VR Headset

valve-index-is-currently-selling-for-$600-refurbished-from-gamestop

Valve Index is Currently Selling for $600 Refurbished from GameStop

Looking to get your hands on arguably the best PC VR headsets out there? Well, you might consider GameStop’s refurbished units for $600.

Used, refurbished units typically sell through GameStop for $700, which includes the full kit and kaboodle: SteamVR tracking base stations, Index motion controllers, cables, and of course the Index headset itself.

Now that package is on sale for $100 off, bringing it way below its $1,000 all-in price when new. All you’ll need left to play a host of SteamVR content, such as the award-winning Half-Life: Alyx, is a VR-ready PC.

Before plonking down those six crisp Benjamins though, you might want to try out Steam’s VR Performance Test first to see if your system has what it takes.

Photo by Road to VR

But the last hurdle to overcome is invariably deciding whether it’s worth that price in 2023, as Index is now nearly four years old. For the long of it, check out our 2023 VR headset buyer’s guide. Here’s the short of it:

If you’re looking for a good all-in alterative to the Index deal, Meta’s Quest 2 is cheap and cheerful at $300. In addition to offering its own native library of standalone content, it also works as a PC VR headset thanks to both a wired and wireless PC connection.

You can also pick up a refurbished HP Reverb G2 from NewEgg for $390—another headset that made our list. It’s a good all-around PC VR headset, although controller latency is markedly worse than either Quest 2 or SteamVR-tracked headsets like Index or anything HTC offers.

Wherever you look though, you’d be hard-pressed to find anything new for $600 that matches Index’s still excellent displays, off-ear audio, ergonomic headstrap, and Index controllers.

Here’s a full list of what’s included:

What’s in the Box

  • Headset
  • Integrated Headphones
  • Headset Cable
  • Headset Connection Cable with DisplayPort 1.2 and USB 3.0 Connections
  • Headset Power Supply
  • Regionalized Headset Power Adapter(s)
  • Headset Cradle Adapter (for smaller heads)
  • Headset Face Gasket
  • 2 Controllers, Left and Right
  • 2 Controller Lanyards
  • 2 USB Controller Charging Cables
  • 2 SteamVR 2.0 Base Stations
  • 2 15 ft (4.5 m) Base Station Power Cables
  • 2 Base Station Stands with Mounting Hardware
  • Regionalized Base Station Power Adapter Plug(s)

Valve Index is Currently Selling for $600 Refurbished from GameStop Read More »

meta-shows-first-glimpse-of-quest-3-mixed-reality-gameplay-and-improvements-over-quest-pro

Meta Shows First Glimpse of Quest 3 Mixed Reality Gameplay and Improvements Over Quest Pro

With Quest 3 now officially announced, Meta is emphasizing the device’s improved MR capabilities.

Meta CEO Mark Zuckerberg took to Instagram to share a first look at mixed reality gameplay on Quest 3 which was announced yesterday.

The video shows the headset’s full color passthrough MR mode, which allows it to present a view of the outside world while selectively adding virtual content to the scene.

We also see some shots of virtual objects attached to the wall, like a glass window into an undersea world, or a zombie jumping through a window into the room to attack the player. While Quest 2 and Quest Pro have done the same in the past, Quest 3’s new depth sensor should make attaching virtual objects to walls, floors, and ceilings more convincing thanks to a more precise map of the world around the headset.

We also see Meta CTO Andrew “Boz” Bosworth jump into the action, showcasing a co-presence experience where both Zuckerberg and Bosworth battle each other virtually but in the same physical space.

Beyond Quest Pro

It’s difficult to tell from the footage how Quest 3’s passthrough resolution compares to Quest Pro. However, it’s notable that the footage doesn’t show any of the obvious color fringing that was an artifact of Quest Pro’s passthrough architecture, which used multiple black-and-white cameras that were fused with the color from a single RGB camera. That ought to be solved now that Quest 3 will include two RGB cameras which will allow stereoscopic capture of color information, rather than monoscopic like with Quest Pro.

Another common artifact of Quest Pro (and Quest 2) passthrough is the warping of objects (especially hands) that are close to the headset. This is caused by a breakdown of the computer-vision depth estimation which struggles with near-field objects, especially when they’re moving.

It’s difficult to tell from the footage we have so far, but there’s a good chance that Quest 3 significantly reduces these passthrough warping artifacts thanks to its included depth sensor. Whereas Quest 2 and Quest Pro estimate the distance to objects and surfaces around the headset with computer vision, Quest 3’s depth sensor will provide much more reliable distance measurements which the system can use to judge how far it should render each part of the scene.

It will be interesting to see if the prior issue with color fringing on Quest Pro manifests in the same way with depth. With a single depth sensor, the headset only has a monoscopic depth view, whereas it will have a stereoscopic visual of the real world. Ostensibly the stereoscopic view of the world will be projected onto the depth map, and ‘depth fringing’ may occur around near field objects for the same reason that we saw color fringing on Quest Pro.

Meta Shows First Glimpse of Quest 3 Mixed Reality Gameplay and Improvements Over Quest Pro Read More »

recent-valve-hiring-hints-at-next-gen-index-headset-in-development

Recent Valve Hiring Hints at Next-gen Index Headset in Development

Since the release of its first (and so far, only) VR headset in 2019 and its flagship VR game in 2020, Valve has been worryingly quiet about its future plans for VR. But recent hiring and job listings suggest the company is still working toward next-gen VR hardware.

It’s been nearly four years since the release of Valve Index, a leading PC VR headset which has held its ground as the second most-popular headset on the platform for longer than most might have expected. But the aging headset mirrors the aging PC VR landscape in general which has taken a back seat to Meta’s Quest platform after it captured the attention of a bulk of VR developers.

But Valve may not be done with VR yet. As YouTuber Brad Lynch pointed out last month, the company recently brought in two new people with experience in VR displays and optics, one of which claims to be advising the company on “next-gen Valve Index and Steam Deck products.”

Valve has made a couple VERY notable hires recently for their hardware teams

One being what seems to be their first full-time Display architect that has a fluent history in OLED/HDR

And a consultant focused on bringing “Next Gen Valve Index” products for commercial launch pic.twitter.com/nGpo859ore

— Brad Lynch (@SadlyItsBradley) April 23, 2023

Additionally we’ve spotted some interesting updates to Valve job listings showing the company is still very interested in hiring people with VR expertise.

As of late 2022, the company’s listing for a Visual & User Experience Designer didn’t include any mention of VR, but sometime between then and March 2023, the company updated the description to indicate that the hire would “create UI for use across desktop, mobile, handheld & VR.”

Similarly, the Software Engineer for Hardware listing was updated sometime between mid-2022 and March 2023 with new language specifically relating to “the next generation of VR and hand-held gaming products,” and “core VR Technologies (tracking, optical calibration, display customization).”

Add that to a handful of teases from the company in the last few years, and it surely seems like VR remains on the radar internally at Valve, despite little external communication to that end. Granted, Valve is pretty unique as a company, often working at its own pace on projects that may or may not ever launch. While there’s no telling if the company’s internal VR effort is on the backburner or actively moving forward, it’s clear the company still wants to hire and retain employees with VR expertise.

Recent Valve Hiring Hints at Next-gen Index Headset in Development Read More »

bigscreen-beyond-teardown-overviews-design-decisions-behind-compact-headset

Bigscreen Beyond Teardown Overviews Design Decisions Behind Compact Headset

CEO Darshan Shankar sits down with the upcoming Bigscreen Beyond VR headset for a teardown and explanation of the company’s design decisions.

Bigscreen Beyond is a made-for-enthusiasts VR headsets coming from the makers of the social VR theater application Bigscreen. In our recent hands-on with the headset we found an impressively well-built device that’s taking a different approach than other PC VR headsets on the market.

