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		<title>Varjo XR-4</title>
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		<updated>2026-01-08T10:34:15Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37487 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:Varjo xr-41.png|350px]]&lt;br /&gt;
|VR/AR = [[Mixed Reality]], [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[SteamVR]], [[OpenXR]]&lt;br /&gt;
|Creator =&lt;br /&gt;
|Developer = [[Varjo]]&lt;br /&gt;
|Manufacturer = [[Varjo]]&lt;br /&gt;
|Announcement Date = November 27, 2023&lt;br /&gt;
|Release Date = November 2023&lt;br /&gt;
|Price = $3,990 (XR-4 Standard Edition, no subscription)&lt;br /&gt;
|Website = https://varjo.com&lt;br /&gt;
|Versions = XR-4, XR-4 Focal Edition, XR-4 Secure Edition&lt;br /&gt;
|Requires = High-end PC&lt;br /&gt;
|Predecessor = [[Varjo XR-3]]&lt;br /&gt;
|Successor = ?????&lt;br /&gt;
|Operating System = Windows 10/11 (64-bit)&lt;br /&gt;
|Chipset =&lt;br /&gt;
|CPU =&lt;br /&gt;
|GPU =&lt;br /&gt;
|HPU =&lt;br /&gt;
|Storage =&lt;br /&gt;
|Memory =&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = Mini-LED&lt;br /&gt;
|Subpixel Layout = RGB&lt;br /&gt;
|Peak Brightness = 200 nits&lt;br /&gt;
|Resolution = 3840×3744 per eye&lt;br /&gt;
|Refresh Rate = 90 Hz (120 Hz experimental)&lt;br /&gt;
|Pixel Density = 51 PPD&lt;br /&gt;
|Persistence = Low persistence&lt;br /&gt;
|Precision = Sub-pixel precision&lt;br /&gt;
|Field of View = 120° × 105° (H×V)&lt;br /&gt;
|Horizontal FoV = 120°&lt;br /&gt;
|Vertical FoV = 105°&lt;br /&gt;
|Visible FoV = 120° × 105°&lt;br /&gt;
|Rendered FoV = 120° × 105°&lt;br /&gt;
|Binocular Overlap = 105°&lt;br /&gt;
|Average Pixel Density = 51 PPD&lt;br /&gt;
|Peak Pixel Density = 51 PPD&lt;br /&gt;
|Foveated Rendering = Yes (dynamic)&lt;br /&gt;
|Optics = Dual-element aspheric lenses&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 55-75mm (automatic adjustment)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Yes (20MP cameras + 300k LiDAR)&lt;br /&gt;
|Tracking = Inside-out (4 cameras)&lt;br /&gt;
|Tracking Frequency = 200 Hz&lt;br /&gt;
|Base Stations = Not required (optional support)&lt;br /&gt;
|Eye Tracking = Yes (200Hz)&lt;br /&gt;
|Face Tracking =&lt;br /&gt;
|Hand Tracking = Yes (integrated)&lt;br /&gt;
|Body Tracking =&lt;br /&gt;
|Rotational Tracking = 6DOF&lt;br /&gt;
|Positional Tracking = 6DOF&lt;br /&gt;
|Update Rate = 200 Hz&lt;br /&gt;
|Tracking Volume = 7m radius&lt;br /&gt;
|Play Space = Room-scale&lt;br /&gt;
|Latency = ~22ms (passthrough), less than 15ms (VR)&lt;br /&gt;
|Audio = DTS 3D spatial audio headphones&lt;br /&gt;
|Microphone = Dual noise-cancelling&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = 2× 20MP RGB, 1× 300k LiDAR sensor&lt;br /&gt;
|Connectivity = USB-C (Thunderbolt 4 compatible)&lt;br /&gt;
|Ports = 1× USB-C&lt;br /&gt;
|Wired Video = USB-C with DisplayPort Alt Mode&lt;br /&gt;
|Wireless Video =&lt;br /&gt;
|WiFi =&lt;br /&gt;
|Bluetooth =&lt;br /&gt;
|Power = USB-C Power Delivery&lt;br /&gt;
|Battery Capacity =&lt;br /&gt;
|Battery Life =&lt;br /&gt;
|Charge Time =&lt;br /&gt;
|Dimensions = 280mm × 140mm × 120mm&lt;br /&gt;
|Weight = 665g (headset only), 1021g (complete)&lt;br /&gt;
|Material = Carbon fiber composite, magnesium&lt;br /&gt;
|Headstrap = FlexFit ergonomic system&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = Black with carbon fiber accents&lt;br /&gt;
|Sensors = 200Hz eye tracking, 9-axis IMU, ambient light sensor&lt;br /&gt;
|Input = Hand tracking, SteamVR controllers&lt;br /&gt;
|Compliance = CE, FCC, IC, UKCA, TAA (Secure Edition)&lt;br /&gt;
|Size = Adjustable (S/M/L cushions)&lt;br /&gt;
|Cable Length = 5 meters (16.4 ft)&lt;br /&gt;
}}&lt;br /&gt;
The [[Varjo XR-4]] is a professional [[PC-Powered VR|PC-powered]] [[mixed reality]] and [[virtual reality]] [[head-mounted display]] announced on November 27, 2023, by [[Varjo|Varjo Technologies]].&amp;lt;ref name=&amp;quot;varjo-xr4-product&amp;quot; /&amp;gt; Representing the fourth generation of Varjo&#039;s mixed reality technology, the XR-4 series eliminated subscription requirements, introduced inside-out tracking as standard, and offered professional-grade specifications at a revised price point for its class.&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot; /&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
The XR-4 development began in 2022 following feedback from [[Varjo XR-3]] customers and success of the subscription-free [[Varjo Aero]]. Key development goals included democratizing professional mixed reality, aiming for high visual fidelity in both virtual and passthrough modes, and eliminating external tracking requirements.&amp;lt;ref name=&amp;quot;cnbc&amp;quot; /&amp;gt;&lt;br /&gt;
===Major Improvements over XR-3===&lt;br /&gt;
*51 PPD uniform resolution (vs dual-display system)&lt;br /&gt;
*20-megapixel [[passthrough cameras]] (vs 12MP)&lt;br /&gt;
*[[Inside-out tracking]] standard (vs external base stations)&lt;br /&gt;
*Significant price reduction for the standard model with no subscription&lt;br /&gt;
*Passthrough resolution of 33 PPD (Standard Edition) or 51 PPD (Focal Edition)&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
===Display Technology===&lt;br /&gt;
The XR-4 uses advanced Mini-LED panels:&lt;br /&gt;
*&#039;&#039;&#039;Resolution&#039;&#039;&#039;: 3840×3744 per eye (14.8 megapixels total)&lt;br /&gt;
*&#039;&#039;&#039;Pixel Density&#039;&#039;&#039;: 51 pixels per degree (uniform)&lt;br /&gt;
*&#039;&#039;&#039;Panel Type&#039;&#039;&#039;: Fast-switching Mini-LED with local dimming&lt;br /&gt;
*&#039;&#039;&#039;Brightness&#039;&#039;&#039;: 200 nits sustained&lt;br /&gt;
*&#039;&#039;&#039;Contrast&#039;&#039;&#039;: 10,000:1 with local dimming&lt;br /&gt;
*&#039;&#039;&#039;Color Gamut&#039;&#039;&#039;: 96% DCI-P3, 98% sRGB&lt;br /&gt;
&lt;br /&gt;
===Mixed Reality Cameras===&lt;br /&gt;
High-resolution passthrough system:&lt;br /&gt;
*&#039;&#039;&#039;RGB Cameras&#039;&#039;&#039;: Dual 20-megapixel global shutter sensors&lt;br /&gt;
*&#039;&#039;&#039;Passthrough Resolution&#039;&#039;&#039;: 33 PPD (XR-4 Standard Edition), 51 PPD (XR-4 Focal Edition, matching virtual content)&lt;br /&gt;
*&#039;&#039;&#039;Frame Rate&#039;&#039;&#039;: 90 fps with ~22ms latency&lt;br /&gt;
*&#039;&#039;&#039;Dynamic Range&#039;&#039;&#039;: 14 stops with HDR processing&lt;br /&gt;
*&#039;&#039;&#039;Low Light&#039;&#039;&#039;: ISO 25,600 equivalent sensitivity&lt;br /&gt;
&lt;br /&gt;
===LiDAR Depth System===&lt;br /&gt;
Enhanced from XR-3:&lt;br /&gt;
*&#039;&#039;&#039;Resolution&#039;&#039;&#039;: 300,000 points (300 kpix)&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: 0.2m to 7m (extended from 5m)&lt;br /&gt;
*&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: ±2mm at 1m distance&lt;br /&gt;
*&#039;&#039;&#039;Frame Rate&#039;&#039;&#039;: 30 fps depth updates (Note: some sources may vary)&lt;br /&gt;
*&#039;&#039;&#039;Coverage&#039;&#039;&#039;: 94° × 78° depth sensing FOV&lt;br /&gt;
&lt;br /&gt;
==Breakthrough Features==&lt;br /&gt;
===Gaze-Driven Autofocus (Focal Edition)===&lt;br /&gt;
World&#039;s first XR autofocus system:&amp;lt;ref name=&amp;quot;varjo-autofocus&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Technology&#039;&#039;&#039;: Liquid lens with 200Hz response&lt;br /&gt;
*&#039;&#039;&#039;Focus Range&#039;&#039;&#039;: 20cm to infinity&lt;br /&gt;
*&#039;&#039;&#039;Eye-Coupled&#039;&#039;&#039;: Focus follows gaze automatically&lt;br /&gt;
*&#039;&#039;&#039;Latency&#039;&#039;&#039;: &amp;lt;5ms focus adjustment&lt;br /&gt;
*&#039;&#039;&#039;Applications&#039;&#039;&#039;: Aims to solve vergence-accommodation conflict&lt;br /&gt;
&lt;br /&gt;
===[[Inside-Out Tracking]]===&lt;br /&gt;
Professional-grade markerless tracking:&lt;br /&gt;
*&#039;&#039;&#039;Cameras&#039;&#039;&#039;: 4× wide-angle tracking sensors&lt;br /&gt;
*&#039;&#039;&#039;Algorithm&#039;&#039;&#039;: Advanced SLAM with ML enhancement&lt;br /&gt;
*&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: Sub-millimeter precision&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: 7-meter radius tracking volume&lt;br /&gt;
*&#039;&#039;&#039;Persistence&#039;&#039;&#039;: Remembers room layout&lt;br /&gt;
&lt;br /&gt;
===Integrated Hand Tracking===&lt;br /&gt;
Built-in hand interaction:&lt;br /&gt;
*&#039;&#039;&#039;Technology&#039;&#039;&#039;: Computer vision with neural networks&lt;br /&gt;
*&#039;&#039;&#039;Fingers Tracked&#039;&#039;&#039;: All 10 fingers with 21 points each&lt;br /&gt;
*&#039;&#039;&#039;Latency&#039;&#039;&#039;: 11ms hand-to-photon&lt;br /&gt;
*&#039;&#039;&#039;Gestures&#039;&#039;&#039;: Library of standard XR interactions&lt;br /&gt;
*&#039;&#039;&#039;SDK&#039;&#039;&#039;: Direct hand data access for developers&lt;br /&gt;
&lt;br /&gt;
==Software Ecosystem==&lt;br /&gt;
===No Subscription Model===&lt;br /&gt;
Following Aero&#039;s success:&lt;br /&gt;
*&#039;&#039;&#039;One-Time Purchase&#039;&#039;&#039;: Starting at $3,990 for XR-4 Standard Edition&lt;br /&gt;
*&#039;&#039;&#039;All Features Included&#039;&#039;&#039;: No feature tiers within an edition&lt;br /&gt;
*&#039;&#039;&#039;Free Updates&#039;&#039;&#039;: Lifetime software support&lt;br /&gt;
*&#039;&#039;&#039;Professional Tools&#039;&#039;&#039;: Full SDK access&lt;br /&gt;
&lt;br /&gt;
===Varjo Controller Software===&lt;br /&gt;
New unified control system:&lt;br /&gt;
*&#039;&#039;&#039;Device Management&#039;&#039;&#039;: Configure all settings&lt;br /&gt;
*&#039;&#039;&#039;Performance Monitoring&#039;&#039;&#039;: Real-time diagnostics&lt;br /&gt;
*&#039;&#039;&#039;User Profiles&#039;&#039;&#039;: Save multiple configurations&lt;br /&gt;
*&#039;&#039;&#039;Cloud Sync&#039;&#039;&#039;: Settings backup and restore&lt;br /&gt;
&lt;br /&gt;
===Development Support===&lt;br /&gt;
*&#039;&#039;&#039;[[Unity]] Plugin&#039;&#039;&#039;: Native XR-4 features&lt;br /&gt;
*&#039;&#039;&#039;[[Unreal Engine]] 5&#039;&#039;&#039;: Full integration with Nanite/Lumen&lt;br /&gt;
*&#039;&#039;&#039;[[OpenXR]] Extensions&#039;&#039;&#039;: Varjo-specific features&lt;br /&gt;
*&#039;&#039;&#039;[[NVIDIA Omniverse]]&#039;&#039;&#039;: RTX rendering support&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===XR-4 Standard Edition===&lt;br /&gt;
Base professional model:&lt;br /&gt;
*All core features&lt;br /&gt;
*20MP passthrough (33 PPD)&lt;br /&gt;
*300k LiDAR&lt;br /&gt;
*$3,990&lt;br /&gt;
&lt;br /&gt;
===[[XR-4 Focal Edition]]===&lt;br /&gt;
With gaze-driven autofocus:&lt;br /&gt;
*All Standard features plus:&lt;br /&gt;
*Liquid lens autofocus system&lt;br /&gt;
*20MP passthrough (51 PPD)&lt;br /&gt;
*Enhanced eye tracking data&lt;br /&gt;
*$9,990&lt;br /&gt;
===[[XR-4 Secure Edition]]===&lt;br /&gt;
Government/Defense variant:&amp;lt;ref name=&amp;quot;varjo-secure&amp;quot; /&amp;gt;&lt;br /&gt;
*[[TAA]]/[[BAA]] compliant&lt;br /&gt;
*Secure boot process&lt;br /&gt;
*Offline operation mode&lt;br /&gt;
*Manufactured in secure facility&lt;br /&gt;
*ITAR-free for international use&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Minimum Specifications===&lt;br /&gt;
*&#039;&#039;&#039;OS&#039;&#039;&#039;: Windows 10 version 20H2 or Windows 11&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel Core i9-11900K or AMD Ryzen 9 5900X (or comparable)&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA GeForce RTX 4070, RTX 3080, RTX 2080 Ti, or NVIDIA RTX A5000 (or comparable AMD GPU)&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 32 GB DDR4-3200&lt;br /&gt;
*&#039;&#039;&#039;Storage&#039;&#039;&#039;: 1 TB NVMe SSD&lt;br /&gt;
*&#039;&#039;&#039;USB&#039;&#039;&#039;: Thunderbolt 4 or USB-C with DP Alt Mode&lt;br /&gt;
===Recommended Specifications===&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel Core i9-13900K or AMD Ryzen 9 7950X&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA RTX 4090 or RTX 6000 Ada&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 64 GB DDR5&lt;br /&gt;
*&#039;&#039;&#039;Storage&#039;&#039;&#039;: 2 TB NVMe Gen4 SSD&lt;br /&gt;
&lt;br /&gt;
==Industry Applications==&lt;br /&gt;
===Automotive Industry===&lt;br /&gt;
Enhanced design validation:&lt;br /&gt;
*&#039;&#039;&#039;[[BMW Group]]&#039;&#039;&#039;: Full vehicle design in MR&lt;br /&gt;
*&#039;&#039;&#039;[[Stellantis]]&#039;&#039;&#039;: Global design collaboration&lt;br /&gt;
*&#039;&#039;&#039;[[Rimac Automobili]]&#039;&#039;&#039;: Hypercar development&lt;br /&gt;
*&#039;&#039;&#039;[[Polestar]]&#039;&#039;&#039;: Sustainable material visualization&lt;br /&gt;
&lt;br /&gt;
Use cases:&lt;br /&gt;
*Design reviews with physical clay models&lt;br /&gt;
*Ergonomics testing with real drivers&lt;br /&gt;
*HMI development and testing&lt;br /&gt;
*Virtual showrooms with real products&lt;br /&gt;
===Healthcare and Medical===&lt;br /&gt;
*&#039;&#039;&#039;[[Cleveland Clinic]]&#039;&#039;&#039;: Surgical planning in MR&lt;br /&gt;
*&#039;&#039;&#039;[[Karolinska Institute]]&#039;&#039;&#039;: Medical education&lt;br /&gt;
*&#039;&#039;&#039;[[Brainlab]]&#039;&#039;&#039;: Image-guided surgery&lt;br /&gt;
*&#039;&#039;&#039;[[Siemens Healthineers]]&#039;&#039;&#039;: MRI/CT visualization&lt;br /&gt;
&lt;br /&gt;
Applications:&lt;br /&gt;
*Pre-operative planning with patient data&lt;br /&gt;
*Medical device training&lt;br /&gt;
*Anatomy education with cadavers&lt;br /&gt;
*Rehabilitation therapy&lt;br /&gt;
&lt;br /&gt;
===Architecture and Construction===&lt;br /&gt;
*&#039;&#039;&#039;[[Zaha Hadid Architects]]&#039;&#039;&#039;: Parametric design review&lt;br /&gt;
*&#039;&#039;&#039;[[AECOM]]&#039;&#039;&#039;: Infrastructure visualization&lt;br /&gt;
*&#039;&#039;&#039;[[Trimble]]&#039;&#039;&#039;: BIM integration&lt;br /&gt;
*&#039;&#039;&#039;[[Autodesk]]&#039;&#039;&#039;: Native Revit support&lt;br /&gt;
&lt;br /&gt;
===Defense and Aerospace===&lt;br /&gt;
*&#039;&#039;&#039;[[Lockheed Martin]]&#039;&#039;&#039;: F-35 maintenance&lt;br /&gt;
*&#039;&#039;&#039;[[Saab]]&#039;&#039;&#039;: Gripen pilot training&lt;br /&gt;
*&#039;&#039;&#039;[[BAE Systems]]&#039;&#039;&#039;: Ship design review&lt;br /&gt;
*&#039;&#039;&#039;Various contractors&#039;&#039;&#039;: Classified programs&lt;br /&gt;
&lt;br /&gt;
==Market Reception==&lt;br /&gt;
===Launch Impact===&lt;br /&gt;
The XR-4 announcement generated significant attention&amp;lt;ref name=&amp;quot;skarredghost&amp;quot; /&amp;gt;:&lt;br /&gt;
*&#039;&#039;&#039;Price Point&#039;&#039;&#039;: $3,990 for the standard edition was a notable reduction from the previous XR-3.&lt;br /&gt;
*&#039;&#039;&#039;No Subscription&#039;&#039;&#039;: Praised by enterprise customers.&lt;br /&gt;
*&#039;&#039;&#039;Feature Set&#039;&#039;&#039;: Considered comprehensive for its price in the professional market.&lt;br /&gt;
*&#039;&#039;&#039;Availability&#039;&#039;&#039;: Global launch in 40+ countries.&amp;lt;ref name=&amp;quot;auganix&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critical Response===&lt;br /&gt;
Professional reviews were generally positive, highlighting advancements:&lt;br /&gt;
*&#039;&#039;&#039;[[Road to VR]]&#039;&#039;&#039;: &amp;quot;The XR-4 redefines what&#039;s possible in mixed reality&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;[[UploadVR]]&#039;&#039;&#039;: &amp;quot;Professional MR at prosumer pricing&amp;quot; (Note: &amp;quot;prosumer pricing&amp;quot; is relative to the high-end professional market)&lt;br /&gt;
*&#039;&#039;&#039;[[VRFocus]]&#039;&#039;&#039;: &amp;quot;Inside-out tracking rivals base station precision&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Common Praise====&lt;br /&gt;
*Passthrough quality is a key focus, with Varjo aiming for experiences &amp;quot;indistinguishable from natural sight,&amp;quot; though user experiences may vary.&lt;br /&gt;
*Autofocus system (Focal Edition) &amp;quot;game-changing&amp;quot; for MR.&lt;br /&gt;
*Price/performance ratio considered strong for the professional segment.&lt;br /&gt;
*Ergonomics significantly improved.&lt;br /&gt;
&lt;br /&gt;
====Criticisms====&lt;br /&gt;
*High PC requirements remain.&lt;br /&gt;
*No wireless option at launch.&lt;br /&gt;
*Hand tracking, while improved, may occasionally lose precision.&lt;br /&gt;
*Passthrough quality, while high, may not always meet the &amp;quot;indistinguishable from reality&amp;quot; claim under all conditions, according to some hands-on reviews.&lt;br /&gt;
*Limited battery for future standalone use (if such a version were developed).&lt;br /&gt;
&lt;br /&gt;
==Technical Innovations==&lt;br /&gt;
===CloudXR Integration===&lt;br /&gt;
Streaming MR capabilities:&lt;br /&gt;
*&#039;&#039;&#039;NVIDIA CloudXR&#039;&#039;&#039;: RTX server rendering&lt;br /&gt;
*&#039;&#039;&#039;5G Support&#039;&#039;&#039;: Ultra-low latency streaming&lt;br /&gt;
*&#039;&#039;&#039;Edge Computing&#039;&#039;&#039;: Local cloud deployment&lt;br /&gt;
*&#039;&#039;&#039;Multi-User&#039;&#039;&#039;: Synchronized MR sessions&lt;br /&gt;
&lt;br /&gt;
===AI-Enhanced Processing===&lt;br /&gt;
Machine learning throughout:&lt;br /&gt;
*&#039;&#039;&#039;[[Passthrough]] Enhancement&#039;&#039;&#039;: AI upscaling and denoising&lt;br /&gt;
*&#039;&#039;&#039;[[Hand Tracking]]&#039;&#039;&#039;: Neural network gesture recognition&lt;br /&gt;
*&#039;&#039;&#039;[[Eye Tracking]]&#039;&#039;&#039;: Predictive gaze estimation&lt;br /&gt;
*&#039;&#039;&#039;[[SLAM]]&#039;&#039;&#039;: ML-assisted tracking robustness&lt;br /&gt;
&lt;br /&gt;
===Optics Engineering===&lt;br /&gt;
*&#039;&#039;&#039;Dual-Element Lenses&#039;&#039;&#039;: Reduced aberrations&lt;br /&gt;
*&#039;&#039;&#039;Coating Technology&#039;&#039;&#039;: 99.5% light transmission&lt;br /&gt;
*&#039;&#039;&#039;Edge-to-Edge Clarity&#039;&#039;&#039;: &amp;lt;2% distortion at edges&lt;br /&gt;
*&#039;&#039;&#039;Pancake Design&#039;&#039;&#039;: Considered but rejected for quality&lt;br /&gt;
&lt;br /&gt;
==Manufacturing Excellence==&lt;br /&gt;
===Helsinki Production===&lt;br /&gt;
In-house manufacturing advantages:&lt;br /&gt;
*&#039;&#039;&#039;Quality Control&#039;&#039;&#039;: 100% optical calibration&lt;br /&gt;
*&#039;&#039;&#039;Lead Time&#039;&#039;&#039;: 5-day average shipping&lt;br /&gt;
*&#039;&#039;&#039;Customization&#039;&#039;&#039;: OEM versions available&lt;br /&gt;
*&#039;&#039;&#039;Sustainability&#039;&#039;&#039;: Carbon neutral facility&lt;br /&gt;
&lt;br /&gt;
===Component Partners===&lt;br /&gt;
*&#039;&#039;&#039;Display Panels&#039;&#039;&#039;: BOE (custom Mini-LED)&lt;br /&gt;
*&#039;&#039;&#039;[[Camera]]s&#039;&#039;&#039;: Sony (IMX sensors)&lt;br /&gt;
*&#039;&#039;&#039;[[LiDAR]]&#039;&#039;&#039;: Proprietary Varjo design&lt;br /&gt;
*&#039;&#039;&#039;[[Lense]]s&#039;&#039;&#039;: ZEISS (coating technology)&lt;br /&gt;
&lt;br /&gt;
==Competitive Landscape==&lt;br /&gt;
===Versus Apple Vision Pro===&lt;br /&gt;
&#039;&#039;&#039;XR-4 Advantages&#039;&#039;&#039;: Higher virtual resolution, PC-powered performance for demanding applications, established professional ecosystem, potentially more robust tracking for certain professional use cases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vision Pro Advantages&#039;&#039;&#039;: Standalone operation, advanced consumer-facing OS and apps, highly integrated hand/eye tracking for its interface.&lt;br /&gt;
===Versus Meta Quest Pro/3===&lt;br /&gt;
&#039;&#039;&#039;XR-4 Advantages&#039;&#039;&#039;: Significantly higher resolution, professional-grade tools and support, superior passthrough fidelity (especially Focal Edition).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quest Advantages&#039;&#039;&#039;: Standalone, much lower price, larger consumer content library.&lt;br /&gt;
===Versus HTC Vive XR Elite===&lt;br /&gt;
&#039;&#039;&#039;XR-4 Advantages&#039;&#039;&#039;: Higher resolution, generally superior passthrough quality, more advanced eye tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vive Advantages&#039;&#039;&#039;: Standalone option, lower price point.&lt;br /&gt;
&lt;br /&gt;
==Future Roadmap==&lt;br /&gt;
While not officially announced, industry sources suggest:&lt;br /&gt;
*Standalone version in development&lt;br /&gt;
*Wireless adapter planned for 2025&lt;br /&gt;
*8K per eye displays in testing&lt;br /&gt;
*AI copilot for enterprise applications&lt;br /&gt;
&lt;br /&gt;
==Impact on Industry==&lt;br /&gt;
*The XR-4&#039;s launch influenced the mixed reality landscape:&lt;br /&gt;
*Set a new benchmark for professional MR features at its price point.&lt;br /&gt;
*Reinforced the demand for 50+ PPD for detailed professional use.&lt;br /&gt;
*Accelerated inside-out tracking adoption in the professional space.&lt;br /&gt;
*Validated the no-subscription model for enterprise hardware.&lt;br /&gt;
*Technologies popularized:&lt;br /&gt;
*Gaze-driven autofocus for XR (Focal Edition).&lt;br /&gt;
*20MP+ passthrough cameras.&lt;br /&gt;
*300k+ point LiDAR integration.&lt;br /&gt;
*Uniform high-PPD displays.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Mixed reality]]&lt;br /&gt;
*[[Varjo|Varjo Technologies]]&lt;br /&gt;
*[[Varjo XR-3]]&lt;br /&gt;
*[[Varjo Aero]]&lt;br /&gt;
*[[Apple Vision Pro]]&lt;br /&gt;
*[[LiDAR]]&lt;br /&gt;
*[[Inside-out tracking]]&lt;br /&gt;
*[[Foveated rendering]]&lt;br /&gt;
*[[TAA compliance]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/press-release/varjo-releases-new-xr-4-series-to-deliver-mixed-reality-experiences-indistinguishable-from-natural-sight/|title=Varjo Releases New XR-4 Series to Deliver Mixed Reality Experiences Indistinguishable from Natural Sight|publisher=Varjo|date=November 27, 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;cnbc&amp;quot;&amp;gt;{{cite web|url=https://www.cnbc.com/2023/11/27/finnish-startup-varjo-launches-3990-xr-4-mixed-reality-headset.html|title=Finnish startup Varjo launches $3,990 XR-4 mixed reality headset|publisher=CNBC|date=November 27, 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;skarredghost&amp;quot;&amp;gt;{{cite web|url=https://skarredghost.com/2023/11/27/varjo-xr-4-price-resolution/|title=Varjo announces XR-4 mixed reality headset with impressive resolution|publisher=The Ghost Howls|date=November 27, 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;auganix&amp;quot;&amp;gt;{{cite web|url=https://www.auganix.org/xr-news-varjo-announces-new-xr-4-series-of-headsets/|title=Varjo announces new XR-4 series headsets|publisher=Auganix|date=November 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-xr4-product&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/products/xr-4/|title=Mixed Reality Headset for Professionals – Varjo XR-4 Series|publisher=Varjo|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-secure&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/products/xr-4-secure-edition/|title=Mixed reality headset with TAA certification – Varjo XR-4 Secure Edition|publisher=Varjo|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-autofocus&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/vr-lab/xr-4-features-explained-worlds-first-gaze-driven-xr-autofocus-camera-system/|title=XR-4 Features Explained: World&#039;s First Gaze-Driven XR Autofocus Camera System|publisher=Varjo|date=2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:Mixed Reality Devices]]&lt;br /&gt;
[[Category:VR Headsets]]&lt;br /&gt;
[[Category:MR Headsets]]&lt;br /&gt;
[[Category:Virtual Reality Headsets]]&lt;br /&gt;
[[Category:Mixed Reality Headsets]]&lt;br /&gt;
[[Category:Products introduced in 2023]]&lt;br /&gt;
[[Category:Finnish brands]]&lt;br /&gt;
[[Category:Head-mounted displays]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Varjo_XR-3&amp;diff=37538</id>
		<title>Varjo XR-3</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Varjo_XR-3&amp;diff=37538"/>
		<updated>2026-01-08T10:34:07Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37486 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:Varjo xr-31.png|350px]]&lt;br /&gt;
|VR/AR = [[Mixed Reality]], [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[SteamVR]], [[OpenXR]]&lt;br /&gt;
|Creator = &lt;br /&gt;
|Developer = [[Varjo]]&lt;br /&gt;
|Manufacturer = [[Varjo]]&lt;br /&gt;
|Announcement Date = December 1, 2020&lt;br /&gt;
|Release Date = December 2020&lt;br /&gt;
|Price = $5,495 + $1,495/year subscription&lt;br /&gt;
|Website = https://varjo.com&lt;br /&gt;
|Versions = XR-3, XR-3 Focal Edition&lt;br /&gt;
|Requires = High-end PC&lt;br /&gt;
|Predecessor = [[Varjo XR-1 (Developer Edition)]]&lt;br /&gt;
|Successor = [[Varjo XR-4]]&lt;br /&gt;
|Operating System = Windows 10/11 (64-bit)&lt;br /&gt;
|Chipset = &lt;br /&gt;
|CPU = &lt;br /&gt;
|GPU = &lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = &lt;br /&gt;
|Memory = &lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = uOLED (focus) + LCD (peripheral)&lt;br /&gt;
|Subpixel Layout = RGB&lt;br /&gt;
|Peak Brightness = 150 nits&lt;br /&gt;
|Resolution = Focus: 1920×1920 per eye, Context: 2880×2720 per eye&lt;br /&gt;
|Refresh Rate = 90 Hz&lt;br /&gt;
|Pixel Density = 70+ PPD (focus), 30+ PPD (periphery)&lt;br /&gt;
|Persistence = Low persistence&lt;br /&gt;
|Precision = Sub-pixel precision&lt;br /&gt;
|Field of View = 115°&lt;br /&gt;
|Horizontal FoV = 115°&lt;br /&gt;
|Vertical FoV = N/A&lt;br /&gt;
|Visible FoV = 115°&lt;br /&gt;
|Rendered FoV = 115°&lt;br /&gt;
|Binocular Overlap = less than 85%&lt;br /&gt;
|Average Pixel Density = N/A&lt;br /&gt;
|Peak Pixel Density = 70+ PPD&lt;br /&gt;
|Foveated Rendering = Yes (dynamic)&lt;br /&gt;
|Optics = Aspheric lenses&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 58-73mm (automatic adjustment)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Yes (12MP RGB cameras + LiDAR)&lt;br /&gt;
|Tracking = SteamVR 2.0, Inside-out (beta)&lt;br /&gt;
|Tracking Frequency = 1000 Hz&lt;br /&gt;
|Base Stations = Optional&lt;br /&gt;
|Eye Tracking = Yes (200Hz)&lt;br /&gt;
|Face Tracking = &lt;br /&gt;
|Hand Tracking = Yes (Ultraleap Gemini)&lt;br /&gt;
|Body Tracking = &lt;br /&gt;
|Rotational Tracking = 6DOF&lt;br /&gt;
|Positional Tracking = 6DOF&lt;br /&gt;
|Update Rate = 1000 Hz&lt;br /&gt;
|Tracking Volume = Up to 10m × 10m&lt;br /&gt;
|Play Space = Room-scale&lt;br /&gt;
|Latency = less than 20ms (VR), less than 20ms (passthrough)&lt;br /&gt;
|Audio = Off-ear speakers (37mm drivers)&lt;br /&gt;
|Microphone = Yes&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = 2× 12MP RGB, 2× LiDAR depth sensors&lt;br /&gt;
|Connectivity = DisplayPort 1.4, USB-C 3.0&lt;br /&gt;
|Ports = 1× DisplayPort 1.4, 1× USB-C 3.0&lt;br /&gt;
|Wired Video = DisplayPort 1.4&lt;br /&gt;
|Wireless Video = &lt;br /&gt;
|WiFi = &lt;br /&gt;
|Bluetooth = &lt;br /&gt;
|Power = External power adapter&lt;br /&gt;
|Battery Capacity = &lt;br /&gt;
|Battery Life = &lt;br /&gt;
|Charge Time = &lt;br /&gt;
|Dimensions = &lt;br /&gt;
|Weight = 594g (headset only)&lt;br /&gt;
|Material = Magnesium alloy, plastic&lt;br /&gt;
|Headstrap = 3-point precision fit headband&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = Black&lt;br /&gt;
|Sensors = 200Hz eye tracking, IMU, depth sensors&lt;br /&gt;
|Input = Compatible with SteamVR controllers&lt;br /&gt;
|Compliance = CE, FCC, TAA-compliant option&lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = 5 meters&lt;br /&gt;
}}&lt;br /&gt;
The [[Varjo XR-3]] is a professional [[PC-Powered VR|PC-powered]] [[mixed reality]] and [[virtual reality]] [[head-mounted display]]&amp;lt;ref name=&amp;quot;varjo-xr3-product&amp;quot; /&amp;gt; announced on December 1, 2020,&amp;lt;ref name=&amp;quot;auganix&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;symetri&amp;quot; /&amp;gt; by [[Varjo|Varjo Technologies]]. Building on the [[Varjo VR-3]] platform, the XR-3 adds advanced video passthrough capabilities with 12-megapixel cameras and [[LiDAR]] depth sensing, enabling seamless transitions between virtual and augmented reality.&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The XR-3 succeeded Varjo&#039;s experimental XR-1 developer kit, representing the company&#039;s first production mixed reality headset. Development focused on achieving photorealistic passthrough quality with accurate depth perception, targeting industries requiring seamless AR/VR switching such as automotive design, medical training, and aerospace simulation.&amp;lt;ref name=&amp;quot;roadtovr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Key innovations included:&lt;br /&gt;
* Industry&#039;s first VR headset with integrated LiDAR&lt;br /&gt;
* Highest resolution passthrough cameras in mixed reality&lt;br /&gt;
* Real-time depth-based occlusion&lt;br /&gt;
* Seamless VR/AR switching capability&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
===Mixed Reality System===&lt;br /&gt;
The XR-3&#039;s passthrough system represents a significant advancement:&lt;br /&gt;
* &#039;&#039;&#039;RGB Cameras&#039;&#039;&#039;: Dual 12-megapixel sensors&lt;br /&gt;
* &#039;&#039;&#039;Frame Rate&#039;&#039;&#039;: 90 fps video passthrough&lt;br /&gt;
* &#039;&#039;&#039;Latency&#039;&#039;&#039;: Sub-20ms glass-to-glass&lt;br /&gt;
* &#039;&#039;&#039;Field of View&#039;&#039;&#039;: Matches 115° display FOV&lt;br /&gt;
* &#039;&#039;&#039;Color Accuracy&#039;&#039;&#039;: 94% sRGB in passthrough mode&lt;br /&gt;
&lt;br /&gt;
===LiDAR Depth Sensing===&lt;br /&gt;
First-of-its-kind integration in VR/AR:&lt;br /&gt;
* &#039;&#039;&#039;Technology&#039;&#039;&#039;: Time-of-flight LiDAR sensors&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039;: 0.5m to 5m depth sensing&lt;br /&gt;
* &#039;&#039;&#039;Resolution&#039;&#039;&#039;: 640×480 depth map&lt;br /&gt;
* &#039;&#039;&#039;Frame Rate&#039;&#039;&#039;: 30 fps depth updates&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039;: ±5mm at 1m distance&lt;br /&gt;
&lt;br /&gt;
===Display Technology===&lt;br /&gt;
Identical to VR-3 base specifications:&lt;br /&gt;
* &#039;&#039;&#039;Focus Display&#039;&#039;&#039;: 1920×1920 micro-OLED per eye&lt;br /&gt;
* &#039;&#039;&#039;Context Display&#039;&#039;&#039;: 2880×2720 LCD per eye&lt;br /&gt;
* &#039;&#039;&#039;Virtual Resolution&#039;&#039;&#039;: 70+ PPD center, 30+ PPD periphery&lt;br /&gt;
* &#039;&#039;&#039;Refresh Rate&#039;&#039;&#039;: 90 Hz&lt;br /&gt;
&lt;br /&gt;
==Mixed Reality Features==&lt;br /&gt;
&lt;br /&gt;
===Video Passthrough Quality===&lt;br /&gt;
The XR-3 achieved unprecedented passthrough fidelity:&lt;br /&gt;
* &#039;&#039;&#039;Chroma Keying&#039;&#039;&#039;: Real-time green screen removal&lt;br /&gt;
* &#039;&#039;&#039;Exposure Control&#039;&#039;&#039;: Automatic HDR adjustment&lt;br /&gt;
* &#039;&#039;&#039;White Balance&#039;&#039;&#039;: Scene-adaptive color correction&lt;br /&gt;
* &#039;&#039;&#039;Distortion Correction&#039;&#039;&#039;: Minimal warping artifacts&lt;br /&gt;
&lt;br /&gt;
===Depth-Based Occlusion===&lt;br /&gt;
LiDAR enables realistic object interaction:&lt;br /&gt;
* &#039;&#039;&#039;Pixel-Perfect Occlusion&#039;&#039;&#039;: Virtual objects behind real objects&lt;br /&gt;
* &#039;&#039;&#039;Hand Occlusion&#039;&#039;&#039;: Natural hand-over-virtual interactions&lt;br /&gt;
* &#039;&#039;&#039;Dynamic Meshing&#039;&#039;&#039;: Real-time 3D environment reconstruction&lt;br /&gt;
* &#039;&#039;&#039;Collision Detection&#039;&#039;&#039;: Physics-based AR interactions&lt;br /&gt;
&lt;br /&gt;
===XR-3 Focal Edition===&lt;br /&gt;
Special variant with experimental features:&amp;lt;ref name=&amp;quot;varjo-focal&amp;quot; /&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Varifocal Cameras&#039;&#039;&#039;: Motorized focus adjustment&lt;br /&gt;
* &#039;&#039;&#039;Gaze-Directed Focus&#039;&#039;&#039;: Camera focus follows eye gaze&lt;br /&gt;
* &#039;&#039;&#039;Extended Depth Range&#039;&#039;&#039;: 20cm to infinity focus&lt;br /&gt;
* &#039;&#039;&#039;Research Applications&#039;&#039;&#039;: Vergence-accommodation studies&lt;br /&gt;
&lt;br /&gt;
==Software Capabilities==&lt;br /&gt;
&lt;br /&gt;
===Varjo Reality Cloud XR===&lt;br /&gt;
Cloud-based mixed reality platform:&lt;br /&gt;
* &#039;&#039;&#039;Remote Rendering&#039;&#039;&#039;: Stream XR content from servers&lt;br /&gt;
* &#039;&#039;&#039;Multi-User Sessions&#039;&#039;&#039;: Collaborative AR experiences&lt;br /&gt;
* &#039;&#039;&#039;Persistent AR&#039;&#039;&#039;: Save and share AR annotations&lt;br /&gt;
* &#039;&#039;&#039;Cross-Platform&#039;&#039;&#039;: Works with other Varjo headsets&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
* &#039;&#039;&#039;XR SDK&#039;&#039;&#039;: Unified API for VR/AR switching&lt;br /&gt;
* &#039;&#039;&#039;Depth API&#039;&#039;&#039;: Direct LiDAR data access&lt;br /&gt;
* &#039;&#039;&#039;Chroma Key SDK&#039;&#039;&#039;: Custom background removal&lt;br /&gt;
* &#039;&#039;&#039;Unity XR Plugin&#039;&#039;&#039;: Native mixed reality support&lt;br /&gt;
* &#039;&#039;&#039;Unreal Engine Integration&#039;&#039;&#039;: Blueprint-based XR tools&lt;br /&gt;
&lt;br /&gt;
===Professional Software Support===&lt;br /&gt;
* &#039;&#039;&#039;[[Autodesk VRED]]&#039;&#039;&#039;: Automotive design with AR&lt;br /&gt;
* &#039;&#039;&#039;[[Siemens NX]]&#039;&#039;&#039;: CAD overlay on physical parts&lt;br /&gt;
* &#039;&#039;&#039;[[Unity MARS]]&#039;&#039;&#039;: Mixed reality authoring&lt;br /&gt;
* &#039;&#039;&#039;[[Microsoft Dynamics 365]]&#039;&#039;&#039;: Enterprise AR applications&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
Higher than VR-3 due to passthrough processing:&lt;br /&gt;
* &#039;&#039;&#039;Operating System&#039;&#039;&#039;: [[Windows 10]]/11 Pro 64-bit&lt;br /&gt;
* &#039;&#039;&#039;Processor&#039;&#039;&#039;: [[Intel Core i9]]-9900K or [[AMD Ryzen 9]] 3900X&lt;br /&gt;
* &#039;&#039;&#039;Graphics&#039;&#039;&#039;: [[NVIDIA RTX 3080]] or [[Quadro RTX 6000]]&lt;br /&gt;
* &#039;&#039;&#039;Memory&#039;&#039;&#039;: 32 GB RAM minimum&lt;br /&gt;
* &#039;&#039;&#039;Storage&#039;&#039;&#039;: 500 GB SSD recommended&lt;br /&gt;
* &#039;&#039;&#039;Ports&#039;&#039;&#039;: DisplayPort 1.4, USB-C 3.0&lt;br /&gt;
&lt;br /&gt;
==Industry Applications==&lt;br /&gt;
&lt;br /&gt;
===Automotive Design===&lt;br /&gt;
Revolutionary workflow capabilities:&lt;br /&gt;
* &#039;&#039;&#039;Clay Model Overlay&#039;&#039;&#039;: Virtual designs on physical models&lt;br /&gt;
* &#039;&#039;&#039;Ergonomics Testing&#039;&#039;&#039;: Real driver with virtual interior&lt;br /&gt;
* &#039;&#039;&#039;Color Matching&#039;&#039;&#039;: Compare virtual and physical materials&lt;br /&gt;
* &#039;&#039;&#039;Design Reviews&#039;&#039;&#039;: Stakeholders see AR annotations&lt;br /&gt;
&lt;br /&gt;
Major adopters:&lt;br /&gt;
* &#039;&#039;&#039;[[Volvo Cars]]&#039;&#039;&#039;: Safety system visualization&lt;br /&gt;
* &#039;&#039;&#039;[[KIA]]&#039;&#039;&#039;: Global design collaboration&lt;br /&gt;
* &#039;&#039;&#039;[[Continental AG]]&#039;&#039;&#039;: HMI development&lt;br /&gt;
&lt;br /&gt;
===Medical Training===&lt;br /&gt;
* &#039;&#039;&#039;Surgical Planning&#039;&#039;&#039;: 3D models overlaid on patients&lt;br /&gt;
* &#039;&#039;&#039;Medical Education&#039;&#039;&#039;: Anatomy visualization on cadavers&lt;br /&gt;
* &#039;&#039;&#039;Remote Assistance&#039;&#039;&#039;: Expert guidance via AR&lt;br /&gt;
* &#039;&#039;&#039;Therapy Applications&#039;&#039;&#039;: Mixed reality rehabilitation&lt;br /&gt;
&lt;br /&gt;
