta Quest 2 | Standalone VR | Single fast-switch LCD | 1832 x 1920 per eye (3664 x 1920 combined) | 60Hz, 72Hz, 80Hz, 90Hz, 120Hz | 503g | |
| Meta Quest 3 | Standalone VR | LCD | 2064 × 2208 per eye | 72/90/120 Hz advertised; extended modes described below | 110° horizontal, 96° vertical (specified) | 515 g (manufacturer specification) |
| Meta Quest 3S | Standalone VR | Single LCD | 1832 x 1920 pixels per eye | 72 Hz, 90 Hz, 120 Hz | 96 degrees horizontal; 90 degrees vertical | 514g (with headstrap) |
| Meta VR Glasses | Standalone VR | Micro-OLED, HDR (marketed by Meta as "5K Infinite Display") | 2412 x 2288 per eye | Up to 120 Hz | 70 degrees horizontal x 66 degrees vertical (about 87-88 degrees diagonal, per press calculations) | About 100 g (glasses); about 300 g (compute puck) |
| NVIS nVisor SX60 | Vintage VR PC-Powered VR | LCOS (Liquid Crystal on Silicon) | 1280x1024 per eye (SXGA) | 60 Hz (institutional equipment specification) | 60° diagonal (monocular) | 1000 g (headset only) |
| Nolo Sonic | Standalone VR | LCD, single 4K panel made by BOE | 1920x2160 per-eye | 72 Hz | 101° horizontal, 90° vertical | 500 g (headset body, per a Sina Zhongce review) |
| Nolo Sonic 2 | Standalone VR | Single LCD binocular | 1832x1920 per-eye | 120 Hz | 92° diagonal | |
| Nolo X1 | Standalone VR | Fast-LCD (NOLO X1 4K) | 1280x1440 per-eye (NOLO X1); 3840x2160 (NOLO X1 4K) | 75 Hz (NOLO X1 4K) | 96° horizontal, 90° vertical | Under 400 g (without head strap) |
| OSVR HDK1 | PC-Powered VR | 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 | |
| OSVR HDK2 | PC-Powered VR | Dual low-persistence OLED displays, 441 PPI | 2160 x 1200 (1080 x 1200 per eye) | 90 Hz | 110 degrees (as reported at launch) | 1.43 lb (648.6 g) with cable (as reported by PC Gamer) |
| Oculus Rift | PC-Powered VR | 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 | 470 g (Road to VR, 2017); 360 g in Oculus' launch specifications as listed by Road to VR |
| Oculus Rift S | PC-Powered VR | Fast-switch LCD | 2560×1440 (1280×1440 per eye) | 80Hz | Not numerically specified by Oculus | |
| Oculus Santa Cruz | Standalone VR | |||||
| Philips Scuba | Vintage VR Console-Powered VR Video headset | Dual AMLCD (Active Matrix LCD), approx. 0.7 inches each | 263 × 230 pixels per eye | 60 Hz (NTSC), 50 Hz (PAL) | 50° diagonal (40° horizontal × 30° vertical) | 544 g (1.19 lb / 19.2 oz) |
| Pico 4 | Standalone VR | 2 x 2.56-inch LCD | 2160 x 2160 per eye (4320 x 2160 combined) | 72 Hz, 90 Hz | 105° (manufacturer claim) | 295 g (without headstrap), 586 g (with headstrap) |
| Pico 4 Pro | Standalone VR | 2× LCD | 2160×2160 per eye | 72 Hz, 90 Hz | 105° | 304 g (without strap); 597 g total |
| Pico 4 Ultra | Standalone VR | Dual 2.56-inch LCD | 2160 x 2160 per eye (1200 PPI); default rendering resolution 1920 x 1920 per eye | 90 Hz | 105 degrees | About 580 g (304 g front, 276 g rear) |
| Pico 4 Ultra Enterprise | Standalone VR Enterprise VR | 2× 2.56" LCD | 2160×2160 per eye (4K+); rendering resolution 1920×1920 per eye | 90 Hz | 105° | 580g |
| Pico G2 | Standalone VR | 3K LCD, blue ray reduction (two fast-response LCD panels) | 1440 x 1600 per eye (2880 x 1600 combined) | 90Hz, 615 ppi | 101 degrees | 268g(w/o Band) |
| Pico G2 4K Enterprise | Standalone VR | Single LCD binocular | 1920x2160 per-eye | 75 Hz | 101° diagonal | |
| Pico G3 | Standalone VR Enterprise VR | LCD (single 5.5-inch SFR TFT panel) | 3664×1920 (combined), 773 PPI | 72 Hz, 90 Hz (dynamic) | 98° | 604 g (total) |