Photo by Road to VR

Bigscreen Beyond is due to start shipping in Q3, and ahead of its release Bigscreen CEO Darshan Shankar has sat down to tear the tiny headset open and talk about the decisions the company made and why.

Bigscreen Beyond is impressive in many ways, but it’s priced for serious VR enthusiasts. The headset starts at $1,000, which doesn’t include controllers or tracking beacons (which would add another $580).

Bigscreen Beyond Teardown Overviews Design Decisions Behind Compact Headset Read More »

hands-on:-bigscreen-beyond-–-a-little-headset-that-could-be-a-big-deal

Hands-on: Bigscreen Beyond – A Little Headset That Could be a Big Deal

It’s exceedingly rare to see a VR software startup transition to making hardware, let alone decent hardware. But that’s exactly what Bigscreen—creators of the long-running social VR theater app of the same name—has done with its upcoming Beyond headset.

Bigscreen has clearly targeted PC VR enthusiasts who are willing to pay for the best hardware they can get their hands on. And with major players like Meta and HTC focusing heavily on standalone headsets, Bigscreen Beyond could prove to be the best option they’ll find any time soon.

Photo by Road to VR

The company has set out to make a headset that’s not just better than what’s out there, but one that’s much smaller too. And while it remains to be seen if the headset will hit all the right notes, my initial hands-on shows plainly the company knows what it’s doing when it comes to building a VR headset.

Bigscreen Beyond Specs
Resolution 2,560 × 2,560 (6.5MP) per-eye

microOLED (2x, RGB stripe)
Pixels Per-degree (claimed) 28
Refresh Rate 75Hz, 90Hz
Lenses Tri-element pancake
Field-of-view (claimed) 93°H × 90°V
Optical Adjustments IPD (fixed, customized per customer)

eye-relief (fixed, customized per facepad)
IPD Adjustment Range 58–72mm (fixed, single IPD value per device)
Connectors DisplayPort 1.4, USB 3.0 (2x)
Accessory Ports USB-C (1x)
Cable Length 5m
Tracking SteamVR Tracking 1.0 or 2.0 (external beacons)
On-board Cameras None
Input SteamVR Tracking controllers
On-board Audio None
Optional Audio Audio Strap accessory, USB-C audio output
Microphone Yes (2x)
Pass-through view No
Weight 170–185g
MSRP $1,000
MSRP (with tracking & controllers) $1,580

Custom-made

Bigscreen is building something unique, quite literally—every Beyond headset comes with a custom-made facepad. And this isn’t a ‘choose one of three options’ situation, Bigscreen has a sleek app that walks buyers through the process of capturing a 3D scan of their face so the company can create a completely unique facepad that conforms to each specific customer.

And it really makes a difference. The first thing that Bigscreen CEO Darshan Shankar showed me during a demo of the Beyond headset was the difference between my personal facepad (which the company created for me prior to our meetup) and someone else’s facepad. The difference was instantly obvious; where mine fit against my face practically like two connected puzzle-pieces, the other facepad awkwardly disagreed with my face in various places. While I’ve recognized for a long time that different facial topology from person-to-person is a real consideration for VR headsets, this made me appreciate even more how significant the differences can be.

The facepad may look rough, but it’s actually made of a soft rubber material | Photo by Road to VR

Shankar says the custom-fit facepad is an essential part of making such a small headset. It ensures not only that the headset is as comfortable as it can be, but also the user’s eyes are exactly where they’re supposed to be with regard to the lenses. For a headset like Beyond, which uses high magnification pancake optics with a small sweet spot, this is especially important. And, as Shankar convincingly demonstrated by shining a flashlight all around the headset while I was wearing it, the custom-fit facepad means absolutely no external light can be seen from inside.

And the custom facepad isn’t the only way each headset is dialed in for each specific customer; instead of wasting weight and space with the mechanics for an IPD adjustment, the headset ships with one of 15 fixed IPD distances, ranging from 58–72mm. The company selects the IPD based on the same face scan that allows them to make the custom facepad. And given the size of the Beyond headset, there’s no way that glasses will fit inside; luckily the company will also sell magnetically attached prescription inserts for those who need them, up to −10 diopter.

Diving In

With my custom facepad easily snapped onto the headset with magnets, it was time to dive into VR.

The baseline version of the $1,000 Bigscreen Beyond headset has a simple soft strap, which I threw over the back of my head and tightened to taste. I felt I had to wear the strap very high on the back of my head for a good hold; Shankar says an optional top-strap will be available, which ought to allow me to wear the rear strap in a lower position.

Photo by Road to VR

As I put on the headset I found myself sitting in a dark Bigscreen theater environment, and the very first thing I noticed was the stellar darks and rich colors that are thanks to the headset’s OLED displays. The second thing I noticed was there was no sound! That’s because the baseline version of the headset doesn’t have on-board audio, so I still had to put on a pair of headphones after the headset was donned.

While the baseline headset lacks on-board audio, Bigscreen is offering a $100 ‘Audio Strap‘, which is a rigid headstrap with built-in speakers. As someone who really values rigid straps and on-board audio, I’m glad to see this as an option—for me it would be the obvious choice. Unfortunately the company wasn’t ready to demo the Audio Strap.

Shankar toured me around a handful of VR environments that showed off the headset’s 2,560 × 2,560 (6.5MP) per-eye displays, which offered a level of clarity similar to that of Varjo’s $2,000 Aero headset, but with a smaller notably field-of-view (Bigscreen claims 90°H × 93°V).

On many current-gen headsets like Quest 2 you can’t quite see the individual lines of the screen-door effect, but it’s still clear that it’s there in aggregate. While the Beyond headset isn’t ‘retina resolution’ there’s essentially no evidence of any screen-door effect. Everything looks really sharp. This was best demonstrated when I ran around in Half-Life: Alyx and the game felt like it had instantly upgraded graphics compared to a headset like Valve’s Index.

There is, however, some persistence blurring and glare. Shankar openly demonstrated how the brightness of the display directly relates to the level of persistence. While there’s some noticeable persistence at the default brightness, when overdriving the display’s brightness the persistence becomes entirely unbearable. The reverse is true; turning the brightness down below the default cuts the persistence down noticeably. While it would be nice if the default brightness had less persistence, at least users will be able to trade brightness for lower persistence based on their specific preference.

Continue on Page 2: Dialing In

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11-essential-tips-&-tricks-for-new-psvr-2-owners

11 Essential Tips & Tricks for New PSVR 2 Owners

PSVR 2 is finally here and for those of you lucky enough to get your hands on Sony’s newest VR headset, here’s some essential tips and tricks you’ll want to know.

PSVR 2 is a pretty straightforward headset thanks to the fact that once you plug it into the console you’ll see the usual PS5 menu that you’re already used to. However, the headset does have a few less obvious capabilities that you’ll want to know about.

1. Voice Input

PSVR 2 supports the same voice commands as PS5, and thanks to a microphone that’s mounted right next to your mouth, they work very well! Voice commands through PSVR 2 can be used to easily launch games and apps (instead of digging through the game library) or to open certain settings pages (instead of digging through the settings menu). All you have to do to get the console to listen is say “Hey PlayStation.”

If you’ve never used voice commands on PS5 before, you’ll need to enable them first. To do so go to Settings > Voice Command (Preview) and enable the option.

2. Quick Menu

PSVR 2 has a quick menu that makes it easy to access frequently used settings. To open the PSVR 2 quick menu, just double-tap the PlayStation button on your controller.

3. Lens Calibration

Since PSVR 2 has such a small sweet spot (the area of the lens where everything is at its clearest), it’s important to get the lenses dialed in just right to your specific IPD.