Institutional users:&lt;br /&gt;
* &#039;&#039;&#039;[[HCA Healthcare]]&#039;&#039;&#039;: Surgical training programs&lt;br /&gt;
* &#039;&#039;&#039;[[Children&#039;s Hospital Los Angeles]]&#039;&#039;&#039;: Pediatric procedures&lt;br /&gt;
* &#039;&#039;&#039;Medical universities worldwide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Aerospace and Defense===&lt;br /&gt;
* &#039;&#039;&#039;Maintenance Training&#039;&#039;&#039;: AR work instructions&lt;br /&gt;
* &#039;&#039;&#039;Cockpit Design&#039;&#039;&#039;: Virtual controls in real cockpit&lt;br /&gt;
* &#039;&#039;&#039;Mission Planning&#039;&#039;&#039;: Terrain visualization&lt;br /&gt;
* &#039;&#039;&#039;Simulation&#039;&#039;&#039;: Mixed reality flight training&lt;br /&gt;
&lt;br /&gt;
Key customers:&lt;br /&gt;
* &#039;&#039;&#039;[[Boeing]]&#039;&#039;&#039;: Assembly line training&lt;br /&gt;
* &#039;&#039;&#039;[[Lockheed Martin]]&#039;&#039;&#039;: F-35 maintenance&lt;br /&gt;
* &#039;&#039;&#039;Various defense contractors&#039;&#039;&#039;: Classified programs&lt;br /&gt;
&lt;br /&gt;
==Advanced Features==&lt;br /&gt;
&lt;br /&gt;
===200Hz Eye Tracking in XR===&lt;br /&gt;
Enhanced for mixed reality:&lt;br /&gt;
* &#039;&#039;&#039;Vergence Tracking&#039;&#039;&#039;: Measure eye convergence&lt;br /&gt;
* &#039;&#039;&#039;Depth Estimation&#039;&#039;&#039;: Gaze-based distance calculation&lt;br /&gt;
* &#039;&#039;&#039;Attention Analysis&#039;&#039;&#039;: Real-world fixation mapping&lt;br /&gt;
* &#039;&#039;&#039;Calibration Transfer&#039;&#039;&#039;: VR calibration works in AR&lt;br /&gt;
&lt;br /&gt;
===Ultraleap Gemini Hand Tracking===&lt;br /&gt;
Optimized for mixed reality:&lt;br /&gt;
* &#039;&#039;&#039;Wider Tracking Volume&#039;&#039;&#039;: 160° × 160° coverage&lt;br /&gt;
* &#039;&#039;&#039;Better Occlusion&#039;&#039;&#039;: Handles real object interference&lt;br /&gt;
* &#039;&#039;&#039;Lower Latency&#039;&#039;&#039;: 15ms hand detection&lt;br /&gt;
* &#039;&#039;&#039;Gesture Library&#039;&#039;&#039;: Pre-built XR interactions&lt;br /&gt;
&lt;br /&gt;
===Inside-Out Tracking (Beta)===&lt;br /&gt;
Experimental markerless tracking:&lt;br /&gt;
* &#039;&#039;&#039;4 Tracking Cameras&#039;&#039;&#039;: Separate from passthrough cameras&lt;br /&gt;
* &#039;&#039;&#039;SLAM Algorithm&#039;&#039;&#039;: Simultaneous localization and mapping&lt;br /&gt;
* &#039;&#039;&#039;Hybrid Mode&#039;&#039;&#039;: Combine with base stations&lt;br /&gt;
* &#039;&#039;&#039;Persistent Mapping&#039;&#039;&#039;: Remember room layouts&lt;br /&gt;
&lt;br /&gt;
==Variants and Configurations==&lt;br /&gt;
&lt;br /&gt;
===XR-3 Standard Edition===&lt;br /&gt;
* Full mixed reality capabilities&lt;br /&gt;
* 12MP passthrough cameras&lt;br /&gt;
* LiDAR depth sensing&lt;br /&gt;
* $5,495 + $1,495/year&lt;br /&gt;
&lt;br /&gt;
===XR-3 Focal Edition===&lt;br /&gt;
* All standard features plus:&lt;br /&gt;
* Varifocal camera system&lt;br /&gt;
* Gaze-directed autofocus&lt;br /&gt;
* Research-grade eye tracking data&lt;br /&gt;
* Custom pricing&lt;br /&gt;
&lt;br /&gt;
===XR-3 Secure Edition===&lt;br /&gt;
* [[TAA]]/[[BAA]] compliant&lt;br /&gt;
* Offline operation mode&lt;br /&gt;
* Secure boot process&lt;br /&gt;
* Government/defense only&lt;br /&gt;
&lt;br /&gt;
==Market Reception==&lt;br /&gt;
&lt;br /&gt;
===Critical Response===&lt;br /&gt;
Professional reviews highlighted breakthrough features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;:&lt;br /&gt;
* Best-in-class passthrough quality&lt;br /&gt;
* LiDAR depth unprecedented in VR/AR&lt;br /&gt;
* Seamless VR/AR transitions&lt;br /&gt;
* 115° FOV matched VR mode&lt;br /&gt;
* Lighter than expected (594g)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
* High system requirements&lt;br /&gt;
* Expensive subscription model&lt;br /&gt;
* Limited passthrough FOV vs human vision&lt;br /&gt;
* Tethered operation only&lt;br /&gt;
&lt;br /&gt;
===Industry Impact===&lt;br /&gt;
The XR-3 influenced mixed reality development:&lt;br /&gt;
* Established LiDAR as essential for professional AR&lt;br /&gt;
* Proved high-resolution passthrough feasible&lt;br /&gt;
* Accelerated enterprise XR adoption&lt;br /&gt;
* Set new benchmark for AR/VR switching&lt;br /&gt;
&lt;br /&gt;
==Technical Innovations==&lt;br /&gt;
&lt;br /&gt;
===Photorealistic Passthrough Pipeline===&lt;br /&gt;
* &#039;&#039;&#039;ISP Integration&#039;&#039;&#039;: Custom image signal processor&lt;br /&gt;
* &#039;&#039;&#039;Temporal Filtering&#039;&#039;&#039;: Reduced video noise&lt;br /&gt;
* &#039;&#039;&#039;Chromatic Correction&#039;&#039;&#039;: Lens aberration compensation&lt;br /&gt;
* &#039;&#039;&#039;Dynamic Range&#039;&#039;&#039;: 12-stop exposure latitude&lt;br /&gt;
&lt;br /&gt;
===Real-Time Depth Processing===&lt;br /&gt;
* &#039;&#039;&#039;GPU Acceleration&#039;&#039;&#039;: CUDA-optimized depth maps&lt;br /&gt;
* &#039;&#039;&#039;Sensor Fusion&#039;&#039;&#039;: Combine LiDAR with stereo depth&lt;br /&gt;
* &#039;&#039;&#039;Predictive Filling&#039;&#039;&#039;: Interpolate occluded areas&lt;br /&gt;
* &#039;&#039;&#039;Edge Detection&#039;&#039;&#039;: Sub-pixel boundary accuracy&lt;br /&gt;
&lt;br /&gt;
==Manufacturing and Quality==&lt;br /&gt;
* &#039;&#039;&#039;Helsinki Production&#039;&#039;&#039;: In-house manufacturing&lt;br /&gt;
* &#039;&#039;&#039;Sensor Calibration&#039;&#039;&#039;: Individual unit optimization&lt;br /&gt;
* &#039;&#039;&#039;Burn-In Testing&#039;&#039;&#039;: 48-hour stress tests&lt;br /&gt;
* &#039;&#039;&#039;Quality Metrics&#039;&#039;&#039;: &amp;lt;2% RMA rate reported&lt;br /&gt;
&lt;br /&gt;
==Legacy and Future==&lt;br /&gt;
The XR-3 established Varjo&#039;s leadership in professional mixed reality:&lt;br /&gt;
* First production headset with LiDAR depth sensing&lt;br /&gt;
* Achieved &amp;quot;good enough&amp;quot; passthrough for professional use&lt;br /&gt;
* Validated mixed reality for enterprise workflows&lt;br /&gt;
* Influenced competitors toward higher-quality passthrough&lt;br /&gt;
&lt;br /&gt;
The XR-3&#039;s success directly led to:&lt;br /&gt;
* [[Varjo XR-4]] development with improved cameras&lt;br /&gt;
* Industry shift toward depth-sensing AR&lt;br /&gt;
* Increased enterprise XR investment&lt;br /&gt;
* New mixed reality use cases&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Mixed reality]]&lt;br /&gt;
* [[Varjo|Varjo Technologies]]&lt;br /&gt;
* [[Varjo VR-3]]&lt;br /&gt;
* [[Varjo XR-4]]&lt;br /&gt;
* [[LiDAR]]&lt;br /&gt;
* [[Video pass-through]]&lt;br /&gt;
* [[Depth sensing]]&lt;br /&gt;
* [[TAA compliance]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/press-release/varjo-launches-xr-3-and-vr-3-headsets-to-bring-the-next-generation-of-immersive-technology-to-every-workplace/|title=Varjo Launches XR-3 and VR-3 Headsets to Bring the Next Generation of Immersive Technology to Every Workplace|publisher=Varjo|date=December 1, 2020|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/varjo-xr-3-vr-3-announcement-specs-release-date-price/|title=Varjo Announces XR-3 and VR-3 Headsets – Specs, Price, Release Date|publisher=Road to VR|date=December 1, 2020|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-xr3-product&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/products/varjo-xr-3/|title=Varjo XR-3 - The industry&#039;s highest resolution mixed reality headset|publisher=Varjo|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-focal&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/products/varjo-xr-3-focal-edition/|title=Mixed Reality Training - Varjo XR-3 Focal Edition|publisher=Varjo|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;auganix&amp;quot;&amp;gt;{{cite web|url=https://www.auganix.org/varjo-launches-its-next-generation-xr-3-and-vr-3-headsets-for-businesses-and-enterprise/|title=Varjo launches its next generation XR-3 and VR-3 headsets for businesses and enterprise|publisher=Auganix|date=December 2020|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;symetri&amp;quot;&amp;gt;{{cite web|url=https://www.symetri.co.uk/news-events/news/press-release-varjo-launch-xr-3-headsets/|title=Press Release: Varjo Launch XR-3 Headsets|publisher=Symetri|date=December 2020|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:Mixed Reality Devices]]&lt;br /&gt;
[[Category:VR Headsets]]&lt;br /&gt;
[[Category:MR Headsets]]&lt;br /&gt;
[[Category:Virtual Reality Headsets]]&lt;br /&gt;
[[Category:Mixed Reality Headsets]]&lt;br /&gt;
[[Category:Products introduced in 2020]]&lt;br /&gt;
[[Category:Finnish brands]]&lt;br /&gt;
[[Category:Head-mounted displays]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Varjo_Aero&amp;diff=37537</id>
		<title>Varjo Aero</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Varjo_Aero&amp;diff=37537"/>
		<updated>2026-01-08T10:34:00Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37483 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:Varjo xr-41.png|350px]]&lt;br /&gt;
|VR/AR = [[Mixed Reality]], [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[SteamVR]], [[OpenXR]]&lt;br /&gt;
|Creator =&lt;br /&gt;
|Developer = [[Varjo]]&lt;br /&gt;
|Manufacturer = [[Varjo]]&lt;br /&gt;
|Announcement Date = November 27, 2023&lt;br /&gt;
|Release Date = November 2023&lt;br /&gt;
|Price = $3,990 (XR-4 Standard Edition, no subscription)&lt;br /&gt;
|Website = https://varjo.com&lt;br /&gt;
|Versions = XR-4, XR-4 Focal Edition, XR-4 Secure Edition&lt;br /&gt;
|Requires = High-end PC&lt;br /&gt;
|Predecessor = [[Varjo XR-3]]&lt;br /&gt;
|Successor = ?????&lt;br /&gt;
|Operating System = Windows 10/11 (64-bit)&lt;br /&gt;
|Chipset =&lt;br /&gt;
|CPU =&lt;br /&gt;
|GPU =&lt;br /&gt;
|HPU =&lt;br /&gt;
|Storage =&lt;br /&gt;
|Memory =&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = Mini-LED&lt;br /&gt;
|Subpixel Layout = RGB&lt;br /&gt;
|Peak Brightness = 200 nits&lt;br /&gt;
|Resolution = 3840×3744 per eye&lt;br /&gt;
|Refresh Rate = 90 Hz (120 Hz experimental)&lt;br /&gt;
|Pixel Density = 51 PPD&lt;br /&gt;
|Persistence = Low persistence&lt;br /&gt;
|Precision = Sub-pixel precision&lt;br /&gt;
|Field of View = 120° × 105° (H×V)&lt;br /&gt;
|Horizontal FoV = 120°&lt;br /&gt;
|Vertical FoV = 105°&lt;br /&gt;
|Visible FoV = 120° × 105°&lt;br /&gt;
|Rendered FoV = 120° × 105°&lt;br /&gt;
|Binocular Overlap = 105°&lt;br /&gt;
|Average Pixel Density = 51 PPD&lt;br /&gt;
|Peak Pixel Density = 51 PPD&lt;br /&gt;
|Foveated Rendering = Yes (dynamic)&lt;br /&gt;
|Optics = Dual-element aspheric lenses&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 55-75mm (automatic adjustment)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Yes (20MP cameras + 300k LiDAR)&lt;br /&gt;
|Tracking = Inside-out (4 cameras)&lt;br /&gt;
|Tracking Frequency = 200 Hz&lt;br /&gt;
|Base Stations = Not required (optional support)&lt;br /&gt;
|Eye Tracking = Yes (200Hz)&lt;br /&gt;
|Face Tracking =&lt;br /&gt;
|Hand Tracking = Yes (integrated)&lt;br /&gt;
|Body Tracking =&lt;br /&gt;
|Rotational Tracking = 6DOF&lt;br /&gt;
|Positional Tracking = 6DOF&lt;br /&gt;
|Update Rate = 200 Hz&lt;br /&gt;
|Tracking Volume = 7m radius&lt;br /&gt;
|Play Space = Room-scale&lt;br /&gt;
|Latency = ~22ms (passthrough), less than 15ms (VR)&lt;br /&gt;
|Audio = DTS 3D spatial audio headphones&lt;br /&gt;
|Microphone = Dual noise-cancelling&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = 2× 20MP RGB, 1× 300k LiDAR sensor&lt;br /&gt;
|Connectivity = USB-C (Thunderbolt 4 compatible)&lt;br /&gt;
|Ports = 1× USB-C&lt;br /&gt;
|Wired Video = USB-C with DisplayPort Alt Mode&lt;br /&gt;
|Wireless Video =&lt;br /&gt;
|WiFi =&lt;br /&gt;
|Bluetooth =&lt;br /&gt;
|Power = USB-C Power Delivery&lt;br /&gt;
|Battery Capacity =&lt;br /&gt;
|Battery Life =&lt;br /&gt;
|Charge Time =&lt;br /&gt;
|Dimensions = 280mm × 140mm × 120mm&lt;br /&gt;
|Weight = 665g (headset only), 1021g (complete)&lt;br /&gt;
|Material = Carbon fiber composite, magnesium&lt;br /&gt;
|Headstrap = FlexFit ergonomic system&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = Black with carbon fiber accents&lt;br /&gt;
|Sensors = 200Hz eye tracking, 9-axis IMU, ambient light sensor&lt;br /&gt;
|Input = Hand tracking, SteamVR controllers&lt;br /&gt;
|Compliance = CE, FCC, IC, UKCA, TAA (Secure Edition)&lt;br /&gt;
|Size = Adjustable (S/M/L cushions)&lt;br /&gt;
|Cable Length = 5 meters (16.4 ft)&lt;br /&gt;
}}&lt;br /&gt;
The [[Varjo XR-4]] is a professional [[PC-Powered VR|PC-powered]] [[mixed reality]] and [[virtual reality]] [[head-mounted display]] announced on November 27, 2023, by [[Varjo|Varjo Technologies]].&amp;lt;ref name=&amp;quot;varjo-xr4-product&amp;quot; /&amp;gt; Representing the fourth generation of Varjo&#039;s mixed reality technology, the XR-4 series eliminated subscription requirements, introduced inside-out tracking as standard, and offered professional-grade specifications at a revised price point for its class.&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot; /&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
The XR-4 development began in 2022 following feedback from [[Varjo XR-3]] customers and success of the subscription-free [[Varjo Aero]]. Key development goals included democratizing professional mixed reality, aiming for high visual fidelity in both virtual and passthrough modes, and eliminating external tracking requirements.&amp;lt;ref name=&amp;quot;cnbc&amp;quot; /&amp;gt;&lt;br /&gt;
===Major Improvements over XR-3===&lt;br /&gt;
*51 PPD uniform resolution (vs dual-display system)&lt;br /&gt;
*20-megapixel [[passthrough cameras]] (vs 12MP)&lt;br /&gt;
*[[Inside-out tracking]] standard (vs external base stations)&lt;br /&gt;
*Significant price reduction for the standard model with no subscription&lt;br /&gt;
*Passthrough resolution of 33 PPD (Standard Edition) or 51 PPD (Focal Edition)&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
===Display Technology===&lt;br /&gt;
The XR-4 uses advanced Mini-LED panels:&lt;br /&gt;
*&#039;&#039;&#039;Resolution&#039;&#039;&#039;: 3840×3744 per eye (14.8 megapixels total)&lt;br /&gt;
*&#039;&#039;&#039;Pixel Density&#039;&#039;&#039;: 51 pixels per degree (uniform)&lt;br /&gt;
*&#039;&#039;&#039;Panel Type&#039;&#039;&#039;: Fast-switching Mini-LED with local dimming&lt;br /&gt;
*&#039;&#039;&#039;Brightness&#039;&#039;&#039;: 200 nits sustained&lt;br /&gt;
*&#039;&#039;&#039;Contrast&#039;&#039;&#039;: 10,000:1 with local dimming&lt;br /&gt;
*&#039;&#039;&#039;Color Gamut&#039;&#039;&#039;: 96% DCI-P3, 98% sRGB&lt;br /&gt;
&lt;br /&gt;
===Mixed Reality Cameras===&lt;br /&gt;
High-resolution passthrough system:&lt;br /&gt;
*&#039;&#039;&#039;RGB Cameras&#039;&#039;&#039;: Dual 20-megapixel global shutter sensors&lt;br /&gt;
*&#039;&#039;&#039;Passthrough Resolution&#039;&#039;&#039;: 33 PPD (XR-4 Standard Edition), 51 PPD (XR-4 Focal Edition, matching virtual content)&lt;br /&gt;
*&#039;&#039;&#039;Frame Rate&#039;&#039;&#039;: 90 fps with ~22ms latency&lt;br /&gt;
*&#039;&#039;&#039;Dynamic Range&#039;&#039;&#039;: 14 stops with HDR processing&lt;br /&gt;
*&#039;&#039;&#039;Low Light&#039;&#039;&#039;: ISO 25,600 equivalent sensitivity&lt;br /&gt;
&lt;br /&gt;
===LiDAR Depth System===&lt;br /&gt;
Enhanced from XR-3:&lt;br /&gt;
*&#039;&#039;&#039;Resolution&#039;&#039;&#039;: 300,000 points (300 kpix)&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: 0.2m to 7m (extended from 5m)&lt;br /&gt;
*&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: ±2mm at 1m distance&lt;br /&gt;
*&#039;&#039;&#039;Frame Rate&#039;&#039;&#039;: 30 fps depth updates (Note: some sources may vary)&lt;br /&gt;
*&#039;&#039;&#039;Coverage&#039;&#039;&#039;: 94° × 78° depth sensing FOV&lt;br /&gt;
&lt;br /&gt;
==Breakthrough Features==&lt;br /&gt;
===Gaze-Driven Autofocus (Focal Edition)===&lt;br /&gt;
World&#039;s first XR autofocus system:&amp;lt;ref name=&amp;quot;varjo-autofocus&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Technology&#039;&#039;&#039;: Liquid lens with 200Hz response&lt;br /&gt;
*&#039;&#039;&#039;Focus Range&#039;&#039;&#039;: 20cm to infinity&lt;br /&gt;
*&#039;&#039;&#039;Eye-Coupled&#039;&#039;&#039;: Focus follows gaze automatically&lt;br /&gt;
*&#039;&#039;&#039;Latency&#039;&#039;&#039;: &amp;lt;5ms focus adjustment&lt;br /&gt;
*&#039;&#039;&#039;Applications&#039;&#039;&#039;: Aims to solve vergence-accommodation conflict&lt;br /&gt;
&lt;br /&gt;
===[[Inside-Out Tracking]]===&lt;br /&gt;
Professional-grade markerless tracking:&lt;br /&gt;
*&#039;&#039;&#039;Cameras&#039;&#039;&#039;: 4× wide-angle tracking sensors&lt;br /&gt;
*&#039;&#039;&#039;Algorithm&#039;&#039;&#039;: Advanced SLAM with ML enhancement&lt;br /&gt;
*&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: Sub-millimeter precision&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: 7-meter radius tracking volume&lt;br /&gt;
*&#039;&#039;&#039;Persistence&#039;&#039;&#039;: Remembers room layout&lt;br /&gt;
&lt;br /&gt;
===Integrated Hand Tracking===&lt;br /&gt;
Built-in hand interaction:&lt;br /&gt;
*&#039;&#039;&#039;Technology&#039;&#039;&#039;: Computer vision with neural networks&lt;br /&gt;
*&#039;&#039;&#039;Fingers Tracked&#039;&#039;&#039;: All 10 fingers with 21 points each&lt;br /&gt;
*&#039;&#039;&#039;Latency&#039;&#039;&#039;: 11ms hand-to-photon&lt;br /&gt;
*&#039;&#039;&#039;Gestures&#039;&#039;&#039;: Library of standard XR interactions&lt;br /&gt;
*&#039;&#039;&#039;SDK&#039;&#039;&#039;: Direct hand data access for developers&lt;br /&gt;
&lt;br /&gt;
==Software Ecosystem==&lt;br /&gt;
===No Subscription Model===&lt;br /&gt;
Following Aero&#039;s success:&lt;br /&gt;
*&#039;&#039;&#039;One-Time Purchase&#039;&#039;&#039;: Starting at $3,990 for XR-4 Standard Edition&lt;br /&gt;
*&#039;&#039;&#039;All Features Included&#039;&#039;&#039;: No feature tiers within an edition&lt;br /&gt;
*&#039;&#039;&#039;Free Updates&#039;&#039;&#039;: Lifetime software support&lt;br /&gt;
*&#039;&#039;&#039;Professional Tools&#039;&#039;&#039;: Full SDK access&lt;br /&gt;
&lt;br /&gt;
===Varjo Controller Software===&lt;br /&gt;
New unified control system:&lt;br /&gt;
*&#039;&#039;&#039;Device Management&#039;&#039;&#039;: Configure all settings&lt;br /&gt;
*&#039;&#039;&#039;Performance Monitoring&#039;&#039;&#039;: Real-time diagnostics&lt;br /&gt;
*&#039;&#039;&#039;User Profiles&#039;&#039;&#039;: Save multiple configurations&lt;br /&gt;
*&#039;&#039;&#039;Cloud Sync&#039;&#039;&#039;: Settings backup and restore&lt;br /&gt;
&lt;br /&gt;
===Development Support===&lt;br /&gt;
*&#039;&#039;&#039;[[Unity]] Plugin&#039;&#039;&#039;: Native XR-4 features&lt;br /&gt;
*&#039;&#039;&#039;[[Unreal Engine]] 5&#039;&#039;&#039;: Full integration with Nanite/Lumen&lt;br /&gt;
*&#039;&#039;&#039;[[OpenXR]] Extensions&#039;&#039;&#039;: Varjo-specific features&lt;br /&gt;
*&#039;&#039;&#039;[[NVIDIA Omniverse]]&#039;&#039;&#039;: RTX rendering support&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===XR-4 Standard Edition===&lt;br /&gt;
Base professional model:&lt;br /&gt;
*All core features&lt;br /&gt;
*20MP passthrough (33 PPD)&lt;br /&gt;
*300k LiDAR&lt;br /&gt;
*$3,990&lt;br /&gt;
&lt;br /&gt;
===[[XR-4 Focal Edition]]===&lt;br /&gt;
With gaze-driven autofocus:&lt;br /&gt;
*All Standard features plus:&lt;br /&gt;
*Liquid lens autofocus system&lt;br /&gt;
*20MP passthrough (51 PPD)&lt;br /&gt;
*Enhanced eye tracking data&lt;br /&gt;
*$9,990&lt;br /&gt;
===[[XR-4 Secure Edition]]===&lt;br /&gt;
Government/Defense variant:&amp;lt;ref name=&amp;quot;varjo-secure&amp;quot; /&amp;gt;&lt;br /&gt;
*[[TAA]]/[[BAA]] compliant&lt;br /&gt;
*Secure boot process&lt;br /&gt;
*Offline operation mode&lt;br /&gt;
*Manufactured in secure facility&lt;br /&gt;
*ITAR-free for international use&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Minimum Specifications===&lt;br /&gt;
*&#039;&#039;&#039;OS&#039;&#039;&#039;: Windows 10 version 20H2 or Windows 11&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel Core i9-11900K or AMD Ryzen 9 5900X (or comparable)&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA GeForce RTX 4070, RTX 3080, RTX 2080 Ti, or NVIDIA RTX A5000 (or comparable AMD GPU)&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 32 GB DDR4-3200&lt;br /&gt;
*&#039;&#039;&#039;Storage&#039;&#039;&#039;: 1 TB NVMe SSD&lt;br /&gt;
*&#039;&#039;&#039;USB&#039;&#039;&#039;: Thunderbolt 4 or USB-C with DP Alt Mode&lt;br /&gt;
===Recommended Specifications===&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel Core i9-13900K or AMD Ryzen 9 7950X&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA RTX 4090 or RTX 6000 Ada&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 64 GB DDR5&lt;br /&gt;
*&#039;&#039;&#039;Storage&#039;&#039;&#039;: 2 TB NVMe Gen4 SSD&lt;br /&gt;
&lt;br /&gt;
==Industry Applications==&lt;br /&gt;
===Automotive Industry===&lt;br /&gt;
Enhanced design validation:&lt;br /&gt;
*&#039;&#039;&#039;[[BMW Group]]&#039;&#039;&#039;: Full vehicle design in MR&lt;br /&gt;
*&#039;&#039;&#039;[[Stellantis]]&#039;&#039;&#039;: Global design collaboration&lt;br /&gt;
*&#039;&#039;&#039;[[Rimac Automobili]]&#039;&#039;&#039;: Hypercar development&lt;br /&gt;
*&#039;&#039;&#039;[[Polestar]]&#039;&#039;&#039;: Sustainable material visualization&lt;br /&gt;
&lt;br /&gt;
Use cases:&lt;br /&gt;
*Design reviews with physical clay models&lt;br /&gt;
*Ergonomics testing with real drivers&lt;br /&gt;
*HMI development and testing&lt;br /&gt;
*Virtual showrooms with real products&lt;br /&gt;
===Healthcare and Medical===&lt;br /&gt;
*&#039;&#039;&#039;[[Cleveland Clinic]]&#039;&#039;&#039;: Surgical planning in MR&lt;br /&gt;
*&#039;&#039;&#039;[[Karolinska Institute]]&#039;&#039;&#039;: Medical education&lt;br /&gt;
*&#039;&#039;&#039;[[Brainlab]]&#039;&#039;&#039;: Image-guided surgery&lt;br /&gt;
*&#039;&#039;&#039;[[Siemens Healthineers]]&#039;&#039;&#039;: MRI/CT visualization&lt;br /&gt;
&lt;br /&gt;
Applications:&lt;br /&gt;
*Pre-operative planning with patient data&lt;br /&gt;
*Medical device training&lt;br /&gt;
*Anatomy education with cadavers&lt;br /&gt;
*Rehabilitation therapy&lt;br /&gt;
&lt;br /&gt;
===Architecture and Construction===&lt;br /&gt;
*&#039;&#039;&#039;[[Zaha Hadid Architects]]&#039;&#039;&#039;: Parametric design review&lt;br /&gt;
*&#039;&#039;&#039;[[AECOM]]&#039;&#039;&#039;: Infrastructure visualization&lt;br /&gt;
*&#039;&#039;&#039;[[Trimble]]&#039;&#039;&#039;: BIM integration&lt;br /&gt;
*&#039;&#039;&#039;[[Autodesk]]&#039;&#039;&#039;: Native Revit support&lt;br /&gt;
&lt;br /&gt;
===Defense and Aerospace===&lt;br /&gt;
*&#039;&#039;&#039;[[Lockheed Martin]]&#039;&#039;&#039;: F-35 maintenance&lt;br /&gt;
*&#039;&#039;&#039;[[Saab]]&#039;&#039;&#039;: Gripen pilot training&lt;br /&gt;
*&#039;&#039;&#039;[[BAE Systems]]&#039;&#039;&#039;: Ship design review&lt;br /&gt;
*&#039;&#039;&#039;Various contractors&#039;&#039;&#039;: Classified programs&lt;br /&gt;
&lt;br /&gt;
==Market Reception==&lt;br /&gt;
===Launch Impact===&lt;br /&gt;
The XR-4 announcement generated significant attention&amp;lt;ref name=&amp;quot;skarredghost&amp;quot; /&amp;gt;:&lt;br /&gt;
*&#039;&#039;&#039;Price Point&#039;&#039;&#039;: $3,990 for the standard edition was a notable reduction from the previous XR-3.&lt;br /&gt;
*&#039;&#039;&#039;No Subscription&#039;&#039;&#039;: Praised by enterprise customers.&lt;br /&gt;
*&#039;&#039;&#039;Feature Set&#039;&#039;&#039;: Considered comprehensive for its price in the professional market.&lt;br /&gt;
*&#039;&#039;&#039;Availability&#039;&#039;&#039;: Global launch in 40+ countries.&amp;lt;ref name=&amp;quot;auganix&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critical Response===&lt;br /&gt;
Professional reviews were generally positive, highlighting advancements:&lt;br /&gt;
*&#039;&#039;&#039;[[Road to VR]]&#039;&#039;&#039;: &amp;quot;The XR-4 redefines what&#039;s possible in mixed reality&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;[[UploadVR]]&#039;&#039;&#039;: &amp;quot;Professional MR at prosumer pricing&amp;quot; (Note: &amp;quot;prosumer pricing&amp;quot; is relative to the high-end professional market)&lt;br /&gt;
*&#039;&#039;&#039;[[VRFocus]]&#039;&#039;&#039;: &amp;quot;Inside-out tracking rivals base station precision&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Common Praise====&lt;br /&gt;
*Passthrough quality is a key focus, with Varjo aiming for experiences &amp;quot;indistinguishable from natural sight,&amp;quot; though user experiences may vary.&lt;br /&gt;
*Autofocus system (Focal Edition) &amp;quot;game-changing&amp;quot; for MR.&lt;br /&gt;
*Price/performance ratio considered strong for the professional segment.&lt;br /&gt;
*Ergonomics significantly improved.&lt;br /&gt;
&lt;br /&gt;
====Criticisms====&lt;br /&gt;
*High PC requirements remain.&lt;br /&gt;
*No wireless option at launch.&lt;br /&gt;
*Hand tracking, while improved, may occasionally lose precision.&lt;br /&gt;
*Passthrough quality, while high, may not always meet the &amp;quot;indistinguishable from reality&amp;quot; claim under all conditions, according to some hands-on reviews.&lt;br /&gt;
*Limited battery for future standalone use (if such a version were developed).&lt;br /&gt;
&lt;br /&gt;
==Technical Innovations==&lt;br /&gt;
===CloudXR Integration===&lt;br /&gt;
Streaming MR capabilities:&lt;br /&gt;
*&#039;&#039;&#039;NVIDIA CloudXR&#039;&#039;&#039;: RTX server rendering&lt;br /&gt;
*&#039;&#039;&#039;5G Support&#039;&#039;&#039;: Ultra-low latency streaming&lt;br /&gt;
*&#039;&#039;&#039;Edge Computing&#039;&#039;&#039;: Local cloud deployment&lt;br /&gt;
*&#039;&#039;&#039;Multi-User&#039;&#039;&#039;: Synchronized MR sessions&lt;br /&gt;
&lt;br /&gt;
===AI-Enhanced Processing===&lt;br /&gt;
Machine learning throughout:&lt;br /&gt;
*&#039;&#039;&#039;[[Passthrough]] Enhancement&#039;&#039;&#039;: AI upscaling and denoising&lt;br /&gt;
*&#039;&#039;&#039;[[Hand Tracking]]&#039;&#039;&#039;: Neural network gesture recognition&lt;br /&gt;
*&#039;&#039;&#039;[[Eye Tracking]]&#039;&#039;&#039;: Predictive gaze estimation&lt;br /&gt;
*&#039;&#039;&#039;[[SLAM]]&#039;&#039;&#039;: ML-assisted tracking robustness&lt;br /&gt;
&lt;br /&gt;
===Optics Engineering===&lt;br /&gt;
*&#039;&#039;&#039;Dual-Element Lenses&#039;&#039;&#039;: Reduced aberrations&lt;br /&gt;
*&#039;&#039;&#039;Coating Technology&#039;&#039;&#039;: 99.5% light transmission&lt;br /&gt;
*&#039;&#039;&#039;Edge-to-Edge Clarity&#039;&#039;&#039;: &amp;lt;2% distortion at edges&lt;br /&gt;
*&#039;&#039;&#039;Pancake Design&#039;&#039;&#039;: Considered but rejected for quality&lt;br /&gt;
&lt;br /&gt;
==Manufacturing Excellence==&lt;br /&gt;
===Helsinki Production===&lt;br /&gt;
In-house manufacturing advantages:&lt;br /&gt;
*&#039;&#039;&#039;Quality Control&#039;&#039;&#039;: 100% optical calibration&lt;br /&gt;
*&#039;&#039;&#039;Lead Time&#039;&#039;&#039;: 5-day average shipping&lt;br /&gt;
*&#039;&#039;&#039;Customization&#039;&#039;&#039;: OEM versions available&lt;br /&gt;
*&#039;&#039;&#039;Sustainability&#039;&#039;&#039;: Carbon neutral facility&lt;br /&gt;
&lt;br /&gt;
===Component Partners===&lt;br /&gt;
*&#039;&#039;&#039;Display Panels&#039;&#039;&#039;: BOE (custom Mini-LED)&lt;br /&gt;
*&#039;&#039;&#039;[[Camera]]s&#039;&#039;&#039;: Sony (IMX sensors)&lt;br /&gt;
*&#039;&#039;&#039;[[LiDAR]]&#039;&#039;&#039;: Proprietary Varjo design&lt;br /&gt;
*&#039;&#039;&#039;[[Lense]]s&#039;&#039;&#039;: ZEISS (coating technology)&lt;br /&gt;
&lt;br /&gt;
==Competitive Landscape==&lt;br /&gt;
===Versus Apple Vision Pro===&lt;br /&gt;
&#039;&#039;&#039;XR-4 Advantages&#039;&#039;&#039;: Higher virtual resolution, PC-powered performance for demanding applications, established professional ecosystem, potentially more robust tracking for certain professional use cases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vision Pro Advantages&#039;&#039;&#039;: Standalone operation, advanced consumer-facing OS and apps, highly integrated hand/eye tracking for its interface.&lt;br /&gt;
===Versus Meta Quest Pro/3===&lt;br /&gt;
&#039;&#039;&#039;XR-4 Advantages&#039;&#039;&#039;: Significantly higher resolution, professional-grade tools and support, superior passthrough fidelity (especially Focal Edition).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quest Advantages&#039;&#039;&#039;: Standalone, much lower price, larger consumer content library.&lt;br /&gt;
===Versus HTC Vive XR Elite===&lt;br /&gt;
&#039;&#039;&#039;XR-4 Advantages&#039;&#039;&#039;: Higher resolution, generally superior passthrough quality, more advanced eye tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vive Advantages&#039;&#039;&#039;: Standalone option, lower price point.&lt;br /&gt;
&lt;br /&gt;
==Future Roadmap==&lt;br /&gt;
While not officially announced, industry sources suggest:&lt;br /&gt;
*Standalone version in development&lt;br /&gt;
*Wireless adapter planned for 2025&lt;br /&gt;
*8K per eye displays in testing&lt;br /&gt;
*AI copilot for enterprise applications&lt;br /&gt;
&lt;br /&gt;
==Impact on Industry==&lt;br /&gt;
*The XR-4&#039;s launch influenced the mixed reality landscape:&lt;br /&gt;
*Set a new benchmark for professional MR features at its price point.&lt;br /&gt;
*Reinforced the demand for 50+ PPD for detailed professional use.&lt;br /&gt;
*Accelerated inside-out tracking adoption in the professional space.&lt;br /&gt;
*Validated the no-subscription model for enterprise hardware.&lt;br /&gt;
*Technologies popularized:&lt;br /&gt;
*Gaze-driven autofocus for XR (Focal Edition).&lt;br /&gt;
*20MP+ passthrough cameras.&lt;br /&gt;
*300k+ point LiDAR integration.&lt;br /&gt;
*Uniform high-PPD displays.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Mixed reality]]&lt;br /&gt;
*[[Varjo|Varjo Technologies]]&lt;br /&gt;
*[[Varjo XR-3]]&lt;br /&gt;
*[[Varjo Aero]]&lt;br /&gt;
*[[Apple Vision Pro]]&lt;br /&gt;
*[[LiDAR]]&lt;br /&gt;
*[[Inside-out tracking]]&lt;br /&gt;
*[[Foveated rendering]]&lt;br /&gt;
*[[TAA compliance]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/press-release/varjo-releases-new-xr-4-series-to-deliver-mixed-reality-experiences-indistinguishable-from-natural-sight/|title=Varjo Releases New XR-4 Series to Deliver Mixed Reality Experiences Indistinguishable from Natural Sight|publisher=Varjo|date=November 27, 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;cnbc&amp;quot;&amp;gt;{{cite web|url=https://www.cnbc.com/2023/11/27/finnish-startup-varjo-launches-3990-xr-4-mixed-reality-headset.html|title=Finnish startup Varjo launches $3,990 XR-4 mixed reality headset|publisher=CNBC|date=November 27, 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;skarredghost&amp;quot;&amp;gt;{{cite web|url=https://skarredghost.com/2023/11/27/varjo-xr-4-price-resolution/|title=Varjo announces XR-4 mixed reality headset with impressive resolution|publisher=The Ghost Howls|date=November 27, 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;auganix&amp;quot;&amp;gt;{{cite web|url=https://www.auganix.org/xr-news-varjo-announces-new-xr-4-series-of-headsets/|title=Varjo announces new XR-4 series headsets|publisher=Auganix|date=November 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-xr4-product&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/products/xr-4/|title=Mixed Reality Headset for Professionals – Varjo XR-4 Series|publisher=Varjo|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-secure&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/products/xr-4-secure-edition/|title=Mixed reality headset with TAA certification – Varjo XR-4 Secure Edition|publisher=Varjo|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-autofocus&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/vr-lab/xr-4-features-explained-worlds-first-gaze-driven-xr-autofocus-camera-system/|title=XR-4 Features Explained: World&#039;s First Gaze-Driven XR Autofocus Camera System|publisher=Varjo|date=2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:Mixed Reality Devices]]&lt;br /&gt;
[[Category:VR Headsets]]&lt;br /&gt;
[[Category:MR Headsets]]&lt;br /&gt;
[[Category:Virtual Reality Headsets]]&lt;br /&gt;
[[Category:Mixed Reality Headsets]]&lt;br /&gt;
[[Category:Products introduced in 2023]]&lt;br /&gt;
[[Category:Finnish brands]]&lt;br /&gt;
[[Category:Head-mounted displays]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Valve_Index&amp;diff=37536</id>
		<title>Valve Index</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Valve_Index&amp;diff=37536"/>
		<updated>2026-01-08T10:33:47Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37481 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:Valve index21.jpeg|350px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[SteamVR]]&lt;br /&gt;
|Creator = [[Valve]]&lt;br /&gt;
|Developer = [[Valve]]&lt;br /&gt;
|Manufacturer = [[Valve]]&lt;br /&gt;
|Announcement Date = April 30, 2019&lt;br /&gt;
|Release Date = June 28, 2019&lt;br /&gt;
|Price = $999 (Full Kit), $749 (Headset + Controllers), $499 (Headset only), $279 (Controllers only), $149 (Base Station only)&lt;br /&gt;
|Website = https://www.valvesoftware.com/en/index&lt;br /&gt;
|Versions = Valve Index (2019)&lt;br /&gt;
|Requires = Windows 10, SteamOS, or Linux; NVIDIA GeForce GTX 970 / AMD RX 480 or better&lt;br /&gt;
|Predecessor = [[HTC Vive]]&lt;br /&gt;
|Successor = &lt;br /&gt;
|Operating System = [[Windows 10]], [[SteamOS]], [[Linux]]&lt;br /&gt;
|Chipset = &lt;br /&gt;
|CPU = Dual Core with hyperthreading, or better&lt;br /&gt;
|GPU = NVIDIA GeForce GTX 970, AMD RX480, or better &lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = &lt;br /&gt;
|Memory = 8 GB+&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = Dual 1440×1600 RGB LCD panels&lt;br /&gt;
|Subpixel Layout = Full RGB&lt;br /&gt;
|Peak Brightness = &lt;br /&gt;
|Resolution = 2880×1600 (combined)&lt;br /&gt;
|Refresh Rate = 80/90/120/144Hz&lt;br /&gt;
|Pixel Density = &lt;br /&gt;
|Persistence = 0.330ms to 0.530ms (varies with refresh rate)&lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = ~130 degrees (diagonal)&lt;br /&gt;
|Horizontal FoV = ~108 degrees&lt;br /&gt;
|Peak Pixel Density = &lt;br /&gt;
|Foveated Rendering = No&lt;br /&gt;
|Optics = Double element, canted Fresnel lens design&lt;br /&gt;
|Ocularity = &lt;br /&gt;
|IPD Range = 58mm - 70mm (physical adjustment)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Stereo pass-through via front cameras&lt;br /&gt;
|Tracking = [[SteamVR Tracking]], (Lighthouse 2.0)&lt;br /&gt;
|Tracking Frequency = 100Hz laser sweep&lt;br /&gt;
|Base Stations = Up to 4 supported&lt;br /&gt;
|Eye Tracking = No&lt;br /&gt;
|Face Tracking = No&lt;br /&gt;
|Hand Tracking = Via controllers (finger tracking)&lt;br /&gt;
|Body Tracking = No (compatible with third-party trackers)&lt;br /&gt;
|Rotational Tracking = 6 DOF&lt;br /&gt;
|Positional Tracking = 6 DOF&lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = Up to 10m × 10m with 4 base stations&lt;br /&gt;
|Play Space = Up to 10m × 10m&lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = Built-in: 37.5mm off-ear Balanced Mode Radiators (BMR)&lt;br /&gt;
|Microphone = Dual Microphone Array&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = Stereo 960 × 960 pixel, global shutter, RGB (Bayer)&lt;br /&gt;
|Connectivity = USB 3.0, DisplayPort 1.2&lt;br /&gt;
|Ports = USB-C (expansion/accessory port)&lt;br /&gt;
|Wired Video = DisplayPort 1.2&lt;br /&gt;
|Wireless Video = No&lt;br /&gt;
|WiFi = No&lt;br /&gt;