| Pico Neo 3 Pro | Standalone VR | Single 5.5-inch SFR TFT LCD, 773 PPI | 3664 x 1920 (1832 x 1920 per eye) | 72/90 Hz | 98 degrees | 395 g (without straps); 673 g (total) |
| Pico Neo CV | Standalone VR | Two 1.5K AMOLED displays (2017 prototype) | 90 Hz (announced) | |||
| Pico Space Pro | Dual-eye 4K micro-OLED (Pico wording) | |||||
| Pimax 4K | PC-Powered VR | 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) | 220 g (launch report); 320 g headset only (VR World measurement); 0.499 kg (GearBest product weight) |
| Pimax 5K Super | PC-Powered VR | 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) | ~470g (headset only) |
| Pimax 8K | PC-Powered VR | 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 | |
| Pimax 8K X | PC-Powered VR | 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) | 997.9 g with KDMAS strap (Tom's Hardware review unit) |
| Pimax Crystal Light | PC-Powered VR | 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 | 815 g (manufacturer headset rating) |
| Pimax Crystal Super | PC-Powered VR | 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 | 966 g with DMAS, as reported in a hands-on review | |
| Pimax Crystal Super 8K Micro-OLED | PC-Powered VR | 2 x Sony Micro-OLED binocular | 3840x3552 per-eye | 72 / 90 Hz | 116° horizontal, 128°+ diagonal (manufacturer figures) | Under 600 g (manufacturer claim) |
| Pimax Dream Air | PC-Powered VR | 2 x 1.35-inch Sony Micro-OLED | 3840x3552 per-eye | 72 Hz / 90 Hz | 110° horizontal, 120°+ diagonal (Pimax figures) | Around 170 g headset only; about 263 g with strap (PCGamesN measurement) |
| Pimax Dream Air SE | PC-Powered VR | 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) | Under 140 g (headset only) |
| Pimax Portal QLED View | Standalone VR | Single 5.46-inch QLED + Mini-LED panel, shared by both eyes | 1920x2160 per-eye (3840 x 2160 panel) | 144 Hz | 100° diagonal (standard lenses); 60° with the high-resolution lens set | 367 g (handheld) |
| Pimax Portal View | Standalone VR | Single LCD binocular (the Portal handheld's 5.46-inch 3840x2160 screen; QLED and Mini-LED on the Portal QLED) | 1920x2160 per-eye | 144 Hz | 100° diagonal; 60° with the movie-mode lenses | |
| PlayStation VR2 | PC-Powered VR Console-Powered VR | OLED | 2000 x 2040 pixels per eye | 90Hz, 120Hz | Approximately 110 degrees (axis not specified by Sony) | Approximately 560 g (headset, excluding cables); approximately 168 g per controller |
| QWR VRone | Standalone VR | Single LCD binocular; 6-inch 2.5K panel | 2.5K (manufacturer designation) | 70 Hz (product page); 72 Hz (specifications page) | 110 degrees (manufacturer) | 398 g |
| QWR VRone 4K | Standalone VR | 6-inch, "4K HDR" (QWR specification) | 72 Hz (QWR specification sheet); 70 Hz in QWR marketing | 110 degrees (QWR specification) | 398 g (QWR specification) | |
| QWR VRone PC | PC-Powered VR | 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 | 280 g without head strap (2025 specification); 285 g (2026 specification) |
| QWR VRone Pro | Standalone VR | Dual LCD | 1,600 x 1,600 pixels per eye | 90Hz | 105 degrees | 350g (without headstrap) |
| Relativty | PC-Powered VR | 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) | ||
| Samsung Galaxy XR | Mixed Reality Standalone VR | Dual micro-OLED | 3,552 x 3,840 pixels per eye (approx. 27 megapixels combined) | 60 Hz, 72 Hz (default), 90 Hz maximum (upon service request) | 109 degrees horizontal; 100 degrees vertical | 545 g with forehead cushion, excluding light shield and cushion size adjusters; separate battery: 302 g |
