VR Kits and Specs

Mobility Required PC Based PC Based PC Based Mobile Based Standalone Standalone
System Valve Index HP Reverb G2 Vive Pro 2 Google Cardboard Meta Quest 2 Meta Quest Pro
Cost (USD) $999.00 $599.00 $799 ($1399.99 for full kit) < $50 $399.00 $1,099.99
Hardware Requirements 1000 USD)”}”>High-End PC (>1000 USD) 1000 USD)”}”>High-End PC (>1000 USD) 1000 USD)”}”>High-End PC (>1000 USD) 299 USD)”}”>Middle/High-End Android phone or iPhone (>299 USD) None; (Internal Snapdragon XR2 processor) None; (Internal Snapdragon XR2+ processor)
Resolution 2880 × 1660 2160 × 2160 (per eye) 2448 × 2448 (per eye), 4896 x 2448 pixels combined Depends on the phone (minimum 1024 × 768) 1832 × 1920 (per eye) 1800 × 1920 (per eye)
Refresh Rate 120/144Hz 90 Hz up to 120 Hz 60 Hz 90 Hz 90 Hz
Field of View 130 degrees 114 degrees 120 degrees from 70 degrees 100 degrees 106 degrees horizontal and 96 degrees vertical
Body Tracking High: head tracking (rotation) and volumetric tracking (full room size—15 × 15 ft—movement) High: head tracking (rotation) and volumetric tracking (full room size—15 ×15 ft—movement) WITH FULL KIT: High: head tracking (rotation), volumetric tracking (full room size—15 × 15 ft—movement), eye tracking. WITHOUT KIT: Medium : head tracking and controller Medium: head tracking (rotation) Medium/High: head tracking (rotation) and volumetric tracking (full room size—15 × 15 ft—movement) High: head tracking (rotation), volumetric tracking (full room size—15 × 15 ft—movement), eye tracking
User Interaction with VR High (using controllers or hand tracking) Medium (using controllers) High (using controllers or hand tracking) Low (using gaze or a button) High (using controllers or hand tracking) High (using controllers or hand tracking)
Headset Data Unity3D and Unreal Engine Data Streams: Head position and rotation stored in vector3 objects (contains magnitude and 3 dimensional coordinates) with 6DOF (tracking rotation and relative position). Eye tracking stored in vector3 object only if Valve Index is paired with Vive Face Tracker. Dual noise canceling microphones capture audio via MP3, WAV, or other audio file formats. Images and video recordings can be captured of the virtual environment and real world environment. These are images that are stretched and placed over a mesh to be viewed outside of VR. Images can be formatted to JPG, PNG or other common image file formats. Videos can be formatted in traditional video files. Unity3D and Unreal Engine Data Streams: Head position and rotation stored in vector3 objects (contains magnitude and 3 dimensional coordinates) with 6DOF (tracking rotation and relative position). Eye and face tracking available for business version “HP Reverb G2 Omnicept Edition”. Microphones capture audio via MP3, WAV, or other audio file formats. Images and video recordings can be captured of the virtual environment and real world environment. These are images that are stretched and placed over a mesh to be viewed outside of VR. Images can be formatted to JPG, PNG or other common image file formats. Videos can be formatted in traditional video files. Unity3D and Unreal Engine Data Streams: Head position and rotation stored in vector3 objects (contains magnitude and 3 dimensional coordinates) with 3DOF (tracking rotation and static position, can be 6DOF if Vive Tracker is added on). Eye tracking stored in vector3 object only if Valve Index is paired with Vive Face Tracker. Microphones capture audio via MP3, WAV, or other audio file formats. Images and video recordings can be captured of the virtual environment and real world environment. These are images that are stretched and placed over a mesh to be viewed outside of VR. Images can be formatted to JPG, PNG or other common image file formats. Videos can be formatted in traditional video files. Unity3D Data Streams: 3DOF motion tracking (static) stored as vector3 object. Unity3D and Unreal Engine Data Streams: Head position and rotation stored in vector3 objects (contains magnitude and 3 dimensional coordinates) with 6DOF (tracking rotation and relative position). No peripheral needed. Images and video recordings can be captured of the virtual environment and real world environment. These are images that are stretched and placed over a mesh to be viewed outside of VR. Images can be formatted to JPG, PNG or other common image file formats. Videos can be formatted in traditional video files. Unity3D and Unreal Engine Data Streams: Head position and rotation stored in vector3 objects (contains magnitude and 3 dimensional coordinates) with 6DOF (tracking rotation and relative position). Eye tracking stored in vector3 object (no peripheral needed). Images and video recordings can be captured of the virtual environment and real world environmentThese are images that are stretched and placed over a mesh to be viewed outside of VR. Images can be formatted to JPG, PNG or other common image file formats. Videos can be formatted in traditional video files.