|Bluetooth = No&lt;br /&gt;
|Power = 12V DC&lt;br /&gt;
|Battery Capacity = N/A (wired)&lt;br /&gt;
|Battery Life = N/A (wired)&lt;br /&gt;
|Charge Time = N/A (wired)&lt;br /&gt;
|Dimensions = &lt;br /&gt;
|Weight = 809g (1.78 lbs)&lt;br /&gt;
|Material = &lt;br /&gt;
|Headstrap = Adjustable rigid headstrap with rear adjustment dial&lt;br /&gt;
|Haptics = Via controllers&lt;br /&gt;
|Color = Black&lt;br /&gt;
|Sensors = Accelerometer, Gyroscope&lt;br /&gt;
|Input = Valve Index Controllers (included)&lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = 5m (16.4 ft)&lt;br /&gt;
}}&lt;br /&gt;
The [[Valve Index]] is an [[HMD]] offered by [[Valve Corporation]], the company behind the popular gaming platform [[Steam]]. Released in 2019, the Index represents Valve&#039;s entry into the high-end virtual reality hardware market with their own branded headset, building upon their previous collaboration with HTC on the [[HTC Vive]]. The full kit comes with a headset, two controllers, and two base stations. The headset requires a connection to a PC, and features high-resolution displays, innovative off-ear audio solution, and a wide field of view. The controllers, originally known as &amp;quot;Knuckles&amp;quot; during development, enable individual finger tracking through capacitive sensors and force detection. The base stations utilize the [[Lighthouse]] tracking system, an enhancement to the system previously used by the [[HTC Vive]].&amp;lt;ref name=&amp;quot;valve_website&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;https://www.theverge.com/2019/6/28/19102584/valve-index-steamvr-headset-review-shipping-today&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Valve Index is a high-end virtual reality system developed and manufactured entirely by [[Valve Corporation]]. It was designed with fidelity as a priority, focusing on delivering superior visual quality, comfort, and intuitive interaction. The system consists of three main components that can be purchased separately or as a complete kit: the headset, the controllers, and the base stations.&amp;lt;ref name=&amp;quot;valve_website&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Key Features===&lt;br /&gt;
* High-resolution dual 1440×1600 LCD displays with full RGB subpixel array&lt;br /&gt;
* Up to 144Hz refresh rate, providing smooth motion&lt;br /&gt;
* Wide ~130° field of view&lt;br /&gt;
* Physical IPD adjustment (58-70mm range)&lt;br /&gt;
* Innovative off-ear audio solution with BMR drivers&lt;br /&gt;
* Advanced controllers with finger tracking and pressure sensitivity&lt;br /&gt;
* Front expansion port (&amp;quot;Frunk&amp;quot;) with USB 3.0 for modders and developers&lt;br /&gt;
* Stereo RGB cameras for computer vision and mixed reality applications&lt;br /&gt;
* Compatible with [[SteamVR]] 2.0 and 1.0 base stations&amp;lt;ref name=&amp;quot;valve_website&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Valve_Index&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Release and Pricing==&lt;br /&gt;
The [[Valve Index]] was officially announced on April 30, 2019, and began shipping on June 28, 2019. The system&#039;s launch came shortly after the releases of the [[Oculus Quest]] and [[Oculus Rift S]].&amp;lt;ref name=&amp;quot;verge_pricing&amp;quot;&amp;gt;https://www.theverge.com/2019/4/30/18524167/valve-index-vr-headset-price-pre-order-date&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Index was positioned as a premium VR solution, with pricing options as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valve Index Pricing (USD)&lt;br /&gt;
|-&lt;br /&gt;
! Package !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Complete Kit (Headset, Controllers, Base Stations) || $999&lt;br /&gt;
|-&lt;br /&gt;
| Headset + Controllers || $749&lt;br /&gt;
|-&lt;br /&gt;
| Headset Only || $499&lt;br /&gt;
|-&lt;br /&gt;
| Controllers Only (Pair) || $279&lt;br /&gt;
|-&lt;br /&gt;
| Base Station (Each) || $149&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Valve Index]] is available for purchase through [[Steam]] and can be shipped to the United States, Canada, and countries within the European Union.&amp;lt;ref name=&amp;quot;steam_support&amp;quot;&amp;gt;https://help.steampowered.com/en/faqs/view/339C-BC5C-3D89-53D9&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 2020, with the announcement and subsequent release of [[Half-Life: Alyx]], Valve&#039;s flagship VR game, demand for the Index surged dramatically. The game was included free with all Index hardware purchases. By January 2020, the Index was sold out in all 31 available countries except Japan.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&lt;br /&gt;
===Headset===&lt;br /&gt;
The Valve Index headset features dual 1440×1600 LCD displays, providing a combined resolution of 2880×1600 pixels. Unlike many other VR headsets that use OLED displays, the Index utilizes LCD panels with a full RGB subpixel array, which reduces the &amp;quot;screen door effect&amp;quot; commonly seen in VR. The displays support variable refresh rates of 80Hz, 90Hz, 120Hz, and an experimental 144Hz mode, with extremely low persistence (0.330ms at 144Hz) to reduce motion blur.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The headset&#039;s optics consist of a custom double-element design with canted (angled) Fresnel lenses. This configuration maximizes the field of view while maintaining edge-to-edge clarity. The Index offers approximately 108° horizontal field of view, which is wider than most competing headsets.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;valve_headset&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index/headset&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For user comfort, the Index includes a physical interpupillary distance (IPD) adjustment mechanism with a range of 58-70mm, accommodating a wide variety of users. The adjustment is performed via a slider located beneath the displays.&lt;br /&gt;
&lt;br /&gt;
The headset&#039;s facial interface features premium antimicrobial microfiber cushioning attached via magnets for easy replacement. Valve has published specifications for the face gasket, enabling third-party manufacturers to develop aftermarket solutions.&amp;lt;ref name=&amp;quot;valve_headset&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the Index&#039;s standout features is its audio solution. The headset includes &amp;quot;off-ear&amp;quot; speakers that don&#039;t touch the user&#039;s ears, using 37.5mm Balanced Mode Radiator (BMR) drivers. This design provides a more natural audio experience while keeping ears cool during extended play sessions. The headset also includes a 3.5mm audio jack for users who prefer their own audio solution, as well as a dual microphone array for voice communication.&amp;lt;ref name=&amp;quot;valve_headset&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The front of the headset houses dual RGB cameras (960×960 pixels each) with global shutter sensors. These cameras enable developers to create computer vision applications and provide users with a high-quality stereo pass-through view of their surroundings.&amp;lt;ref name=&amp;quot;valve_headset&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For tinkerers and developers, the Index includes a front compartment dubbed the &amp;quot;Frunk,&amp;quot; which houses a USB 3.0 Type-A port specifically designed for experimental attachments and modifications.&amp;lt;ref name=&amp;quot;valve_headset&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Controllers===&lt;br /&gt;
The [[Valve Index Controllers]], previously known during development as &amp;quot;Knuckles,&amp;quot; represent a significant advancement in VR input devices. Unlike traditional VR controllers that must be gripped continuously, the Index Controllers are secured to the user&#039;s hands with adjustable straps, allowing users to completely release their grip without dropping the controllers.&amp;lt;ref name=&amp;quot;valve_controllers&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index/controllers&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each controller features 87 sensors that work together to track hand position, finger position, motion, and pressure. These sensors enable individual finger tracking, allowing for natural gestures and interactions in VR. The controllers continuously recalibrate to adapt to different hand sizes and changing skin capacitance.&amp;lt;ref name=&amp;quot;valve_controllers&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Index Controllers include a variety of traditional input methods:&lt;br /&gt;
* Analog thumbstick&lt;br /&gt;
* Trackpad with force sensor&lt;br /&gt;
* Two face buttons (A/B)&lt;br /&gt;
* System button&lt;br /&gt;
* Trigger with force sensor&lt;br /&gt;
* Grip force sensor&lt;br /&gt;
* Finger tracking sensors&amp;lt;ref name=&amp;quot;valve_controllers&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The controllers are powered by internal rechargeable batteries with a usage time of approximately 7 hours, and can be charged via USB-C connectors. They feature capacitive grip and button sensors, enabling the system to detect which fingers are touching the controller and which are raised, providing a more intuitive way to interact with virtual objects.&amp;lt;ref name=&amp;quot;valve_controllers&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A 2018 tech demo titled &amp;quot;Moondust&amp;quot; was released to showcase the capabilities of an early version of the Knuckles controllers, demonstrating the precise finger tracking and pressure sensitivity.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valve Index Controllers Specifications&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Specification&lt;br /&gt;
|-&lt;br /&gt;
| Input Methods || Thumbstick, Trackpad, A/B Buttons, System Button, Trigger, Grip&lt;br /&gt;
|-&lt;br /&gt;
| Sensors || 87 sensors per controller for position, motion, and pressure&lt;br /&gt;
|-&lt;br /&gt;
| Tracking || 6 DOF via Lighthouse system&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 7+ hours per charge (rechargeable)&lt;br /&gt;
|-&lt;br /&gt;
| Charging || USB-C&lt;br /&gt;
|-&lt;br /&gt;
| Haptics || HD haptics&lt;br /&gt;
|-&lt;br /&gt;
| Strap || Adjustable at three points, antimicrobial fabric&lt;br /&gt;
|-&lt;br /&gt;
| Weight || Approximately 198g per controller&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Stations===&lt;br /&gt;
The [[Valve Index]] utilizes Valve&#039;s [[Lighthouse]] 2.0 tracking system, which provides high-precision, sub-millimeter position tracking. The system uses external base stations that emit invisible infrared laser patterns to track the headset and controllers.&amp;lt;ref name=&amp;quot;valve_basestations&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index/base-stations&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lighthouse 2.0 base stations improve upon the previous generation with:&lt;br /&gt;
* Wider 150° field of view&lt;br /&gt;
* Improved range&lt;br /&gt;
* Support for up to four base stations in a single setup (vs. two in the original system)&lt;br /&gt;
* Simplified design (single rotor vs. dual rotor in 1.0)&lt;br /&gt;
* No sync cable requirement between base stations&amp;lt;ref name=&amp;quot;valve_basestations&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;lighthouse_article&amp;quot;&amp;gt;https://mixed-news.com/en/valves-lighthouse-tracking-system-how-it-started-where-its-going/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each base station sweeps infrared laser beams across the play area 100 times per second, which are detected by photosensors on the headset and controllers. This allows the system to precisely track the position and orientation of all devices in 3D space.&amp;lt;ref name=&amp;quot;valve_basestations&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The tracking system can support a play area of up to 10m × 10m (approximately 33ft × 33ft) when using four base stations. For optimal tracking performance, base stations should be mounted above head height and positioned to maximize visibility of the tracked devices.&amp;lt;ref name=&amp;quot;steam_community&amp;quot;&amp;gt;https://steamcommunity.com/sharedfiles/filedetails/?id=2985037346&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valve Index Base Stations are compatible with other SteamVR 2.0 tracking devices, including the [[HTC Vive Pro]]. Additionally, the Index headset and controllers are backward compatible with the original Lighthouse 1.0 base stations used by the original [[HTC Vive]].&amp;lt;ref name=&amp;quot;valve_basestations&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
To use the Valve Index, a PC meeting the following minimum specifications is required:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valve Index System Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Minimum !! Recommended&lt;br /&gt;
|-&lt;br /&gt;
| Operating System || Windows 10, SteamOS, Linux || Windows 10, SteamOS, Linux&lt;br /&gt;
|-&lt;br /&gt;
| Processor || Dual Core with Hyperthreading || Quad Core+&lt;br /&gt;
|-&lt;br /&gt;
| Memory || 8 GB RAM || 8 GB+ RAM&lt;br /&gt;
|-&lt;br /&gt;
| Graphics || NVIDIA GeForce GTX 970 / AMD RX 480 || NVIDIA GeForce GTX 1070 or better&lt;br /&gt;
|-&lt;br /&gt;
| Ports || DisplayPort 1.2, USB 3.0 || DisplayPort 1.2, USB 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Additional || Additional USB port required for camera passthrough || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To achieve the maximum 10m × 10m play space, four base stations are required. Users can also use the base stations that come with the [[HTC Vive]] instead of purchasing additional [[Valve Index]] base stations, although this would limit the play space to the capabilities of the Lighthouse 1.0 system.&amp;lt;ref name=&amp;quot;vive_website&amp;quot;&amp;gt;https://www.vive.com/us/support/vive-pro/category_howto/tips-for-setting-up-the-base-stations.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Unlike [[standalone HMD|standalone HMDs]] like the [[Oculus Quest]], the [[Valve Index]] requires proper setup of base stations to track the user&#039;s movements. The setup process involves:&lt;br /&gt;
&lt;br /&gt;
1. Mounting the base stations in opposite corners of the play area, ideally above head height (at least 2m/6.5ft).&lt;br /&gt;
2. Adjusting the base stations to point toward the center of the play area.&lt;br /&gt;
3. Connecting the headset to the PC via DisplayPort and USB.&lt;br /&gt;
4. Running the SteamVR setup process to define the play area boundaries.&lt;br /&gt;
5. Pairing and calibrating the controllers.&amp;lt;ref name=&amp;quot;steam_community&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For optimal tracking performance, the base stations should be positioned to maximize visibility of the headset and controllers during use. Reflective surfaces in the play area may interfere with tracking and should be covered if possible.&amp;lt;ref name=&amp;quot;vive_website&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
The primary input devices for the [[Valve Index]] are the Index Controllers, which come with the full kit. These controllers feature individual finger tracking, pressure sensitivity, and traditional inputs like joysticks, buttons, and triggers.&lt;br /&gt;
&lt;br /&gt;
The Index is also compatible with the controllers from the [[HTC Vive]] and [[HTC Vive Pro]], providing flexibility for users upgrading from these systems or those who prefer the traditional controller design for certain applications.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more specialized input, the Index is compatible with a variety of third-party [[SteamVR]] tracking devices, including:&lt;br /&gt;
* Vive Trackers for full-body tracking&lt;br /&gt;
* Third-party driving and flight simulator controls&lt;br /&gt;
* Specialized controller accessories&amp;lt;ref name=&amp;quot;valve_website&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
The [[Valve Index]] supports various accessories to enhance the VR experience:&lt;br /&gt;
&lt;br /&gt;
* Replacement Face Gaskets - Valve sells replacement facial interfaces with cushions in 2-packs ($39.99).&lt;br /&gt;
* VR Covers - Third-party facial interface covers and replacements for improved comfort and hygiene.&lt;br /&gt;
* Prescription Lens Adapters - For users who wear glasses.&lt;br /&gt;
* Cable Management Solutions - Overhead pulley systems to manage the headset&#039;s cable.&lt;br /&gt;
* Controller Grips - Additional grips and protective covers for the controllers.&lt;br /&gt;
* Frunk Accessories - USB devices that connect to the front expansion port.&lt;br /&gt;
* Storage Cases - Travel and storage cases for the complete system.&amp;lt;ref name=&amp;quot;tomshardware&amp;quot;&amp;gt;https://www.tomshardware.com/reviews/valve-index-vr-headset-controllers,6205.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
The [[Valve Index]] operates using [[SteamVR]], Valve&#039;s virtual reality platform. Users can purchase games and applications through the [[Steam]] store, which offers a vast library of VR content.&lt;br /&gt;
&lt;br /&gt;
The Index is also compatible with content from [[Viveport]], HTC&#039;s VR content platform, providing additional options for applications and games.&amp;lt;ref name=&amp;quot;valve_website&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valve&#039;s [[Half-Life: Alyx]] was developed specifically with the Index in mind and is included free with the purchase of Index hardware. This critically acclaimed game showcases the capabilities of the Index controllers, with fine-grained interactions made possible by the finger tracking technology.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Developer Support==&lt;br /&gt;
Developers interested in creating content for the [[Valve Index]] can access resources through the [https://developer.valvesoftware.com/wiki/Main_Page Valve Developer Community]. Valve provides documentation and examples for utilizing the unique features of the Index, including:&lt;br /&gt;
&lt;br /&gt;
* SteamVR Input System for controller integration&lt;br /&gt;
* Finger tracking implementation guidelines&lt;br /&gt;
* High refresh rate optimization techniques&lt;br /&gt;
* Audio design considerations for the off-ear speakers&lt;br /&gt;
&lt;br /&gt;
A dedicated Input Binding UI within SteamVR allows users to customize controller mappings for games and applications that don&#039;t natively support the Index Controllers.&amp;lt;ref name=&amp;quot;valve_website&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Performance and Reviews==&lt;br /&gt;
The [[Valve Index]] has been widely praised for its high-quality displays, comfortable design, and innovative controllers. Critics have noted several standout features:&lt;br /&gt;
&lt;br /&gt;
* The high refresh rate (especially at 120Hz and 144Hz) provides exceptionally smooth motion.&lt;br /&gt;
* The wider field of view offers a more immersive experience than most competing headsets.&lt;br /&gt;
* The off-ear speakers provide excellent audio quality while maintaining awareness of the surroundings.&lt;br /&gt;
* The finger tracking controllers enable more natural interactions in supported applications.&amp;lt;ref name=&amp;quot;verge_review&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some reviewers have pointed out limitations:&lt;br /&gt;
* The high price makes it less accessible than more mainstream options.&lt;br /&gt;
* The wired connection limits mobility compared to standalone headsets.&lt;br /&gt;
* The external base stations require more setup than inside-out tracking solutions.&lt;br /&gt;
* The full resolution and refresh rate capabilities demand a powerful PC.&amp;lt;ref name=&amp;quot;tomshardware&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite these limitations, the Index is generally considered one of the premium VR experiences available for PC users, particularly for those who prioritize visual fidelity and tracking precision.&amp;lt;ref name=&amp;quot;verge_review&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
==Future Developments==&lt;br /&gt;
In February 2021, Valve registered patents for a new VR headset, indicating ongoing development in the VR hardware space. These patents described various improvements over the current [[Valve Index]] design, suggesting that Valve continues to invest in VR technology advancement.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* February 2017: First prototypes of &amp;quot;Knuckles&amp;quot; controllers demonstrated.&lt;br /&gt;
* June 2018: &amp;quot;Moondust&amp;quot; tech demo released to showcase controller capabilities.&lt;br /&gt;
* March 2019: Images and preliminary information leaked via Valve&#039;s website.&lt;br /&gt;
* April 30, 2019: [[Valve Index]] officially unveiled with full specifications.&lt;br /&gt;
* May 1, 2019: Pre-orders opened for the Index.&lt;br /&gt;
* June 28, 2019: First shipments began to customers.&lt;br /&gt;
* November 2019: [[Half-Life: Alyx]] announced, included free with Index hardware.&lt;br /&gt;
* March 2020: [[Half-Life: Alyx]] released, driving increased demand for the Index.&lt;br /&gt;
* January 2020: Index sold out in most regions due to high demand.&lt;br /&gt;
* February 2021: Valve files patents for new VR headset design.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;inverse&amp;quot;&amp;gt;https://www.inverse.com/article/54708-valve-index-vr-headset-release-date-price-specs-steam&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:valve index27.jpeg&lt;br /&gt;
File:valve index25.jpeg&lt;br /&gt;
File:valve index24.jpeg&lt;br /&gt;
File:valve index23.jpeg&lt;br /&gt;
File:valve index22.jpeg&lt;br /&gt;
File:valve index21.jpeg&lt;br /&gt;
File:valve index19.jpg&lt;br /&gt;
File:valve index18.jpg&lt;br /&gt;
File:valve index17.jpg&lt;br /&gt;
File:valve index16.jpg&lt;br /&gt;
File:valve index15.jpg&lt;br /&gt;
File:valve index14.jpg&lt;br /&gt;
File:valve index13.jpg&lt;br /&gt;
File:valve index12.jpg&lt;br /&gt;
File:valve index11.jpg&lt;br /&gt;
File:valve index5.png&lt;br /&gt;
File:valve index4.png&lt;br /&gt;
File:valve index3.png&lt;br /&gt;
File:valve index2.png&lt;br /&gt;
File:valve index1.png&lt;br /&gt;
File:valve index28.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;valve_website&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;valve_headset&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index/headset&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;valve_controllers&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index/controllers&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;valve_basestations&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index/base-stations&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;https://www.theverge.com/2019/6/28/19102584/valve-index-steamvr-headset-review-shipping-today&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;verge_pricing&amp;quot;&amp;gt;https://www.theverge.com/2019/4/30/18524167/valve-index-vr-headset-price-pre-order-date&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;tomshardware&amp;quot;&amp;gt;https://www.tomshardware.com/reviews/valve-index-vr-headset-controllers,6205.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Valve_Index&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;steam_support&amp;quot;&amp;gt;https://help.steampowered.com/en/faqs/view/339C-BC5C-3D89-53D9&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vive_website&amp;quot;&amp;gt;https://www.vive.com/us/support/vive-pro/category_howto/tips-for-setting-up-the-base-stations.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;steam_community&amp;quot;&amp;gt;https://steamcommunity.com/sharedfiles/filedetails/?id=2985037346&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;lighthouse_article&amp;quot;&amp;gt;https://mixed-news.com/en/valves-lighthouse-tracking-system-how-it-started-where-its-going/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;inverse&amp;quot;&amp;gt;https://www.inverse.com/article/54708-valve-index-vr-headset-release-date-price-specs-steam&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:High-End VR]]&lt;br /&gt;
[[Category:PC VR]]&lt;br /&gt;
[[Category:SteamVR Compatible]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Snap_Spectacles_3&amp;diff=37535</id>
		<title>Snap Spectacles 3</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Snap_Spectacles_3&amp;diff=37535"/>
		<updated>2026-01-08T10:33:32Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37468 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:snap spectacles 31.jpeg|400px]]&lt;br /&gt;
|VR/AR=[[Augmented Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Phone-Powered AR]]&lt;br /&gt;
|Platform=[[Snapchat]]&lt;br /&gt;
|Developer=[[Snap Inc.]]&lt;br /&gt;
|Manufacturer=[[Snap Inc.]]&lt;br /&gt;
|Operating System=Proprietary&lt;br /&gt;
|Predecessor=[[Snap Spectacles 2]]&lt;br /&gt;
|Successor=[[Snap Spectacles 4]]&lt;br /&gt;
|Display=No display (camera only)&lt;br /&gt;
|Resolution=video 1216 x 1216 px at 60fps, photos 1642 x 1642&lt;br /&gt;
|Refresh Rate=60fps&lt;br /&gt;
|Field of View=105° (2D), 86° (3D)&lt;br /&gt;
|Optics=Dual HD cameras&lt;br /&gt;
|IPD Range=Fixed&lt;br /&gt;
|Tracking=GPS and GLONASS&lt;br /&gt;
|Rotational Tracking=No&lt;br /&gt;
|Positional Tracking=No&lt;br /&gt;
|Audio=Four-microphone audio array&lt;br /&gt;
|Camera=Two HD cameras for 3D capture&lt;br /&gt;
|Sensors=GPS, GLONASS&lt;br /&gt;
|Input=Two buttons (left and right)&lt;br /&gt;
|Connectivity=Bluetooth 5.0, 802.11 ac Wi-Fi, 2.45 / 5 GHz&lt;br /&gt;
|Power=Built-in rechargeable lithium-ion battery&lt;br /&gt;
|Battery Life=Up to 70 3D videos or 200+ 3D photos per charge&lt;br /&gt;
|Charge Time=75 minutes (full charge), 15 minutes (50% quick charge)&lt;br /&gt;
|Weight=56.5 g&lt;br /&gt;
|Material=Steel frames with polarized lenses&lt;br /&gt;
|Color=Mineral, Carbon&lt;br /&gt;
|Size=Frame: 47 - 25 - 153 mm&lt;br /&gt;
|Cable=USB-C charging cable&lt;br /&gt;
|Announcement Date=September 2019&lt;br /&gt;
|Release Date=November 12, 2019&lt;br /&gt;
|Price=$380&lt;br /&gt;
|Website=https://www.spectacles.com/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Snap Spectacles 3&#039;&#039;&#039; are the third generation of [[smart glasses]] from [[Snap Inc.]] (creator of [[Snapchat]]), released on November 12, 2019. Unlike previous generations that captured standard video and photos, Spectacles 3 introduced dual HD cameras capable of capturing 3D video, audio, and photos. While not true [[augmented reality]] glasses with displays, they enable users to upload 3D footage to [[Snapchat]] to apply AR filters and effects in post-production.&amp;lt;ref name=&amp;quot;alpha&amp;quot;&amp;gt;https://www.spectacles.com/shop/spectacles-3/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The glasses marked a significant design departure from previous generations, featuring premium steel frames and a more sophisticated aesthetic. At $380, they were priced at more than double the cost of [[Snap Spectacles 2|Spectacles 2]], positioning them as a limited-production device for creative professionals and early adopters rather than mass-market consumers.&amp;lt;ref name=&amp;quot;beta&amp;quot;&amp;gt;https://techcrunch.com/2019/11/12/snapchat-spectacles-3-review-pretty-pricey/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Development Philosophy==&lt;br /&gt;
&lt;br /&gt;
CEO [[Evan Spiegel]] described the vision behind Spectacles 3: &amp;quot;What&#039;s really exciting about this version is that, because V3 has depth, we&#039;re starting to actually understand the world around you. So those augmented reality effects are not just a 2D layer. It actually integrates computing into the world around you. And that is where, to me, the real turning point is.&amp;quot;&amp;lt;ref name=&amp;quot;bolt&amp;quot;&amp;gt;https://blog.bolt.io/the-evolution-of-snap-spectacles-pt-i-craft-reveals-conviction/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Matt Hanover]] of the Snap Lab team stated: &amp;quot;Spectacles 3 is a limited-production run. We&#039;re not looking for massive sales here. We&#039;re targeting people who are excited about these effects, creative storytellers.&amp;quot;&amp;lt;ref name=&amp;quot;bolt&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Snap intended these glasses to be an iteration on their long-term goal of creating consumer-grade augmented reality headsets, using them to gather feedback for future improvements.&amp;lt;ref name=&amp;quot;beta&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware Specifications==&lt;br /&gt;
&lt;br /&gt;
===Design and Build===&lt;br /&gt;
* &#039;&#039;&#039;Frame Material&#039;&#039;&#039;: Lightweight steel construction&amp;lt;ref name=&amp;quot;bolt&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Colors&#039;&#039;&#039;: &lt;br /&gt;
**Mineral (lighter shade)&lt;br /&gt;
**Carbon (darker shade)&amp;lt;ref name=&amp;quot;alpha&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Weight&#039;&#039;&#039;: 56.5 grams&lt;br /&gt;
* &#039;&#039;&#039;Dimensions&#039;&#039;&#039;: Frame 47-25-153mm&lt;br /&gt;
* &#039;&#039;&#039;Lenses&#039;&#039;&#039;: &lt;br /&gt;
**ANSI Z80.3 rated&lt;br /&gt;
**Tinted for 100% UVA and UVB protection&lt;br /&gt;
**Lens Category 3 (high sun glare reduction)&lt;br /&gt;
**Polarized&amp;lt;ref name=&amp;quot;celery&amp;quot;&amp;gt;https://www.spectacles.com/shop/spectacles-3/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cameras and Capture===&lt;br /&gt;
* &#039;&#039;&#039;Dual HD Cameras&#039;&#039;&#039;: Two cameras positioned on either side of the frame&lt;br /&gt;
* &#039;&#039;&#039;3D Capture&#039;&#039;&#039;: Stereoscopic video and depth mapping capabilities&lt;br /&gt;
* &#039;&#039;&#039;Video Resolution&#039;&#039;&#039;: 1216 x 1216 pixels at 60fps&lt;br /&gt;
* &#039;&#039;&#039;Photo Resolution&#039;&#039;&#039;: 1642 x 1642 pixels&lt;br /&gt;
* &#039;&#039;&#039;Field of View&#039;&#039;&#039;: &lt;br /&gt;
**2D: 105 degrees&lt;br /&gt;
**3D: 86 degrees&lt;br /&gt;
* &#039;&#039;&#039;Aperture&#039;&#039;&#039;: F-stop of f/2.2&amp;lt;ref name=&amp;quot;golden&amp;quot;&amp;gt;https://golden.com/wiki/Spectacles_by_Snapchat-8MY884&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
* &#039;&#039;&#039;Microphones&#039;&#039;&#039;: Four-microphone array for spatial audio capture&lt;br /&gt;
* &#039;&#039;&#039;Audio Features&#039;&#039;&#039;: Improved sound quality compared to previous generations&amp;lt;ref name=&amp;quot;alpha&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Storage and Performance===&lt;br /&gt;
* &#039;&#039;&#039;Internal Storage&#039;&#039;&#039;: 4GB flash memory&lt;br /&gt;
* &#039;&#039;&#039;Capacity&#039;&#039;&#039;: &lt;br /&gt;
**Up to 100 3D videos&lt;br /&gt;
**Up to 1,200 3D photos&amp;lt;ref name=&amp;quot;celery&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sync Capability&#039;&#039;&#039;: Up to 70 videos per full charge&lt;br /&gt;
&lt;br /&gt;
===Connectivity===&lt;br /&gt;
* &#039;&#039;&#039;Bluetooth&#039;&#039;&#039;: Version 5.0&lt;br /&gt;
* &#039;&#039;&#039;Wi-Fi&#039;&#039;&#039;: 802.11ac, dual-band 2.45/5 GHz&lt;br /&gt;
* &#039;&#039;&#039;Location Services&#039;&#039;&#039;: Built-in GPS and GLONASS&amp;lt;ref name=&amp;quot;celery&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery and Charging===&lt;br /&gt;
* &#039;&#039;&#039;Battery Type&#039;&#039;&#039;: Built-in rechargeable lithium-ion battery&lt;br /&gt;
* &#039;&#039;&#039;Charging Case&#039;&#039;&#039;: &lt;br /&gt;
**Stores up to 4 full Spectacles charges&lt;br /&gt;
**Built-in rechargeable battery&lt;br /&gt;
**75 minutes for full glasses recharge&lt;br /&gt;
**15 minutes for 50% quick charge&amp;lt;ref name=&amp;quot;celery&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==3D Capture Technology==&lt;br /&gt;
&lt;br /&gt;
The dual-camera system enables several advanced features:&lt;br /&gt;
* &#039;&#039;&#039;Depth Perception&#039;&#039;&#039;: Two cameras capture wide field-of-view video from both angles&lt;br /&gt;
* &#039;&#039;&#039;Stereoscopic Video&#039;&#039;&#039;: Reconstruct 3D video for immersive playback&lt;br /&gt;
* &#039;&#039;&#039;Depth Mapping&#039;&#039;&#039;: Build 3D depth maps of physical objects&lt;br /&gt;
* &#039;&#039;&#039;3D Effects&#039;&#039;&#039;: Enable special AR filters that utilize real-world positioning&amp;lt;ref name=&amp;quot;bolt&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users can create &amp;quot;3D selfies&amp;quot; and apply effects that interact with the depth information captured by the cameras. By mid-2020, Snap&#039;s [[Lens Studio]] platform had enabled creators to make more than 735,000 Lenses utilizing these 3D capabilities.&amp;lt;ref name=&amp;quot;bolt&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Software Integration==&lt;br /&gt;
&lt;br /&gt;
===Compatibility===&lt;br /&gt;
* &#039;&#039;&#039;iOS&#039;&#039;&#039;: iPhone 7 or above, running iOS 11 or above&lt;br /&gt;
* &#039;&#039;&#039;Android&#039;&#039;&#039;: Select Android devices running Android 6 or above&amp;lt;ref name=&amp;quot;celery&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Snapchat Integration===&lt;br /&gt;
The glasses sync with Snapchat to enable:&lt;br /&gt;
* Transfer of 3D photos and videos to Snapchat Memories&lt;br /&gt;
* Application of 3D Lenses and effects&lt;br /&gt;
* Export capabilities for use outside Snapchat&lt;br /&gt;
* Viewing content through included 3D viewer accessory&amp;lt;ref name=&amp;quot;data&amp;quot;&amp;gt;https://www.youtube.com/watch?v=X9oU5hECPi4&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Package Contents==&lt;br /&gt;
&lt;br /&gt;
===In the Box===&lt;br /&gt;
* Spectacles 3 glasses&lt;br /&gt;
* Charging case with built-in battery&lt;br /&gt;
* USB-C charging cable&lt;br /&gt;
* Microfiber cleaning cloth&lt;br /&gt;
* 3D viewer (cardboard-style viewer for smartphone)&amp;lt;ref name=&amp;quot;celery&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup and Usage==&lt;br /&gt;
&lt;br /&gt;
===Initial Setup:===&lt;br /&gt;
1. Download [[Snapchat]] app&lt;br /&gt;
2. Create account or log in&lt;br /&gt;
3. Navigate to Settings&lt;br /&gt;
4. Select Spectacles option&lt;br /&gt;
5. Pair Spectacles with iPhone or Android device&amp;lt;ref name=&amp;quot;data&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recording:===&lt;br /&gt;
* &#039;&#039;&#039;Video&#039;&#039;&#039;: Press either button to record 10-second clips&lt;br /&gt;
* &#039;&#039;&#039;Photos&#039;&#039;&#039;: Press and hold either button to capture 3D photos&lt;br /&gt;
* &#039;&#039;&#039;Syncing&#039;&#039;&#039;: Footage transfers to Snapchat Memories after recording&amp;lt;ref name=&amp;quot;data&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accessories and Options==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;3D Viewer&#039;&#039;&#039;: Included cardboard viewer similar to [[Google Cardboard]] for viewing captured 3D content&lt;br /&gt;
* &#039;&#039;&#039;Prescription Lenses&#039;&#039;&#039;: Available through partnership with [[Lensabl]]&amp;lt;ref name=&amp;quot;alpha&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Market Positioning==&lt;br /&gt;
&lt;br /&gt;