| Samsung Gear VR | Mobile VR | Display of the inserted phone (Super AMOLED) | Depends on the phone (2560 x 1440 on the Galaxy Note 4) | 60 Hz | 96 degrees (SM-R320 to SM-R322); 101 degrees (SM-R323 and later) | 318 g (SM-R322); 345 g (SM-R324 headset; controller 64.3 g) |
| Samsung Gear VR (2015/2016) | Slide-on HMD | Compatible phone's Super AMOLED screen | 2560 x 1440 panel on the listed S6/Note5 phones | 60 frames/s low-persistence presentation described by Samsung in 2016 | 96 degrees (SM-R322); 101 degrees (SM-R323), manufacturer specifications | 318 g (November 2015 specification); SM-R323: 345 g, or 312 g without front cover |
| Samsung Gear VR Innovator Edition | Slide-on HMD | 5.7-inch or 5.1-inch Super AMOLED phone screen | 2560 x 1440 phone panel; application rendering resolution differs | 60 Hz | 96 degrees (Samsung specification) | 379 g with strap (Note 4 headset specification) |
| Sega VR | Consumer VR | Two LCD screens | 30 Hz per display (recollection of the Nuclear Rush lead programmer) | |||
| Shiftall MeganeX Superlight 8K | PC-Powered VR | 2× 1.35" Micro-OLED (4K per eye), made by BOE | 3552×3840 per eye (8K total) | 90 Hz | Not officially published by Shiftall | <185g (headset only, excl. strap) at pre-order; 179 g main body on the current product page |
| Simula One | Standalone VR PC-Powered VR | 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 | Not specified (designed with compute pack for balanced weight) |
| Skyworth Pancake 1 | Standalone VR | 2 x 2.1-inch Fast-LCD | 2280x2280 per-eye | 90 Hz | 95-105° | 189 g (front unit); 436 g (total) |
| Skyworth Pancake 1Pro | Standalone VR | 2 x 2.1-inch Fast-LCD with Mini-LED backlight | 2280x2280 per-eye | 90 Hz | 105° (Skyworth product page); 95-108° in launch coverage of the Pancake 1 series | 189 g (main unit); 436 g (complete headset) |
| Skyworth W1 | Mobile VR | 2 x LCD binocular (2.1-inch Fast LCD, 1600 x 1600 each) | 1600x1600 per-eye | 72 Hz (advertised) | 94° (axis unspecified) | 150 g (excluding cable and mask) |
| Skyworth W1 Pro | PC-Powered VR | 2 x LCD binocular | 1600x1600 per-eye | 72 Hz | 94° (manufacturer; axis unspecified) | 130 g (excluding cable and mask) |
| Snapdragon 845 VR Development Kit | Standalone VR | Single AMOLED binocular | 1280x1440 per-eye | 60 Hz | 110° horizontal, 90° vertical | |
| Snapdragon XR1 HMD Reference Design | Standalone VR | |||||
| Somnium VR1 | PC-Powered VR | 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) | 700-850 g including headstrap, depending on edition |
| Sony PUD-J5A | Console-Powered VR | Dual 0.44-inch LCD | Approximately 180,000 pixels per panel (Sony specification) | Approximately 25 degrees (horizontal) | 340 g (head-mounted unit) | |
| Sony SRH-S1 | Mixed Reality Standalone VR | Dual 1.3-type Micro-OLED (Sony ECX344A) | 3,552 x 3,840 pixels per eye (approx. 13.6 megapixels per eye) | 90Hz | ||
| StarVR | PC-Powered VR | 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) | |
| Steam Frame | Standalone VR PC-Powered VR | Two LCD panels | 2160 x 2160 per eye | 72-144 Hz (144 Hz experimental) | Up to 110 degrees | 440 g complete headset; 185 g core; 245 g headstrap |
| Sulon Q | Standalone VR | OLED (announced) | 2560x1440 pixels (announced display resolution) | |||