Luckily PSVR 2 has a built-in lens calibration that’s easy to run at any time, even in the middle of a game.

You’ll be prompted to run the calibration initially when you set up your headset for the first time, but since you put the headset on a bit differently every time (and sometimes the lenses can get bumped which adjusts their spacing) it’s worth running the calibration every few sessions to make sure you’re seeing the clearest image through the headset. You should also run the calibration step any time a new person puts on the headset so they can get the ideal fit.

To run lens calibration on PSVR 2, double-tap the PlayStation button on the controller, then select Adjust Visibility from the quick settings menu.

The calibration will help you not only adjust the headset to the ideal IPD (distance between the lenses), but also tell you if the headset is sitting too high, low, or crooked on your head. Having the best fit will also increase the accuracy of the headset’s eye-tracking function.

4. Use PSVR 2 Without a Display Connected

Though PSVR 2 mirrors its display onto whatever TV you’re connected to so spectators can see what you’re up to, you can also use the headset while your TV is turned off, doing something else, or disconnected entirely.

Just note that to set up your PSVR 2 for the first time you’ll need a connected display, but once you have it set up you can turn off the display or unplug it entirely and your headset should continue to work just fine.

5. Where to Find PSVR 2 Volume Control

This one really shouldn’t be a tip or a trick, but it’s not entirely intuitive where to find the volume control for PSVR 2.

Instead of being in the quick settings menu, you can find the volume adjustment for PSVR 2 by pressing the PlayStation button to bring up the bottom menu, then selecting Sound (speaker icon). In the Sound menu you’ll see PSVR 2; click on it to find the volume adjustment.

6. Use Headset Button to Mute Microphone

The button on the bottom of PSVR 2 gives you one-click access to the headset’s passthrough view, which is very handy. However you have the option to rebind this button to act as a microphone mute toggle instead, which might be useful if you find yourself playing multiplayer VR games regularly.

To make the button on PSVR 2 mute the microphone, go to Settings > Accessories > PlayStation VR2 > VR Headset section > Function Button Assignment, then switch it to Mute Microphone.

Even if you change the button’s function, you can still quickly access the passthrough view by double-clicking the PlayStation button on the controller to open PSVR 2 quick settings, then click ‘View Surroundings’.

7. Use PSVR 2 as a 120Hz HDR Display for Playing Flat PS5 Games

While PSVR 2 is undoubtedly an impressive VR headset, you can also use it to play regular PS5 games and watch video content—Sony calls this ‘Cinematic Mode’ for PSVR 2.

To do that, all you need to do is launch a non-VR game or app on PS5, then use a standard PS5 controller to play (unfortunately the Sense controllers won’t work for regular content because they don’t have all of the same buttons and controls as a regular controller). Some non-game apps may work with the Sense controllers for simple navigation however.

And technically speaking, PSVR 2 can function like a regular high refresh rate (120Hz) HDR TV, which means it will be able to play flat PS5 games that support a 120Hz performance mode and it can correctly display any HDR content that an HDR TV could.

While PSVR 2 automatically runs at 120Hz and HDR mode for VR games, you need to enable both 120Hz and HDR for flat PS5 games and content.

To do so, go to Settings > Accessories > PlayStation VR2 > Cinematic Mode. Then select Video Output for Cinematic Mode. There you’ll find the option for both 120Hz output and HDR.

8. Change the Size of the PSVR 2 Cinematic Mode Screen

So you’re playing PS5 games using your headset like a high performance TV, but maybe you wish your screen was a little bigger or smaller?

Luckily you can easily adjust this by double tapping the PlayStation button on the controller to access the PSVR 2 quick settings, then use the Screen Size slider to adjust the size.

If you want to reposition the screen you can also press and hold the options button (on the right controller) which will move the screen directly in front of you regardless of where you’re looking.

9. Tighten Your Sense Controller Straps the Easy Way

Nobody thinks they’re going to accidentally throw their controller until it happens. That’s why I personally always use my wrist straps when using a VR headset, and recommend others do too. After using VR headsets for more than 10 years, I have smashed 0 TVs and broken 0 controllers.

Luckily Sony has come up with a neat design for the wrist straps on the PS Sense controllers that allows you to tighten them with one hand.

PSVR 2 has a neat ‘self-tightening’ wrist strap. Surprised I haven’t seen this before. pic.twitter.com/v4itutthXm

— Ben Lang  (@benz145) February 21, 2023

To do so just pull the wrist strap so there’s tension on the band, then rotate your wrist to tighten the strap. If it doesn’t seem to be working, try rotating your wrist the other direction.

10. Dark Rooms Are No Longer Ideal

With the original PSVR, you’d get the best headset and controller tracking when playing in a dark room because of the way the tracking system on that headset worked. When everything else was dark, it was easier for the camera to pick up the glowing tracking markers on the headset.

With PSVR 2 now using an inside-out tracking system, playing in a dark room will actually hinder tracking performance rather than help it. In our testing we found the headset is quite good at tracking in low light, but even so it isn’t the ideal way to play.

While too much sunlight (ie: being completely outdoors) is also an issue, playing in a normally lit room will give you the best tracking performance on the headset.

11. Enable Tracking Support for Tough Tracking Conditions

Speaking of tracking performance, if you feel like your headset is having tracking issues, you can turn on an additional option which will use your TV as a tracking marker to make it easier for the headset to have something to lock onto.

To enable Tracking Support on PSVR 2, go to Settings > Accessories > PlayStation VR2 > Tracking Support and turn the option on.

In our testing we found that PSVR 2 tracking is really solid, and for most people this option shouldn’t be necessary. In some specific cases (ie: a room with lots of skylights letting in tons of bright sunlight), or a completely white room with no discernable features, it could be helpful.

Note that this option will only improve head-tracking; if you’re having tracking issues with only your PSVR 2 controllers, something else is likely to blame.


Got any great PSVR 2 tips & tricks to share? Let us know in the comments below!

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Tencent Reportedly in Talks with Meta to Bring Quest 2 to China

Chinese tech giant Tencent is reportedly shuttering its XR development team, ostensibly putting a hold on its home-grown VR ambitions. That may not mean Tencent is hanging up the XR towel for good though.

As reported by Chinese language publication 36Kr, WeChat developer Tencent is set to promote Meta Quest 2 in mainland China. At the time of this writing, Meta officially supports the United States, Canada, Australia, New Zealand, South Korea, Taiwan, Japan and most countries in Europe.

Using headsets from Meta would provide Tencent with a ready-made hardware platform so it could focus on creating a game library and its own software, but more importantly it could soon counter ByteDance’s Pico Interactive, the VR headset creator most recently known for its Quest 2 competitor, Pico 4.

ByteDance allegedly won a fierce bidding war against Tencent in early 2021 to acquire Pico, which then went on to release Pico 4 to consumers in Europe and Asia. It also looked like Pico was eyeing the US as well, as it opened a headquarters on Meta’s home turf in June 2022, however it was reported late last week that ByteDance, parent company of TikTok, is actually laying off hundreds at Pico Interactive.

This isn’t the first time Meta hardware has found its way into mainland China. Meta (then Facebook) released the 3DOF standalone Oculus Go in 2018 in China thanks to a manufacturing partnership with Xiaomi, branding the headset as the ‘Mi VR Standalone’.

As 36Kr points out, Tencent partnered with Nintendo in 2019 to sell a version of Switch, which provides access to localized games and online services. The report maintains the partnership with Meta will also follow a similar distribution model.

Tencent Reportedly in Talks with Meta to Bring Quest 2 to China Read More »

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PSVR 2 Review – Sony Takes Several Steps Forward for Consumer VR

More than six years after its VR debut, Sony is ready to bring next-gen VR to PS5 with PSVR 2. Does PlayStation VR 2 make a substantial improvement over its predecessor? And how does it stack up to other VR headsets on the market? Read on to find out.