Unlike previous generations aimed at mainstream consumers, Spectacles 3 were positioned as a premium product for:&lt;br /&gt;
* Creative professionals&lt;br /&gt;
* Content creators&lt;br /&gt;
* Early adopters&lt;br /&gt;
* AR developers and enthusiasts&amp;lt;ref name=&amp;quot;beta&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The $380 price point and limited production run reflected Snap&#039;s strategy of using this generation as a development platform and stepping stone toward full AR glasses rather than a mass-market product.&amp;lt;ref name=&amp;quot;bolt&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Technical Innovations==&lt;br /&gt;
&lt;br /&gt;
According to hardware analysis, Spectacles 3 featured significant engineering improvements:&lt;br /&gt;
* Complex rigid-flex PCB with surface mount components on both sides&lt;br /&gt;
* 24 LEDs for recording indication&lt;br /&gt;
* Sophisticated antenna architecture&lt;br /&gt;
* Premium materials and construction&amp;lt;ref name=&amp;quot;bolt&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legacy and Impact==&lt;br /&gt;
&lt;br /&gt;
Spectacles 3 represented a crucial transition in Snap&#039;s hardware journey, bridging the gap between simple camera glasses and true AR displays. The 3D capture capabilities and depth sensing technology laid important groundwork for the AR display glasses that would follow with [[Snap Spectacles 4|Spectacles 4]] in 2021.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Spectacles_(product)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:snap spectacles 32.jpeg|400px]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Snap Spectacles 2]]&lt;br /&gt;
* [[Snap Spectacles 4]]&lt;br /&gt;
* [[Snapchat]]&lt;br /&gt;
* [[Lens Studio]]&lt;br /&gt;
* [[Augmented Reality]]&lt;br /&gt;
* [[3D Photography]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;alpha&amp;quot;&amp;gt;https://www.spectacles.com/shop/spectacles-3/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;beta&amp;quot;&amp;gt;https://techcrunch.com/2019/11/12/snapchat-spectacles-3-review-pretty-pricey/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;celery&amp;quot;&amp;gt;https://www.spectacles.com/shop/spectacles-3/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;data&amp;quot;&amp;gt;https://www.youtube.com/watch?v=X9oU5hECPi4&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;bolt&amp;quot;&amp;gt;https://blog.bolt.io/the-evolution-of-snap-spectacles-pt-i-craft-reveals-conviction/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;golden&amp;quot;&amp;gt;https://golden.com/wiki/Spectacles_by_Snapchat-8MY884&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Spectacles_(product)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Augmented Reality Devices]]&lt;br /&gt;
[[Category:Smart Glasses]]&lt;br /&gt;
[[Category:3D Cameras]]&lt;br /&gt;
[[Category:Snap Inc.]]&lt;br /&gt;
[[Category:2019 in Technology]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Simula_One&amp;diff=37534</id>
		<title>Simula One</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Simula_One&amp;diff=37534"/>
		<updated>2026-01-08T10:33:22Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37465 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:simula one1.png|350px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[Standalone VR]], [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[SimulaOS]], [[SteamVR]]&lt;br /&gt;
|Creator = George Singer, David Kraeutmann, Carl C. Wheeler III&lt;br /&gt;
|Developer = [[SimulaVR]]&lt;br /&gt;
|Manufacturer = [[SimulaVR]]&lt;br /&gt;
|Announcement Date = December 15, 2021&lt;br /&gt;
|Release Date = Shipping expected to begin in 2025 (initial targets Q4 2022 – 2024, updated May 2025)&lt;br /&gt;
|Price = Standard: $2,699 (pre-order), $3,500 (MSRP), Tethered: $1,999 (pre-order), $2,499 (MSRP), Founders: $4,999&lt;br /&gt;
|Website = https://simulavr.com&lt;br /&gt;
|Versions = Standard Edition, Tethered Edition, Founders Edition&lt;br /&gt;
|Requires = None (standalone), PC for tethered mode, Bluetooth keyboard &amp;amp; mouse (optional)&lt;br /&gt;
|Predecessor = None&lt;br /&gt;
|Successor = &lt;br /&gt;
|Operating System = [[SimulaOS]], (Linux-based)&lt;br /&gt;
|Chipset = Intel NUC compute pack architecture&lt;br /&gt;
|CPU = [[Intel Core i7-1365U]], (13th Gen, 10 cores/12 threads)&lt;br /&gt;
|GPU = [[Intel Iris Xe Graphics]]&lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = 1 TB NVMe SSD&lt;br /&gt;
|Memory = 16 GB DDR4 (32 GB for Founders Edition)&lt;br /&gt;
|SD Card Slot = &lt;br /&gt;
|Display = Dual 2448×2448 RGB-stripe LCD high-fidelity panels&lt;br /&gt;
|Subpixel Layout = RGB Stripe&lt;br /&gt;
|Peak Brightness = &lt;br /&gt;
|Resolution = 2448×2448 per eye (4896×2448 total)&lt;br /&gt;
|Refresh Rate = 90 Hz (up to 120 Hz capable panels mentioned previously)&lt;br /&gt;
|Pixel Density = &lt;br /&gt;
|Persistence = &lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = ≈100° diagonal&lt;br /&gt;
|Horizontal FoV = &lt;br /&gt;
|Vertical FoV = &lt;br /&gt;
|Visible FoV = &lt;br /&gt;
|Rendered FoV = &lt;br /&gt;
|Binocular Overlap = &lt;br /&gt;
|Average Pixel Density = &lt;br /&gt;
|Peak Pixel Density = 35.5 PPD (central)&lt;br /&gt;
|Foveated Rendering = &lt;br /&gt;
|Optics = Custom three-element aspheric non-Fresnel lenses&lt;br /&gt;
|Ocularity = [[Binocular]]&lt;br /&gt;
|IPD Range = 55mm–77mm (hardware adjustable)&lt;br /&gt;
|Adjustable Diopter = Eye relief adjustability 13mm–17mm (accommodates glasses)&lt;br /&gt;
|Passthrough = Yes, dual high-resolution color RGB cameras (&amp;quot;AR Mode&amp;quot;)&lt;br /&gt;
|Tracking = [[Inside-out tracking]], (6DOF)&lt;br /&gt;
|Tracking Frequency = &lt;br /&gt;
|Base Stations = None required&lt;br /&gt;
|Eye Tracking = Yes&lt;br /&gt;
|Face Tracking = &lt;br /&gt;
|Hand Tracking = Yes, [[Ultraleap]]&lt;br /&gt;
|Body Tracking = &lt;br /&gt;
|Rotational Tracking = Yes (3DOF via IMU)&lt;br /&gt;
|Positional Tracking = Yes (6DOF)&lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = &lt;br /&gt;
|Play Space = &lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = 3.5mm audio jack (no built-in speakers)&lt;br /&gt;
|Microphone = Yes (mentioned in some contexts, needs confirmation for final spec)&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = Dual high-resolution wide-angle RGB cameras (for passthrough)&lt;br /&gt;
|Connectivity = [[Wi-Fi 6E]], Bluetooth 5.2&lt;br /&gt;
|Ports = 1× USB4 (Thunderbolt 4), 2x USB-C 3.2 Gen 2/DisplayPort Alt-Mode, 2x USB-A 3.2&lt;br /&gt;
|Wired Video = Yes (tethered mode via DisplayPort Alt-Mode or Thunderbolt)&lt;br /&gt;
|Wireless Video = &lt;br /&gt;
|WiFi = [[Wi-Fi 6E]]&lt;br /&gt;
|Bluetooth = Bluetooth 5.2&lt;br /&gt;
|Power = Detachable battery in compute pack (capacity not specified)&lt;br /&gt;
|Battery Capacity = Not specified&lt;br /&gt;
|Battery Life = Not specified&lt;br /&gt;
|Charge Time = &lt;br /&gt;
|Dimensions = Not specified&lt;br /&gt;
|Weight = Not specified (designed with compute pack for balanced weight)&lt;br /&gt;
|Material = Premium materials for Founders Edition&lt;br /&gt;
|Headstrap = Ergonomic, adjustable&lt;br /&gt;
|Haptics = &lt;br /&gt;
|Color = &lt;br /&gt;
|Sensors = [[IMU]]&lt;br /&gt;
|Input = Keyboard and mouse compatible (via Bluetooth or USB)&lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Simula One&#039;&#039;&#039; is a [[standalone VR|standalone]] [[virtual reality]] (VR) [[head-mounted display]] (HMD) developed by [[SimulaVR]]. Unlike mainstream gaming-focused devices, it is marketed as a &amp;quot;[[VR Computer]]&amp;quot; (VRC) designed specifically for productivity, office work, and software development, particularly for users who prefer a [[Linux]] environment.&amp;lt;ref name=&amp;quot;roadtovr-announce&amp;quot;/&amp;gt; It ships with [[SimulaOS]], an [[open-source software|open-source]] Linux [[Distribution|distribution]] built for immersive desktop workspaces.&amp;lt;ref name=&amp;quot;simulavr-main&amp;quot;/&amp;gt; &amp;lt;ref name=&amp;quot;uploadvr2022&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Simula One aims to replace traditional [[laptop]]s and [[personal computer|desktop PCs]] for knowledge work by offering an unlimited virtual multi-monitor setup within VR.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt; It emphasizes text clarity, extended work sessions, and the ability to run standard Linux desktop applications in a [[virtual environment]].&amp;lt;ref name=&amp;quot;hackernews-announce&amp;quot;/&amp;gt; The device features a detachable compute pack, allowing for potential future hardware upgrades.&amp;lt;ref name=&amp;quot;displaydaily2022&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
SimulaVR was founded in 2020 by George Singer, David Kraeutmann, and Carl C. Wheeler III.&amp;lt;ref name=&amp;quot;tracxn&amp;quot;/&amp;gt; The company initially focused on developing Simula, an open-source [[VR window manager]] for Linux, compatible with existing [[SteamVR]] headsets like the [[HTC Vive]] and [[Valve Index]].&amp;lt;ref name=&amp;quot;github-simula&amp;quot;/&amp;gt; This project evolved into creating a dedicated hardware solution due to the perceived lack of Linux support from other VR manufacturers.&lt;br /&gt;
&lt;br /&gt;
The Simula One headset was first announced on December 15, 2021, with an initial plan to launch a [[Kickstarter]] campaign in January 2022.&amp;lt;ref name=&amp;quot;roadtovr2021&amp;quot;/&amp;gt; However, on February 14, 2022, SimulaVR announced they would forgo Kickstarter in favor of direct preorders, citing cost savings and greater flexibility.&amp;lt;ref name=&amp;quot;roadtovr-preorders&amp;quot;/&amp;gt; Initial shipping estimates were for Q4 2022, but the project faced several delays, pushing estimates through 2023 and 2024.&amp;lt;ref name=&amp;quot;headsets-delayed-2024&amp;quot;/&amp;gt; As of May 2025, headsets are expected to begin shipping, with priority for Founders Edition preorders.&amp;lt;ref name=&amp;quot;shop-simulavr-may2025-status&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
===Industrial Design===&lt;br /&gt;
The Simula One features a distinctive retro-futuristic aesthetic, with a large visor reminiscent of early home computers like the [[Magnavox Odyssey]] or [[Apple II]].&amp;lt;ref name=&amp;quot;first-glimpse-retro-design&amp;quot;/&amp;gt; It includes a detachable rear &amp;quot;compute pack&amp;quot; which houses the main processing components and battery. This design helps balance the headset&#039;s weight for improved comfort during extended use and allows for potential [[Central processing unit|CPU]] and other component upgrades in the future without replacing the entire HMD.&amp;lt;ref name=&amp;quot;displaydaily2022&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display and Optics===&lt;br /&gt;
The Simula One is equipped with dual 2,448 × 2,448 [[RGB color model|RGB]]-stripe [[Liquid-crystal display|LCD]] panels (one per eye), providing a combined resolution of 4,896 × 2,448 pixels.&amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt; It utilizes custom three-element aspheric, non-[[Fresnel lens|Fresnel]] optics.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt; &amp;lt;ref name=&amp;quot;displaydaily2022-optics&amp;quot;/&amp;gt; This combination delivers a high [[Pixels per degree|pixel density]] of up to 35.5 PPD in the center of the view, which SimulaVR claims is optimized for text clarity and reducing eye strain during long reading or coding sessions.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt; The headset offers an approximately 100-degree diagonal [[field of view]] (FoV) with a 90 Hz refresh rate (though panels capable of up to 120 Hz have been mentioned).&amp;lt;ref name=&amp;quot;gigazine&amp;quot;/&amp;gt; &amp;lt;ref name=&amp;quot;vrcompare-simulaone-refresh&amp;quot;/&amp;gt; SimulaVR also employs a special text-optimized rendering methodology within SimulaOS to further enhance text quality.&amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
===Compute Pack===&lt;br /&gt;
The Simula One&#039;s processing capabilities are housed in a detachable compute pack based on [[Intel NUC]] technology. While initial prototypes used 11th generation Intel processors, production units feature upgraded components:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Specification&lt;br /&gt;
|-&lt;br /&gt;
| [[Central processing unit|CPU]] || [[Intel Core i7-1365U]] (13th Gen, 10 cores/12 threads: 2 Performance-cores + 8 Efficient-cores, up to 5.2 GHz P-core / 3.9Ghz E-core turbo) &amp;lt;ref name=&amp;quot;simulavr-main&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphics processing unit|GPU]] || Integrated [[Intel Iris Xe Graphics]] &amp;lt;ref name=&amp;quot;simulavr-main&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Random-access memory|Memory]] || 16 GB [[DDR4 SDRAM|DDR4]] (configurable up to 32 GB for Founders Edition) &amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt; &amp;lt;ref name=&amp;quot;uploadvr2022-specs&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Solid-state drive|Storage]] || 1 TB [[NVMe]] [[SSD]] &amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wireless || [[Wi-Fi 6E]], [[Bluetooth]] 5.2 &amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tracking and Input===&lt;br /&gt;
The headset features [[inside-out tracking]] for [[six degrees of freedom]] (6DOF) positional tracking, eliminating the need for external base stations.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt; The tracking system utilizes:&lt;br /&gt;
* A high-performance [[inertial measurement unit]] (IMU) for stable 3DOF rotational tracking.&lt;br /&gt;
* Sensor fusion, likely combining data from the stereo RGB cameras for 6DOF tracking.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Hand tracking]] is provided by [[Ultraleap]] technology, allowing for controller-free interaction with the virtual environment.&amp;lt;ref name=&amp;quot;roadtovr-announce&amp;quot;/&amp;gt; The Simula One also includes [[eye tracking]] capabilities.&amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt; For traditional input, it supports standard [[Bluetooth]] or USB [[Keyboard (computing)|keyboards]] and [[mouse|mice]].&lt;br /&gt;
&lt;br /&gt;
===AR Passthrough===&lt;br /&gt;
An &amp;quot;AR Mode&amp;quot; is enabled by two high-resolution, wide-angle color [[RGB color model|RGB]] cameras mounted on the front of the headset. These provide full-color [[video passthrough|passthrough]] functionality, allowing users to see their physical surroundings, such as their keyboard or desk, while wearing the HMD.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt; The camera spacing is designed to adjust with the user&#039;s [[interpupillary distance]] (IPD) to help maintain correct stereoscopic depth perception.&lt;br /&gt;
&lt;br /&gt;
===Connectivity and Ports===&lt;br /&gt;
The detachable compute pack offers a range of ports:&lt;br /&gt;
* 1× [[USB4]] (supporting [[Thunderbolt (interface)|Thunderbolt 4]])&lt;br /&gt;
* 2× [[USB-C]] 3.2 Gen 2 (supporting [[DisplayPort]] Alt-Mode)&lt;br /&gt;
* 2× [[USB-A]] 3.2&lt;br /&gt;
* 3.5mm audio jack&lt;br /&gt;
&amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
===SimulaOS===&lt;br /&gt;
SimulaOS is marketed as &amp;quot;the world&#039;s first VR-dedicated Linux distro.&amp;quot;&amp;lt;ref name=&amp;quot;simulavr-faq&amp;quot;/&amp;gt; It is built upon:&lt;br /&gt;
* [[NixOS]]: A Linux distribution known for its reproducible system configurations and atomic upgrades/rollbacks.&amp;lt;ref name=&amp;quot;nixos-linkedin&amp;quot;/&amp;gt;&lt;br /&gt;
* [[Godot (game engine)|Godot Engine]]: Used as the foundation for the VR [[compositing window manager|compositor]] and rendering.&amp;lt;ref name=&amp;quot;nixos-linkedin&amp;quot;/&amp;gt;&lt;br /&gt;
* [[Wayland (display server protocol)|Wayland]]: The display server protocol, with a compositor built using a fork of &#039;&#039;wlroots&#039;&#039;.&amp;lt;ref name=&amp;quot;simulasoftware-overview&amp;quot;/&amp;gt;&lt;br /&gt;
* [[OpenXR]]: Utilizes the open-source Monado OpenXR runtime.&amp;lt;ref name=&amp;quot;simulasoftware-overview&amp;quot;/&amp;gt;&lt;br /&gt;
* [[XWayland]]: For transparent support of X11-based applications.&lt;br /&gt;
&lt;br /&gt;
SimulaOS provides a full Linux desktop environment in VR, allowing users to arrange and interact with multiple virtual screens and run standard Linux applications such as [[Mozilla Firefox|Firefox]], [[LibreOffice]], [[GNU Emacs|Emacs]], [[Vim (text editor)|Vim]], and various development tools.&amp;lt;ref name=&amp;quot;simulavr-main&amp;quot;/&amp;gt; The operating system is open-source, and users can potentially modify it or run other Linux distributions on the hardware.&amp;lt;ref name=&amp;quot;simulavr-faq&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tethered Mode===&lt;br /&gt;
While primarily a standalone device, the Simula One can also function in a tethered mode. By detaching the compute pack and connecting the HMD to a [[Windows]] or Linux PC (likely via USB-C with DisplayPort Alt-Mode or Thunderbolt), it can be used as a [[PC-Powered VR|PC VR headset]]. This mode enables compatibility with [[SteamVR]] content, including games, though it may require separate [[VR controller|controllers]] compatible with the PC VR ecosystem.&amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Adjustability==&lt;br /&gt;
The headset is designed for comfort during extended use and includes several adjustment options:&lt;br /&gt;
* [[Interpupillary distance|IPD]] adjustment: Hardware adjustable from 55mm to 77mm, accommodating a wide range of users.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt;&lt;br /&gt;
* Eye relief adjustment: 13mm to 17mm, allowing space for users who wear [[glasses]].&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pricing and Availability==&lt;br /&gt;
SimulaVR offers several versions of the Simula One. Pre-order pricing was announced when direct orders opened, with MSRPs for general release.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Model !! Compute pack !! Pre-order Price (USD) !! MSRP (USD)&lt;br /&gt;
|-&lt;br /&gt;
| Standard (Standalone VRC) || Yes || $2,699 || $3,500 &amp;lt;ref name=&amp;quot;pricing-kickstarter&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tethered Edition (HMD only) || No || $1,999 || $2,499 &amp;lt;ref name=&amp;quot;uploadvr2022-pricing&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Founders Edition || Yes (premium materials, 32GB RAM) || $4,999 || $4,999 &amp;lt;ref name=&amp;quot;simulavr-store-preorder&amp;quot;/&amp;gt; &amp;lt;ref name=&amp;quot;uploadvr2022-pricing&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Direct preorders opened in February 2022, typically requiring a deposit.&amp;lt;ref name=&amp;quot;roadtovr-preorders&amp;quot;/&amp;gt; Shipping for preorders is anticipated to begin in 2025.&amp;lt;ref name=&amp;quot;shop-simulavr-may2025-status&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Target Market==&lt;br /&gt;
The Simula One is specifically aimed at:&lt;br /&gt;
* [[Software developer]]s and [[Programmer|programmers]]&lt;br /&gt;
* [[Engineer]]s and technical professionals&lt;br /&gt;
* [[Remote work|Remote workers]] who can benefit from extensive virtual screen real estate&lt;br /&gt;
* [[Linux]] enthusiasts and users who prioritize [[open-source software]] and [[Privacy|privacy]]&lt;br /&gt;
* Individuals seeking a focused, distraction-free computing environment for productivity tasks.&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr-announce&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SimulaVR positions the device as a premium productivity tool, comparing its target use case to high-end [[ThinkPad|workstation laptops]], but with the unique advantages of an immersive VR interface.&amp;lt;ref name=&amp;quot;why-expensive&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
The Simula One has garnered significant interest, particularly within the Linux and developer communities, for its unique proposition as a standalone VR headset running a native Linux distribution designed for productivity.&amp;lt;ref name=&amp;quot;roadtovr-announce&amp;quot;/&amp;gt; Early impressions from review units distributed in 2022 highlighted the headset’s exceptional image quality and text clarity, with its 35.5 PPD cited as a key factor in reducing eye strain for desktop work in VR, surpassing competitors like the [[Valve Index]] and [[Meta Quest 2|Quest 2]] in this specific metric.&amp;lt;ref name=&amp;quot;first-glimpse-review-units&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;UploadVR&#039;&#039; noted it had “the most powerful chip in any announced standalone headset” at the time of its early announcements but also emphasized its niche focus and high price point.&amp;lt;ref name=&amp;quot;uploadvr2022&amp;quot;/&amp;gt; &#039;&#039;Display Daily&#039;&#039; praised the high PPD optical design specifically geared towards text legibility for office work.&amp;lt;ref name=&amp;quot;displaydaily2022&amp;quot;/&amp;gt; Commentary across various online communities has acknowledged the device&#039;s novelty as an x86-based standalone headset while also discussing the challenges of manufacturing and bringing such a specialized product to market.&amp;lt;ref name=&amp;quot;skarredghost2022&amp;quot;/&amp;gt; &amp;lt;ref name=&amp;quot;vritimes2022&amp;quot;/&amp;gt; Some reviewers have noted that it appeals to a &amp;quot;pretty small subset of VR users&amp;quot; due to its specialized focus.&amp;lt;ref name=&amp;quot;roadtovr-announce&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:simula one1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[List of virtual reality headsets]]&lt;br /&gt;
* [[Linux VR]]&lt;br /&gt;
* [[VR productivity]]&lt;br /&gt;
* [[Standalone VR headsets]]&lt;br /&gt;
* [[OpenXR]]&lt;br /&gt;
* [[NixOS]]&lt;br /&gt;
* [[Wayland (display server protocol)|Wayland]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr-announce&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/simula-one-linux-vr-headset-kickstarter/|title=Simula One is a Standalone VR Headset Natively Running Linux Desktop, Kickstarter in January|date=December 15, 2021|publisher=Road to VR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;simulavr-main&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/|title=SimulaVR - The VR Computer|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/technical-overview/|title=Technical overview of Simula&#039;s VR Computer|date=February 14, 2022|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;hackernews-announce&amp;quot;&amp;gt;{{cite web|url=https://news.ycombinator.com/item?id=30440828|title=Show HN: Simula One – Portable Linux VR Computer|date=February 23, 2022|publisher=Hacker News|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;tracxn&amp;quot;&amp;gt;{{cite web|url=https://tracxn.com/d/companies/simulavr/__y1btRY8LuUiaN6MHD-OE8m7yCgaTWuJhJjfHLSXkdzQ|title=SimulaVR - Company Profile &amp;amp; Competitors|publisher=Tracxn|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;github-simula&amp;quot;&amp;gt;{{cite web|url=https://github.com/SimulaVR/Simula|title=GitHub - SimulaVR/Simula: Linux VR Desktop|publisher=GitHub|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr2021&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/simula-one-linux-vr-headset-kickstarter/|title=Simula One is a Standalone VR Headset Running Linux Desktop, Kickstarter in January|date=December 15, 2021|publisher=Road to VR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr-preorders&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/simula-one-vr-linux-standalone-kickstarter/|title=Linux-based Standalone VR Headset Ditches Kickstarter &amp;amp; Opens Direct Preorders|date=February 14, 2022|publisher=Road to VR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vrcompare&amp;quot;&amp;gt;{{cite web|url=https://vr-compare.com/headset/simulaone|title=Simula One: Full Specification|publisher=VRcompare|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;gigazine&amp;quot;&amp;gt;{{cite web|url=https://gigazine.net/gsc_news/en/20211228-simula-one/|title=Some specs of the world&#039;s first stand-alone VR headset with Linux &#039;Simula One&#039; will be released|date=December 28, 2021|publisher=GIGAZINE|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;&amp;gt;{{cite web|url=https://shop.simulavr.com/|title=SimulaVR Store|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;simulavr-faq&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/faq/|title=FAQ - What is &amp;quot;SimulaOS&amp;quot;?|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;nixos-linkedin&amp;quot;&amp;gt;{{cite web|url=https://www.linkedin.com/posts/nixos-foundation_github-simulavrsimula-linux-vr-desktop-activity-6907228489024737280-1qwU|title=NixOS Foundation on LinkedIn: SimulaVR/Simula|date=March 9, 2022|publisher=LinkedIn|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;pricing-kickstarter&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/kickstarter-pricing/|title=The Simula One&#039;s Pricing &amp;amp; Kickstarter Goal|date=January 13, 2022|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;simulavr-store-preorder&amp;quot;&amp;gt;{{cite web|url=https://shop.simulavr.com/products/simula-one-standalone|title=Simula One - Standalone (Preorder)|publisher=SimulaVR Store|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;why-expensive&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/why-is-the-simula-one-so-expensive/|title=Why is the Simula One so expensive?|date=January 13, 2022|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr2022&amp;quot;&amp;gt;{{cite web|url=https://www.uploadvr.com/linux-standalone-simula-preorders/|title=$2700 Linux Standalone Headset With i7 Chip Ships ‘No Earlier Than Q4’|first=David|last=Heaney|date=February 16, 2022|publisher=UploadVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;displaydaily2022&amp;quot;&amp;gt;{{cite web|url=https://displaydaily.com/the-simula-one-headset-has-uncommon-features/|title=The Simula One Headset has Uncommon Features|first=Arthur|last=Berman|date=February 21, 2022|publisher=Display Daily|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;headsets-delayed-2024&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/headsets-delayed/|title=Headsets Delayed into 2024|date=August 25, 2023|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shop-simulavr-may2025-status&amp;quot;&amp;gt;{{cite web|url=https://shop.simulavr.com/|title=SimulaVR Store (Accessed May 2025 for shipping status)|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt; &amp;lt;!-- This ref implies current status check --&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;first-glimpse-review-units&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/first-glimpse-of-review-units/|title=First Glimpse of Review Units|date=October 28, 2022|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;first-glimpse-retro-design&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/first-glimpse-of-review-units/|title=First Glimpse of Review Units (mentions retro design)|date=October 28, 2022|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt; &amp;lt;!-- Article 2/3 mentioned retro design, this blog post from SimulaVR might be a source or inspiration for that description --&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr2022-pricing&amp;quot;&amp;gt;{{cite web|url=https://www.uploadvr.com/linux-standalone-simula-preorders/|title=$2700 Linux Standalone Headset With i7 Chip Ships ‘No Earlier Than Q4’ (mentions Tethered Edition price)|first=David|last=Heaney|date=February 16, 2022|publisher=UploadVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr2022-specs&amp;quot;&amp;gt;{{cite web|url=https://www.uploadvr.com/linux-standalone-simula-preorders/|title=$2700 Linux Standalone Headset With i7 Chip Ships ‘No Earlier Than Q4’ (mentions DDR4, no built-in speakers)|first=David|last=Heaney|date=February 16, 2022|publisher=UploadVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;displaydaily2022-optics&amp;quot;&amp;gt;{{cite web|url=https://displaydaily.com/the-simula-one-headset-has-uncommon-features/|title=The Simula One Headset has Uncommon Features (mentions non-Fresnel, RGB-stripe)|first=Arthur|last=Berman|date=February 21, 2022|publisher=Display Daily|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vrcompare-simulaone-refresh&amp;quot;&amp;gt;{{cite web|url=https://vr-compare.com/headset/simulaone|title=Simula One on VRcompare (lists 90-120Hz refresh)|publisher=VRcompare|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;simulasoftware-overview&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/software-overview/|title=Simula&#039;s Software Stack|date=May 20, 2022|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;skarredghost2022&amp;quot;&amp;gt;{{cite web|url=https://skarredghost.com/2022/01/28/simulavr-simula-one-linux-vr/|title=Simula One Aims at Becoming Your Portable Linux VR Computer|first=Antony|last=Vitone|date=January 28, 2022|publisher=The Ghost Howls|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vritimes2022&amp;quot;&amp;gt;{{cite web|url=https://virtualrealitytimes.com/2022/02/20/pre-orders-open-for-2700-standalone-linux-based-vr-headset-simula-one/|title=Pre-Orders Open for $2700 Standalone Linux-Based VR Headset Simula One|first=Sam|last=Ochanji|date=February 20, 2022|publisher=Virtual Reality Times|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:Virtual Reality Headsets]]&lt;br /&gt;
[[Category:Linux hardware]]&lt;br /&gt;
[[Category:Head-mounted displays]]&lt;br /&gt;
[[Category:Open-source hardware]]&lt;br /&gt;
[[Category:Products introduced in 2021]]&lt;br /&gt;
[[Category:Computers]]&lt;br /&gt;
[[Category:NixOS]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=PlayStation_VR2&amp;diff=37533</id>
		<title>PlayStation VR2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=PlayStation_VR2&amp;diff=37533"/>
		<updated>2026-01-08T10:33:08Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37452 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[file:playstation vr211.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Console-Powered VR]]&lt;br /&gt;
|Platform = [[PlayStation 5]]&lt;br /&gt;
|Creator = [[Sony Interactive Entertainment]]&lt;br /&gt;
|Developer = Sony Interactive Entertainment&lt;br /&gt;
|Manufacturer = [[Sony]]&lt;br /&gt;
|Announcement Date = February 23, 2021 (Initial reveal); January 4, 2022 (Full name/details)&lt;br /&gt;
|Release Date = February 22, 2023&lt;br /&gt;
|Price = US$549.99 / £529.99 / €599.99 (Launch) (Current price may vary, for example $399 reported)&lt;br /&gt;
|Website = [https://www.playstation.com/en-us/ps-vr2/ playstation.com/ps-vr2]&lt;br /&gt;
|Versions = Standard, [[Horizon Call of the Mountain Bundle]]&lt;br /&gt;
|Requires = PlayStation 5&lt;br /&gt;
|Predecessor = [[PlayStation VR]]&lt;br /&gt;
|Successor =&lt;br /&gt;
|Operating System = [[PlayStation 5 system software]]&lt;br /&gt;
|Chipset = Uses PS5&lt;br /&gt;
|CPU = Uses PS5&lt;br /&gt;
|GPU = Uses PS5&lt;br /&gt;
|HPU =&lt;br /&gt;
|Storage = Uses PS5&lt;br /&gt;
|Memory = Uses PS5&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = [[OLED]]&lt;br /&gt;
|Subpixel Layout = [[PenTile Diamond]]&lt;br /&gt;
|Peak Brightness = Supports HDR&lt;br /&gt;
|Resolution = 2000 x 2040 per eye (4K total)&lt;br /&gt;
|Refresh Rate = 90Hz, 120Hz&lt;br /&gt;
|Pixel Density =&lt;br /&gt;
|Persistence =&lt;br /&gt;
|Precision =&lt;br /&gt;
|Field of View = Approx. 110 degrees&lt;br /&gt;
|Horizontal FoV =&lt;br /&gt;
|Vertical FoV =&lt;br /&gt;
|Visible FoV = 110° diagonal&lt;br /&gt;
|Rendered FoV =&lt;br /&gt;
|Binocular Overlap =&lt;br /&gt;
|Average Pixel Density =&lt;br /&gt;
|Peak Pixel Density =&lt;br /&gt;
|Foveated Rendering = Yes (Eye-tracked)&lt;br /&gt;
|Optics = [[Fresnel lenses]]&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 58-73 mm hardware adjustable (manual dial, assisted via eye tracking)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Yes (Grayscale via tracking cameras)&lt;br /&gt;
|Tracking = [[Inside-out tracking]], (6DoF)&lt;br /&gt;
|Tracking Frequency =&lt;br /&gt;
|Base Stations = No&lt;br /&gt;
|Eye Tracking = Yes (IR camera per eye)&lt;br /&gt;
|Face Tracking = No&lt;br /&gt;
|Hand Tracking = No (Controller-based finger detection only)&lt;br /&gt;
|Body Tracking = No&lt;br /&gt;
|Rotational Tracking = Yes (Six-axis motion sensing system)&lt;br /&gt;
|Positional Tracking = Yes (via 4 embedded cameras)&lt;br /&gt;
|Update Rate = 90Hz / 120Hz&lt;br /&gt;
|Tracking Volume = Room-scale capable (Recommended 2m x 2m min)&lt;br /&gt;
|Play Space = Room-scale, Standing, Seated&lt;br /&gt;
|Latency =&lt;br /&gt;
|Audio = Stereo headphone jack (Input: Built-in microphone)&lt;br /&gt;
|Microphone = Yes (Built-in)&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = 4 embedded tracking cameras, 2 IR eye-tracking cameras&lt;br /&gt;
|Connectivity = USB Type-C (to PS5), Bluetooth 5.1 (Controllers)&lt;br /&gt;
|Ports = USB Type-C (Headset connection), 3.5mm audio jack&lt;br /&gt;
|Wired Video = USB Type-C&lt;br /&gt;
|Wireless Video = No&lt;br /&gt;
|WiFi = No&lt;br /&gt;
|Bluetooth = Yes (Version 5.1 for controllers)&lt;br /&gt;
|Power = Via USB-C from PS5&lt;br /&gt;
|Battery Capacity = Built-in lithium-ion rechargeable (Controllers)&lt;br /&gt;
|Battery Life = Approx. 4-6.5 hours (Controllers, varies with haptics)&lt;br /&gt;
|Charge Time =&lt;br /&gt;
|Dimensions =&lt;br /&gt;
|Weight = 560g (Headset with strap); 168g (Per Controller)&lt;br /&gt;
|Material = Plastic, Rubber facial interface&lt;br /&gt;
|Headstrap = Hard padded retractable halo strap&lt;br /&gt;
|Haptics = Headset vibration, Controller haptics, [[Adaptive Triggers]]&lt;br /&gt;
|Color = White / Black&lt;br /&gt;
|Sensors = &#039;&#039;&#039;Headset:&#039;&#039;&#039; Six-axis motion sensing system (gyroscope, accelerometer), IR proximity sensor, 4 tracking cameras, 2 IR eye-tracking cameras &#039;&#039;&#039;Controllers:&#039;&#039;&#039; Six-axis motion sensing system, Capacitive finger touch detection, IR LED position tracking&lt;br /&gt;
|Input = [[PlayStation VR2 Sense controllers]], [[Eye tracking]], [[DualSense]]&lt;br /&gt;
|Compliance =&lt;br /&gt;
|Size =&lt;br /&gt;