| TCL NXTWEAR V | Standalone VR | 2.1-inch Fast LCD (manufacturer specification) | 2280x2280 pixels (manufacturer figure; per-eye basis unspecified) | Not verified for the CES 2023 concept | 108° (manufacturer figure; axis unspecified) | 236 g (manufacturer figure) |
| Takara HMD Dynovisor | Vintage VR Console-Powered VR | 0.7-inch LCD | 180,000 pixels (800 × 225, as reported) | About 45° (1999 study; axis unspecified) | About 600 g (1996 report) | |
| VIVED | Two LCD panels taken from commercial pocket televisions | About 100 x 100 in the 1985 demonstrations; 320 x 240 monochrome screens in the 1988 configuration | 120 degrees effective per eye (as reported by Engadget) | |||
| VPL EyePhone | Vintage VR PC-Powered VR | 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 | 2.5 lb (HRX goggles and headmount) | |
| VRgineers VRHero 5K | PC-Powered VR | 2 x LCD | 2560x1440 per-eye (5120 x 1440 combined) | 60-90 Hz | 150-170 degrees (depending on IPD and focus, per VRgineers) | 850 g (goggles); 230 g (head mount and counterweight) |
| VRgineers VRHero 5K Plus | PC-Powered VR | 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) | 1.08 kg with counterbalance (Road to VR measurement) |
| VRgineers XTAL 3 | PC-Powered VR | 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) | 600 g without head strap (manufacturer) |
| Valve Index | PC-Powered VR | 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 | 809g without cable (reported in testing) |
| Varjo Aero | PC-Powered VR | Dual mini-LED LCD | 2880 x 2720 per eye | 90 Hz | 115° horizontal, 134° diagonal (at 12 mm eye relief) | 487 g (visor) + 230 g headband with counterweight (717 g total) |
| Varjo VR-2 | PC-Powered VR | 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) | 605 g excluding headband (manufacturer figure) |
| Varjo XR-3 | PC-Powered VR | uOLED (focus) + LCD (peripheral) | Focus: 1920 x 1920 per eye; peripheral: 2880 x 2720 per eye | 90 Hz | 115° horizontal (manufacturer figure) | 594 g headset plus 386 g headband |
| Varjo XR-4 | PC-Powered VR | Two mini-LED displays with local dimming | 3840 x 3744 per eye | 75 or 90 Hz | 120° x 105° (manufacturer specification) | Original front section: 665 g; original complete headset: 1021 g (reported at launch) |
| Varjo XR-4 Focal Edition | PC-Powered VR Enterprise VR | 2x 3.59-inch Mini-LED with local dimming | 3840×3744 per eye (4K×4K) | 90 Hz (75 Hz selectable) | 120° × 105° | 665g (headset), 356g (headband); 1021 g total |
| Virtual Boy | Vintage VR Tabletop VR | Dual 1×224 LED array with oscillating mirrors | 384×224 per eye | 50.27 Hz | ~50° horizontal | 750g-760g (without batteries) |
| Virtual Research Flight Helmet | Two LCD screens, 6.9 cm | 240 x 120 pixels (Deutsches Museum); 208 x 139 color triads per LCD (Watson et al.) | 100 degrees diagonal (Deutsches Museum); 75.3 degrees horizontal x 58.4 degrees vertical per LCD (Watson et al.) | 1.67 kg | ||
| Virtual Research V8 | 2 x 1.3 inch diagonal active matrix LCD | (640x3) x 480 per eye (921,600 color elements, equivalent to 307,200 triads) | 60 Hz (VGA input) | 60 degrees diagonal (100% overlap) | 34 oz (1.0 kg) | |
| Virtual i-O i-glasses! | Vintage VR PC-Powered VR | 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 | 8 ounces (video headset); 12 ounces (VPC with head tracker) |
| Vivo Vision | Standalone VR | Dual Micro-OLED | 3840 x 3552 per eye (27.28 million pixels total) | 398 g (headset with S1 light seal, S1 foam padding and double-loop band) | ||
| Wearality Sky | Slide-on HMD | Depends on smartphone | Depends on smartphone | 150° (advertised) | ||