With PSVR 2, Sony is not just improving on the prior headset, it’s also raising some bars for consumer headsets overall as the first device in its class to bring eye-tracking, HDR, and new haptic capabilities to the market. Let’s start out with a look at PSVR 2’s specs and how they compare to the original PSVR:

PSVR 2 vs. PSVR Specs

PSVR 2 PSVR
Resolution 2,000 x 2,040 (4.1MP) per-eye, OLED, HDR 960 x 1,080 (1.0MP) per-eye, RGB OLED
Refresh Rate 90Hz, 120Hz 90Hz, 120Hz
Lenses Fresnel Single element non-Fresnel
Field-of-view (claimed) 110° (diagonal presumed) 100° (diagonal presumed)
Optical Adjustments IPD, eye-relief Eye-relief
Connectors USB-C (no breakout box) USB, HDMI (breakout box)
Cable Length 4.5m 4.4m
Tracking Inside-out (no external beacons) Outside-in (external camera)
On-board cameras 4x IR (external), 2x IR (internal) None
Pass-through View Yes No
Input PSVR 2 Sense controllers (rechargable), DualShock 5 (rechargable) eye-tracking DualShock 4 (rechargeable), PS Move (rechargeable), PS Aim (rechargeable), voice
Audio 3.5mm aux output 3.5mm aux output
Microphone Yes Yes
Haptics Controllers, headset Controllers
Weight 560g 600g
Release Date February 22nd, 2023 October 13th, 2016
Console Compatibility PS5 PS4, PS4 Pro, PS5 (with adapter, only PS4 compatible VR games)

PSVR 2 Review

One of the most important parts of a VR headset is how things look when you peer through the lenses, so that’s where we’re going to start.

Clarity

Photo by Road to VR

How good things look inside of a VR headset depends on much more than just resolution, so we like to boil things down to the point of talking about ‘clarity’, ie: how clear does the virtual world look inside the headset.

PSVR 2 gets a big jump in clarity over its predecessor thanks first and foremost to a big leap in resolution (from 1.0MP per-eye to 4.1MP per-eye). From a resolution standpoint, that puts PSVR 2 on par with other headsets on the market like Quest 2.

While the image through PSVR 2’s lenses certainly looks much better than the original PSVR, it’s hampered a bit by two notable issues: sweet spot and motion blur.

PSVR 2’s Fresnel lenses actually have fairly good edge-to-edge clarity, but only if you can get your eyes in the headset’s rather small eye-box (AKA sweet spot). Unfortunately not everyone will be able to get their eyes into the ideal position because the sweet spot seems to be designed at a distance that makes it so you’d have to cram the headset uncomfortably against your face in order to keep the lenses in the perfect spot. Thanks to an eye-relief adjustment it’s easy to move the lenses far enough away that they aren’t crushing your nose, but for every little bit that you do you give up some sharpness on the edges and some field-of-view.

The small eye-box also means that if you don’t dial the headsets ergonomic adjustments in just right you’ll see things like chromatic aberration and more blur around the edges than you would otherwise.

Thankfully Sony has included a guided calibration step (which makes use of the headset’s eye-tracking) and helps users find that ideal spot by guiding them toward the correct IPD and lens alignment. This definitely helps reduce the issue of having a small sweet spot, and I find myself running calibration every few times that I pick up the headset just to be sure things haven’t jostled out of place. Luckily Sony has made it easy to run the calibration step at any point—even in the middle of a game.

I also mentioned motion blur as something that’s holding back the clarity on PSVR 2. I still don’t know exactly why I’m seeing a fair bit of motion blur on PSVR 2—whether its persistence blur, ghosting, reprojection, or something else—but it somwhat reduces the sharpness of the image whenever your head is in motion (which in VR is most of the time). It’s a shame because you can see just how sharp everything is when you head is still, and then as soon as you go to look at something else, the world around you becomes a bit more blurry.

And unfortunately PSVR 2’s Fresnel lenses aren’t an exception to the rule: its still easy to spot god rays and some glare in high contrast scenes.

Displays & HDR

Photo by Road to VR

Sweet spot issues aside, PSVR 2 is packing a pair of impressive OLED displays that make colors feel more rich and saturated while allowing dark parts of the scene to get truly dark instead of just dark grey.

This makes a big difference when it comes to content like Horizon Call of the Mountain which aims to immerse players in a world full of lush scenery.

While it’s great to have OLED black levels on a modern headset, PSVR 2’s displays do suffer from more mura than seen on its contemporaries, which manifests as a bit of speckling on the screen that’s more visible when seen against certain colors.

But that’s the price you pay for those deep blacks and purported ‘HDR’ capabilities, though I’ve yet to hear Sony confirm key parts of that capability, like peak brightness.

In my experience with the headset I can’t say I’ve felt like its showing significantly more peak brightness than other headsets, but it feels like the HDR is paying off more in the mid and lower tones.

Field-of-view

Photo by Road to VR

Similar to the small sweet spot, PSVR 2’s field-of-view is technically quite large—at times feeling like it meets even Valve’s Index—but that’s only if you can push the lenses exceptionally (and for me, uncomfortably) close to your eyes; so close that the lenses are putting a lot of pressure on your nose. Between where it’s actually comfortable for me to have the lenses sit and where I would get the maximum field-of-view, it feels like I’m leaving a non-trivial amount of FoV on the table. That said, even the comfortable position leaves me with a fairly sizable field-of-view that exceeds something like Quest 2.

IPD & Eye-tracking

Photo by Road to VR

PSVR 2 is the first consumer VR headset to ship with eye-tracking. While this has the potential to be very useful across a range of applications, I’ve yet to see any game that’s putting it to seriously good use. So far the closest any game has come is Horizon Call of the Mountain which uses eye-tracking to improve the accuracy of the game’s subtle auto-aim.

For its part, Sony is making use of the eye-tracking to help users set their correct IPD (which is very useful, especially considering the headset’s small sweet spot), and even adjust the tilt of the headset on the user’s head.

While I appreciate that smart touch, I wish the calibration step would actually provide a number to accompany the IPD setting; that way you could simply remember your number and dial it in every time. Instead, the guided calibration just shows a visual indicator of how close your eyes are to the center of the lenses. It works well, but without a number to go by you need to dial things in visually every time.

Continue on Page 2: Audio, Tracking & Controllers, Haptics »

PSVR 2 Review – Sony Takes Several Steps Forward for Consumer VR Read More »

vr-veteran-studio-behind-‘bigscreen’-unveils-thin-&-light-pc-vr-headset-‘beyond’

VR Veteran Studio Behind ‘Bigscreen’ Unveils Thin & Light PC VR Headset ‘Beyond’

The team behind social VR viewing app Bigscreen today unveiled a thin and light PC VR headset that not only promises a few intriguing enthusiast-grade specs, but also a custom-made fit based on a 3D scan of your face. In short, it’s a big first for the VR veterans, who are responsible for one of the most beloved VR content viewing platforms.

Called Bigscreen Beyond, the $999 headset presents an interesting set of features which are squarely aimed at PC VR enthusiasts: dual OLED microdisplays offering 2,560 × 2,560 per-eye resolution, pancake optics, and 6DOF SteamVR tracking support.

The company is billing the tethered PC VR headset as the smallest and lightest of its kind, weighing in at just 127 grams and measuring less than 1-inch at its thinnest point.

Image courtesy Bigscreen

Bigscreen Beyond starts pre-orders today, priced at $999. Ostensibly, Beyond is targeting PC VR users who likely already in the SteamVR ecosystem but want something thinner and lighter than the last generation of headsets, such as Valve Index. Notably, the headset doesn’t include the requiste SteamVR tracking base stations or SteamVR-compatible controllers like the Valve Index controller or HTC Vive wand—you’ll have to purchase those separately.