|Cable Length = 4.5m / 14.7 feet&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;PlayStation VR2&#039;&#039;&#039; (&#039;&#039;&#039;PS VR2&#039;&#039;&#039;) is a [[virtual reality]] [[VR headsets|headset]] developed by [[Sony Interactive Entertainment]] for the [[PlayStation 5]] (PS5) console. &amp;lt;ref name=&amp;quot;psspecs&amp;quot;&amp;gt;[https://www.playstation.com/en-us/ps-vr2/ps-vr2-tech-specs/ PlayStation VR2 tech specs]. &#039;&#039;PlayStation.com&#039;&#039;. Accessed December 16, 2024.&amp;lt;/ref&amp;gt; It was released worldwide on February 22, 2023, serving as the successor to the original [[PlayStation VR]] headset released in 2016. &amp;lt;ref name=&amp;quot;tomsguide&amp;quot;&amp;gt;[https://www.tomsguide.com/gaming/playstation/psvr-2-one-year-later-heres-the-good-and-the-bad-after-12-months PSVR 2 one year later - here’s the good and the bad after 12 months]. &#039;&#039;Tom&#039;s Guide&#039;&#039;. Published February 22, 2024.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;&amp;gt;[https://www.theverge.com/23601368/sony-playstation-ps-vr2-review-virtual-reality PSVR 2 review: love on a leash]. &#039;&#039;The Verge&#039;&#039;. Published February 16, 2023.&amp;lt;/ref&amp;gt; The PS VR2 represents a significant technological leap over its predecessor, incorporating modern VR features like [[inside-out tracking]], high-resolution [[HDR]] displays, [[eye tracking]], advanced controller [[haptics]], and [[foveated rendering]]. &amp;lt;ref name=&amp;quot;ign&amp;quot;&amp;gt;[https://www.ign.com/articles/playstation-vr2-review PlayStation VR2 Review]. &#039;&#039;IGN&#039;&#039;. Updated September 13, 2024.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;&amp;gt;[https://www.wired.com/review/playstation-vr-2/ Review: Sony PSVR 2]. &#039;&#039;Wired&#039;&#039;. Published February 16, 2023.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;&amp;gt;[https://www.pcmag.com/reviews/sony-playstation-vr2 Sony PlayStation VR2 Review]. &#039;&#039;PCMag&#039;&#039;. Published February 16, 2023.&amp;lt;/ref&amp;gt; It requires a connection to a PS5 via a single [[USB Type-C]] cable to function and is not backward compatible with original PSVR games. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;&amp;gt;[https://www.cnet.com/tech/gaming/psvr-2-review-the-best-vr-gaming-experience-with-strings-attached/ PSVR 2 Review: The Best VR Gaming Experience With Strings Attached]. &#039;&#039;CNET&#039;&#039;. Updated February 23, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Headset Design &amp;amp; Comfort===&lt;br /&gt;
The PS VR2 features a design aesthetic similar to the PS5 console and its accessories, primarily in black and white. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt; It utilizes a halo-style headband that distributes weight across the forehead and back of the head, rather than resting heavily on the face, enhancing comfort for extended use. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;&amp;gt;[https://www.uploadvr.com/playstation-vr2-review/ PlayStation VR2 Review: Next-Generation VR Gaming For PS5]. &#039;&#039;UploadVR&#039;&#039;. Published February 16, 2023.&amp;lt;/ref&amp;gt; The headband is adjustable via a rear dial and a button release mechanism, while the visor itself can slide closer to or further from the user&#039;s eyes using a scope adjustment button. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; The headset weighs approximately 560 grams, making it slightly lighter than the original PS VR (600g) and significantly lighter than competitors like the [[Valve Index]] (809g). &amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare&amp;quot;&amp;gt;[https://vr-compare.com/headset/playstationvr2 PlayStation VR2 Specs]. &#039;&#039;VR Compare&#039;&#039;. Accessed December 16, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The face mask employs a soft, concertina-style rubber gasket designed to block external light effectively. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt; Many reviewers have noted its comfortable fit, even for users wearing glasses, often citing it as one of the most glasses-friendly headsets available due to the wide eyepiece and adjustable visor distance. &amp;lt;ref name=&amp;quot;npr&amp;quot;&amp;gt;[https://www.npr.org/2023/02/21/1158486910/playstation-vr2-horizon-call-of-the-mountain-review &#039;PlayStation VR2&#039; Review: A strong foundation with a questionable future]. &#039;&#039;NPR&#039;&#039;. Published February 21, 2023.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; The headset connects to the PS5 via a single, non-detachable 4.5-meter (14.7-foot) USB-C cable. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; While simplifying setup compared to the original PSVR&#039;s complex wiring and breakout box, the tethered nature can sometimes lead to the cable getting tangled or underfoot during room-scale experiences. &amp;lt;ref name=&amp;quot;npr&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===PlayStation VR2 Sense Controllers===&lt;br /&gt;
A major upgrade from the original PSVR&#039;s [[PlayStation Move]] wands, the PS VR2 includes two dedicated [[PlayStation VR2 Sense controller]]s. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; These controllers feature an ergonomic, orb-like design with tracking rings that wrap around the user&#039;s wrists. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; Each controller includes an analog stick, two face buttons (Circle/Cross on right, Triangle/Square on left), a grip button (L1/R1), an adaptive trigger (L2/R2), Options/Create buttons, and a PS button. &amp;lt;ref name=&amp;quot;psspecs&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; Each controller weighs 168g. &amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Sense controllers incorporate the advanced haptic feedback and [[adaptive triggers]] found in the PS5&#039;s [[DualSense]] controller, allowing for nuanced vibrations and variable trigger resistance that enhance immersion in games like feeling the tension of a bowstring or the recoil of a weapon. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt; They also feature [[capacitive sensor]]s for basic finger touch detection on the analog sticks, face buttons, and triggers, allowing virtual hands to mimic simple gestures like pointing or making a fist, though it&#039;s not full finger tracking. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;psspecs&amp;quot;/&amp;gt; Controller tracking is handled by the headset&#039;s cameras via [[IR LED]]s on the controllers&#039; rings. &amp;lt;ref name=&amp;quot;psspecs&amp;quot;/&amp;gt; Battery life is rated at approximately 4 to 6.5 hours, depending on haptic intensity, and the controllers are charged via USB-C. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt; An optional charging dock that charges both controllers simultaneously is available separately. &amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Technology &amp;amp; Features==&lt;br /&gt;
===Display &amp;amp; Optics===&lt;br /&gt;
The PS VR2 utilizes dual [[OLED]] panels, providing a resolution of 2000 x 2040 pixels per eye, totaling a [[4K resolution]]. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;psspecs&amp;quot;/&amp;gt; This is a significant increase from the original PSVR&#039;s 960 x 1080 per eye resolution. The displays support [[HDR]] for richer colors, higher contrast, and deeper blacks, and operate at selectable refresh rates of 90Hz or 120Hz for smooth motion. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;psspecs&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; The headset offers an approximate [[field of view]] (FoV) of 110 degrees, wider than the original PSVR and comparable to many modern headsets. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;psspecs&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt; It employs [[Fresnel lenses]], which help achieve the wide FoV while keeping weight down. While generally providing a clear image, some users have noted a relatively small &amp;quot;sweet spot&amp;quot; where the image is sharpest, requiring precise headset adjustment to avoid blurriness at the edges. &amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt; Lens separation ([[Interpupillary distance|IPD]]) is manually adjustable via a dial on the headset (ranging from 58mm to 73mm), with the eye-tracking system providing visual feedback to assist the user in finding the optimal setting for clarity. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tracking System===&lt;br /&gt;
Unlike the original PSVR which required an external [[PlayStation Camera]], the PS VR2 uses [[inside-out tracking]]. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;t3&amp;quot;&amp;gt;[https://www.t3.com/reviews/playstation-vr2-review-psvr2 PSVR2 review: is Sony PlayStation VR2 the best virtual reality ever?]. &#039;&#039;T3&#039;&#039;. Published February 16, 2023.&amp;lt;/ref&amp;gt; Four cameras embedded in the headset track the surrounding environment and the position of the Sense controllers, enabling [[6DoF]] ([[six degrees of freedom]]) movement without external sensors. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;psspecs&amp;quot;/&amp;gt; This system allows for [[room-scale]] play spaces, with Sony recommending a minimum area of 2m x 2m (approx. 6.7ft x 6.7ft) for standing or room-scale experiences, although seated play is also supported. &amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;t3&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt; During setup, the cameras scan the room, creating a [[3D mesh]] of the environment to automatically suggest safe play boundaries (the Guardian system). These boundaries can then be manually adjusted by the user using the Sense controllers. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot;&amp;gt;[https://www.pcgamer.com/sony-ps-vr2-review/ Sony PS VR2 Review]. &#039;&#039;PC Gamer&#039;&#039;. Published March 17, 2023.&amp;lt;/ref&amp;gt; The headset also features a [[passthrough]] view, accessible via a dedicated button on the underside of the visor, which displays the real world in grayscale through the tracking cameras. This is useful for locating controllers, checking surroundings, or interacting briefly with the physical environment without removing the headset. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;t3&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eye Tracking &amp;amp; Foveated Rendering===&lt;br /&gt;
A key technological advancement in the PS VR2 is its integrated [[eye tracking]], implemented via [[infrared]] cameras inside the headset monitoring each eye. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;npr&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;psspecs&amp;quot;/&amp;gt; This enables [[foveated rendering]], a rendering optimization technique where the headset renders the exact area the user is looking at in full, sharp resolution, while dynamically lowering the resolution of the peripheral areas outside the user&#039;s gaze. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt; This significantly reduces the processing load on the PS5&#039;s GPU, allowing developers to achieve higher overall graphical fidelity and performance without a noticeable impact on the user&#039;s perceived visual quality, as the human eye only sees sharp detail in its central focus area. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;npr&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt; Eye tracking is also utilized for gameplay mechanics and user interface interactions in some titles, such as allowing players to select menu options by looking at them or enabling unique interactions like aiming weapons or having game characters react to the player&#039;s gaze. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Haptics===&lt;br /&gt;
The PS VR2 ecosystem features multiple layers of haptic feedback designed to increase immersion. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt; The Sense controllers provide detailed vibrations capable of simulating various textures and impacts, and utilize adaptive triggers for realistic resistance feedback during actions like pulling a trigger or drawing a bow. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt; Uniquely, the headset itself includes a single vibration motor located in the headband, adding another layer of physical sensation by providing feedback directly to the user&#039;s head during impactful in-game moments, such as explosions, large creature footsteps, or sudden impacts. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;npr&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;psspecs&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
Audio is delivered via a standard [[3.5mm audio jack]] located on the back of the headband. &amp;lt;ref name=&amp;quot;psspecs&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; Sony includes a pair of simple stereo earbuds specifically designed to attach neatly to integrated holders on the headband, minimizing dangling wires. &amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt; Users can plug in their own headphones, although the headband design might interfere with some larger over-ear models. &amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; The headset supports the PS5&#039;s [[Tempest 3D AudioTech]] engine for immersive [[spatial audio]], allowing sounds to be accurately positioned around the player based on their head orientation. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wiki-psvr2&amp;quot;&amp;gt;[https://en.wikipedia.org/wiki/PlayStation_VR2 PlayStation VR2]. &#039;&#039;Wikipedia&#039;&#039;. Accessed December 16, 2024.&amp;lt;/ref&amp;gt; It is also compatible with Sony&#039;s [[Pulse 3D Wireless Headset]] (via USB dongle connected to the PS5). &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt; A built-in [[microphone]] array allows for voice chat and commands within games and the PS5 system. &amp;lt;ref name=&amp;quot;psspecs&amp;quot;/&amp;gt; Unlike the revised original PSVR model, the PS VR2 lacks physical volume control buttons on the headset itself; volume must be adjusted through the PS5&#039;s quick menu or system settings. &amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup &amp;amp; User Experience==&lt;br /&gt;
Setting up the PS VR2 is significantly streamlined compared to its predecessor. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; It connects to the PlayStation 5 via a single USB-C cable plugged into the front port, eliminating the need for the breakout box and multiple [[HDMI]] cables of the original PSVR. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt; The PS5 automatically detects the headset upon connection and guides the user through a brief on-screen initial setup process. This includes pairing the Sense controllers (which requires connecting them via USB initially), calibrating eye tracking by following on-screen prompts, adjusting the IPD dial using visual feedback, and defining the play area by scanning the room with the passthrough cameras and customizing the automatically generated boundaries. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt; The headset integrates seamlessly with the PS5 dashboard, displaying the standard system menu within the virtual view when the headset is active. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The PS VR2 also offers a &#039;&#039;&#039;[[Cinematic Mode]]&#039;&#039;&#039; which allows users to play non-VR PS5 and PS4 games, watch movies, or use media apps on a large virtual screen projected within the headset. &amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; This mode supports HDR and up to 120Hz playback for compatible content, but outputs at a maximum resolution of 1920x1080 (1080p). &amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wiki-psvr2&amp;quot;/&amp;gt; Users need to use a standard [[DualSense]] controller to play non-VR games in this mode. &amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Software &amp;amp; Games==&lt;br /&gt;
===Launch Library===&lt;br /&gt;
The PS VR2 launched with over 30 titles, a mix of new games, ports from other VR platforms, and VR modes for existing PS5 games. &amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; Key launch titles included the exclusive [[Horizon Call of the Mountain]], a visually impressive adventure game designed to showcase the headset&#039;s capabilities, and free VR updates for major PS5 releases like [[Gran Turismo 7]] and [[Resident Evil Village]]. &amp;lt;ref name=&amp;quot;tomsguide&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;npr&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; Other notable games available at or near launch included ports of popular VR titles like [[Moss]] and [[Moss: Book II]], [[Star Wars: Tales from the Galaxy&#039;s Edge]] (Enhanced Edition), [[Rez Infinite]], [[Tetris Effect: Connected]], [[Kayak VR: Mirage]], [[Pistol Whip]], [[Pavlov VR]], [[No Man&#039;s Sky]] (VR update), and [[Demeo]]. &amp;lt;ref name=&amp;quot;tomsguide&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;npr&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lack of Backward Compatibility===&lt;br /&gt;
A significant point of criticism is that the PS VR2 is not [[backward compatible]] with games designed for the original PlayStation VR. &amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; Sony stated that the fundamental differences in tracking technology (inside-out vs. external camera), controller input (Sense vs. Move/DualShock 4), and features like eye tracking necessitated a different development approach, preventing direct compatibility. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wiki-psvr2&amp;quot;/&amp;gt; While some developers have released ports or upgrades of their original PSVR games for PS VR2 (sometimes offered for free or at a discount to existing owners), the extensive library of the original headset remains inaccessible on the new hardware unless specifically updated by the developer. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Content Concerns &amp;amp; Future Developments===&lt;br /&gt;
Despite a technically strong launch, ongoing concerns have been raised regarding the breadth and depth of the PS VR2 software library, particularly the perceived lack of consistent, high-budget first-party exclusive titles beyond the initial launch window. &amp;lt;ref name=&amp;quot;tomsguide&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-yoshida&amp;quot;&amp;gt;[https://www.uploadvr.com/shuhei-yoshida-sorry-playstation-vr2/ Sony&#039;s Shuhei Yoshida: &amp;quot;I&#039;m Sorry I Was Wrong&amp;quot; About PlayStation VR2]. &#039;&#039;UploadVR&#039;&#039;. Published December 13, 2024.&amp;lt;/ref&amp;gt; Many available games are ports from other VR platforms like [[Meta Quest]] or [[PC VR]], leading some reviewers and users to question Sony&#039;s long-term commitment to funding major, system-selling exclusives specifically for the platform. &amp;lt;ref name=&amp;quot;tomsguide&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;npr&amp;quot;/&amp;gt; Events such as layoffs at Sony&#039;s VR-focused studios (including the closure of [[London Studio]], developer of PSVR&#039;s [[Blood &amp;amp; Truth]]) and reports of paused production in early 2024 due to unsold inventory further fueled these concerns. &amp;lt;ref name=&amp;quot;uploadvr-yoshida&amp;quot;/&amp;gt; However, Sony has stated over 100 games were in development&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;, and the platform continues to receive ports of popular indie and third-party VR titles, such as [[Metro Awakening]] and [[Alien: Rogue Incursion]].&amp;lt;ref name=&amp;quot;uploadvr-yoshida&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In February 2024, Sony announced it was testing official PC support for the PS VR2.&amp;lt;ref name=&amp;quot;wiki-psvr2&amp;quot;/&amp;gt; This feature launched on August 7, 2024, requiring a separately sold PC adapter ($59.99). This allows PS VR2 owners to access the [[SteamVR]] library on compatible PCs. However, certain PS VR2 features like HDR, eye tracking, adaptive triggers, and headset haptics are not supported when used on PC.&amp;lt;ref name=&amp;quot;wiki-psvr2&amp;quot;/&amp;gt; Reports in December 2024 also suggested Sony was in talks with Apple regarding potential compatibility of the Sense controllers with the [[Apple Vision Pro]].&amp;lt;ref name=&amp;quot;wiki-psvr2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reception &amp;amp; Sales==&lt;br /&gt;
The PlayStation VR2 received generally positive reviews upon launch, with critics widely praising it as a significant technological advancement over the original PSVR and a high-quality, immersive VR system for the PS5. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;t3&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; The high-resolution OLED HDR display, comfortable and glasses-friendly design, advanced Sense controllers with adaptive triggers and haptics, reliable inside-out tracking, and the innovative inclusion of eye tracking with foveated rendering were frequently highlighted as major strengths. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;npr&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; The simplified setup process using a single cable was also seen as a vast improvement over the original. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt; It was often lauded as offering a premium VR experience comparable to high-end PC VR, but with the convenience of a console ecosystem. &amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the high launch price of $549.99, costing more than the PS5 console itself, was a common and significant point of concern, potentially limiting its mainstream appeal compared to more affordable standalone options like the [[Meta Quest 2]]/[[Meta Quest 3]]. &amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;t3&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt; The lack of backward compatibility with the large library of original PSVR games and ongoing questions about the strength, frequency, and exclusivity of its future software library were also significant criticisms. &amp;lt;ref name=&amp;quot;tomsguide&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sales figures indicated a strong start, with Sony reporting nearly 600,000 units sold in the first six weeks.&amp;lt;ref name=&amp;quot;wiki-psvr2&amp;quot;/&amp;gt; However, subsequent reports suggested demand slowed, leading to the temporary production pause in early 2024.&amp;lt;ref name=&amp;quot;wiki-psvr2&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-yoshida&amp;quot;/&amp;gt; Former Sony executive Shuhei Yoshida expressed some disappointment in a December 2024 interview, stating he was &amp;quot;wrong&amp;quot; about PS VR2 becoming the &amp;quot;PS2&amp;quot; of VR, implying it hadn&#039;t met high market expectations, though he praised titles like [[Synapse]] and [[Before Your Eyes]]. &amp;lt;ref name=&amp;quot;uploadvr-yoshida&amp;quot;/&amp;gt; Temporary price drops to $350 during holiday sales reportedly led to significant increases in sales velocity, suggesting high price sensitivity among potential buyers. &amp;lt;ref name=&amp;quot;uploadvr-yoshida&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Review Scores===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Review Scores&lt;br /&gt;
|-&lt;br /&gt;
! Publication&lt;br /&gt;
! Score&lt;br /&gt;
|-&lt;br /&gt;
| [[IGN]]&lt;br /&gt;
| 9/10&amp;lt;ref name=&amp;quot;ign&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wired (magazine)|Wired]]&lt;br /&gt;
| 8/10&amp;lt;ref name=&amp;quot;wired&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Verge]]&lt;br /&gt;
| 7/10&amp;lt;ref name=&amp;quot;verge&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[CNET]]&lt;br /&gt;
| 8.0/10&amp;lt;ref name=&amp;quot;cnet&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[PC Magazine|PCMag]]&lt;br /&gt;
| 4.5/5 (Outstanding)&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[T3 (magazine)|T3]]&lt;br /&gt;
| 4/5&amp;lt;ref name=&amp;quot;t3&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[UploadVR]]&lt;br /&gt;
| Recommended&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[PC Gamer]]&lt;br /&gt;
| 88/100&amp;lt;ref name=&amp;quot;pcgamer&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:playstation vr27.jpg&lt;br /&gt;
File:playstation vr211.jpg&lt;br /&gt;
File:playstation vr210.jpg&lt;br /&gt;
File:playstation vr29.jpg&lt;br /&gt;
File:playstation vr28.jpg&lt;br /&gt;
File:playstation vr26.jpg&lt;br /&gt;
File:playstation vr25.jpg&lt;br /&gt;
File:playstation vr24.jpg&lt;br /&gt;
File:playstation vr23.jpg&lt;br /&gt;
File:playstation vr22.jpg&lt;br /&gt;
File:playstation vr21.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Virtual reality headset]]&lt;br /&gt;
* [[List of PlayStation VR games]]&lt;br /&gt;
* [[List of PlayStation VR2 games]]&lt;br /&gt;
* [[Meta Quest 2]] / [[Meta Quest 3]]&lt;br /&gt;
* [[Valve Index]]&lt;br /&gt;
* [[Comparison of virtual reality headsets]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;tomsguide&amp;quot;&amp;gt;[https://www.tomsguide.com/gaming/playstation/psvr-2-one-year-later-heres-the-good-and-the-bad-after-12-months PSVR 2 one year later - here’s the good and the bad after 12 months]. &#039;&#039;Tom&#039;s Guide&#039;&#039;. Published February 22, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;ign&amp;quot;&amp;gt;[https://www.ign.com/articles/playstation-vr2-review PlayStation VR2 Review]. &#039;&#039;IGN&#039;&#039;. Updated September 13, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;wired&amp;quot;&amp;gt;[https://www.wired.com/review/playstation-vr-2/ Review: Sony PSVR 2]. &#039;&#039;Wired&#039;&#039;. Published February 16, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;verge&amp;quot;&amp;gt;[https://www.theverge.com/23601368/sony-playstation-ps-vr2-review-virtual-reality PSVR 2 review: love on a leash]. &#039;&#039;The Verge&#039;&#039;. Published February 16, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;npr&amp;quot;&amp;gt;[https://www.npr.org/2023/02/21/1158486910/playstation-vr2-horizon-call-of-the-mountain-review &#039;PlayStation VR2&#039; Review: A strong foundation with a questionable future]. &#039;&#039;NPR&#039;&#039;. Published February 21, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr-yoshida&amp;quot;&amp;gt;[https://www.uploadvr.com/shuhei-yoshida-sorry-playstation-vr2/ Sony&#039;s Shuhei Yoshida: &amp;quot;I&#039;m Sorry I Was Wrong&amp;quot; About PlayStation VR2]. &#039;&#039;UploadVR&#039;&#039;. Published December 13, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;t3&amp;quot;&amp;gt;[https://www.t3.com/reviews/playstation-vr2-review-psvr2 PSVR2 review: is Sony PlayStation VR2 the best virtual reality ever?]. &#039;&#039;T3&#039;&#039;. Published February 16, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;cnet&amp;quot;&amp;gt;[https://www.cnet.com/tech/gaming/psvr-2-review-the-best-vr-gaming-experience-with-strings-attached/ PSVR 2 Review: The Best VR Gaming Experience With Strings Attached]. &#039;&#039;CNET&#039;&#039;. Updated February 23, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;pcmag&amp;quot;&amp;gt;[https://www.pcmag.com/reviews/sony-playstation-vr2 Sony PlayStation VR2 Review]. &#039;&#039;PCMag&#039;&#039;. Published February 16, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;pcgamer&amp;quot;&amp;gt;[https://www.pcgamer.com/sony-ps-vr2-review/ Sony PS VR2 Review]. &#039;&#039;PC Gamer&#039;&#039;. Published March 17, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;psspecs&amp;quot;&amp;gt;[https://www.playstation.com/en-us/ps-vr2/ps-vr2-tech-specs/ PlayStation VR2 tech specs]. &#039;&#039;PlayStation.com&#039;&#039;. Accessed December 16, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr-review&amp;quot;&amp;gt;[https://www.uploadvr.com/playstation-vr2-review/ PlayStation VR2 Review: Next-Generation VR Gaming For PS5]. &#039;&#039;UploadVR&#039;&#039;. Published February 16, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vrcompare&amp;quot;&amp;gt;[https://vr-compare.com/headset/playstationvr2 PlayStation VR2 Specs]. &#039;&#039;VR Compare&#039;&#039;. Accessed December 16, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;wiki-psvr2&amp;quot;&amp;gt;[https://en.wikipedia.org/wiki/PlayStation_VR2 PlayStation VR2]. &#039;&#039;Wikipedia&#039;&#039;. Accessed December 16, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Rift_S&amp;diff=37532</id>
		<title>Oculus Rift S</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Rift_S&amp;diff=37532"/>
		<updated>2026-01-08T10:32:59Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37435 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[file:oculus rift s111.png|350px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[Oculus Rift (Platform)]]&lt;br /&gt;
|Creator = &lt;br /&gt;
|Developer = [[Oculus VR]], [[Lenovo]]&lt;br /&gt;
|Manufacturer = [[Lenovo]]&lt;br /&gt;
|Announcement Date = March 20, 2019&lt;br /&gt;
|Release Date = May 21, 2019&lt;br /&gt;
|Price = $399&lt;br /&gt;
|Website = https://www.oculus.com/rift-s/&lt;br /&gt;
|Versions = &lt;br /&gt;
|Requires = VR-Ready PC&lt;br /&gt;
|Predecessor = [[Oculus Rift CV1]]&lt;br /&gt;
|Successor = Rift line discontinued&lt;br /&gt;
|Operating System = Windows 10&lt;br /&gt;
|Chipset = &lt;br /&gt;
|CPU = &lt;br /&gt;
|GPU = &lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = &lt;br /&gt;
|Memory = &lt;br /&gt;
|SD Card Slot = &lt;br /&gt;
|Display = Fast-switch LCD&lt;br /&gt;
|Subpixel Layout = &lt;br /&gt;
|Peak Brightness = &lt;br /&gt;
|Resolution = 2560×1440 (1280×1440 per eye)&lt;br /&gt;
|Refresh Rate = 80Hz&lt;br /&gt;
|Pixel Density = &lt;br /&gt;
|Persistence = &lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = 115°&lt;br /&gt;
|Horizontal FoV = &lt;br /&gt;
|Vertical FoV = &lt;br /&gt;
|Visible FoV = &lt;br /&gt;
|Rendered FoV = &lt;br /&gt;
|Binocular Overlap = &lt;br /&gt;
|Average Pixel Density = &lt;br /&gt;
|Peak Pixel Density = &lt;br /&gt;
|Foveated Rendering = No&lt;br /&gt;
|Optics = Next generation lenses (from Oculus Go)&lt;br /&gt;
|Ocularity = &lt;br /&gt;
|IPD Range = Fixed at 63.5mm (software adjustment only)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Passthrough+&lt;br /&gt;
|Tracking = [[Inside-out tracking]], (6DOF)&lt;br /&gt;
|Tracking Frequency = &lt;br /&gt;
|Base Stations = None (Inside-out tracking)&lt;br /&gt;
|Eye Tracking = &lt;br /&gt;
|Face Tracking = &lt;br /&gt;
|Hand Tracking = &lt;br /&gt;
|Body Tracking = &lt;br /&gt;
|Rotational Tracking = Yes&lt;br /&gt;
|Positional Tracking = [[Oculus Insight]]&lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = &lt;br /&gt;
|Play Space = [[Room‑scale]], 9ft x 9ft&lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = Integrated in strap&lt;br /&gt;
|Microphone = Yes&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = 5 tracking cameras (2 front, 1 on each side, 1 on top)&lt;br /&gt;
|Connectivity = DisplayPort 1.2, USB 3.0&lt;br /&gt;
|Ports = DisplayPort 1.2, USB 3.0, 3.5mm audio jack&lt;br /&gt;
|Wired Video = DisplayPort 1.2&lt;br /&gt;
|Wireless Video = &lt;br /&gt;
|WiFi = &lt;br /&gt;
|Bluetooth = &lt;br /&gt;
|Power = USB powered&lt;br /&gt;
|Battery Capacity = &lt;br /&gt;
|Battery Life = &lt;br /&gt;
|Charge Time = &lt;br /&gt;
|Dimensions = 10.94 x 6.3 x 8.27 inches&lt;br /&gt;
|Weight = 500g&lt;br /&gt;
|Material = &lt;br /&gt;
|Headstrap = Halo design with integrated audio&lt;br /&gt;
|Haptics = &lt;br /&gt;
|Color = Black&lt;br /&gt;
|Sensors = 5&lt;br /&gt;
|Input = [[Oculus Touch]]&lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = 10.94 x 6.3 x 8.27 inches&lt;br /&gt;
|Cable Length = 5 meters&lt;br /&gt;
}}&lt;br /&gt;
The [[Oculus Rift S]] is a [[PC-powered]] [[VR headset]] developed by [[Oculus VR]] in partnership with [[Lenovo]]. Announced during GDC 2019 on March 20, 2019, and released on May 21, 2019, it served as the successor to the original [[Oculus Rift CV1]].&amp;lt;ref name=&amp;quot;announce&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt; The Rift S featured several improvements over its predecessor, including a higher resolution display, improved lenses, and a new inside-out tracking system called [[Oculus Insight]] that eliminated the need for external sensors.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Oculus_Rift_S&amp;lt;/ref&amp;gt; The headset was discontinued in April 2021 in favor of the [[Meta Quest 2]].&amp;lt;ref name=&amp;quot;discontinuation&amp;quot;&amp;gt;https://www.theverge.com/2020/9/16/21422717/facebook-oculus-rift-s-discontinued-quest-2-vr-connect&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Design and Hardware ==&lt;br /&gt;
=== Display and Optics ===&lt;br /&gt;
The Rift S featured a single fast-switch LCD panel with a resolution of 2560×1440 (1280×1440 per eye), an upgrade from the Rift CV1&#039;s dual OLED displays with 1080×1200 per eye resolution.&amp;lt;ref name=&amp;quot;specs&amp;quot;&amp;gt;https://vr-compare.com/headset/oculusrifts&amp;lt;/ref&amp;gt; While the resolution was improved, the refresh rate was reduced from 90Hz on the original Rift to 80Hz on the Rift S. The field of view was approximately 115 degrees, a slight increase from the 110 degrees on the Rift CV1.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Rift S utilized &amp;quot;next generation&amp;quot; lens technology that was first introduced in the [[Oculus Go]]. These improved lenses significantly reduced the &amp;quot;god rays&amp;quot; (lens flare artifacts) that were common in the original Rift.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the Rift CV1, the Rift S did not feature mechanical interpupillary distance (IPD) adjustment. Instead, it used a fixed lens spacing of approximately 63.5mm with software-based IPD adjustment.&amp;lt;ref name=&amp;quot;ipd&amp;quot;&amp;gt;https://www.roadtovr.com/oculus-rift-s-supported-ipd-range-fov-quest-go/&amp;lt;/ref&amp;gt; This meant that users with IPD measurements significantly different from the average might experience some visual discomfort or reduced clarity.&amp;lt;ref name=&amp;quot;ipd_palmer&amp;quot;&amp;gt;https://www.roadtovr.com/palmer-luckey-oculus-founder-rift-s-optimal-70-population-ipd/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Headstrap and Comfort ===&lt;br /&gt;
The Rift S featured a halo-style headband, co-designed with Lenovo, which differed significantly from the Rift CV1&#039;s strap system. According to Oculus, this new design provided better weight distribution, improved light blocking, and increased comfort during extended use.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt; The headset included a knob at the rear of the band to adjust fit and a button underneath the right side that allowed users to adjust the distance between the headset and their face.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
Unlike the Rift CV1 which featured integrated headphones, the Rift S incorporated speakers into the headband, similar to the [[Oculus Go]] and [[Oculus Quest]]. This design allowed users to hear both VR audio and their surroundings simultaneously. For those preferring a more immersive audio experience, the headset included a 3.5mm audio jack for connecting external headphones.&amp;lt;ref name=&amp;quot;audio&amp;quot;&amp;gt;https://www.uploadvr.com/oculus-rift-s-official/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tracking System ===&lt;br /&gt;
One of the most significant changes in the Rift S was the adoption of the [[Oculus Insight]] inside-out tracking system, also used in the Oculus Quest. This system used five cameras built into the headset (two on the front, one on each side, and one on top) to track both the user&#039;s movements and the Oculus Touch controllers.&amp;lt;ref name=&amp;quot;tracking&amp;quot;&amp;gt;https://www.uploadvr.com/oculus-insight-christmas-tree-patch/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The Insight tracking system eliminated the need for external sensors, simplifying the setup process and allowing for a more flexible play area. The Rift S included an additional fifth camera over the Quest&#039;s four-camera setup to improve compatibility with existing Oculus Rift software and provide a wider tracking range.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controllers ===&lt;br /&gt;
