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WIKIPEDIA ARTICLE

From Wikipedia, the free encyclopedia
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Head-mounted displays are used to present virtual reality environments to the user and may incorporate head-tracking and other input methods.

PC-based devices[edit]

The following tables compare general and technical information for a selection of retail head-mounted display. See the individual display's articles for further information. Please note that the following table may be missing some information.

General information[edit]

Device Rift Vive OSVR
Manufacturer Oculus VR HTC Razer / Sensics
Status Retail Retail Development kit
US price at launch $599[1] $799[2] $299(Dev Kit)[3]
Latest release Consumer release Consumer release Development Kit 1.4
Shipping Date March 28, 2016 April 5, 2016 September 2015
License Proprietary Proprietary

(open source API to closed library)

Open
License Owner Oculus Valve/ HTC Open
Weight 470g[4][unreliable source] 555g[4][unreliable source] Unknown
PC interface 1x HDMI 1.4+

2xUSB 3.0 (+1 USB 3.0 for touch camera)

1x HDMI 1.4+/DisplayPort 1.2+

1x USB 2.0 or 3.0

1x HDMI

1x USB 2.0

Additional optional ports

for accessories/expansion

None 1x USB 3.0 1x USB 3.0 (external)

2x USB 2.0 (internal)

Included input device(s) Xbox One Controller

Oculus Remote

2x SteamVR controllers

with 6DOF tracking

None
Optional input device (in addition to traditional PC input devices) Oculus Touch controllers with 6DOF tracking (using included extra optical camera) available 2H 2016 price TBD[5] None None
Safety features Guardian system using play area boundary and constellation cameras Chaperone system using play area boundary and front-facing camera None Announced
Additional features None announced Bluetooth connectivity (in Vive link Box[6]) for

communication and calling.

None announced

Optics and audio[edit]

Device Rift Vive OSVR
Display technology OLED OLED OLED
Resolution 1080x1200 per eye 1080x1200 per eye 960 x 1080 per eye
Display elements 2[7] 2 1
Optical design Fresnel/Traditional

(Hybrid)

Fresnel/Traditional

(Hybrid)

Dual aspheric lens
Total resolution 2160x1200 2160x1200 1920x1080
Native display refresh rate 90Hz 90Hz 60Hz
Frame interpolation Asynchronous Timewarp[8] Automatic Interleaved Reprojection[9] Asynchronous Timewarp
Field of view 80°h x 90°v[10][unreliable source] 105°h x 105°v[10][unreliable source] 100°
Audio technology USB DAC with built-in

headphones (no 3.5mm jack)

USB DAC with 3.5mm

Jack

USB DAC with 3.5mm jack

Software[edit]

Device Rift Vive OSVR
Games supported list list list
Bundled software with pre-order Eve: Valkyrie

Lucky's Tale

Job Simulator: The 2050 Archives

Fantastic Contraption

Tiltbrush

None
Primary development kit Oculus PC SDK Steam VR / OpenVR API OSVR SDK
Third-Party SDK Support Unity[11]

Unreal Engine[12]

CryEngine[13]

Unity[14]

Unreal Engine[12]

CryEngine (V)[15]

Unity,[16] Unreal Engine, CryEngine

Tracking[edit]

Device Rift Vive OSVR
Tracking technology Camera-based with constellation Scanning laser with photodiodes Camera-based with constellation
Tracking device IR camera 2x "Lighthouse"[17] IR laser emitters IR camera
Tracking device connectivity USB 3.0 Power Only (+ Wireless link

between emitters)

USB 2.0
Positional tracking area TBD 4.5m x 4.5m TBD
Directional tracking 6DOF 6DOF 6DOF

(facing camera)

References[edit]

  1. ^ "Oculus Rift | Oculus". www.oculus.com. Retrieved 2016-02-23. 
  2. ^ "Vive | Product". www.htcvive.com. Retrieved 2016-02-23. 
  3. ^ "Razer | OSVR Hacker Dev Kit". Razer. Retrieved 2016-02-23. 
  4. ^ a b "Vive weight 555g. Rift weight 470g". forums.oculus.com. Retrieved 2016-02-29. 
  5. ^ "Touch by Oculus | Oculus". www.oculus.com. Retrieved 2016-02-23. 
  6. ^ "Steam Community :: Group Announcements :: SteamVR". steamcommunity.com. Retrieved 2016-03-25. 
  7. ^ "Oculus Rift CV1 Teardown". iFixit. Retrieved 2016-04-09. 
  8. ^ "Asynchronous Timewarp Examined". developer.oculus.com. Retrieved 2016-02-23. 
  9. ^ "SteamVR Developer Hardware: Interleaved Reprojection now enabled for all applications by default". steamcommunity.com. Retrieved 2016-03-29. 
  10. ^ a b "StressLevelZero on Twitch stream confirms fov as around 80h90v • /r/oculus". reddit. Retrieved 2016-03-29. 
  11. ^ Technologies, Unity. "Unity - Manual: Oculus". docs.unity3d.com. Retrieved 2016-02-24. 
  12. ^ a b "Virtual Reality technology is evolving rapidly and becoming more powerful and immersive by the day. Even if you’re starting with a simple project to learn VR or AR, build your team, your assets and your workflow around a technology that can deliver on your creative vision - now and in the future.". www.unrealengine.com. Archived from the original on 2015-06-29. Retrieved 2016-02-24. 
  13. ^ "VR - Oculus Rift - Technical Documentation - Documentation". docs.cryengine.com. Retrieved 2016-02-24. 
  14. ^ "SteamVR Plugin - Asset Store". www.assetstore.unity3d.com. Retrieved 2016-02-24. 
  15. ^ "CRYENGINE V - CRYENGINE Home - Documentation". docs.cryengine.com. Retrieved 2016-03-16. 
  16. ^ "OSVR Plugin - Asset Store". www.assetstore.unity3d.com. Retrieved 2016-02-24. 
  17. ^ Buckley, Sean. "This Is How Valve’s Amazing Lighthouse Tracking Technology Works". Gizmodo. Retrieved 2016-02-23. 

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