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Comparison Oculus Quest 3 512 Gb vs Pico 4 256 Gb

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Oculus Quest 3 512 Gb
Pico 4 256 Gb
Oculus Quest 3 512 GbPico 4 256 Gb
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Main
Two 2.56" displays, 1200 PPI, 20.6 PPD.
Compatibilityindependent deviceindependent device
Specs
Screen resolution2064x2208 px4320x2160 px
Field of view110 °105 °
Built-in memory512 GB256 GB
RAM8 GB8 GB
CPUQualcomm Snapdragon XR2 Gen 2Qualcomm Snapdragon XR2
Refresh rate120 fps90 fps
Accelerometer
Gyroscope
Proximity sensor
Pupillary distance adjustment
Multimedia
USB C++
Bluetooth+v 5.1
Wi-FiWi-Fi 6 (802.11ax)Wi-Fi 6 (802.11ax)
Microphone
Headphones
Headphone output
General
Controller
Track camera
Battery capacity5060 mAh5300 mAh
Operating time2.2 h3 h
Materialplasticplastic
Dimensions (HxWxD)310x163x80 mm
Weight515 g586 g
Added to E-Catalogoctober 2023september 2023

Screen resolution

Resolution of built-in displays in glasses equipped with such equipment — that is, models for PC / consoles, as well as standalone devices (see "Intended use").

The higher the resolution, the more smooth and detailed the “picture” is given out by glasses, all other things being equal. Thanks to the development of technology nowadays, models with Full HD (1920x1080) screens and even higher resolutions are not uncommon. On the other hand, this parameter significantly affects the cost of points. In addition, it is worth remembering that in order to fully work with high-resolution displays, you need powerful graphics capable of playing relevant content. In the case of glasses for PCs and set-top boxes, this puts forward corresponding requirements for external devices, and in standalone models you have to use advanced integrated video adapters (which affects the cost even more).

Field of view

The viewing angle provided by virtual reality glasses is the angular size of the space that falls into the user's field of view. Usually, the characteristics indicate the size of this space horizontally; however, if you need the most accurate information, this point needs to be specified separately.

The wider the viewing angle — the more the game space the user can see without turning his head, the more powerful the immersion effect and the less likely that the image will be subject to the "tunnel vision" effect. On the other hand, making the field of view too wide also does not make sense, given the characteristics of the human eye. In general, a large viewing angle is considered to be an angle of 100° or more. On the other hand, there are models where this indicator is 30° or even less — these are, usually, specific devices (for example, drone piloting glasses and augmented reality glasses), where such characteristics are quite justified given the overall functionality.

Built-in memory

The amount of built-in storage installed in glasses.

Only independent devices are equipped with such a drive (see "Intended use") — it is used to store software firmware, as well as various additional content (applications, panoramic films, etc.). The larger the storage capacity, the more such content can be stored on the device; on the other hand, this characteristic directly affects the price. It is also worth considering that some models allow you to supplement the built-in storage with a memory card (for more details, see "Cart Reader").

For modern virtual reality glasses, the most modest volume is 16 GB — it is technically impractical to install smaller drives. In advanced models, this figure can reach 128 GB.

CPU

The model of the processor installed in the glasses.

This information is indicated mainly for stand-alone devices (see "Intended use") — it is in them that the capabilities of the glasses as a whole directly depend on the processor model. And knowing the name of the chip, you can find detailed data on it and evaluate its effectiveness. At the same time, in fact, such a need arises extremely rarely: manufacturers choose processors in such a way that glasses can be used for their main purpose without any problems. So when choosing, you should pay attention to more practical parameters — display resolution, refresh rate, etc.

Refresh rate

The refresh rate supported by the glasses' built-in screens, in simple terms, is the maximum frame rate that the screens are capable of delivering.

Recall that screens are provided in models for PC / consoles and in stand-alone devices (see "Intended use"). And the quality of the picture directly depends on this indicator: other things being equal, a higher frame rate provides a smoother image, without jerks and with good detail in dynamic scenes. The flip side of these benefits is an increase in price.

It is also worth considering that in some cases the actual frame rate will not be limited by the capabilities of the glasses, but by the characteristics of the external device or the properties of the content being played. For example, a relatively weak PC graphics card may not be able to pull out a high frame rate signal, or a certain frame rate may be set in the game and not provide boosting. Therefore, you should not chase after large values and points with a frequency of 90 fps will be enough.

Proximity sensor

The presence of a sensor in the glasses that reacts to approaching the user's face.

A similar sensor is used to automatically switch between operating and standby modes: for example, when the user takes off the glasses, the sensor turns off the built-in screens (or the phone, if it is connected to the glasses via a connector), saving battery power and equipment life, and when put on, it turns on points for full functionality.

Bluetooth

The presence of a Bluetooth module in the glasses; The Bluetooth version to which this module corresponds can also be specified here.

Bluetooth is a technology created for direct wireless connection between various devices. This technology is found in all types of VR glasses (see “Purpose”), although most models with its support are independent devices. In any case, the most popular way to use Bluetooth in virtual reality glasses is to broadcast sound wirelessly. Moreover, the format of such a broadcast may be different, depending on the specifics of the glasses themselves. Thus, standalone devices broadcast the reproduced sound to external headphones. Models for PCs and smartphones may have built-in headphones, and here the sound is transmitted via Bluetooth to the glasses from an external device; Audio from the built-in microphone can be transmitted in the opposite direction.

In addition, there are other possible ways to use Bluetooth, such as directly exchanging files with another device or connecting game controllers. Such capabilities are found exclusively in stand-alone glasses; the specific functionality for each model should be clarified separately.

As for the versions, the oldest one used in VR glasses today is Bluetooth 3.0, the newest is Bluetooth 5.0. However, the differences between different versions for such devices are not fundamental; this information is provided mainly for reference purposes.

Headphone output

Availability in points of an exit for connection of earphones. Most often, the role of such a connector is played by a standard 3.5 mm mini-jack socket.

A full-fledged "immersion" in the virtual world requires not only a picture on the screen, but also an appropriate sound accompaniment, for which headphones are the best option. Its own headphone output allows you to connect wired "ears" directly to the glasses — it is much more convenient and safer during use than connecting headphones to a computer or set-top box. However, independent devices can also have such a connector (see "Purpose").

Note that there are VR glasses with their own built-in headphones, but this option is more convenient: it allows you to select the “ears” separately, according to the user’s own preferences.
Oculus Quest 3 512 Gb often compared
Pico 4 256 Gb often compared