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TABLE 1

Comparison of VR Systems

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

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