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Comparison HTC Vive vs Oculus Rift DK2

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HTC Vive
Oculus Rift DK2
HTC ViveOculus Rift DK2
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from $796.00
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Main
Support for all PC games.
CompatibilityPC / game consolePC / game console
Specs
Screen resolution
2160x1200 px /1080x1200 by eye/
1920x1080 px /960x1080 by eye/
Field of view110 °100 °
Refresh rate90 fps75 fps
Accelerometer
Gyroscope
Lens distance adjusting
Pupillary distance adjustment
Multimedia
USB A
microUSB
DisplayPort+
HDMI++
Headphones
General
Track camera
Materialplasticplastic
Weight440 g
Added to E-Catalogjuly 2016may 2016

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.

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.

Lens distance adjusting

The ability to move the lenses of the glasses back and forth, thus changing their location relative to the screen and the user's eyes. The specific meaning of this function can be different: it can adjust the angle of view (so that the screen fits completely in the field of view and at the same time is not too small), play the role of diopter correction (which is important for users who wear glasses) or focus, change the setting interpupillary distance (see below), etc. These nuances should be clarified separately. However, anyway, this function will not be superfluous — it makes it easier to adjust the glasses to the personal characteristics of the user.

USB A

The glasses must have at least one USB A connector. This is a full-sized USB connector, the same type as standard USB ports on computers and laptops. But its functions may be different, depending on the functionality of the glasses (see "Purpose"). So, in models for PCs and consoles, USB is one of the connection connectors used in conjunction with a video interface such as HDMI or DisplayPort: an image is transmitted via a video connector, and data from sensors on glasses is transmitted via a USB connection, which is necessary to change the picture and create " immersion effect. And in independent devices, USB A is used to connect various additional accessories — for example, flash drives with applications or other content. It is also possible to use this connector to charge the battery, although this method of use in general is not typical for it.

microUSB

The presence of a microUSB connector in the glasses. This is the most popular of the smaller versions of the USB connector, widely used primarily in portable technology. However, for a number of reasons, this interface is rarely found in VR glasses — in single models of glasses for a smartphone, as well as in some independent devices (see "Purpose"). In both cases, it is provided mainly for charging the built-in battery (glasses for smartphones can also have such power — for example, for the operation of built-in Bluetooth headphones).

DisplayPort

Availability of DisplayPort input in glasses; the version of this interface can also be specified here.

DisplayPort is one of the most popular high-resolution digital video interfaces these days (however, audio transmission is also possible). It is especially common in computer technology, and is actually a standard in Apple PCs and laptops. Only glasses for computers and set-top boxes are equipped with this type of input (see “Purpose”) - it is used to receive a video signal (and audio signal, if necessary) from an external device. As for DisplayPort versions, the options here could be:

- v.1.2. The earliest (2010) version that is relevant today, but at the same time a more than functional version. Fully supports video quality up to 5K (30 fps), and with certain restrictions - up to 8K.
- v.1.3. Update released in 2014. It provided the opportunity to fully work with 8K resolutions at 30 fps, and with 4K and 5K at 120 and 60 fps, respectively.
- v.1.4. Updated in 2016, in which the bandwidth was further increased - up to support for 5K video at 240 fps and 8K at 120 fps. In addition, there is compatibility with HDR 10 technology, which improves color reproduction and overall picture quality.

Headphones

The presence of your own headphones in the design or delivery of virtual reality glasses.

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. However, glasses take up quite a lot of space on the head, and not all “ears” can be comfortably combined with them (this is especially noticeable on large over-ear headphones). In addition, when connecting headphones with a wire, there may be problems related to the length and/or location of the audio cable. Thus, some models provide this function. These models can have any purpose (see above); most of these are for PC/console glasses, but headphones are also popular in standalone devices. Also note that some glasses use speakers located in the ear area; such speakers are also considered headphones in this case.

An alternative to the bundled "ears" is a headphone output; however, there are models with both functions at once — either folding / removable cups or the simplest speakers mentioned above play the role of headphones in them.
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