The reasoning: Bigscreen founder and CEO Darshan Shankar says the VR software studio wanted to build “the VR headset we wanted for ourselves.”

“Today’s leading VR headsets have doubled in weight compared to headsets from 2016. We built Beyond because we felt VR was too heavy, bulky, and uncomfortable,” Shankar says. “We invented new technologies to increase comfort, and developed ultra-high-end components like OLED microdisplays and pancake optics to increase immersion. To deliver the best software experience for watching movies in Bigscreen, we also had to build the best hardware with Bigscreen Beyond.”

Image courtesy Bigscreen

Like many forthcoming VR headsets, Beyond is able to slim down thanks to the inclusion of pancake lenses, which Bigscreen says are a three-element optical design composed of glass, plastic polymers, films, and coatings.

Paired with two OLED microdisplays, each with a resolution of 2,560 × 2,560 pixels, Beyond boasts a high fill-factor with its 7.2-μm wide pixels and RGB stripe subpixels, resulting in what the company says eliminates the screen door effect—when the non-illuminated spaces between pixels make it seem like you’re viewing VR content through a screen door.

Resolution alone doesn’t tell the whole story, although for reference Valve Index is 1,440 × 1,600 per-eye, Meta Quest Pro is 1,920 × 1,800 pixels per-eye, and Pico 4 is 2,160 × 2,160 pixels per-eye.

Another one of Beyond’s big enthusiast-grade features is owed to Bigscreen’s ability to customize the fit of the headset to each user, which will be done by doing a one-time scan of the user’s face using an iPhone XR or more recent Apple mobile device. The dedicated Bigscreen scanning app is said to measure the shape of the user’s face and the position of their eyes, which allows the company to form a facial interface a unique to the individual and determine interpupillar distance.

The hand-washable facial interface is said to provide “even weight distribution, zero light leakage, and aligns the eyes and optics correctly.” Additionally, glasses wearers will have to spring for custom prescription lenses that magnetically fit into Beyond, as glasses do not fit inside the small form factor.

Although it ships with a soft strap, users can also spring for the optional audiostrap. We haven’t confirmed pricing for that yet, however we’ll update once we do.

Image courtesy Bigscreen

Granted, some things we’d consider ‘nex-gen’ are notably missing from Beyond, such as eye-tracking, face-tracking, optical 6DOF tracking, and the ability to use it wirelessly. As the first VR headset from a long-time VR veteran though, Beyond does check a lot of boxes for users such as simulator fans, and anyone looking for a better long-term VR media viewer.

Bigscreen Beyond is slate to ship in waves based on region. Preorders, which are fully cancellable and refundable up until shipping, are set to ship in the United States sometime in Q3 2023.

Second wave shipments will begin in Q4 2023 in Canada and Europe including the United Kingdom, Germany, France, Spain, Netherlands, Italy, and Belgium. A third wave of will come sometime in late 2023, including Japan, Australia, New Zealand. The company says Beyond will be available in more countries and regions in 2024.

Check out the spec sheet below:

Bigscreen Beyond Specs

Display Resolution 5120 x 2560 pixels (2560 x 2560 per eye) cloed at max 90Hz
Field Of View (FOV) 93° HFOV x 90° VFOV
Pixels Per Degree (PPD) 28°
Interpupillary Distance (IPD)

56mm-74mm accommodated (fixed IPD per device, 58mm-72mm)

Optics Type Custom Pancake Optics
6DOF Tracking SteamVR Tracking (aka Lighthouse)
Version V1.0 or V2.0 Base Stations. Not included.
Controllers SteamVR controllers (ex. Valve Index, HTC Vive). Not included.
Full-Body Tracking

SteamVR trackers (ex. HTC Vive Tracker, Tundra Tracker). Not included.

Audio Not built-in (USB C port for Audio), or optional Audio Strap
Ports USB-C accessory port (USB 2.0)
Microphone Input Stereo microphones
PC Connection DisplayPort 1.4 (video) and dual USB 3.0 ports (power, data)
Accessory ports USB-C (USB 2.0 speed)
Cable 5-meter custom fiber optic cable and Link Box
PC Requirements
CPU Quad Core Intel or AMD
GPU

Nvidia RTX 2070 or AMD RX 5700 XT or newer (DisplayPort 1.4 and DSC required)

Ports 1 x DisplayPort 1.4, 2 x USB 3.0 ports

VR Veteran Studio Behind ‘Bigscreen’ Unveils Thin & Light PC VR Headset ‘Beyond’ Read More »

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PSVR 2 Unboxing – Close-up with the Final Version of Sony’s New VR Headset

Ahead of the launch of PSVR 2, we’ve got a close-up look at the finished version of the headset and what you can expect to find when you crack open the box.

It’s just two weeks until Sony’s newest VR headset hits the streets, and while we’re not yet allowed to go into detail, today we’ve got a close-up look at the production hardware and Sony’s official controller dock. Stay tuned for our full PSVR 2 review.

Photo by Road to VR

The very first thing to notice about PSVR 2 compared to the original is the simplicity of setup… this is everything you’ll see in the box.

PSVR 2 | Photo by Road to VR

Compare that to the original PSVR which had a breakout box requiring extra cables and its own power adapter—not to mention the PS Eye camera that was required for the headset (and the photo below doesn’t even include the Move controllers).

PSVR 1 | Photo by Road to VR

Compared to the original, PSVR 2’s single-cable operation and inside-out tracking makes it so much easier to use.

Getting closer to the headset itself, we get a good look at its range of adjustments. On the top there’s an IPD dial for dialing in the distance between the lenses. Also on top is a button to adjust eye-relief (the range of which is pretty impressive). And on the back is the crank to tighten the headstrap, with the center of the crank acting as a button which releases the springy tension.

As we learned in our early preview of PSVR 2, the headset has an assisted calibration step which helps the user hone in their individual headset orientation and IPD settings, thanks to the in-built eye-tracking.

On the bottom of the headset is the power button and a button to activate PSVR 2’s passthrough view. Alongside those is the built-in microphone.

Photo by Road to VR

While PSVR 2 doesn’t have directly integrated audio, it comes with a pair of custom earbuds which attached to the underside of the rear headstrap and stow in little holes at the sides of the headset. You can use your own 3.5mm headphones instead if you’d like to.

And then there’s the PSVR 2 ‘Sense’ controllers, which have a particularly interesting shape to them. Inside the circular strut is hidden infrared LEDs which can be seen by the headset to track the controllers.

Compared to something like Quest 2, the unique shape and placement of the ring does a good job of reducing the likelihood that you’ll bump the controllers into each other during hand-to-hand interactions. However, the design has a somewhat off-kilter balance to it.

The wrist-straps are mounted on the inside of the tracking ring and can be removed if desired.

The PSVR 2 controllers are rechargeable via USB-C, but Sony is also selling a purpose-built PSVR 2 controller charging dock to make it easy to charge your controllers without fiddling with cables. While its existence is appreciated, and it generally gets the job done, it’s a bit funky to sit the controllers in just the right spot to initiate the charge. Still, I’d rather this than plugging in two cables every time I’m done playing.

We’re looking forward to sharing our full PSVR 2 review in the near future—if you’ve got questions for us, drop them in the comments below!

PSVR 2 Unboxing – Close-up with the Final Version of Sony’s New VR Headset Read More »

samsung-partners-with-google-&-qualcomm-to-release-android-powered-xr-device

Samsung Partners with Google & Qualcomm to Release Android-powered XR Device

Samsung’s 2023 Unpacked event was all about the company’s Galaxy S23 hardware, although at the end of its hour-long presentation the South Korean tech giant announced it was working with Qualcomm and Google to develop an XR device.