| Woxter Neo VR100 | Standalone VR | Single LCD binocular (5.5-inch IPS, Full HD 1920x1080, split into two halves) | 960x1080 per-eye | |||
| XEO BIG | PC-Powered VR | 2 x Micro-OLED binocular | 3840x3552 per-eye | 90 Hz | 100° horizontal | 189 g |
| Xiaomi Mi VR | Standalone VR | Single LCD binocular | 1280x1440 per-eye | 60 / 72 Hz | Not specified in cited specifications | 425 g (excluding strap) |
| YVR 1 | Standalone VR | 2 x LCD binocular | 2160x2160 per-eye | 90 Hz | 100° diagonal | 595 g (with battery) |
| YVR 2 | Standalone VR | 2 x 2.1-inch Fast-LCD (binocular) | 1600x1600 per-eye | 90 Hz | 95° diagonal (launch specification; the manufacturer's current product page states 103°) | 630 g (headset with battery); 108 g (each controller) |
| Z800 3DVisor | PC-Powered VR | 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 | Less than 8 oz (227 g) (display set) |
Accessories and historical catalogs
- Accessories: controllers, tracking accessories and other peripherals
- Input Devices: input methods and controllers
- List of virtual reality headsets: a chronological reference with status notes
- Category:VR Headsets: headset articles grouped by category
- Upcoming VR and AR devices: officially announced devices that are not yet on sale
- Category:Comparisons: head-to-head comparisons of headsets and glasses
- List of AR Glasses and Headsets: augmented reality glasses and headsets
See also
References
- ↑ "The OpenXR 1.1.65 Specification (with all registered extensions)". Khronos Registry. Khronos Group. https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html. Retrieved 2026-10-17.
- ↑ 2.0 2.1 "Steam Frame". Steamworks Documentation. Valve Corporation. https://partner.steamgames.com/doc/steamhardware/steamframe. Retrieved 2026-10-17.
- ↑ "Meet Meta Quest 3, Our Mixed Reality Headset Starting at $499.99". Meta Newsroom. Meta Platforms. 2023-09-27. https://about.fb.com/news/2023/09/meet-meta-quest-3-mixed-reality-headset/. Retrieved 2026-10-17.
- ↑ 4.0 4.1 "Introducing Galaxy XR: Opening New Worlds". Samsung Newsroom U.S.. Samsung Electronics. 2025-10-21. https://news.samsung.com/us/introducing-galaxy-xr-opening-new-worlds/. Retrieved 2026-10-17.
- ↑ "Bigscreen Beyond 2". Bigscreen Store. Bigscreen. https://store.bigscreenvr.com/products/bigscreen-beyond-2. Retrieved 2026-10-17.
- ↑ "PlayStation VR2 - The next generation of VR gaming on PS5". PlayStation. Sony Interactive Entertainment. https://www.playstation.com/en-us/ps-vr2/. Retrieved 2026-10-17.
- ↑ Yasuo Takahashi (2024-06-03). "PlayStation VR2 players can access games on PC with adapter starting on August 7". PlayStation Blog. Sony Interactive Entertainment. 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.
- ↑ "How to prepare for using PS VR2 with PC". PlayStation Support. Sony Interactive Entertainment. https://www.playstation.com/en-us/support/hardware/pc-prepare-ps-vr2/. Retrieved 2026-10-17.
- ↑ Jeffrey Chen (2019-11-06). "Open sourcing Google Cardboard". Google Developers Blog. Google. https://developers.googleblog.com/en/open-sourcing-google-cardboard/. Retrieved 2026-10-17.
- ↑ "Welcome to Steamworks". Steamworks. Valve Corporation. https://partner.steamgames.com/vrlicensing. Retrieved 2026-10-17.
- ↑ Ivan E. Sutherland (1968-12). "A head-mounted three dimensional display". Proceedings of the December 9-11, 1968, Fall Joint Computer Conference, Part I (AFIPS '68), pp. 757-764. ACM. https://doi.org/10.1145/1476589.1476686. Retrieved 2026-10-17.