Catalog   /   Computing   /   Gaming & Entertainment   /   VR Headsets

Comparison Sony PlayStation VR Mega Pack vs Lenovo Explorer

Add to comparison
Sony PlayStation VR Mega Pack
Lenovo Explorer
Sony PlayStation VR Mega PackLenovo Explorer
from £299.85 
Outdated Product
from £491.07 
Outdated Product
User reviews
0
0
1
0
TOP sellers
Includes VR headset, PS Camera and vouchers for five popular VR games
What kind of games are included in the kit, check before buying directly in the store.
2 Inside-out motion detection cameras. Voice control system Cortana.
Cortana is available in select markets, experience may vary by region.
Device typeVR glassesVR glasses
Purpose (compatibility)
PlayStation
Windows
Specs
Screen resolution1920x1080 px2880x1440 px
Field of view100 °110 °
Refresh rate120 fps90 fps
6DoF motion tracking
Accelerometer
Gyroscope
Proximity sensor
Lens distance adjusting
Pupillary distance adjustment
Multimedia
USB-A
HDMI+
Microphone
Headphone output
General
Controlpush-button
Controller
Track camera
Materialplasticplastic
Dimensions (HxWxD)187x185x277 mm185x102x95 mm
Weight610 g380 g
Added to E-Catalogdecember 2019september 2018
Compare Sony PlayStation VR Mega Pack and Lenovo Explorer
Sony PlayStation VR Mega Pack often compared
Lenovo Explorer often compared
Glossary

Purpose (compatibility)

The signal source in VR headsets reveals where exactly the image comes from and who performs the main "heavy" graphic processing. In one case, the image is generated by a powerful PC or console, in another — a mobile phone, and for FPV goggles, the signal comes directly from the drone via a radio channel. Stand-alone devices that do not require connection to external gadgets deserve special mention. The chosen signal source affects the image quality, latency, the range of available games and applications, as well as how the VR headset is connected — via cable, Wi-Fi, Bluetooth, or through a specialized transmitter.

Stand-alone Device. VR headsets where the headset itself acts as the signal source: it has a mobile processor, video chip, memory, and its own operating system inside, so the image is generated directly in the headset, not on a computer or phone. The user wears the headset, connects to Wi-Fi, and launches games and apps from the built-in store — no wires, no PC, and no mandatory smartphone at hand. Such solutions are closer in power to a good Android smartphone and fall short of a Windows PC setup, but are noticeably more convenient than mobile headsets, where everything is tied to the phone: no need to insert the device into the casing, monitor heating, or charge two devices at once. Stand-alone VR headsets are especially suitable for everyday games, fitness, and education, where freedom of movement and ease of launc...h are more important than maximum graphic settings.

Android. VR headsets are tied to Google's mobile platform and work either in tandem with a smartphone or independently as an Android stand-alone device. In the first case, the phone is inserted into the headset casing or connected to it wirelessly, forming the image and transmitting it to the headset's screens, in the second case, the headset contains a built-in chipset, memory, and app store, and the phone is used only for setup and streaming. This signal source makes VR mobile: a smartphone and headset are enough to run simple games, 360 videos, and educational apps without a powerful PC, but in terms of graphics, these solutions fall short of full-fledged PC and console systems.

iOS (iPhone). Similar in concept to Android, but tailored to the Apple ecosystem and iPhone smartphones. In this case, the VR headset receives an image either from the phone itself, installed in the headset casing, or through a special streaming/mirroring mode from the iPhone via Wi-Fi or Lightning/USB-C cable. iOS support means that the user can access a large number of applications, 360 videos, and educational content from the App Store, while the system is generally simpler and more reliable in setup, but the choice of "real" VR games is smaller than in the Android or Windows world.

Windows. VR headsets work in conjunction with a PC running Windows, which is fully responsible for 3D graphics output. Typically, the headset connects via USB-C / DisplayPort or via Wi-Fi in streaming mode, and the headset acts as a "display with sensors." This signal source provides the most advanced VR gaming: major gaming platforms, simulators, mods are supported, and the quality and stability depend on the computer's graphics card and processor.