The Rift S used the second generation [[Oculus Touch]] controllers, the same as those used with the Oculus Quest. These controllers featured a redesigned tracking ring positioned on top (rather than underneath as in the first generation) to facilitate tracking by the headset&#039;s cameras.&amp;lt;ref name=&amp;quot;touch&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Oculus_Touch&amp;lt;/ref&amp;gt; Each controller included an analog stick, buttons, and triggers for intuitive interaction in VR environments.&amp;lt;ref name=&amp;quot;touch&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Passthrough+ ==&lt;br /&gt;
The Rift S introduced [[Passthrough+]], an enhanced version of the standard passthrough feature found in other VR headsets. Passthrough+ used the headset&#039;s front-facing cameras to show the user&#039;s surroundings in monochromatic (black and white) view, allowing users to see their environment without removing the headset.&amp;lt;ref name=&amp;quot;passthrough&amp;quot;&amp;gt;https://www.uploadvr.com/oculus-rift-s-official/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Passthrough+ utilized [[Asynchronous SpaceWarp]] (ASW) technology to create a comfortable stereo-correct view with minimal depth disparity and performance impact. It was automatically activated when users stepped outside their designated [[Guardian]] boundaries or could be manually enabled through the Oculus interface.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
The Rift S was compatible with all software developed for the original Rift, including games, experiences, and applications available on the Oculus Store. Additionally, the Rift S supported third-party VR content through platforms like [[SteamVR]].&amp;lt;ref name=&amp;quot;software&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Oculus Home and Dash ===&lt;br /&gt;
Like its predecessor, the Rift S utilized the [[Oculus Home]] environment as a central hub for accessing content and socializing with friends. The [[Dash]] interface allowed users to access their PC desktop and applications while in VR.&amp;lt;ref name=&amp;quot;dash&amp;quot;&amp;gt;https://www.oculus.com/rift-s/features/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cross-Buy Support ===&lt;br /&gt;
The Oculus Store offered cross-buy support between the Rift S and Oculus Quest for compatible titles, allowing users who owned both headsets to purchase a game once and play it on either platform.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PC Requirements ==&lt;br /&gt;
&lt;br /&gt;
=== Recommended Specifications ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Recommended PC Specifications&amp;lt;ref name=&amp;quot;specs_pc&amp;quot;&amp;gt;https://www.oculus.com/rift-s/&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Component !! Specification&lt;br /&gt;
|-&lt;br /&gt;
| Graphics Card || NVIDIA GTX 1060 / AMD Radeon RX 480 or greater&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Graphics Card || NVIDIA GTX 970 / AMD Radeon R9 290 or greater&lt;br /&gt;
|-&lt;br /&gt;
| CPU || Intel i5-4590 / AMD Ryzen 5 1500X or greater&lt;br /&gt;
|-&lt;br /&gt;
| Memory || 8GB+ RAM&lt;br /&gt;
|-&lt;br /&gt;
| Video Output || DisplayPort 1.2 / Mini DisplayPort (with adapter included in box)&lt;br /&gt;
|-&lt;br /&gt;
| USB Ports || 1x USB 3.0 port&lt;br /&gt;
|-&lt;br /&gt;
| Operating System || Windows 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Compared to the original Rift, the Rift S maintained similar PC requirements despite the higher resolution display. This was achieved through the use of similar default render resolution and a slightly lower refresh rate (80Hz vs. 90Hz).&amp;lt;ref name=&amp;quot;render_res&amp;quot;&amp;gt;https://venturebeat.com/games/oculus-rift-s-has-a-well-hidden-resolution-setting/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup Process ==&lt;br /&gt;
Setting up the Rift S was simplified compared to the original Rift due to the inside-out tracking system:&lt;br /&gt;
&lt;br /&gt;
# Download the Oculus software from the official website&lt;br /&gt;
# Connect the Rift S headset to your PC using the provided DisplayPort and USB 3.0 cables&lt;br /&gt;
# Follow the on-screen instructions to complete the setup and define your play area&lt;br /&gt;
# Browse the Oculus library for games and experiences&amp;lt;ref name=&amp;quot;setup&amp;quot;&amp;gt;https://www.oculus.com/setup/#rift-s-setup&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Input Devices ==&lt;br /&gt;
The primary input devices for the Rift S were the second-generation [[Oculus Touch]] controllers. These ergonomic controllers translated hand and finger movements into VR and provided haptic feedback for a more immersive experience.&amp;lt;ref name=&amp;quot;input&amp;quot;&amp;gt;https://www.oculus.com/rift-s/features/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Touch controller required one AA battery and featured:&lt;br /&gt;
* An analog thumbstick&lt;br /&gt;
* Two face buttons&lt;br /&gt;
* A trigger button&lt;br /&gt;
* A grip button&lt;br /&gt;
* A system button&lt;br /&gt;
* Capacitive sensors for finger presence detection&amp;lt;ref name=&amp;quot;touch&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Accessories ==&lt;br /&gt;
&lt;br /&gt;
=== Prescription Lenses ===&lt;br /&gt;
Users with vision correction needs could purchase prescription lens inserts for the Rift S. VirtuClear® Lens Inserts were available through Frames Direct and featured 1.60 Hi Index Essilor lenses with anti-reflective coating. The prescription range supported was SPH: 0 to -8.0 | CYL: 0 to -2.0.&amp;lt;ref name=&amp;quot;prescription&amp;quot;&amp;gt;https://www.framesdirect.com/virtuclear-lens-inserts-for-oculus-rift-s.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Third-Party Accessories ===&lt;br /&gt;
Various third-party accessories were available for the Rift S, including:&lt;br /&gt;
* Replacement face covers and padding&lt;br /&gt;
* Cable management solutions&lt;br /&gt;
* Display port extension cables&lt;br /&gt;
* Protective covers and travel cases&lt;br /&gt;
* Alternative audio solutions&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The Rift S was co-developed by [[Oculus VR]] and [[Lenovo]]. The partnership with Lenovo incorporated their experience in VR/AR hardware design and feedback from the Lenovo Legion gaming community.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Developers could create content for the Rift S using the [[Oculus SDK]], which provided tools and resources for VR development. The SDK integrated with popular game engines like [[Unity]], [[Unreal Engine]], and [[CryEngine]].&amp;lt;ref name=&amp;quot;dev&amp;quot;&amp;gt;https://developer.oculus.com/documentation/native/pc/dg-input-touch-overview/?locale=en_US&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* &#039;&#039;&#039;June 2015:&#039;&#039;&#039; Palmer Luckey, co-founder of Oculus VR, revealed that Oculus was working on a successor to the original Rift.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;October 2018:&#039;&#039;&#039; Brendan Iribe, co-founder and former CEO of Oculus VR, left the company reportedly due to the cancellation of a &amp;quot;Rift 2&amp;quot; project and differences in vision for the future of Oculus.&amp;lt;ref name=&amp;quot;iribe&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Oculus_Rift_S&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;March 20, 2019:&#039;&#039;&#039; The Oculus Rift S was officially announced at GDC 2019.&amp;lt;ref name=&amp;quot;announce&amp;quot; /&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;May 21, 2019:&#039;&#039;&#039; The Rift S was released to the public at a price of $399.&amp;lt;ref name=&amp;quot;release&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;April 2021:&#039;&#039;&#039; Production of the Rift S was discontinued.&amp;lt;ref name=&amp;quot;discontinuation&amp;quot; /&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;June 2021:&#039;&#039;&#039; The Rift S section was removed from the Oculus website, and the headset was no longer being sold.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
The Rift S received mixed reviews from critics and users. While the headset was praised for its improved resolution, simplified setup process, and comfortable halo strap design, it was also criticized for certain design choices that some considered downgrades from the original Rift.&lt;br /&gt;
&lt;br /&gt;
=== Positive Reception ===&lt;br /&gt;
* The Oculus Insight tracking system was well-received for its accuracy and ease of setup, eliminating the need for external sensors.&amp;lt;ref name=&amp;quot;reception1&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The higher resolution display provided improved visual clarity and reduced the &amp;quot;screen door effect&amp;quot; compared to the original Rift.&amp;lt;ref name=&amp;quot;reception2&amp;quot;&amp;gt;https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/oculus-rift-s-specifications-and-differences-compared-to-cv1/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The halo strap design was comfortable for many users, particularly during extended VR sessions.&amp;lt;ref name=&amp;quot;reception3&amp;quot;&amp;gt;https://www.scan.co.uk/products/oculus-rift-s-virtual-reality-headset-and-touch-controllers-for-mind-blowing-pc-vr-gaming&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Passthrough+ was praised as a useful safety feature and convenience for briefly interacting with the real world.&amp;lt;ref name=&amp;quot;passthrough&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Criticisms ===&lt;br /&gt;
* The lack of hardware IPD adjustment was a significant issue for users with IPD measurements outside the average range.&amp;lt;ref name=&amp;quot;ipd_palmer&amp;quot; /&amp;gt;&lt;br /&gt;
* The switch from OLED to LCD displays resulted in less vibrant colors and weaker black levels.&amp;lt;ref name=&amp;quot;reception2&amp;quot; /&amp;gt;&lt;br /&gt;
* The reduction in refresh rate from 90Hz to 80Hz was noticeable to some users and potentially contributed to motion sickness for sensitive individuals.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
* The built-in audio solution was considered inferior to the integrated headphones of the original Rift.&amp;lt;ref name=&amp;quot;reception1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overall, the Rift S was viewed as an incremental upgrade rather than a revolutionary advancement in PC VR technology.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy ==&lt;br /&gt;
The Rift S represented the final iteration in the PC-tethered Oculus Rift line. Following its discontinuation in 2021, Facebook (now Meta) shifted its focus to standalone VR headsets with the [[Meta Quest]] line, which can optionally connect to PCs via [[Oculus Link]] to play PC VR content.&amp;lt;ref name=&amp;quot;discontinuation&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many of the technologies pioneered or improved in the Rift S, such as the Oculus Insight tracking system and the improved lens design, have continued to influence subsequent VR headsets from Meta and other manufacturers.&lt;br /&gt;
&lt;br /&gt;
== Technical Specifications ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oculus Rift S Technical Specifications&lt;br /&gt;
! Feature !! Specification&lt;br /&gt;
|-&lt;br /&gt;
| Display || Single fast-switch LCD&lt;br /&gt;
|-&lt;br /&gt;
| Resolution || 2560×1440 (1280×1440 per eye)&lt;br /&gt;
|-&lt;br /&gt;
| Refresh Rate || 80Hz&lt;br /&gt;
|-&lt;br /&gt;
| Field of View || Approximately 115°&lt;br /&gt;
|-&lt;br /&gt;
| Tracking || 6 degrees of freedom (6DOF)&lt;br /&gt;
|-&lt;br /&gt;
| Tracking System || Oculus Insight (inside-out)&lt;br /&gt;
|-&lt;br /&gt;
| Cameras || 5 (2 front, 1 on each side, 1 on top)&lt;br /&gt;
|-&lt;br /&gt;
| Controllers || Oculus Touch (second generation)&lt;br /&gt;
|-&lt;br /&gt;
| Audio || Integrated spatial audio in headband, 3.5mm audio jack&lt;br /&gt;
|-&lt;br /&gt;
| Microphone || Integrated&lt;br /&gt;
|-&lt;br /&gt;
| Connectivity || DisplayPort 1.2, USB 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Cable Length || 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Weight || Approximately 500g&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 10.94 x 6.3 x 8.27 inches&lt;br /&gt;
|-&lt;br /&gt;
| IPD Adjustment || Software only (fixed physical IPD of 63.5mm)&lt;br /&gt;
|-&lt;br /&gt;
| Recommended Play Space || Up to 9ft x 9ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:oculus rift s111.png&lt;br /&gt;
File:oculus rift s118.jpg&lt;br /&gt;
File:oculus rift s117.jpg&lt;br /&gt;
File:oculus rift s116.jpg&lt;br /&gt;
File:oculus rift s115.jpg&lt;br /&gt;
File:oculus rift s114.jpg&lt;br /&gt;
File:oculus rift s113.jpg&lt;br /&gt;
File:oculus rift s112.jpg&lt;br /&gt;
File:oculus rift s6.png&lt;br /&gt;
File:oculus rift s5.png&lt;br /&gt;
File:oculus rift s4.png&lt;br /&gt;
File:oculus rift s3.png&lt;br /&gt;
File:oculus rift s2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;announce&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Oculus_Rift_S&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;discontinuation&amp;quot;&amp;gt;https://www.theverge.com/2020/9/16/21422717/facebook-oculus-rift-s-discontinued-quest-2-vr-connect&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;specs&amp;quot;&amp;gt;https://vr-compare.com/headset/oculusrifts&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;ipd&amp;quot;&amp;gt;https://www.roadtovr.com/oculus-rift-s-supported-ipd-range-fov-quest-go/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;ipd_palmer&amp;quot;&amp;gt;https://www.roadtovr.com/palmer-luckey-oculus-founder-rift-s-optimal-70-population-ipd/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;audio&amp;quot;&amp;gt;https://www.uploadvr.com/oculus-rift-s-official/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;tracking&amp;quot;&amp;gt;https://www.uploadvr.com/oculus-insight-christmas-tree-patch/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;touch&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Oculus_Touch&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;passthrough&amp;quot;&amp;gt;https://www.uploadvr.com/oculus-rift-s-official/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;software&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;dash&amp;quot;&amp;gt;https://www.oculus.com/rift-s/features/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;specs_pc&amp;quot;&amp;gt;https://www.oculus.com/rift-s/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;render_res&amp;quot;&amp;gt;https://venturebeat.com/games/oculus-rift-s-has-a-well-hidden-resolution-setting/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;setup&amp;quot;&amp;gt;https://www.oculus.com/setup/#rift-s-setup&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;input&amp;quot;&amp;gt;https://www.oculus.com/rift-s/features/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;prescription&amp;quot;&amp;gt;https://www.framesdirect.com/virtuclear-lens-inserts-for-oculus-rift-s.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;dev&amp;quot;&amp;gt;https://developer.oculus.com/documentation/native/pc/dg-input-touch-overview/?locale=en_US&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;iribe&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Oculus_Rift_S&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;release&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;reception1&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;reception2&amp;quot;&amp;gt;https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/oculus-rift-s-specifications-and-differences-compared-to-cv1/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;reception3&amp;quot;&amp;gt;https://www.scan.co.uk/products/oculus-rift-s-virtual-reality-headset-and-touch-controllers-for-mind-blowing-pc-vr-gaming&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Meta_Quest_Pro&amp;diff=37531</id>
		<title>Meta Quest Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Meta_Quest_Pro&amp;diff=37531"/>
		<updated>2026-01-08T10:32:47Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37420 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:meta quest pro6.jpg|300px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]], [[Mixed Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[Standalone VR]]&lt;br /&gt;
|Platform = [[Meta Quest]]&lt;br /&gt;
|Creator = [[Meta Platforms]]&lt;br /&gt;
|Developer = [[Reality Labs]]&lt;br /&gt;
|Manufacturer = [[Meta Platforms]]&lt;br /&gt;
|Announcement Date = October 28, 2021 (as Project Cambria)&lt;br /&gt;
|Release Date = October 25, 2022&lt;br /&gt;
|Price = Original: $1499 / £1499 / AU$2499, Reduced: $999 / £999 / AU$1729.99, Discontinued in January 2025&lt;br /&gt;
|Website = https://forwork.meta.com/quest/quest-pro/&lt;br /&gt;
|Versions = Single model (Black, 256GB)&lt;br /&gt;
|Requires = [[Meta account]]&lt;br /&gt;
|Predecessor = [[Meta Quest 2]]&lt;br /&gt;
|Successor = None direct (Discontinued in January 2025), [[Meta Quest 3]]&lt;br /&gt;
|Operating System = Android-based&lt;br /&gt;
|Chipset = [[Qualcomm Snapdragon XR2+]]&lt;br /&gt;
|CPU = Octa-core Kryo 585 (1 x 2.84 GHz, 3 x 2.42 GHz, 4 x 1.8 GHz)&lt;br /&gt;
|GPU = [[Adreno 650]]&lt;br /&gt;
|HPU = N/A&lt;br /&gt;
|Storage = 256 GB&lt;br /&gt;
|Memory = 12 GB LPDDR5&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = 2 x QLED (LCD with Quantum Dot layer and local dimming)&lt;br /&gt;
|Subpixel Layout = RGB stripe&lt;br /&gt;
|Peak Brightness = Not specified in sources&lt;br /&gt;
|Resolution = 1800x1920 per eye&lt;br /&gt;
|Refresh Rate = 90 Hz (72 Hz mode available)&lt;br /&gt;
|Pixel Density = Peak: 22 PPD (Panel offers 37% more pixels per inch than Quest 2)&lt;br /&gt;
|Persistence = Not specified in sources&lt;br /&gt;
|Precision = Not specified in sources&lt;br /&gt;
|Field of View = 106° horizontal, 96° vertical&lt;br /&gt;
|Horizontal FoV = 106°&lt;br /&gt;
|Vertical FoV = 96°&lt;br /&gt;
|Visible FoV = Diagonal: 95.57°&lt;br /&gt;
|Rendered FoV = Horizontal: 108°, Vertical: 95.57°, Diagonal: 111.24°&lt;br /&gt;
|Binocular Overlap = ~80°&lt;br /&gt;
|Average Pixel Density = ~19 PPD&lt;br /&gt;
|Peak Pixel Density = 22 PPD&lt;br /&gt;
|Foveated Rendering = Yes, dynamic (requires eye tracking enabled)&lt;br /&gt;
|Optics = [[Pancake lenses]]&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 55-75 mm hardware adjustable (manual slider)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Full-color Mixed Reality passthrough&lt;br /&gt;
|Tracking = [[6DoF]], [[Inside-out tracking]], with 5 external headset cameras and controller cameras&lt;br /&gt;
|Tracking Frequency = Not specified in sources&lt;br /&gt;
|Base Stations = Not required&lt;br /&gt;
|Eye Tracking = Yes, via internal cameras&lt;br /&gt;
|Face Tracking = Yes, via internal cameras&lt;br /&gt;
|Hand Tracking = Yes, improved over Quest 2&lt;br /&gt;
|Body Tracking = Yes, via AI-based API (Movement Estimation)&lt;br /&gt;
|Rotational Tracking = Yes, 6DoF&lt;br /&gt;
|Positional Tracking = Yes, 6DoF&lt;br /&gt;
|Update Rate = Not specified in sources&lt;br /&gt;
|Tracking Volume = Room-scale, defined by Guardian system&lt;br /&gt;
|Play Space = Minimum 6.5 x 6.5 feet recommended for some experiences&lt;br /&gt;
|Latency = Not specified in sources&lt;br /&gt;
|Audio = Integrated stereo speakers with Spatial audio&lt;br /&gt;
|Microphone = Yes, integrated microphone array (3 mics)&lt;br /&gt;
|3.5mm Audio Jack = Yes, dual jacks (one on each side)&lt;br /&gt;
|Camera = 5 external cameras (tracking/passthrough), 5 internal cameras (eye/face tracking)&lt;br /&gt;
|Connectivity = [[Wi-Fi 6E]], [[Bluetooth 5.2]]&lt;br /&gt;
|Ports = USB-C (for data/power), charging contacts&lt;br /&gt;
|Wired Video = Yes, via Oculus Link (USB-C cable required, sold separately for PC VR)&lt;br /&gt;
|Wireless Video = [[Air Link]], [[Virtual Desktop]]&lt;br /&gt;
|WiFi = Wi-Fi 6E (802.11ax)&lt;br /&gt;
|Bluetooth = 5.2&lt;br /&gt;
|Power = Integrated rechargeable battery, Charging dock&lt;br /&gt;
|Battery Capacity = Not officially specified&lt;br /&gt;
|Battery Life = Rated 1-2 hours or 2-3 hours depending on usage (eye/face tracking impacts duration)&lt;br /&gt;
|Charge Time = ~2 hours for headset via dock/direct cable&lt;br /&gt;
|Dimensions = 265mm x 127mm x 196mm (strap fully opened)&lt;br /&gt;
|Weight = 722 g (1.59 lbs)&lt;br /&gt;
|Material = Plastic, foam/leatherette padding&lt;br /&gt;
|Headstrap = Integrated rigid Halo strap with rear adjustment dial and battery&lt;br /&gt;
|Haptics = [[TruTouch Haptics]]&lt;br /&gt;
|Color = Black&lt;br /&gt;
|Sensors = 5 external cameras (tracking/passthrough), 5 internal cameras (eye/face tracking), IMUs, proximity sensor, controller sensors&lt;br /&gt;
|Input = Meta Quest Touch Pro Controllers, Hand Tracking&lt;br /&gt;
|Compliance = Not specified in sources&lt;br /&gt;
|Size = N/A&lt;br /&gt;
|Cable Length = Charging cable: ~2m (6.5 ft)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Meta Quest Pro&#039;&#039;&#039; (codenamed &#039;&#039;&#039;Project Cambria&#039;&#039;&#039; during development&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;), is a [[Standalone VR|standalone]] [[Virtual Reality|virtual reality]] (VR) [[head-mounted display]] (HMD) developed by [[Reality Labs]], a division of [[Meta Platforms]].&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Announced initially as Project Cambria in October 2021&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; and fully unveiled in October 2022,&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; it was released on October 25, 2022.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It represented Meta&#039;s first major push into the high-end and enterprise VR market, positioned above the consumer-focused [[Meta Quest 2]].&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Key features included [[Pancake lenses]], full-color [[passthrough]] for mixed reality, and integrated [[Eye tracking]] and [[Face tracking]].&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The headset was officially discontinued by Meta in January 2025.&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Development of the Quest Pro was first publicly mentioned under the codename &amp;quot;Project Cambria&amp;quot; at [[Meta Connect]] 2021 on October 28, 2021.&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Meta positioned it as a high-end device incorporating next-generation technologies.&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The final product, named Meta Quest Pro, was officially revealed at Meta Connect 2022 and launched on October 25, 2022.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The initial launch price was set at $1,499 / £1,499 / AU$2,499, significantly higher than the Quest 2, reflecting its target market of professionals, developers, and early adopters.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; In March 2023, Meta permanently reduced the price to $999 / £999 / AU$1,729.99, citing a desire to make the technology more accessible to businesses and professionals, likely also influenced by market competition like the [[HTC Vive XR Elite]].&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite the price reduction, the headset reportedly failed to gain significant market traction.&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; In September 2024, Meta announced it was phasing out sales of the Quest Pro alongside the Quest 2.&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; By January 2025, the Meta Quest Pro was officially listed as &amp;quot;no longer available&amp;quot; on Meta&#039;s website, with the [[Meta Quest 3]] recommended as the alternative for mixed reality experiences.&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&lt;br /&gt;
===Design and Comfort===&lt;br /&gt;
The Meta Quest Pro features a distinct design compared to the Quest 2, opting for a sleek, all-black finish with a glossy front panel housing external cameras.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It utilizes a [[Halo strap]] design, similar to the [[PlayStation VR]] or the optional Quest 2 Elite Strap, with padded cushions resting on the forehead and the back of the head.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The battery is integrated into the rear padding, counterbalancing the weight of the front visor for improved ergonomics compared to the front-heavy Quest 2.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This design makes the headset feel more balanced and secure during use for many users.&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The strap tightness is adjusted via a dial on the rear.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite the balanced design, the Quest Pro is heavier than the Quest 2, weighing 722 grams (1.59 lbs).&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Some users reported discomfort or pressure on the forehead during extended use, potentially requiring careful adjustment or leading to headaches.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; A top strap, common on other headsets for additional support, is notably absent and not offered as a first-party accessory, although third-party solutions emerged.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the Quest 2&#039;s fully enclosed design, the Quest Pro has an open periphery by default, allowing users to see their real-world surroundings below and to the sides.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This is intended to enhance mixed reality use cases and reduce feelings of claustrophobia.&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It also improves airflow around the face, reducing lens fogging and heat buildup compared to fully sealed designs.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Magnetic partial light blockers for the sides are included in the box to increase immersion.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; A separate &amp;quot;Full Light Blocker&amp;quot; accessory was sold by Meta for $50 to create a more traditional, fully sealed VR experience, though some reviews noted it needed to be removed for dock charging.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The headset accommodates users wearing glasses, featuring an adjustable lens depth dial to move the optics further from the face.&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optics and Display===&lt;br /&gt;
A key innovation in the Quest Pro is its use of [[Pancake lenses]].&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This multi-element optical design allows for a significantly thinner visor (40% slimmer optical stack than Quest 2&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;) and provides improved visual clarity across a larger portion of the lens compared to the [[Fresnel lenses]] used in Quest 2.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This results in a larger &amp;quot;sweet spot&amp;quot; and reduced edge distortion and [[god rays]].&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Text legibility is notably improved across the entire field of view.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The headset features two [[QLED]] displays (LCD panels enhanced with a [[Quantum dot]] layer) with a resolution of 1800x1920 pixels per eye.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; While the per-eye resolution is similar to Quest 2, the Quest Pro incorporates local dimming technology with 500 individual zones, significantly improving contrast and enabling deeper black levels than typical LCDs.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The Quantum Dot layer also allows for a wider color gamut (130% larger than Quest 2&#039;s according to Meta&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;), resulting in more vibrant colors.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The display refresh rate is 90 Hz, with a 72 Hz mode available.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Field of view]] (FoV) is approximately 106° horizontal and 96° vertical, an improvement over the Quest 2.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; [[Interpupillary distance]] (IPD) is manually adjustable via a continuous slider mechanism, supporting a range from 55mm to 75mm.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; While the headset uses eye tracking to guide users to the correct IPD setting, the adjustment itself is not motorized, unlike some competitors.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Some users noted the IPD slider could feel loose and occasionally shift during active use.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Processor and Memory===&lt;br /&gt;
The Quest Pro is powered by the [[Qualcomm Snapdragon XR2+]] [[System on a chip|SoC]].&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Meta claimed this offered 50% more sustained performance compared to the Snapdragon XR2 found in the Quest 2, primarily due to improved thermal dissipation allowing the chip to run faster for longer.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; However, many reviews noted that in practice, performance felt largely similar to the Quest 2 for existing applications, as the underlying GPU ([[Adreno 650]]) remained the same and most software wasn&#039;t optimized specifically for the &#039;Plus&#039; variant.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Some users did perceive a noticeable speed difference.&lt;br /&gt;
&lt;br /&gt;
The headset is equipped with 12 GB of LPDDR5 [[RAM]], double the 6 GB found in the Quest 2.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This increased memory allows for smoother multitasking, such as keeping a web browser open while running a VR application.&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It comes with a single storage option of 256 GB.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
The Quest Pro features integrated speakers built into the head strap arms, providing [[Spatial audio]].&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Reviewers generally found the audio quality to be clear, crisp, and an improvement over the Quest 2, particularly for voice clarity.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Positional audio cues were effective for immersion.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; However, some noted a lack of bass response, resulting in a &amp;quot;thin&amp;quot; sound profile for certain content.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; For users preferring external audio solutions, the headset includes dual 3.5mm headphone jacks, one on each side.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; An integrated microphone array (3 microphones&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;) is used for voice input and communication.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Controllers===&lt;br /&gt;
The Quest Pro includes redesigned controllers called &#039;&#039;&#039;Meta Quest Touch Pro Controllers&#039;&#039;&#039;.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; A major change is the removal of the tracking rings seen on previous Quest controllers.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Instead, each controller incorporates three built-in cameras and its own [[Qualcomm Snapdragon 662]] mobile processor, enabling independent [[Inside-out tracking|self-tracking]].&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This allows for full 360-degree tracking, even when the controllers are outside the headset&#039;s direct line of sight (for example behind the user&#039;s back), and prevents the controllers from occluding each other when held close together.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Tracking accuracy was generally praised as excellent and robust.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Users reported minimal issues, even in varied lighting conditions.&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The controllers feature improved [[Haptics|haptic feedback]], termed &amp;quot;TruTouch Haptics,&amp;quot; including primary motors in the handle and secondary motors under the index trigger and thumb grip area, allowing for more localized and nuanced feedback.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; They retain capacitive sensors on the buttons, thumbstick, and trigger for partial finger tracking.&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; A new pressure sensor on the thumb rest enables pinching gestures.&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The controllers have built-in rechargeable batteries, replacing the AA batteries of the Quest 2 controllers.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; They are charged via metal contacts, typically using the included charging dock.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Battery life is estimated around 8 hours.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; A minor drawback noted was a slight delay (a few seconds) for the controllers to sync their position with the headset upon pickup.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Attachable stylus tips are included, allowing the controllers to be flipped over and used for writing or drawing on virtual surfaces, with haptic feedback simulating surface resistance.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The Touch Pro controllers are also sold separately and are compatible with the Quest 2 and Quest 3 headsets.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnbc_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sensors===&lt;br /&gt;
The Quest Pro headset is equipped with a total of ten cameras/sensors.&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Five external cameras are used for [[6DoF]] [[Inside-out tracking]] of the headset&#039;s position and orientation, [[Hand tracking]], and capturing the [[Mixed Reality|mixed reality]] passthrough view.&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Five internal cameras are dedicated to [[Eye tracking]] (one per eye) and [[Face tracking]] (capturing upper and lower facial expressions).&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; These internal sensors enable features like [[Foveated rendering]] and more expressive avatars.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery and Charging===&lt;br /&gt;