Controller Data Unity3D and Unreal Engine Data Streams: Controller interaction data are stored as boolean values for clicks and touches (two buttons). Grip and grip force can also be measured as a float, with a boolean representing gripping or not gripping. Triggers can also be measured via floats, with a boolean representing whether the trigger was interacted with (touch and press). Trackpad data is also stored as a vector2 object (2 dimensional vector) for trackpad movement, a boolean for interaction, and a float for the pressure applied. Lastly, this data can be extrapolated to measure whether certain poses are made by the user. Unity3D and Unreal Engine Data Streams: Grip and grip force can be measured as a float, with a boolean representing gripping or not gripping. Triggers can also be measured via floats, with a boolean representing whether the trigger was interacted with (press). Trackpad data is also stored as a vector2 object (2 dimensional vector) for trackpad movement, a boolean for interaction, and a float for the pressure applied. Lastly, this data can be extrapolated to measure whether certain poses are made by the user. Whether or not a user has selected an item in the environment is also stored as a boolean value. Unity3D and Unreal Engine Data Streams: Controller interaction data are stored as boolean values for touchpad clicks and thumbstick presses (two buttons). Grip and grip force can also be measured as a float, with a boolean representing gripping or not gripping. Triggers can also be measured via floats, with a boolean representing whether the trigger was interacted with (touch and press). Trackpad data is also stored as a vector2 object (2 dimensional vector) for trackpad movement, a boolean for interaction, and a float for the pressure applied. Joystick data is also stored as a vector2 object (2 dimensional vector) for trackpad movement, a boolean for interaction, and a float for the pressure applied. Lastly, this data can be extrapolated to measure whether certain poses are made by the user. Button interaction via phone stored as boolean or float. Unity3D and Unreal Engine Data Streams: Controller interaction data are stored as boolean values for menu clicks, button clicks, button presses, trigger and thumbstick clicks and presses. Grip force is measured as a float. Triggers can also be measured via floats, with a boolean representing whether the trigger was interacted with (touch and press). Thumbstick data is also stored as a vector2 object (2 dimensional vector) for thumbstick movement, a boolean for interaction, and a float for the pressure applied. Lastly, this data can be extrapolated to measure whether certain poses are made by the user. Hand gestures can be coded so that when a hand pose is struck, a boolean with a TRUE value is created. Unity3D and Unreal Engine Data Streams: Controller interaction data are stored as boolean values for menu clicks, button clicks, button presses, trigger and thumbstick clicks and presses. Grip force is measured as a float. Triggers can also be measured via floats, with a boolean representing whether the trigger was interacted with (touch and press). Thumbstick data is also stored as a vector2 object (2 dimensional vector) for thumbstick movement, a boolean for interaction, and a float for the pressure applied. Lastly, this data can be extrapolated to measure whether certain poses are made by the user. Hand gestures can be coded so that when a hand pose is struck, a boolean with a TRUE value is created.
User Data User data is either provided by the user and placed into a CSV or JSON file format (other common data file formats can be used as well). Lastly, all interactions that users have within the environment (real or virtual) can be measured. Peripherals needed to track movement around a specific area. User data is either provided by the user and placed into a CSV or JSON file format (other common data file formats can be used as well). Lastly, all interactions that users have within the environment (real or virtual) can be measured. User data is either provided by the user and placed into a CSV or JSON file format (other common data file formats can be used as well). Lastly, all interactions that users have within the environment (real or virtual) can be measured, if the appropriate peripherals are connected. Peripherals needed to track movement around a specific area. User data is either provided by the user and placed into a CSV or JSON file format (other common data file formats can be used as well). User data is either provided by the user and placed into a CSV or JSON file format (other common data file formats can be used as well). Lastly, all interactions that users have within the environment (real or virtual) can be measured. No peripheral needed. User data is either provided by the user and placed into a CSV or JSON file format (other common data file formats can be used as well). Lastly, all interactions that users have within the environment (real or virtual) can be measured. No peripheral needed.
Sensors Gyroscope, Accelerometer, Infrared sensor Gyroscope, Accelerometer Gyroscope, Accelerometer, Infrared sensor None Gyroscope, Accelerometer, Infrared sensor, Compass Gyroscope, in-ward facing sensors for face tracking
Software Availability Steam Store Steam Store and Windows Mixed Reality Store Steam Store Google Play or IOS Store Oculus Store Oculus Store