Comparison of VR Systems
. | PC-Based VR . | Mobile-Based VR . | Console-Based VR . | Stand-alone . | ||||
---|---|---|---|---|---|---|---|---|
System | Oculus Rift | HTC VIVE | Samsung Gear VR | Google Cardboard | Google Daydream | PlayStation VR | Allwinner VR | Snapdragon 820 VR |
Cost, US$ | 599 | 799 | 99 | 10–50 | 69–149 | 399 | 99–249 | 399–450 |
Hardware requirements (US$) | High-end PC (>1000) | High-end PC (>1000) | High-end Samsung phone (>600) | Middle or high-end Android phone or iPhone (>299) | High-end Android phone (>499) | PS4 (299) or PS4 Pro (399) | None | None |
Resolution | 2160 × 1200 | 2160 × 1200 | 2560 × 1440 | Depends on the phone (minimum 1024 × 768) | Depends on the phone (minimum 1920 × 1080) | 1920 × 1080 | 1920 × 1080 | 2560 × 1440 |
Refresh rate | 90 Hz | 90 Hz | 60 Hz | 60 Hz | 90 Hz minimum | 120 Hz | 60 Hz | 70 Hz |
Field of view | 110° | 110° | 101° | from 70° | 96° | 100° | 90° | 92° |
Body tracking | Medium or high: head tracking (rotation) and positional tracking (forward and backward) | High: head tracking (rotation) and volumetric tracking (full room size is 15 × 15 ft for movement) | Medium: head tracking (rotation) | Medium: head tracking (rotation) | Medium: head tracking (rotation) | Medium or high: head tracking (rotation) and positional tracking (forward and backward) | Medium: head tracking (rotation) | Medium or high: head tracking (rotation) and positional tracking (forward and backward) |
User interaction with VR | High (by using a joystick or controllers) | High (by using controllers) | Medium (by using gaze, a built-in pad, or a joystick) | Low (by using gaze or a button) | Medium (by using gaze or a joystick) | High (by using a joystick or controllers) | Medium (by using gaze, a built-in pad, or a joystick) | Medium (by using gaze, a built-in pad, or a joystick) |
Software availability | Oculus store | Steam store | Oculus store | Google Play or iOS store | Google Play | PlayStation store | Google Play | Google Play |
. | PC-Based VR . | Mobile-Based VR . | Console-Based VR . | Stand-alone . | ||||
---|---|---|---|---|---|---|---|---|
System | Oculus Rift | HTC VIVE | Samsung Gear VR | Google Cardboard | Google Daydream | PlayStation VR | Allwinner VR | Snapdragon 820 VR |
Cost, US$ | 599 | 799 | 99 | 10–50 | 69–149 | 399 | 99–249 | 399–450 |
Hardware requirements (US$) | High-end PC (>1000) | High-end PC (>1000) | High-end Samsung phone (>600) | Middle or high-end Android phone or iPhone (>299) | High-end Android phone (>499) | PS4 (299) or PS4 Pro (399) | None | None |
Resolution | 2160 × 1200 | 2160 × 1200 | 2560 × 1440 | Depends on the phone (minimum 1024 × 768) | Depends on the phone (minimum 1920 × 1080) | 1920 × 1080 | 1920 × 1080 | 2560 × 1440 |
Refresh rate | 90 Hz | 90 Hz | 60 Hz | 60 Hz | 90 Hz minimum | 120 Hz | 60 Hz | 70 Hz |
Field of view | 110° | 110° | 101° | from 70° | 96° | 100° | 90° | 92° |
Body tracking | Medium or high: head tracking (rotation) and positional tracking (forward and backward) | High: head tracking (rotation) and volumetric tracking (full room size is 15 × 15 ft for movement) | Medium: head tracking (rotation) | Medium: head tracking (rotation) | Medium: head tracking (rotation) | Medium or high: head tracking (rotation) and positional tracking (forward and backward) | Medium: head tracking (rotation) | Medium or high: head tracking (rotation) and positional tracking (forward and backward) |
User interaction with VR | High (by using a joystick or controllers) | High (by using controllers) | Medium (by using gaze, a built-in pad, or a joystick) | Low (by using gaze or a button) | Medium (by using gaze or a joystick) | High (by using a joystick or controllers) | Medium (by using gaze, a built-in pad, or a joystick) | Medium (by using gaze, a built-in pad, or a joystick) |
Software availability | Oculus store | Steam store | Oculus store | Google Play or iOS store | Google Play | PlayStation store | Google Play | Google Play |
PC, personal computer.