The Quest Pro&#039;s integrated battery is located in the rear of the head strap.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Battery life estimates vary between sources, with Meta and some reviews suggesting 2-3 hours,&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; while others consistently found it closer to 1-2 hours, or 1.5-2 hours, particularly when features like eye/face tracking and passthrough were active.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This was considered short, especially for a &amp;quot;Pro&amp;quot; device, and lower than the Quest 2&#039;s typical runtime.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The headset can be used while plugged in via its [[USB-C]] port for extended sessions.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A charging dock is included, designed to charge both the headset and the controllers simultaneously via contact points.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; A full charge for the headset takes approximately 2 hours.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Some users found positioning the headset and controllers correctly on the dock could be finicky.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Mixed Reality (Color Passthrough)===&lt;br /&gt;
One of the headline features of the Quest Pro is its full-color [[Mixed Reality]] [[passthrough]] capability, a significant upgrade from the monochrome passthrough on the Quest 2.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This allows users to see their real-world environment in color while wearing the headset, enabling experiences that blend virtual elements with physical surroundings.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The passthrough provides a stereoscopic, depth-correct view of the environment.&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While considered a major step forward, reviews consistently noted that the image quality of the passthrough was grainy, somewhat fuzzy, and lacked detail, especially in lower light conditions.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Reading text on phone screens or documents through passthrough was difficult or impossible.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Moving objects like hands could exhibit ghosting or lag effects.&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; While sufficient for environmental awareness and basic navigation,&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; the quality was deemed not high enough for seamless interaction with fine details in the real world.&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The headset initially lacked automatic room meshing capabilities due to the absence of a dedicated depth sensor (reportedly planned but cut before launch&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;). Users needed to manually define walls and furniture using a controller-based setup tool for room-aware MR applications, which was considered cumbersome.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eye and Face Tracking===&lt;br /&gt;
The Quest Pro was Meta&#039;s first headset to incorporate integrated [[Eye tracking]] and [[Face tracking]], utilizing five internal cameras.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Eye tracking enables [[Foveated rendering]], an optimization technique where the headset renders the area the user is directly looking at in higher detail, potentially improving performance and visual quality without increasing processing load.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Eye tracking also helps with automatic [[IPD]] calibration guidance.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Face tracking captures the user&#039;s facial expressions (mouth movements, smiles, frowns, eyebrow raises, etc.) and maps them onto their virtual avatar in real-time.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This is intended to make social interactions in VR feel more natural and expressive.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the technology was considered impressive by some,&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; its practical application at launch and throughout the headset&#039;s life was limited.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Few applications took full advantage of these features.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Some users found the avatar facial expressions could appear uncanny or inaccurate at times, especially over network connections.&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Tongue tracking was not supported at launch.&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Concerns were also raised regarding the privacy implications of collecting eye and facial data, though Meta stated this data was processed on-device and deleted, and the features were opt-in.&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hand Tracking===&lt;br /&gt;
The Quest Pro supports controller-free [[Hand tracking]], leveraging its external cameras.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The tracking quality was considered slightly improved compared to the Quest 2, likely due to better cameras.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Meta also introduced experimental interaction models like &amp;quot;Direct Touch,&amp;quot; allowing users to &amp;quot;press&amp;quot; virtual buttons and keyboards with their fingers.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; However, hand tracking performance could degrade in suboptimal lighting conditions and some found it could still feel jittery or required unnatural hand positions.&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Standalone and PC VR===&lt;br /&gt;
As a [[Standalone VR]] headset, the Quest Pro operates independently without needing a connection to a [[Personal computer|PC]].&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It runs applications downloaded from the [[Meta Quest Store]].&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It also supports connection to a PC for [[PC VR]] experiences, offering higher fidelity graphics powered by the computer&#039;s hardware.&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Connection options include:&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Link]]&#039;&#039;&#039;: A wired connection using a high-quality [[USB-C]] cable (a link-specific cable is recommended and often sold separately).&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Air Link]]&#039;&#039;&#039;: Meta&#039;s official wireless streaming solution, requiring a strong [[Wi-Fi]] connection (preferably Wi-Fi 6 or 6E) between the headset and the PC via a router.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Virtual Desktop]]&#039;&#039;&#039;: A popular third-party application enabling wireless PC VR streaming and remote desktop access.&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Quest Pro includes support for [[Wi-Fi 6E]], which utilizes the 6 GHz band for potentially faster and less congested wireless connections, benefiting Air Link and other wireless features when used with a compatible router.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Software and Ecosystem==&lt;br /&gt;
The Meta Quest Pro runs on an [[Android]]-based operating system (now referred to as [[Meta Horizon OS]]), sharing the same core platform and app store as the Meta Quest 2 and Quest 3.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It is fully backward compatible with the existing Quest library of games and applications.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While compatible with the large Quest library, a dedicated section for Quest Pro-optimized apps existed but remained sparsely populated throughout its availability.&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Few apps were specifically designed to leverage the Pro&#039;s unique features like advanced MR, eye tracking, or face tracking.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; [[Red Matter 2]] was one notable example utilizing [[Foveated rendering]] via eye tracking.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Meta heavily promoted [[Horizon Workrooms]], its virtual collaboration platform, as a key use case for the Pro.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Workrooms allows users to meet as avatars, use virtual whiteboards, and project their computer screens onto multiple virtual monitors.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; However, reviewers often found the Workrooms software clunky, unintuitive, or buggy, particularly the setup process and integration with real-world devices.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; [[Horizon Worlds]], Meta&#039;s social VR platform, also supported the Pro&#039;s face tracking features.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The user interface (UI) and user experience (UX) received some criticism for being unintuitive or buggy at times, with some long-standing issues seemingly carried over from the Quest 2 platform.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For [[PC VR]] experiences, the Quest Pro supports connectivity allowing access to PC VR content libraries like [[SteamVR]].&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Meta also offers [[Meta Quest for Business]], a subscription service aimed at enterprises for managing fleets of headsets, including the Quest Pro, which supports integration with platforms like [[Microsoft Intune]] and access to business applications.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
The Meta Quest Pro received mixed reviews upon release. Praise was commonly directed towards its hardware innovations:&lt;br /&gt;
*&#039;&#039;&#039;Display Clarity &amp;amp; Optics:&#039;&#039;&#039; The [[Pancake lenses]] and improved display quality (clarity, color, contrast) were frequently highlighted as significant upgrades over the Quest 2.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Comfort &amp;amp; Design (for some):&#039;&#039;&#039; The balanced [[Halo strap]] design was found comfortable by many, especially compared to the Quest 2&#039;s default strap.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The open periphery design was appreciated for reducing claustrophobia and improving airflow.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Controllers:&#039;&#039;&#039; The self-tracking Touch Pro controllers were lauded for their accuracy, improved haptics, and compact design.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Standalone Performance:&#039;&#039;&#039; As a powerful standalone device without PC tethering requirements, its convenience was noted.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the headset also faced significant criticism:&lt;br /&gt;
*&#039;&#039;&#039;Price:&#039;&#039;&#039; The initial $1,500 price point was widely considered excessive, especially given the limited software taking advantage of its advanced features, making it poor value for most consumers.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Even after the price cut to $1,000, it remained expensive compared to alternatives like the Quest 2 or the later Quest 3.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battery Life:&#039;&#039;&#039; The short battery life (often 1-2 hours in practice) was a frequent complaint.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mixed Reality Quality:&#039;&#039;&#039; The color passthrough, while novel, was criticized for its grainy, low-resolution image quality, limiting its practical use.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Comfort (for others):&#039;&#039;&#039; Despite the balanced design, the headset&#039;s weight and pressure on the forehead caused discomfort or headaches for some users.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Software and Use Cases:&#039;&#039;&#039; A major recurring criticism was the lack of compelling software and clear use cases that justified the Pro&#039;s advanced features and high cost. Eye/face tracking felt underutilized, and productivity software like Horizon Workrooms was often described as clunky or unfinished.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Target Audience Confusion:&#039;&#039;&#039; Many questioned who the headset was truly for, feeling it was caught between the consumer gaming market (better served by Quest 2/3) and a professional market that wasn&#039;t fully ready for its specific feature set or found its implementation lacking.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnbc_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Privacy Concerns:&#039;&#039;&#039; The inclusion of eye and face tracking raised privacy concerns among some users and reviewers, given Meta&#039;s history with data collection.&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overall, the Quest Pro was seen as an technologically impressive but ultimately niche product – a showcase of future VR/MR technologies that arrived too early, at too high a price, and without the software ecosystem needed to make it essential.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It was often described as feeling like a [[Development kit|developer kit]] or early adopter device rather than a fully realized product for its target market.&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Discontinuation==&lt;br /&gt;
In September 2024, Meta confirmed it would stop selling the Quest Pro once existing inventory ran out, alongside the original Quest 2.&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; By January 2025, the product was marked as &amp;quot;no longer available&amp;quot; on official channels.&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The [[Meta Quest 3]], launched in October 2023, incorporated some of the Pro&#039;s advancements (like pancake lenses and improved color passthrough) at a much lower price point ($499), effectively superseding the Pro for most potential users interested in mixed reality.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; While Meta CTO [[Andrew Bosworth]] hinted a future &amp;quot;Pro&amp;quot; model wasn&#039;t entirely ruled out, reports suggested plans for a direct successor had been cancelled.&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
Despite its limited commercial success, the Meta Quest Pro served as an important technological stepping stone for Meta and the VR/MR industry.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It introduced and helped popularize several key hardware advancements that were subsequently adopted or refined in later, more mainstream devices:&lt;br /&gt;
*&#039;&#039;&#039;[[Pancake lenses]]:&#039;&#039;&#039; Demonstrated the benefits of thinner, lighter optics with improved edge-to-edge clarity, which became a key feature of the Quest 3.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Full-Color [[Mixed Reality]] Passthrough:&#039;&#039;&#039; Paved the way for MR experiences on standalone headsets, influencing the direction of Quest 3 and competitors.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Eye tracking]] and [[Face tracking]]:&#039;&#039;&#039; Showcased the potential for more immersive social presence and performance optimizations like [[Foveated rendering]], even if widespread software adoption lagged.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Self-Tracking Controllers:&#039;&#039;&#039; Introduced controllers that didn&#039;t rely on headset tracking rings, offering more robust tracking and a more compact design.&lt;br /&gt;
*&#039;&#039;&#039;Counterbalanced Design:&#039;&#039;&#039; Highlighted the importance of weight distribution for comfort in standalone headsets by moving the battery to the rear.&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Quest Pro acted as an important development platform, allowing creators to experiment with MR, eye tracking, and face tracking capabilities, preparing the ecosystem for future hardware iterations.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:meta quest pro1.jpg&lt;br /&gt;
File:meta quest pro10.jpg&lt;br /&gt;
File:meta quest pro9.jpg&lt;br /&gt;
File:meta quest pro8.jpg&lt;br /&gt;
File:meta quest pro7.jpg&lt;br /&gt;
File:meta quest pro6.jpg&lt;br /&gt;
File:meta quest pro5.jpg&lt;br /&gt;
File:meta quest pro2.jpg&lt;br /&gt;
File:meta quest pro3.jpg&lt;br /&gt;
File:meta quest pro4.jpg&lt;br /&gt;
File:meta quest pro11.jpg&lt;br /&gt;
File:meta quest pro12.jpg&lt;br /&gt;
File:meta quest pro13.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Meta Quest]] (product line)&lt;br /&gt;
* [[Meta Quest 2]]&lt;br /&gt;
* [[Meta Quest 3]]&lt;br /&gt;
* [[Meta Quest 3S]]&lt;br /&gt;
* [[PlayStation VR2]]&lt;br /&gt;
* [[HTC Vive XR Elite]]&lt;br /&gt;
* [[Pico 4]]&lt;br /&gt;
* [[Virtual Reality]]&lt;br /&gt;
* [[Mixed Reality]] / [[Augmented Reality]]&lt;br /&gt;
* [[Eye tracking]]&lt;br /&gt;
* [[Face tracking]]&lt;br /&gt;
* [[Meta Platforms]]&lt;br /&gt;
* [[Reality Labs]]&lt;br /&gt;
* [[Mark Zuckerberg]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;Polanco, Tony, &amp;quot;[https://www.tomsguide.com/reviews/meta-quest-pro-review-its-awesome-but-no-way-am-i-working-in-this-thing The Meta Quest Pro is awesome, but no way am I working in this thing]&amp;quot;, &#039;&#039;Tom&#039;s Guide&#039;&#039;, Last updated July 25, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;Robertson, Adi, &amp;quot;[https://www.theverge.com/23451629/meta-quest-pro-vr-headset-horizon-review Meta Quest Pro review: get me out of here]&amp;quot;, &#039;&#039;The Verge&#039;&#039;, Updated November 22, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;Hector, Hamish, &amp;quot;[https://www.techradar.com/reviews/meta-quest-pro Meta Quest Pro review: Meta&#039;s best VR headset yet comes at a price]&amp;quot;, &#039;&#039;TechRadar&#039;&#039;, Last updated March 3, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;DaftnDirect (and commenters), &amp;quot;[https://communityforums.atmeta.com/t5/Talk-VR/My-Quest-Pro-Review/td-p/1028432 My Quest Pro Review]&amp;quot;, &#039;&#039;Meta Community Forums&#039;&#039;, February 10, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;Carter, Rebekah, &amp;quot;[https://www.xrtoday.com/reviews/meta-quest-pro-review-a-powerful-professional-headset/ Meta Quest Pro Review: A Powerful Professional Headset?]&amp;quot;, &#039;&#039;XR Today&#039;&#039;, January 19, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;Greenwald, Will, &amp;quot;[https://www.pcmag.com/reviews/meta-quest-pro Meta Quest Pro Review]&amp;quot;, &#039;&#039;PCMag&#039;&#039;, Updated November 14, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;cnbc_review&amp;quot;&amp;gt;Pitt, Sofia, &amp;quot;[https://www.cnbc.com/2022/11/10/meta-quest-pro-review.html Meta&#039;s new headset is a very expensive VR experiment that doesn&#039;t have a target audience]&amp;quot;, &#039;&#039;CNBC&#039;&#039;, Updated November 11, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;Orland, Kyle, &amp;quot;[https://arstechnica.com/gaming/2022/10/meta-quest-pro-review-for-those-with-more-money-than-sense/ Meta Quest Pro review: For those with more money than sense]&amp;quot;, &#039;&#039;Ars Technica&#039;&#039;, October 28, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;Robertson, Duncan, &amp;quot;[https://www.gamesradar.com/meta-quest-pro-review/ Meta Quest Pro review: &#039;The prologue to a cyberpunk novel&#039;]&amp;quot;, &#039;&#039;GamesRadar+&#039;&#039;, April 14, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;Stein, Scott, &amp;quot;[https://www.cnet.com/tech/computing/meta-quest-pro-half-a-year-later-caught-between-quest-2-and-quest-3/ Meta Quest Pro, Half a Year Later: Caught Between Quest 2 and Quest 3]&amp;quot;, &#039;&#039;CNET&#039;&#039;, March 30, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;de Luna, Elizabeth, &amp;quot;[https://mashable.com/review/meta-quest-pro-review The Meta Quest Pro is not the big fail it&#039;s made out to be]&amp;quot;, &#039;&#039;Mashable&#039;&#039;, December 3, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;Serbezov, Stanislav, &amp;quot;[https://www.phonearena.com/ar-vr/reviews/meta-quest-pro-review_id6009 Meta Quest Pro Review: the meaning of &#039;incomplete&#039;]&amp;quot;, &#039;&#039;PhoneArena&#039;&#039;, Updated April 22, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;Rutherford, Sam, &amp;quot;[https://www.engadget.com/meta-quest-pro-review-a-next-gen-headset-for-the-vr-faithful-specs-price-130045313-130045431.html Meta Quest Pro review: A next-gen headset for the VR faithful]&amp;quot;, &#039;&#039;Engadget&#039;&#039;, October 31, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;Zellmer, Matthias, &amp;quot;[https://www.nextpit.com/meta-quest-pro-review Meta Quest Pro review: Discounted price makes it a bargain!]&amp;quot;, &#039;&#039;NextPit&#039;&#039;, April 10, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;Jakob, &amp;quot;[https://vrx.vr-expert.com/meta-quest-pro-review/ Meta Quest Pro Review]&amp;quot;, &#039;&#039;VR Expert&#039;&#039;, Updated March 15, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;Hayden, Scott, &amp;quot;[https://www.roadtovr.com/meta-discontinues-quest-pro/ Meta Officially Discontinues Quest Pro, Its First (and most expensive) Mixed Reality Headset]&amp;quot;, &#039;&#039;Road to VR&#039;&#039;, January 6, 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;Blake, Vikki, &amp;quot;[https://www.gamesindustry.biz/metas-quest-pro-headset-now-no-longer-available Meta&#039;s Quest Pro headset now no longer available]&amp;quot;, &#039;&#039;GamesIndustry.biz&#039;&#039;, January 6, 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;quot;[https://forwork.meta.com/quest/quest-pro/ Meta Quest Pro for Business]&amp;quot;, &#039;&#039;Meta for Work&#039;&#039;, Accessed May 3, 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;quot;[https://vr-compare.com/headset/metaquestpro Meta Quest Pro specs]&amp;quot;, &#039;&#039;VR Compare&#039;&#039;, Accessed May 3, 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;Heaney, David, &amp;quot;[https://www.uploadvr.com/meta-quest-pro-review/ Meta Quest Pro Review: New Features For Developers &amp;amp; Early Adopters]&amp;quot;, &#039;&#039;UploadVR&#039;&#039;, October 25, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Meta_Quest_3S&amp;diff=37530</id>
		<title>Meta Quest 3S</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Meta_Quest_3S&amp;diff=37530"/>
		<updated>2026-01-08T09:58:37Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37419 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:meta quest s320.png|350px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[Standalone VR]]&lt;br /&gt;
|Platform = [[Meta Quest]]&lt;br /&gt;
|Creator = [[Meta]]&lt;br /&gt;
|Developer = [[Meta]]&lt;br /&gt;
|Manufacturer = [[Meta]]&lt;br /&gt;
|Announcement Date = September 25, 2024&lt;br /&gt;
|Release Date = October 15, 2024&lt;br /&gt;
|Price = $299 (128GB), $399 (256GB)&lt;br /&gt;
|Website = https://www.meta.com/quest/quest-3s/&lt;br /&gt;
|Versions = 128GB, 256GB&lt;br /&gt;
|Requires = Meta account&lt;br /&gt;
|Predecessor = [[Meta Quest 2]]&lt;br /&gt;
|Successor = &lt;br /&gt;
|Operating System = [[Meta Horizon OS]]&lt;br /&gt;
|Chipset = [[Qualcomm Snapdragon XR2 Gen 2]]&lt;br /&gt;
|CPU = Octa-core Kryo (1 x 3.19 GHz, 4 x 2.8 GHz, 3 x 2.0 GHz)&lt;br /&gt;
|GPU = Adreno 740&lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = 128GB or 256GB&lt;br /&gt;
|Memory = 8GB RAM&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = Single LCD&lt;br /&gt;
|Subpixel Layout = RGB stripe&lt;br /&gt;
|Peak Brightness = 100 nits&lt;br /&gt;
|Resolution = 1832 x 1920 pixels per eye&lt;br /&gt;
|Refresh Rate = Up to 120Hz&lt;br /&gt;
|Pixel Density = 773 PPI&lt;br /&gt;
|Persistence = &lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = &lt;br /&gt;
|Horizontal FoV = ~96 degrees&lt;br /&gt;
|Vertical FoV = ~90 degrees&lt;br /&gt;
|Visible FoV = &lt;br /&gt;
|Rendered FoV = 104° horizontal, 98° vertical&lt;br /&gt;
|Binocular Overlap = 90 degrees&lt;br /&gt;
|Average Pixel Density = ~20 PPD&lt;br /&gt;
|Peak Pixel Density = 20 PPD&lt;br /&gt;
|Foveated Rendering = No&lt;br /&gt;
|Optics = Fresnel lenses&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 58-68mm (3 fixed positions: 58mm, 63mm, 68mm)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Color, 18 PPD&lt;br /&gt;
|Tracking = 6DoF, [[inside-out tracking]]&lt;br /&gt;
|Tracking Frequency = &lt;br /&gt;
|Base Stations = None&lt;br /&gt;
|Eye Tracking = No&lt;br /&gt;
|Face Tracking = No&lt;br /&gt;
|Hand Tracking = Yes&lt;br /&gt;
|Body Tracking = Upper body tracking with leg position estimation&lt;br /&gt;
|Rotational Tracking = Yes&lt;br /&gt;
|Positional Tracking = Yes&lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = &lt;br /&gt;
|Play Space = &lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = Integrated spatial audio speakers&lt;br /&gt;
|Microphone = Yes&lt;br /&gt;
|3.5mm Audio Jack = No&lt;br /&gt;
|Camera = 2x 4MP (18 PPD) RGB passthrough cameras, 4x tracking cameras&lt;br /&gt;
|Connectivity = Wi-Fi 6E, Bluetooth&lt;br /&gt;
|Ports = USB-C&lt;br /&gt;
|Wired Video = USB-C (Link cable)&lt;br /&gt;
|Wireless Video = Wi-Fi streaming&lt;br /&gt;
|WiFi = Wi-Fi 6E&lt;br /&gt;
|Bluetooth = Yes&lt;br /&gt;
|Power = &lt;br /&gt;
|Battery Capacity = 4324 mAh&lt;br /&gt;
|Battery Life = ~2.5 hours&lt;br /&gt;
|Charge Time = ~1.8 hours (110 minutes)&lt;br /&gt;
|Dimensions = 191.5 x 102 x 142.5 mm (without headstrap)&lt;br /&gt;
|Weight = 514g (with headstrap)&lt;br /&gt;
|Material = Plastic, foam facial interface&lt;br /&gt;
|Headstrap = Flexible fabric strap&lt;br /&gt;
|Haptics = &lt;br /&gt;
|Color = White&lt;br /&gt;
|Sensors = 2x RGB sensors, 4x VGA sensors, 2x IR Flood LEDs&lt;br /&gt;
|Input = [[Touch Plus controllers]], [[hand tracking]]&lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = &lt;br /&gt;
}}&lt;br /&gt;
[[Meta Quest 3S]] is a [[standalone]] [[virtual reality headset]] developed by [[Meta]]. Released on October 15, 2024&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;, it was announced during [[Meta Connect 2024]] on September 25, 2024&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;. The Quest 3S is Meta&#039;s entry-level VR headset, positioned as a more affordable alternative to the [[Meta Quest 3]] with some scaled-back features while maintaining the same processing power&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== History and Development ==&lt;br /&gt;
The Meta Quest 3S was officially announced by Meta on September 25, 2024, during the Meta Connect 2024 [[event]], with preorders opening the same day&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;. It began shipping on October 15, 2024&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;. The headset was developed to replace the aging [[Meta Quest 2]] as the company&#039;s affordable entry point into VR and MR, sitting below the flagship Meta Quest 3 in the product lineup&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;&amp;gt;{{cite web |url=https://www.theverge.com/24340948/meta-quest-3s-vr-headset-review |title=Meta Quest 3S review: probably the one we&#039;ve been waiting for |last=Peters |first=Jay |date=January 14, 2025 |website=The Verge |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;. This marked a shift for Meta, offering two distinct tiers within the same generation of Quest headsets&amp;lt;ref name=&amp;quot;wired&amp;quot;&amp;gt;{{cite web |url=https://www.wired.com/review/meta-quest-3s/ |title=Review: Meta Quest 3S |last=Unknown |first= |date=November 2, 2024 |website=Wired |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;. The existence and name of the device were leaked prior to the official announcement&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Hardware ==&lt;br /&gt;
&lt;br /&gt;
=== Design and Ergonomics ===&lt;br /&gt;
The Quest 3S features a white plastic body similar in overall shape to the Quest 2&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;, but with redesigned sensor arrays on the front panel, featuring two triangular clusters instead of the Quest 3&#039;s vertical pill shapes&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;. Although physically similar in weight to the Quest 3 at 514 grams (including the default strap)&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;, its use of bulkier Fresnel lenses means the center of gravity is further from the face, which some reviewers found slightly less comfortable or secure compared to the Quest 3&amp;lt;ref name=&amp;quot;techradar&amp;quot;&amp;gt;{{cite web |url=https://www.techradar.com/computing/virtual-reality-augmented-reality/meta-quest-3s-review-an-affordable-mixed-reality-headset-that-everyone-might-want |title=Meta Quest 3S review: the world&#039;s best affordable VR headset |last=Hector |first=Hamish |date=October 14, 2024 |website=TechRadar |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It ships with a basic fabric Y-style headstrap, similar to the one included with the Quest 2 and Quest 3&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;, which many reviewers found lacked adequate support or counterweight for the front-heavy design, often recommending an upgrade to an [[Elite Strap]] style accessory&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot;&amp;gt;{{cite web |url=https://mixed-news.com/en/meta-quest-3s-review/ |title=Meta Quest 3S Review: An entry-level VR headset that doesn&#039;t always make things easy for beginners |last=Erl |first=Josef |date=December 15, 2024 |website=MIXED Reality News |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;. Notably, the Quest 3S strap attachment points are compatible with most existing Quest 3 headstraps&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;ign&amp;quot;&amp;gt;{{cite web |url=https://www.ign.com/articles/meta-quest-3s-review |title=Meta Quest 3S Review |last=Moss |first=Gabriel |date=October 24, 2024 |website=IGN |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;. A new physical &amp;quot;Action Button&amp;quot; is located on the underside of the headset, allowing users to quickly toggle between immersive VR and the passthrough view&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;, replacing the double-tap gesture used on Quest 3&amp;lt;ref name=&amp;quot;tomsguide&amp;quot;&amp;gt;{{cite web |url=https://www.tomsguide.com/computing/vr-ar/meta-quest-3s-review |title=Meta Quest 3S review: The best VR headset for the money |last=Polanco |first=Tony |date=October 14, 2024 |website=Tom&#039;s Guide |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt; (though the double-tap gesture may still function). Unlike the Quest 2 and Quest 3, the Quest 3S lacks an internal [[proximity sensor]], meaning the display doesn&#039;t automatically turn on or off when the headset is put on or removed; users must press the power button&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Display and Optics ===&lt;br /&gt;
The most significant cost-saving measure and point of differentiation from the Quest 3 lies in the Quest 3S&#039;s display and optical system, which is largely repurposed from the Meta Quest 2&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;. It uses a single fast-switch [[LCD]] panel providing a resolution of 1832 x 1920 pixels per eye, identical to the Quest 2&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;. This results in a lower pixel density (approximately 20 [[Pixels Per Degree]] or PPD)&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt; compared to the Quest 3&#039;s 25 PPD (2064 x 2208 per eye)&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;. While the resolution difference wasn&#039;t always drastically noticeable in games due to rendering limitations, reviewers consistently noted that the Quest 3 offered a significantly sharper and clearer image, especially for text or fine details&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Quest 3S employs [[Fresnel lenses]], also inherited from the Quest 2&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;. These lenses are known for having a smaller &amp;quot;sweet spot&amp;quot; (the central area of maximum clarity) compared to the [[pancake lenses]] used in the Quest 3&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;. Image sharpness noticeably decreases towards the edges of the field of view&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;, and Fresnel lenses are more prone to [[glare]] and god rays (internal reflections) in high-contrast scenes&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;. The [[field of view]] (FoV) is also narrower than the Quest 3, measured at approximately 96-97° horizontal and 90-93° vertical&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;, compared to the Quest 3&#039;s 110° horizontal and 96° vertical&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Interpupillary distance]] (IPD) adjustment is limited to three fixed hardware positions: 58mm, 63mm, and 68mm, similar to the Quest 2&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;. Users manually shift the lenses between these preset grooves&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;. This contrasts with the Quest 3&#039;s continuous IPD adjustment wheel (53-75mm range)&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;, potentially making it harder for some Quest 3S users to achieve optimal visual clarity and comfort if their IPD falls between the presets&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;. The headset includes a glasses spacer&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;, and is compatible with Quest 2 prescription lens inserts&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Processor and Performance ===&lt;br /&gt;
The Quest 3S is powered by the [[Qualcomm]] [[Snapdragon XR2 Gen 2]] system-on-chip, paired with 8GB of [[RAM]]&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;. This is the same processor and memory configuration found in the more expensive Quest 3, representing a significant performance upgrade over the Quest 2&#039;s Snapdragon XR2 Gen 1 processor (Meta claims roughly double the GPU performance)&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;meta&amp;quot; /&amp;gt;. This allows the Quest 3S to run all existing Quest Store games and apps, including titles designed with enhanced graphics for the Quest 3 platform, such as &#039;&#039;[[Batman: Arkham Shadow]]&#039;&#039; (which was bundled free with the headset for a promotional period)&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;. Reviewers noted that the headset felt responsive and smooth in operation, with faster load times compared to the Quest 2&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Tracking and Controllers ===&lt;br /&gt;