TM Roh, Samsung’s president and head of mobile experiences, didn’t reveal any more than what was said on stage, namely the existence of the partnership itself, however speaking to The Washington Post he announced the companies are “getting there,” and that the XR device was “not too far away.”

It’s not clear what sort of device it will be, since ‘XR’ essentially covers the entire gamut of immersive headsets, including augmented reality (e.g. HoloLens), virtual reality (e.g. Meta Quest 2), and mixed reality (e.g. Meta Quest Pro). Our best bet though is on a standalone MR headset, which uses passthrough cameras to layer computer-generated visuals on top of the user’s physical space, essentially replicating the experience you might have on a see-through AR display, albeit on a VR device.

MR headsets include Meta Quest Pro, HTC Vive XR Elite, and Apple’s rumored headset which is reportedly set to arrive sometime early this year at around $3,000.

Meta Quest Pro | Image courtesy Meta

As you’d imagine, Qualcomm is tasked with building the XR device’s chipset, while Samsung will manufacture the headset’s hardware. Software will be provided by Google; WaPo reports it will be running on “the unannounced version of the Android operating system meant specifically to power devices such as wearable displays.”

With the exception of Qualcomm, which not only produces XR-specific chipsets but also regularly shows of its own XR headset references, both Samsung and Google’s commitment to the project are kind of a long-awaited homecoming.

Samsung was one of the first truly massive tech companies to develop VR hardware. Starting in 2014, the company partnered with Meta (then Oculus) on the Samsung Gear VR platform, which paired the Galaxy Note 4 phone with a headset shell sporting an optimized intertidal Measurment unit (IMU). Samsung Gear VR was essentially the first high-quality 3DOF mobile VR experience offered to consumers, marking a stark departure from the sort VR experiences you could find on Google’s more open, but decidedly lower-quality Cardboard platform.

Notably, Samsung hasn’t released a VR product since the launch of the PC VR headset Odyssey+. Like seemingly all big tech firms these days, it appears to be working on AR glasses.

Smasung Odyssey+ | Image courtesy Samsung

Google, although reportedly also working on AR device, similarly shelved its VR ambitions when it discontinued its standalone Daydream platform in 2019, something which at the time was essentially the nail in the company’s Android VR coffin. Google previously worked with Lenovo in 2018 to produce its first and only standalone Daydream VR headset, the Lenovo Mirage Solo, which offered 6DOF room-scale tracking while providing only a single 3DOF clicker-style controller.

Since then, Google has only really been vocal about its experimental system for immersive video chatting, Project Starline, which lets people engage in face-to-face video chats without needing an AR or VR headset.

Typically, we’d say Mobile World Congress 2023 would be the next logical place to share more info about the XR hardware partnership. Samsung, Qualcomm and Google will all be present, so we may just learn more there when the week-long event kicks off in Barcelona, Spain on February 27th.

Samsung Partners with Google & Qualcomm to Release Android-powered XR Device Read More »

buying-guide:-the-best-vr-headsets-in-2023

Buying Guide: The Best VR Headsets in 2023

Jump to:

Best PC VR headsets | Best standalone VR headsets | Best console VR headsets

PC VR is where you’ll find the highest quality visuals and the most ambitious VR games like Half-Life: Alyx. Of course, you’ll need a reasonably powerful gaming PC to plug your headset into. See this article for the specs your PC needs to handle VR headsets.

The Best Overall: Valve Index – $1,000

Image courtesy Valve

If you’re looking for the very best overall PC VR headset, Valve Index is our pick. It’s pricey compared to the rest, but has an excellent balance of quality, performance, and comfort. That’s why we called it “the enthusiast’s choice” in our full review of the headset.

Pros

Things to love about Index are its excellent tracking performance, wide field of view, quality controllers, great audio, and range of ergonomic adjustments that make it easy to dial in a comfortable and clear fit.

Index is one of the only headsets that offers an eye-relief adjustment. This let’s you bring the lenses as close to your eyes as comfortable, allowing you to maximize your field of view; it also makes the headset easier to adjust for glasses. Index has a physical IPD adjustment which ranges from 58mm to 70mm, making it easy to align the lenses with the width of your eyes for the sharpest visuals.

Cons

But Index isn’t perfect. Compared to other headsets on the market, the external tracking system is more work to set up, typically requiring two tracking beacons mounted on opposite corners of a room, stuck on a tripod, placed up high on a shelf, or screwed into your wall. They also need to be plugged into their own power outlets. And while Index has cameras on the front for a pass-through view, it isn’t as quick or useful as we’ve seen on other headsets. Its resolution is on the low-end compared to the latest headsets, and did we mention the price tag of $1,000? You can get it cheaper though if you already have SteamVR Tracking base stations from an old Vive headset.

Valve Index Specs
Resolution 1,440 x 1,600 (2.3MP) per-eye, LCD (2x)
Refresh Rate 80Hz, 90Hz, 120Hz, 144Hz
Lenses Double element Fresnel
Field-of-view ~130° diagonal
Optical Adjustments IPD, eye-relief
IPD Adjustment Range 58–70mm
Connectors USB 3.0, DisplayPort 1.2, 12V power
Cable Length 5m + 1m breakaway
Tracking SteamVR Tracking 1.0 or 2.0 (external beacons)
On-board cameras 2x RGB
Input Valve Index controllers (rechargable battery)
Audio Off-ear headphones, 3.5mm aux output
Microphone Dual microphone
Pass-through view Yes
Content Compatibility

Valve Index is officially compatible with the SteamVR library where the vast majority of VR content is available. If you’re looking to play content that’s exclusive to the Oculus PC library (like Lon Echo II) you can use the free but unofficial Revive mod to play Oculus PC content on Valve Index. It may take some tweaking for performance and controller inputs, but for the most part Oculus content will play reasonably well on Index.


Also Consider: HP Reverb G2 – $500

While Valve’s Index has great all-around performance, HP’s latest Reverb G2 is the headset you want if resolution is your most important consideration. Reverb G2 should be on your radar especially if you’re thinking of picking up a VR headset for seated PC VR games like driving and flight simulators—find out why in our full review.

ℹ HP has also released a slightly updated version of the headset (which we call the Reverb G2.1) that makes some small but noticeable improvements. Read more about Reverb G2.1 here.

Pros

When it comes right down to it, G2’s defining feature is its class-leading resolution of 2,160 × 2,160, which can look downright amazing with the right content. Thanks to a collaboration between Valve and HP, G2 also borrows the excellent headphones of Valve’s Index headset and brings improved controllers compared to previous WMR headsets. Not to mention the headset has inside-out tracking which makes it easier to use thanks to no external trackers. And who can argue with it being nearly half the price of the full Valve Index kit?

Cons

Although it boasts improved controller ergonomics compared to prior WMR headsets, Reverb G2’s controller tracking still has more latency and less reliability than its peers, along with less detailed (and somewhat noisy) haptics. The controllers will get you through most games just fine, but if you plan to primarily play competitive or fast-paced games, the controllers on other headsets tend to deliver better results. As for field of view, G2 is similar to most of its peers but loses out compared to Index. The pass-through view also isn’t as useful as some other headsets because of its odd ‘flashlight’ implementation.

HP Reverb G2 Specs
Resolution 2,160 x 2,160 (4.7MP) per-eye, LCD (2x)
Refresh Rate 90Hz
Lenses Single element Fresnel
Field-of-view (claimed) 114° diagonal
Optical Adjustments IPD (two-stage eye-relief with Reverb G2.1)
IPD Adjustment Range 60–68mm
Connectors USB-C, DisplayPort, Power
Cable Length 6m
Tracking Inside-out (no external beacons)
On-board cameras 4x IR
Input Reverb G2 controllers (AA battery 2x), voice
Audio Off-ear headphones
Microphone Yes
Pass-through view Yes
Content Compatibility

HP Reverb G2 works natively with the Windows Mixed Reality store, but very few VR applications are available there. Fortunately a free and official plugin from Microsoft also makes it compatible with SteamVR content. If you’re looking to play content that’s exclusive to the Oculus PC library (like Lone Echo II) you can use the free but unofficial Revive mod to play Oculus PC content on Reverb G2.