MacOS. VR headsets can receive images from Apple computers — iMac, MacBook, and other models with macOS. Here, VR is more often used for demonstrations, design, 3D viewing, and professional applications than hardcore gaming, so stable integration and proper driver operation are more important than maximum performance. Connection is usually through USB-C / Thunderbolt and specialized software, and the choice of native VR content for macOS is noticeably more modest than for Windows.

PlayStation. VR headsets are designed to work with PS4 or PS5 consoles, which render all graphics. Proprietary HDMI/USB connections and Sony's own protocols are used here, and the headset itself is optimized for the console's ecosystem. This option provides a predictable experience: PS VR games are carefully adapted to the specific model of headset, latency is minimal, and the user does not need to think about drivers or hardware configuration.

Xbox. The Xbox signal source implies compatibility with the console in display mode or via an intermediate PC. In the traditional sense, Xbox lacks complete VR support, so the headset is more often used as an external display rather than a comprehensive VR solution with game space tracking. If the manufacturer still declares Xbox as a signal source, it is worth carefully studying the description: most often these are specific scenarios like a "cinema" or streaming output, rather than full VR projects.

— Drone (quadcopter). A separate class of VR headsets where the image comes directly from the drone's camera in real-time via radio channel. Such goggles have a receiver operating on specific frequencies and protocols inside, so compatibility is usually strictly tied to a specific system: the headset "understands" only those video transmitters and modules for which it was originally designed. The main task here is to ensure minimal latency so the pilot can safely and accurately control the drone "first-person" rather than launching ordinary games, and it is crucial to check in advance whether the goggles will work correctly with your FPV set or if it will require changing the camera/transmitter to the required standard.

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.

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.

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.

Pupillary distance adjustment

The ability to adjust the interpupillary distance of glasses — that is, the distance between the centers of two lenses. To do this, the lenses are mounted on movable mounts that allow them to be moved to the right / left. The meaning of this feature is that for normal viewing, the centers of the lenses must be opposite the user's pupils — and for different people, the distance between the pupils is also different. Accordingly, this setting will be useful anyway, but it is especially important for users of a large or petite physique, whose interpupillary distance is noticeably different from the average.

At the same time, there is a fairly significant number of glasses that do not have this function. They can be divided into three categories. The first is devices where the lack of adjustment for the interpupillary distance is compensated in one way or another (for example, by a special form of lenses that does not require adjustment). The second is models where this adjustment is not needed in principle (in particular, some augmented reality glasses). And the third — the simplest and cheapest solutions, where additional adjustments were abandoned to reduce the cost.

USB-A

The presence of at least one USB-A port in the glasses. This is a full-sized USB port, the same type as standard USB ports on computers and laptops. However, its functions may vary depending on the functionality of the glasses (see "Purpose"). For models for PCs and consoles, USB-A is one of the connection ports used in conjunction with a video interface like HDMI or DisplayPort: the video interface transmits the image, while the USB connection transmits data from sensors on the glasses necessary for changing the picture and creating an "immersion effect". In standalone devices, USB-A is used for connecting various additional accessories — for example, flash drives with applications or other content. This port may also be used for charging the battery, although such use is generally not typical for it.

HDMI

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

HDMI is the most common interface for high-definition video and multi-channel audio today; it is widely used in both computers and video equipment. In VR glasses, this type of connector is responsible for receiving video and audio signals from an external device; accordingly, only models for PC / consoles have such a connector (see "Intended use"). As for HDMI versions, the options may be as follows:

— v.1.4. The earliest of the current standards, the 2009 model (with subsequent updates). Allows you to work with Full HD video at a frame rate of up to 120 fps, but with 4K content, the speed is limited to 24 fps.

— v.2.0. Standard introduced in 2013. Also known as HDMI UHD, thanks to full support for UltraHD 4K (provides frame rates up to 60 fps). And in further updates of this standard, support for HDR was added.

— v.2.1. Version released to the market in 2017. It allows you to achieve a frame rate of 120 fps even at 8K resolutions, not to mention more modest ones. HDMI Ultra High Speed cables are required for full use, but the features of earlier versions are available with regular cables.