For the Ultra Enthusiast: Varjo Aero – $2,000+

Image courtesy Varjo

If you have cash to spare, and especially if you’re looking for the ultimate VR sim setup, Varjo Aero could be a great fit. It has the most impressive visual clarity we’ve seen from any consumer-available headset, thanks to a very high resolution display and unique lenses. It also has some other nice-to-have features not found on most other headsets. But it’ll cost you far more than other headsets. For a deep dive, check out our full Varjo Aero review.

Pros

If you can even put a headset that’s this expensive in the same category as other consumer VR headsets, Varjo Aero easily has the sharpest, most immersive image thanks to its 2,880 x 2,720 (7.8MP) per-eye resolution. On top of that, the headset uses aspheric (rather than Fresnel) lenses, which means it doesn’t suffer from the glare and god-rays that plague most other headsets. Aero also has two features that aren’t available on most headsets: automatic IPD adjustment and eye-tracking. The latter can be used for foveated rendering and some other useful stuff, but most applications today don’t support it.

Cons

Aero’s biggest downsides are its price, lack of integrated audio, and some image distortion. The headset alone costs $2,000, and if you don’t already have SteamVR Tracking base stations and controllers, you’ll need to shell out an additional $580 to get them. And let’s not forget… in order to really get the most from the headset, you’ll need a PC capable of pushing all those pixels at high framerates; if you don’t already have a beast of a PC, this one might not be the best choice (Varjo recommends at least an RTX 3070 or RTX 2080 and Aero does not support AMD GPUs).

As for the lack of integrated audio—you’ll need to plug headphones or earbuds into the headset’s 3.5mm aux port, which means another wire to deal with and another thing to put on and take off every time you use the headset. And while the Aero’s image is incredibly sharp, it does suffer from distortion near the edges of the lens which can bother some people more than others.

Varjo Aero Specs
Resolution 2,880 x 2,720 (7.8MP) per-eye, mini-LED LCD (2x)
Refresh Rate 90Hz
Lenses Aspheric
Field-of-view (claimed) 134° diagonal, 115° horizontal (at 12mm eye-relief)
Optical Adjustments IPD (automatic motor driven)
IPD Adjustment Range 57–73mm
Connectors USB-C → breakout box (USB-A 3.0, DisplayPort 1.4)
Cable Length 5m
Tracking SteamVR Tracking 1.0 or 2.0 (external beacons)
On-board cameras 2x eye-tracking
Input None included (supports SteamVR controllers)
Audio 3.5mm aux port
Microphone None (supports external mic through aux port)
Pass-through view No
Weight 487g + 230g headstrap with counterweight
Content Compatibility

Varjo Aero is officially compatible with the SteamVR library where the vast majority of VR content is available. If you’re looking to play content that’s exclusive to the Oculus PC library (like Lone Echo II) you can use the free but unofficial Revive mod to play Oculus PC content on Varjo Aero. It may take some tweaking for performance and controller inputs, but for the most part Oculus content should work on Aero.


Value Pick: Meta Quest 2 with Link (and Elite Strap) – $460

Image courtesy Facebook

Although Quest 2 is a standalone headset (which means games run directly in the headset without plugging into a PC) it also has a feature called Oculus Link which gives you the option to run PC VR games by plugging into a PC. And if you have a modern router (Wi-Fi 5 or Wi-Fi 6), you can even do this wirelessly with Air Link feature.

Pros

Along with the useful passthrough feature, high resolution display, and great controllers, Quest 2 is a pretty great all-around headset. The hard-to-beat price makes it a great value, especially considering the fact that the headset also runs standalone VR games from the Meta Quest store. Meta has also consistently released software updates to improve the headset’s performance and features.

Cons

Unfortunately the cable that comes with Quest 2 isn’t long enough to work well for Oculus Link, and we can’t recommend the official cable because of its crazy $80 price tag. Thankfully you can get 26 feet worth of Oculus Link cable for $34. Or if you have a Wi-Fi 5 or Wi-Fi 6 router you can use Air Link to play PC VR games wirelessly.

And, as we found in our full review, we weren’t big fans of Quest 2’s soft headstrap, so we’d recommend dropping the extra $50 for the Elite Strap accessory [Amazon] if you’re serious about playing PC VR games. The built in audio is convenient, but we wish it was higher quality.

Meta Quest 2 Specs
Resolution 1,832 x 1,920 (3.5MP) per-eye, LCD (1x)
Refresh Rate 60Hz, 72Hz, 90Hz, 120Hz
Lenses Single element Fresnel
Field-of-view ~90° diagonal
Optical Adjustments IPD, eye-relief (via included spacer)
IPD Adjustment Range 58mm, 63mm, 68mm
Processor Snapdragon XR2
RAM 6GB
Storage 128GB / 256GB
Connectors USB-C
Battery Life 2-3 hours
Tracking Inside-out (no external beacons)
On-board cameras 4x IR
Input

Oculus Touch v3 (AA battery 1x), hand-tracking, voice

Audio In-headstrap speakers, 3.5mm aux output
Microphone Yes
Pass-through view Yes
Content Compatibility

Without being plugged into a computer, Quest 2 can only play games from the Meta Quest library. If you plug into a computer via Oculus Link, you’ll have access to everything in the Oculus PC and SteamVR libraries as well. That means that Quest 2 is compatible with the vast majority of top VR content out there, as long as you’ve got a powerful PC to plug the headset into.


Standalone VR headsets are fully self-contained and don’t need to plug into anything. They generally offer high ease-of-use thanks to their all-in-one nature and lack of tether. With their low overall cost (thanks to not needing a high-end PC) standalone headsets are a great way to take your first step into VR.

The Best Overall: Meta Quest 2 with Elite Strap – $460

Image courtesy Facebook

Quest 2 is an upgrade over its predecessor in almost every way, though it’s worth noting that you need a Facebook account to use the headset. It comes in a 128GB and 256GB version.

Pros

With an impressive resolution, powerful Snapdragon XR2 processor, useful ‘passthrough’ view feature, and great controllers, there’s a lot to like about Quest 2. What’s more, if you ever decide to upgrade to PC-powered VR, Quest 2 can plug into your computer and be used like a PC VR headset. When it comes to overall value, no other standalone headset is in the same ballpark right now. And another nice thing about the headset: it keeps getting better with each update.

Cons

There’s a few things we wish were better though. As we found in our full Quest 2 review, the included soft headstrap just isn’t that comfortable, which is why we recommend the Elite Strap ($60 on Amazon) or Elite Battery Strap ($120 on Amazon) accessories if you’re a serious VR user.

The hidden built-in speakers are convenient but we wish they were more powerful for better immersion (luckily there’s a 3.5mm headphone jack if you want to use your own headphones). And while Quest 2 has a pretty strong game library, since it’s a standalone headset you won’t be able to play any of the big PC VR games like Half-Life: Alyx or Asgard’s Wrath unless you have a powerful PC to plug into.

Meta Quest 2 Specs
Resolution 1,832 x 1,920 (3.5MP) per-eye, LCD (1x)
Refresh Rate 60Hz, 72Hz, 90Hz, 120Hz
Lenses Single element Fresnel
Field-of-view ~90° diagonal
Optical Adjustments IPD, eye-relief (via included spacer)
IPD Adjustment Range 58mm, 63mm, 68mm
Processor Snapdragon XR2
RAM 6GB
Storage 128GB / 256GB
Connectors USB-C
Battery Life 2-3 hours
Tracking Inside-out (no external beacons)
On-board cameras 4x IR
Input

Oculus Touch v3 (AA battery 1x), hand-tracking, voice

Audio In-headstrap speakers, 3.5mm aux output
Microphone Yes
Pass-through view Yes
Content Compatibility

Meta Quest 2 is compatible with all content in the Meta Quest library. If you have a gaming PC (or get one in the future), you can plug it into your PC to play content in the Oculus PC library and the SteamVR library.


For the Ultra Enthusiast: Meta Quest Pro – $1,500

Image courtesy Meta

Although Meta is heavily marketing Quest Pro as a ‘mixed reality’ headset, Quest Pro is also essentially a better Quest 2 in almost every way. While the upgrades are nice, they won’t justify the extra $1,000 in cost for anyone but hardcore VR users; we explain why in our full Quest Pro review.

Pros

You can think of Quest Pro as a more compact Quest 2 with better visual clarity, better controllers, a better passthrough view, and some neat new features like face-tracking. Although the resolution is the same as Quest 2, the lenses are better which makes the image a bit sharper and improves clarity by eliminating glare caused by Quest 2’s less sophisticated lenses. The new controllers are self-tracking, which means they won’t lose tracking when they’re out of sight of the headset and they’re more compact. An included charging dock for both the headset and the controllers is also a nice touch which means your headset will always be charged and updated when you’re ready to play.

Cons

Given that Quest Pro is being pushed as a mixed reality headset, Meta opted for an open-front design which means you’ll be able to see the outside world more easily. This is nice for when you’re using the passthrough view, but for VR applications it can be less immersive. The headset includes some snap-on blinders that close off some of that outside view for more immersion, but you’ll have to drop an extra $50 for the ‘full light blocker‘ if you want maximum immersion from the headset.

Additionally, Quest Pro’s lack of top-strap makes the headset less comfortable for some than it could be and its battery life is pretty short at 1–2 hours. And finally, the headset’s most unique features, like full face-tracking and better passthrough for AR applications, are rather underutilized at this stage in the headset’s life.

Quest Pro Specs

Resolution 1800 × 1920 (3.5MP) per-eye, LCD (2x)
Refresh Rate 72Hz, 90Hz
Optics Pancake non-Fresnel
Field-of-view (claimed) 106°H × 96°V
Optical Adjustments Continuous IPD, continuous eye-relief
IPD Adjustment Range 55–75mm
Processor Snapdragon XR2+
RAM 12GB
Storage 256GB
Connectors USB-C
Weight 722g
Battery Life 1–2 hours
Headset Tracking Inside-out (no external beacons)
Controller Tracking Inside-out (headset line-of-sight not needed)
Expression Tracking Yes (eyes, face)
On-board cameras 5x external, 5x internal
Input Touch Pro controllers (rechargeable), hand-tracking, voice
Audio In-headstrap speakers, dual 3.5mm aux output
Microphone Yes
Pass-through view Yes (color)
MSRP $1,500

Content Compatibility

Meta Quest Pro is compatible with all content in the Meta Quest library. If you have a gaming PC (or get one in the future), you can plug it into your PC to play content in the Oculus PC library and the SteamVR library.


Value Pick: Meta Quest 2 – $400

Image courtesy Facebook

Yup, our value pick for standalone headset is the same as our ‘Best Overall’ pick: Quest 2! But if you’re brand new to VR and are just looking for a taste, you can probably hold off on the Elite Strap accessory and save yourself $60 in the meantime. If you find yourself using the headset often you can always add the strap later.

See the Quest 2 section above for thoughts and details on Quest 2.


If you know anything about VR, you’ll already know what we’re going to say! PlayStation is the only console maker that currently supports a VR headset (sorry Xbox fans). And unfortunately only Sony’s own headsets work with its consoles.

But at least that makes things easy. If you’re using PS4, the original PSVR is the best (and only) headset that will work with the console.

If you’re using PS5, the soon-to-launch PSVR 2 is the obvious choice. Even though the original PSVR is technically compatible with PS5 (if you get a special adapter), PSVR 2 is a big improvement across the board and will be the only headset to support the latest generation of VR games and content on PS5.

Image courtesy Sony
Our Take

PSVR launched in late 2016 and was a great headset for its era, including a handful of excellent exclusive VR games that you won’t find anywhere else. However, the headset is officially past its prime in 2023 and feels ‘last generation’ in resolution, tracking, and controllers compared to what’s available elsewhere in the VR landscape.

It’s hard to recommend buying the six year old PSVR today. It’s becoming increasingly difficult to find new units at reasonable prices. Bundles are typically priced at $350, but good luck finding those in-store or online anymore. Ebay has a number of pre-owned options alongside unreasonably expensive new in-the-box units, so choose wisely.

That’s certainly because Sony is planning to launch its next-gen PSVR 2 on February 22nd.

PSVR Specs
Resolution 960 x 1,080 (1.0MP) per-eye, RGB OLED (1x)
Refresh Rate 90Hz, 120Hz
Lenses Single element non-Fresnel
Field-of-view 100° diagonal
Optical Adjustments Eye-relief
Connectors USB, HDMI
Cable Length 4.4m (breakout box)
Tracking Outside-in (external camera)
On-board cameras None
Input

DualShock 4 (rechargeable), PS Move (rechargeable), PS Aim (rechargeable), voice

Audio Earbuds, 3.5mm aux output
Microphone Yes
Pass-through view No
Content Compatibility

PlayStation VR is only compatible with select VR content in the PlayStation store and does not support PSVR 2 games. However, its back-catalog includes a handful of excellent exclusives not available on PSVR 2 like Astro Bot Rescue Mission and Blood & Truth. You can also use the headset to play non-VR PS4 or PS5 content in a ‘theater mode’ through the headset, but with relatively low resolution it’s not something you’re likely to do often. The vast majority of PSVR titles are also backwards compatible with PS5.


Upcoming: PlayStation VR 2 – $600

Image courtesy Sony

Launching in February, PlayStation VR 2 will finally bring an upgrade to Sony’s VR platform, but it will only be compatible with PS5. Priced at $600, it’s more expensive than something like Quest 2, but if you’ve already got a PS5 you’re likely to get a higher-fidelity VR experience thanks to the game console being far more powerful than the standalone Quest 2.

PSVR vs. PSVR 2 Specs
Resolution 2,000 x 2,040 (4.1MP) per-eye, OLED, HDR 960 x 1,080 (1.0MP) per-eye, RGB OLED
Refresh Rate 90Hz, 120Hz 90Hz, 120Hz
Lenses Fresnel Single element non-Fresnel
Field-of-view (claimed) 110° (diagonal presumed) 100° (diagonal presumed)
Optical Adjustments IPD, eye-relief Eye-relief
Connectors USB-C (no breakout box) USB, HDMI (breakout box)
Cable Length unknown 4.4m
Tracking Inside-out (no external beacons) Outside-in (external camera)
On-board cameras 4x IR (external), 2x IR (internal) None
Input PSVR 2 Sense controllers (rechargable), eye-tracking DualShock 4 (rechargeable), PS Move (rechargeable), PS Aim (rechargeable), voice
Audio 3.5mm aux output 3.5mm aux output
Microphone Yes Yes
Haptics Controllers, headset Controllers
Weight unknown 600g
Release Date 2023 2016
Console Compatibility PS5 PS4, PS4 Pro, PS5

Content Compatibility

PSVR 2 is unfortunately not backwards compatible with PSVR games. That means it only supports games in the PlayStation store that are specifically marked with PSVR 2 support.

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