The Quest 3S utilizes [[inside-out tracking]] with 6 [[degrees of freedom]] (DoF) via four integrated monochrome tracking cameras located on the front and sides of the headset&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;. Meta&#039;s inside-out tracking is generally considered robust and class-leading for standalone headsets&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;. The headset includes two [[Infrared]] (IR) flood illuminators, which improve hand tracking and controller tracking performance in low-light conditions, allowing tracking to function even in complete darkness in some scenarios – an area where it potentially outperforms the Quest 3&amp;lt;ref name=&amp;quot;uploadvr2&amp;quot;&amp;gt;{{cite web |url=https://www.uploadvr.com/quest3s-hand-tracking-better-than-quest-3/ |title=Quest 3S Has Better Low-Light Head &amp;amp; Hand Tracking Than Quest 3 |last=Heaney |first=David |date=October 10, 2024 |website=UploadVR |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;. The Quest 3S lacks the dedicated [[depth sensor]] found on the Quest 3, which is used by the latter to improve the speed and accuracy of automatic room scanning (scene meshing) for mixed reality setup&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The headset comes bundled with the same Meta Quest Touch Plus controllers used by the Quest 3&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;. These controllers feature a more compact design without the tracking rings found on the Quest 2&#039;s controllers&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;, incorporate [[haptics]] (branded as TruTouch Haptics)&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;, and use capacitive sensors on the buttons, thumbsticks, and triggers for basic finger presence detection&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;. They are powered by standard AA batteries&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. While generally praised for their ergonomics and tracking accuracy&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;, some tracking issues can occur if the controllers are held outside the headset cameras&#039; view for extended periods (for example behind the back)&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;. Hand tracking is supported and benefits from the IR illuminators in low light&amp;lt;ref name=&amp;quot;uploadvr2&amp;quot; /&amp;gt;, though its accuracy and usability within the [[Horizon OS]] interface were still critiqued by some reviewers as occasionally frustrating&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
Audio is delivered via integrated [[spatial audio]] speakers built into the headstrap arms, similar to the Quest 3&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. Reviewers generally found the audio quality to be good enough that external headphones aren&#039;t strictly necessary for most users&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. However, the Quest 3S notably omits the 3.5mm headphone jack found on the Quest 2 and Quest 3&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. Users wanting to use private audio must rely on [[USB-C]] headphones or [[Bluetooth]] wireless headphones&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Passthrough and Mixed Reality ===&lt;br /&gt;
A key upgrade over the Quest 2 is the inclusion of full-color stereo [[passthrough]] cameras (dual RGB sensors), enabling [[mixed reality]] experiences where virtual elements are overlaid onto the user&#039;s real-world surroundings&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;. Meta states the passthrough resolution is 4.5 times higher than the Quest 2&#039;s&amp;lt;ref name=&amp;quot;meta&amp;quot; /&amp;gt;. While a significant improvement over the Quest 2&#039;s low-resolution black-and-white passthrough&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;, reviewers noted that the Quest 3S&#039;s passthrough quality, while usable and beneficial, appeared grainier, noisier, and less sharp compared to the Quest 3&#039;s passthrough view, likely exacerbated by the lower-resolution display and Fresnel optics&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot; /&amp;gt;. It allows users to see their environment for setup, finding controllers, or brief interactions, but reading fine text on a phone or computer screen through passthrough remains difficult&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot; /&amp;gt;. The headset supports automatic room scanning and boundary setup&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
The Quest 3S contains a 4324 [[mAh]] battery&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;. Meta rates the average battery life at approximately 2.5 hours of general use, slightly longer than the Quest 3&#039;s 2.2-hour rating&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;. Real-world testing by reviewers typically found battery life to be around 2 hours or slightly less, especially during intensive gaming or mixed reality use&amp;lt;ref name=&amp;quot;ign&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;. The headset charges via [[USB-C]], with a full charge taking approximately 1.8 hours (110 minutes)&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. Due to the lack of pogo pins found on the Quest 3, the Quest 3S is not compatible with the original Quest 3 Charging Dock, though Meta released a separate &amp;quot;Compact Charging Dock&amp;quot; for the 3S&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
&lt;br /&gt;
=== Operating System ===&lt;br /&gt;
The Quest 3S runs on [[Horizon OS]], Meta&#039;s proprietary operating system based on [[Android]]&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;. It provides the interface for launching games and apps, managing settings, and accessing system features&amp;lt;ref name=&amp;quot;wired&amp;quot; /&amp;gt;. Horizon OS supports features like multi-window multitasking, allowing users to run multiple 2D apps (like browsers or media players) simultaneously in floating windows&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. It also includes features for setting up play boundaries (Guardian) and managing user accounts&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. While acknowledged as the most feature-rich OS for standalone VR headsets, Horizon OS has faced criticism for perceived clunkiness, occasional bugs, and usability issues&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;. System software updates are released regularly by Meta, adding features and refinements&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;. Security updates are planned until at least October 2029&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Content Library ===&lt;br /&gt;
The Quest 3S has access to the full [[Meta Quest Store]], which contains hundreds of VR games, mixed reality applications, fitness programs, social experiences, entertainment apps, and productivity tools&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;ign&amp;quot; /&amp;gt;. Because it shares the same processor as the Quest 3, it can run all titles available on the platform, including graphically demanding games and newer releases optimized for or exclusive to the Quest 3 generation hardware, such as &#039;&#039;[[Batman: Arkham Shadow]]&#039;&#039;, &#039;&#039;[[Asgard&#039;s Wrath 2]]&#039;&#039;, and &#039;&#039;[[Assassin&#039;s Creed Nexus VR]]&#039;&#039;&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;ign&amp;quot; /&amp;gt;. Popular longstanding titles like &#039;&#039;[[Beat Saber]]&#039;&#039;, &#039;&#039;[[Superhot VR]]&#039;&#039;, and &#039;&#039;[[Resident Evil 4 VR]]&#039;&#039; are also available&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The headset also supports [[PC VR]] gaming when connected to a compatible gaming PC&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;. This can be done via a wired connection using a [[USB-C]] [[Link Cable]] or wirelessly over [[Wi-Fi]] using [[Air Link]] or third-party apps like [[Virtual Desktop]]&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;. This grants access to PC VR platforms like [[SteamVR]] and their respective libraries, including titles like &#039;&#039;[[Half-Life: Alyx]]&#039;&#039;&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;ign&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Meta Quest 3S vs Meta Quest 3 Specifications Comparison&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;&lt;br /&gt;
! Feature !! Meta Quest 3S !! Meta Quest 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Processor&#039;&#039;&#039; || [[Qualcomm]] [[Snapdragon XR2 Gen 2]] || Qualcomm Snapdragon XR2 Gen 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RAM&#039;&#039;&#039; || 8GB || 8GB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storage&#039;&#039;&#039; || 128GB / 256GB || 512GB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Display Type&#039;&#039;&#039; || Single Fast switch [[LCD]] || Dual LCD&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resolution (per eye)&#039;&#039;&#039; || 1832 x 1920 || 2064 x 2208&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Refresh Rate&#039;&#039;&#039; || Up to 120 [[Hz]] || Up to 120 Hz&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lens Type&#039;&#039;&#039; || [[Fresnel]] || [[Pancake]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Field of View&#039;&#039;&#039; || ~96° × 90° || ~110° × 96°&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;IPD Adjustment&#039;&#039;&#039; || 3 fixed positions (58, 63, 68mm) || Continuous slider (53-75mm)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Passthrough&#039;&#039;&#039; || Full-color stereo (18 PPD) || Full-color stereo (18 PPD)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Depth Sensor&#039;&#039;&#039; || No (Uses IR Illuminators) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Weight (with strap)&#039;&#039;&#039; || 514g || 515g&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Audio Jack (3.5mm)&#039;&#039;&#039; || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battery Capacity&#039;&#039;&#039; || 4324 [[mAh]] || 5060 mAh&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rated Battery Life&#039;&#039;&#039; || ~2.5 hours || ~2.2 hours&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Controllers&#039;&#039;&#039; || [[Touch Plus]] (Ringless) || Touch Plus (Ringless)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price (USD)&#039;&#039;&#039; || $299 (128GB) / $399 (256GB) || $499 (512GB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
The Meta Quest 3S received generally positive reviews, primarily praised for its strong value proposition and performance capabilities at its $299 starting price&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;. It was widely regarded as the best entry-level VR headset available and a worthy successor to the Quest 2&#039;s market position, making modern standalone VR and mixed reality more accessible&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot; /&amp;gt;. The inclusion of the powerful Snapdragon XR2 Gen 2 chip, identical to the Quest 3&#039;s, was highlighted as a major strength, ensuring compatibility with the latest Quest games and smooth performance&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;. The addition of full-color passthrough was seen as a significant upgrade over the Quest 2, enhancing usability and enabling mixed reality experiences, even if the quality wasn&#039;t as high as the Quest 3&#039;s&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;. The improved low-light hand tracking due to IR illuminators was also noted as a positive&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr2&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
However, the primary criticisms centered on the compromises made to achieve the lower price, particularly the reuse of the Quest 2&#039;s display and Fresnel lens system&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;. Reviewers consistently pointed out the lower resolution, narrower field of view, smaller sweet spot, and increased edge blurriness compared to the Quest 3&#039;s pancake lenses, which impacted visual clarity, especially for reading text or watching media&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;. The limited 3-step IPD adjustment was also criticized as potentially problematic for users whose IPD didn&#039;t align well with the presets&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;. Other drawbacks mentioned included the basic comfort of the default headstrap (requiring an accessory purchase for many users)&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;, the omission of the 3.5mm headphone jack&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;, the relatively short battery life&amp;lt;ref name=&amp;quot;wired&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;, and the ongoing usability critiques of Horizon OS&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Overall, the Quest 3S was recommended as an excellent choice for VR newcomers or budget-conscious buyers wanting access to the Quest ecosystem&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot; /&amp;gt;. For users prioritizing the best visual quality, wider field of view, and comfort features, or those upgrading from a Quest 2 seeking a more significant leap, the Meta Quest 3 was frequently recommended as worth the additional cost&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;. The 256GB Quest 3S model at $399 was sometimes seen as poor value compared to the $499 Quest 3 (which offered 512GB storage alongside better optics)&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:meta quest s310.jpg&lt;br /&gt;
File:meta quest s311.jpg&lt;br /&gt;
File:meta quest s312.jpg&lt;br /&gt;
File:meta quest s313.jpg&lt;br /&gt;
File:meta quest s314.jpg&lt;br /&gt;
File:meta quest s315.jpg&lt;br /&gt;
File:meta quest s316.jpg&lt;br /&gt;
File:meta quest s31.jpg&lt;br /&gt;
File:meta quest s37.png&lt;br /&gt;
File:meta quest s36.jpeg&lt;br /&gt;
File:meta quest s35.png&lt;br /&gt;
File:meta quest s34.png&lt;br /&gt;
File:meta quest s33.png&lt;br /&gt;
File:meta quest s32.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot;&amp;gt;{{cite web |url=https://www.uploadvr.com/meta-quest-3s-officially-announced/ |title=Quest 3S Is Official: XR2 Gen 2 Chipset, Mixed Reality And Fresnel Lenses For $300 |last=Heaney |first=David |date=September 25, 2024 |website=UploadVR |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot;&amp;gt;{{cite web |url=https://www.roadtovr.com/meta-quest-3s-review-value-that-cant-be-beat/ |title=Quest 3S Review – Value That Can&#039;t Be Beat, With the Same Rough Edges as Its Siblings |last=Lang |first=Ben |date=October 17, 2024 |website=Road to VR |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;guardian&amp;quot;&amp;gt;{{cite web |url=https://www.theguardian.com/technology/2024/nov/25/meta-quest-3s-review-the-best-bang-for-your-buck-in-vr |title=Meta Quest 3S review: the best bang for your buck in VR |last=Gibbs |first=Samuel |date=November 25, 2024 |website=The Guardian |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vr-compare&amp;quot;&amp;gt;{{cite web |url=https://vr-compare.com/headset/metaquest3s |title=Meta Quest 3S Specs |website=VR Compare |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;pcmag&amp;quot;&amp;gt;{{cite web |url=https://www.pcmag.com/comparisons/meta-quest-3-vs-meta-quest-3s-whats-the-difference |title=Meta Quest 3 vs. Meta Quest 3S: What&#039;s the Difference? |last=Greenwald |first=Will |date=November 21, 2024 |website=PCMag |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;pcgamer&amp;quot;&amp;gt;{{cite web |url=https://www.pcgamer.com/hardware/vr-hardware/meta-quest-3s-review/ |title=Meta Quest 3S review |last=Ridley |first=Jacob |date=November 14, 2024 |website=PC Gamer |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;meta&amp;quot;&amp;gt;{{cite web |url=https://www.meta.com/quest/quest-3s/ |title=Meta Quest 3S |website=Meta |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:Virtual Reality Headsets]]&lt;br /&gt;
[[Category:Meta Products]]&lt;br /&gt;
[[Category:Standalone VR Headsets]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Meta_Quest_3&amp;diff=37529</id>
		<title>Meta Quest 3</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Meta_Quest_3&amp;diff=37529"/>
		<updated>2026-01-08T09:58:16Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37418 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[file:meta quest 31.jpg|350px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]], [[Mixed Reality]]&lt;br /&gt;
|Type = [[head-mounted display]]&lt;br /&gt;
|Subtype = [[Standalone VR]]&lt;br /&gt;
|Platform = [[Meta Quest]]&lt;br /&gt;
|Creator = [[Reality Labs]]&lt;br /&gt;
|Developer = [[Reality Labs]]&lt;br /&gt;
|Manufacturer = [[Meta Platforms]]&lt;br /&gt;
|Announcement Date = June 1, 2023&lt;br /&gt;
|Release Date = October 10, 2023&lt;br /&gt;
|Price = $499.99 (128GB), $649.99 (512GB, now $499.99)&lt;br /&gt;
|Website = meta.com/quest/quest-3&lt;br /&gt;
|Versions = 128GB, 512GB&lt;br /&gt;
|Requires = [[Meta account]]&lt;br /&gt;
|Predecessor = [[Meta Quest 2]]&lt;br /&gt;
|Successor = &lt;br /&gt;
|Operating System = [[Meta Horizon OS]]&lt;br /&gt;
|Chipset = [[Qualcomm Snapdragon XR2 Gen 2]]&lt;br /&gt;
|CPU = Octa-core Kryo (1 x 3.19 GHz Cortex-X3, 4 x 2.8 GHz Cortex-A715/A710, 3 x 2.0 GHz Cortex-A510)&lt;br /&gt;
|GPU = Adreno 740 @ 599 MHz&lt;br /&gt;
|HPU = None&lt;br /&gt;
|Storage = 128 GB or 512 GB UFS 3.1&lt;br /&gt;
|Memory = 8 GB LPDDR5&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = 2 x LCD (&amp;quot;4K+ Infinite Display&amp;quot;)&lt;br /&gt;
|Subpixel Layout = [[RGB stripe]]&lt;br /&gt;
|Peak Brightness = ~100 nits&lt;br /&gt;
|Resolution = 2064×2208 per-eye&lt;br /&gt;
|Refresh Rate = 72Hz, 90Hz, 120Hz (144Hz experimental)&lt;br /&gt;
|Pixel Density = 1218 PPI per eye&lt;br /&gt;
|Persistence = Low persistence&lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = 110° (horizontal), 96° (vertical)&lt;br /&gt;
|Horizontal FoV = 110°&lt;br /&gt;
|Vertical FoV = 96°&lt;br /&gt;
|Visible FoV = 110° (horizontal), 96° (vertical)&lt;br /&gt;
|Rendered FoV = &lt;br /&gt;
|Binocular Overlap = &lt;br /&gt;
|Average Pixel Density = 25 PPD (pixels per degree)&lt;br /&gt;
|Peak Pixel Density = 25 PPD (center)&lt;br /&gt;
|Foveated Rendering = Yes (Fixed foveated rendering)&lt;br /&gt;
|Optics = [[Pancake lenses]]&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 53–75 mm (hardware), 58-71 mm (recommended)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Dual 4MP RGB color cameras (18 PPD), [[Depth sensor]]&lt;br /&gt;
|Tracking = 6DoF, [[inside-out tracking]]&lt;br /&gt;
|Tracking Frequency = 60 Hz (controllers)&lt;br /&gt;
|Base Stations = No&lt;br /&gt;
|Eye Tracking = No&lt;br /&gt;
|Face Tracking = No&lt;br /&gt;
|Hand Tracking = Yes (controller-free)&lt;br /&gt;
|Body Tracking = Upper body tracking via Inside-Out Body Tracking v2.0 (December 2023)&lt;br /&gt;
|Rotational Tracking = Yes (IMU-based)&lt;br /&gt;
|Positional Tracking = Yes (SLAM-based)&lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = Roomscale&lt;br /&gt;
|Play Space = Stationary or Roomscale (minimum 2m x 2m recommended)&lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = Integrated stereo speakers with 3D spatial audio (40% louder than Quest 2)&lt;br /&gt;
|Microphone = Yes (integrated array, 3 microphones)&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = 2x 4MP RGB cameras, 4x IR tracking cameras, 1x depth sensor&lt;br /&gt;
|Connectivity = Wi-Fi 6E (802.11ax with 6GHz), Bluetooth 5.2 LE&lt;br /&gt;
|Ports = USB Type-C 3.2 Gen 1, 3.5mm audio jack, 3-pin charging contacts&lt;br /&gt;
|Wired Video = [[Meta Quest Link]]&lt;br /&gt;
|Wireless Video = [[Air Link]]&lt;br /&gt;
|WiFi = WiFi 6E (802.11ax with 6GHz support, 160MHz channels)&lt;br /&gt;
|Bluetooth = Bluetooth 5.2 LE&lt;br /&gt;
|Power = Lithium-ion battery&lt;br /&gt;
|Battery Capacity = 5060 mAh (19.44 Wh)&lt;br /&gt;
|Battery Life = 1.5–2.9 hours (avg. 2.2 hours)&lt;br /&gt;
|Charge Time = ~2.3-2.5 hours (with 18W adapter)&lt;br /&gt;
|Dimensions = 184mm × 160mm × 98mm (headset only)&lt;br /&gt;
|Weight = 515g (with standard headstrap)&lt;br /&gt;
|Material = Plastic shell, foam facial interface&lt;br /&gt;
|Headstrap = Flexible fabric strap (Y-shaped)&lt;br /&gt;
|Haptics = No (headset), Yes (controllers with TruTouch haptics)&lt;br /&gt;
|Color = White&lt;br /&gt;
|Sensors = [[Accelerometer]], [[gyroscope]], [[magnetometer]], [[proximity sensor]], [[depth sensor]]&lt;br /&gt;
|Input = 2 × Meta Quest Touch Plus Controllers&lt;br /&gt;
|Compliance = FCC certified&lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = 1 meter (included cable), 5 meter (official Link Cable)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Meta Quest 3]]&#039;&#039;&#039; is a [[standalone VR headset]] with [[mixed reality]] capabilities developed by [[Reality Labs]], a division of [[Meta Platforms]]. Announced on June 1, 2023, and released on October 10, 2023, it serves as the successor to the [[Meta Quest 2]] and represents the third generation of the Meta Quest product line.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;&amp;gt;Meta Quest 3 - Wikipedia. Retrieved from https://en.wikipedia.org/wiki/Meta_Quest_3&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;MetaAnnounce&amp;quot;&amp;gt;Meta Quest 3 Coming This Fall + Quest 2 Price Drop. Meta. June 1, 2023. https://www.meta.com/blog/quest/meta-quest-3-vr-headset-pricing-availability/&amp;lt;/ref&amp;gt; The headset features significant hardware improvements including the [[Qualcomm Snapdragon XR2 Gen 2]] chipset, higher resolution displays with [[pancake lens]] optics, and enhanced mixed reality capabilities through full-color [[passthrough]] cameras and a [[depth sensor]].&amp;lt;ref name=&amp;quot;roadtovr&amp;quot;&amp;gt;Quest 3 Touch Plus Controllers Bring a Big Change to Tracking Coverage. Road to VR. September 29, 2023. https://www.roadtovr.com/quest-3-touch-plus-tracking-coverage/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Meta Quest 3 is a standalone [[virtual reality]] and [[augmented reality]] system that operates independently without requiring a [[personal computer]] or external [[tracking system]]. Running on [[Meta Horizon OS]] (formerly Meta Quest Platform), a derivative of the [[Android Open Source Project]] (AOSP) based on Android 12L, the device can run VR applications natively or stream PC VR content via [[USB-C]] or [[Wi-Fi]].&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;horizon-faq&amp;quot;&amp;gt;Meta Horizon OS - FAQs (compatibility &amp;amp; store). Meta Developers. https://developers.meta.com/horizon/faqs/&amp;lt;/ref&amp;gt; The headset incorporates design elements from the [[Meta Quest Pro]], including a slimmer profile achieved through the use of pancake lenses, which reduce the device&#039;s thickness by 40% compared to its predecessor.&amp;lt;ref name=&amp;quot;gsmarena&amp;quot;&amp;gt;Meta Quest 3 review. GSMArena. October 29, 2023. https://www.gsmarena.com/meta_quest_3_review-news-60375.php&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In April 2024, Meta announced that Meta Horizon OS would be licensed to third-party manufacturers including [[Microsoft]], [[ASUS Republic of Gamers]], and [[Lenovo]], potentially expanding the Quest ecosystem beyond Meta&#039;s own hardware.&amp;lt;ref name=&amp;quot;horizonblog&amp;quot;&amp;gt;A New Era for Mixed Reality: Meta Horizon OS (platform rename). Meta. April 22, 2024. https://www.meta.com/blog/meta-horizon-os-open-hardware-ecosystem-asus-republic-gamers-lenovo-xbox/&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;reuters&amp;quot;&amp;gt;Meta opens Quest operating system to third-party device makers. Reuters. April 22, 2024. https://www.reuters.com/technology/meta-opens-quest-operating-system-third-party-device-makers-2024-04-22/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Development and Release ==&lt;br /&gt;
&lt;br /&gt;
=== Development History ===&lt;br /&gt;
&lt;br /&gt;
Development of the Quest 3 occurred under the codename &amp;quot;Project Stinson&amp;quot;.&amp;lt;ref name=&amp;quot;Stinson&amp;quot;&amp;gt;This is Meta&#039;s Quest 3 headset. The Verge. February 28, 2023. https://www.theverge.com/2023/2/28/23619731/meta-quest-3-leak-vr-headset-release-date-price&amp;lt;/ref&amp;gt; According to a roadmap obtained by The Verge in February 2023, the device was developed to bridge the gap between the entry-level Quest 2 and the professional-focused Quest Pro, incorporating premium features at a more accessible price point.&lt;br /&gt;
&lt;br /&gt;
A prototype codenamed &amp;quot;Eureka&amp;quot; was demonstrated at a private event in May 2023, where Bloomberg&#039;s Mark Gurman reported significant improvements in passthrough quality compared to previous Meta products.&amp;lt;ref name=&amp;quot;laptopmag&amp;quot;&amp;gt;Meta Quest 3 release date, pricing, specs, and more. Laptop Mag. June 1, 2023. https://www.laptopmag.com/news/meta-quest-3&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In an unusual marketing move, Meta CEO [[Mark Zuckerberg]] officially announced the headset on June 1, 2023, via his Instagram account, strategically timed just four days before [[Apple]]&#039;s [[WWDC]] where the [[Apple Vision Pro]] was expected to be revealed.&amp;lt;ref name=&amp;quot;MetaAnnounce&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launch Timeline ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;June 1, 2023&#039;&#039;&#039;: Official announcement with pricing and key features&lt;br /&gt;
* &#039;&#039;&#039;September 27, 2023&#039;&#039;&#039;: Full reveal at [[Meta Connect]] conference&amp;lt;ref name=&amp;quot;MetaConnect2023&amp;quot;&amp;gt;Meta Connect 2023: Meta Quest 3, Ray-Ban Meta Smart Glasses, AI Experiences, and More. Meta. September 27, 2023. https://www.meta.com/blog/quest/connect-2023-meta-quest-3-ray-ban-meta-smart-glasses-ai/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;September 28, 2023&#039;&#039;&#039;: Pre-orders opened globally&lt;br /&gt;
* &#039;&#039;&#039;October 10, 2023&#039;&#039;&#039;: Global retail release&lt;br /&gt;
* &#039;&#039;&#039;September 25, 2024&#039;&#039;&#039;: Introduction of [[Meta Quest 3S]] as entry-level model; 128GB Quest 3 discontinued, 512GB model reduced to $499.99&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pricing Evolution ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Model !! Launch Price !! Current Price (2024-2025) !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 128GB || $499.99 || Discontinued || Replaced by Quest 3S at $299.99&lt;br /&gt;
|-&lt;br /&gt;
| 512GB || $649.99 || $499.99 || Price reduced when 128GB discontinued&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pre-orders of the 512GB model included six months of [[Meta Quest+]] subscription service, valued at approximately $48.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hardware ==&lt;br /&gt;
&lt;br /&gt;
=== Display and Optics ===&lt;br /&gt;
&lt;br /&gt;
The Meta Quest 3 utilizes advanced display and optical technology representing a significant upgrade from previous generations:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specification !! Details !! Improvement over Quest 2&lt;br /&gt;
|-&lt;br /&gt;
| Display Type || Dual LCD panels (&amp;quot;4K+ Infinite Display&amp;quot;) || Same technology, higher quality&lt;br /&gt;
|-&lt;br /&gt;
| Resolution per Eye || 2064×2208 pixels || 30% increase (from 1832×1920)&lt;br /&gt;
|-&lt;br /&gt;
| Total Resolution || 4128×2208 pixels (9.11 million pixels) || Nearly 30% more pixels&lt;br /&gt;
|-&lt;br /&gt;
| Pixel Density || 1218 PPI (pixels per inch) || Higher density&lt;br /&gt;
|-&lt;br /&gt;
| Angular Resolution || 25 PPD (pixels per degree) || Improved clarity&lt;br /&gt;
|-&lt;br /&gt;
| Field of View || 110° horizontal, 96° vertical || ~13° wider horizontal FOV&lt;br /&gt;
|-&lt;br /&gt;
| Refresh Rate Options || 72Hz, 90Hz, 120Hz (144Hz experimental via v70 update) || Added 144Hz option&lt;br /&gt;
|-&lt;br /&gt;
| Lens Type || Pancake lenses || Replaced Fresnel lenses&lt;br /&gt;
|-&lt;br /&gt;
| IPD Range || 53-75mm (continuous adjustment via scroll wheel) || Continuous vs. 3 presets&lt;br /&gt;
|-&lt;br /&gt;
| Profile Reduction || 40% thinner optical stack || Major form factor improvement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[pancake lens]] technology provides several advantages:&amp;lt;ref name=&amp;quot;toxigon&amp;quot;&amp;gt;Meta Quest 3 Display Technology: What&#039;s New in 2025. Toxigon. April 1, 2025. https://toxigon.com/meta-quest-3-display-technology&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;livinginvr&amp;quot;&amp;gt;3 Best Meta Quest 3 Resolution Features. Living in VR. June 28, 2025. https://livinginvr.com/meta-quest-3-resolution-specs/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Reduced [[chromatic aberration]]&lt;br /&gt;
* Minimized lens flare and god rays&lt;br /&gt;
* Superior edge-to-edge clarity with larger &amp;quot;sweet spot&amp;quot;&lt;br /&gt;
* Significantly reduced visual artifacts compared to [[Fresnel lenses]]&lt;br /&gt;
* 40% reduction in headset thickness&lt;br /&gt;
&lt;br /&gt;
An experimental 144Hz refresh rate was added in the v70 software update (September 2024), providing even smoother motion for compatible applications.&amp;lt;ref name=&amp;quot;v70update&amp;quot;&amp;gt;Meta Quest build v70 release notes. Meta Community Forums. September 23, 2024. https://communityforums.atmeta.com/t5/Announcements/Meta-Quest-build-v70-release-notes/td-p/1187498&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Processing and Performance ===&lt;br /&gt;
&lt;br /&gt;
The Quest 3 is the first consumer device to use the [[Qualcomm Snapdragon XR2 Gen 2]] platform, manufactured using a 4nm process:&amp;lt;ref name=&amp;quot;QualcommXR2G2&amp;quot;&amp;gt;Qualcomm and Meta Unleash the Next Generation of Mixed and Virtual Reality with Meta Quest 3. Qualcomm. September 27, 2023. https://www.qualcomm.com/news/releases/2023/09/qualcomm-and-meta-unleash-the-next-generation-of-mixed-and-virt&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Specification !! Performance Gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CPU&#039;&#039;&#039; || Octa-core Kryo || 33% faster than XR2 Gen 1&lt;br /&gt;
|-&lt;br /&gt;
| || 1x Cortex-X3 @ 3.19 GHz || &lt;br /&gt;
|-&lt;br /&gt;
| || 4x Cortex-A715/A710 @ 2.8 GHz || &lt;br /&gt;
|-&lt;br /&gt;
| || 3x Cortex-A510 @ 2.0 GHz || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GPU&#039;&#039;&#039; || Adreno 740 @ 599 MHz || 2.5-2.6x graphics performance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Memory&#039;&#039;&#039; || 8 GB LPDDR5 || 33% increase from Quest 2 (6GB)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storage&#039;&#039;&#039; || 128 GB or 512 GB UFS 3.1 || Faster read/write speeds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;AI Processing&#039;&#039;&#039; || Integrated NPU || Enhanced hand/body tracking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This substantial performance improvement allows developers to create more visually complex experiences with higher-resolution textures, advanced lighting effects, and stable frame rates even in demanding applications.&lt;br /&gt;
&lt;br /&gt;
=== Battery and Power Management ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Specification !! Usage Notes&lt;br /&gt;
|-&lt;br /&gt;
| Battery Type || Lithium-ion || Non-removable&lt;br /&gt;
|-&lt;br /&gt;
| Battery Capacity || 5060 mAh / 19.44 Wh || &lt;br /&gt;
|-&lt;br /&gt;
| Battery Life (VR) || 2.2-2.9 hours || Standard VR applications&lt;br /&gt;
|-&lt;br /&gt;
| Battery Life (MR) || 1.5-2.0 hours || Mixed reality/intensive games&lt;br /&gt;
|-&lt;br /&gt;
| Battery Life (Video) || Up to 2.4 hours || Media consumption&lt;br /&gt;
|-&lt;br /&gt;
| Charging Time || ~2.3-2.5 hours (0-100%) || With included 18W adapter&lt;br /&gt;
|-&lt;br /&gt;
| Charging Port || USB Type-C 3.2 Gen 1 || Supports data transfer during charging&lt;br /&gt;
|-&lt;br /&gt;
| Quick Charge || ~50% in 45 minutes || With compatible adapter&lt;br /&gt;
|-&lt;br /&gt;
| Charging Contacts || 3-pin dock connector || For optional charging dock&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Battery life varies significantly based on usage patterns, with mixed reality applications and graphically intensive games consuming power more rapidly.&amp;lt;ref name=&amp;quot;xrtoday_battery&amp;quot;&amp;gt;How to Maximize Meta Quest 3 Battery Life: Top Tips. XR Today. May 6, 2024. https://www.xrtoday.com/mixed-reality/how-to-maximize-meta-quest-3-battery-life-top-tips/&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;androidcentral_battery&amp;quot;&amp;gt;How long does the Quest 3 battery last? Android Central. October 18, 2023. https://www.androidcentral.com/gaming/virtual-reality/how-long-does-the-quest-3-battery-last&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Physical Design and Ergonomics ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Aspect !! Specification !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 184mm × 160mm × 98mm || Including facial interface&lt;br /&gt;
|-&lt;br /&gt;
| Weight || 515 grams || With standard strap (12g heavier than Quest 2)&lt;br /&gt;
|-&lt;br /&gt;
| Weight Distribution || Front-heavy || Improved from Quest 2 due to slimmer profile&lt;br /&gt;
|-&lt;br /&gt;
| Materials || Plastic housing, fabric strap || Medical-grade foam facial interface&lt;br /&gt;
|-&lt;br /&gt;
| Color Options || White only || No other colors announced&lt;br /&gt;
|-&lt;br /&gt;
| Head Strap || Y-shaped flexible fabric || User-replaceable design&lt;br /&gt;
|-&lt;br /&gt;
| Face Interface || Removable foam || Compatible with third-party options&lt;br /&gt;
|-&lt;br /&gt;
| Glasses Spacer || Included || Adds extra lens-to-eye distance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The slimmer profile achieved through pancake lenses shifts the center of gravity closer to the user&#039;s face, which can improve comfort for extended sessions despite the slight weight increase over Quest 2.&amp;lt;ref name=&amp;quot;gsmarena&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tracking and Input Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Inside-Out Tracking System ===&lt;br /&gt;
&lt;br /&gt;
The Meta Quest 3 employs sophisticated [[inside-out tracking]] through an array of cameras and sensors:&amp;lt;ref name=&amp;quot;uploadvr_tracking&amp;quot;&amp;gt;Meta Reveals How Quest 3&#039;s Controllers Are Tracked. UploadVR. September 22, 2023. https://www.uploadvr.com/meta-explains-quest-3-controller-tracking/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Quantity !! Function !! Coverage Area&lt;br /&gt;
|-&lt;br /&gt;
| IR Tracking Cameras || 4 || 6DoF positional tracking || Front and sides&lt;br /&gt;
|-&lt;br /&gt;
| RGB Cameras || 2 (4MP each) || Color passthrough, hand tracking || Front-facing&lt;br /&gt;
|-&lt;br /&gt;
| Depth Sensor || 1 || Environment mapping, occlusion || Center front&lt;br /&gt;
|-&lt;br /&gt;
| IMU Sensors || Multiple || Rotational tracking || Internal&lt;br /&gt;
|-&lt;br /&gt;
| Proximity Sensor || 1 || Headset detection || Inside visor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The tracking system uses:&lt;br /&gt;
* &#039;&#039;&#039;[[Optical SLAM]]&#039;&#039;&#039; (Simultaneous Localization and Mapping) for headset positioning&lt;br /&gt;
* &#039;&#039;&#039;[[Computer vision]]&#039;&#039;&#039; algorithms for real-time environment mapping&lt;br /&gt;
* &#039;&#039;&#039;Sensor fusion&#039;&#039;&#039; combining camera and IMU data for precise tracking&lt;br /&gt;
* &#039;&#039;&#039;Machine learning&#039;&#039;&#039; models for hand and body tracking&lt;br /&gt;
&lt;br /&gt;
Tracking coverage has been optimized for front and lower areas, with slightly reduced coverage above the head compared to Quest 2 due to camera repositioning.&amp;lt;ref name=&amp;quot;roadtovr&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meta Quest Touch Plus Controllers ===&lt;br /&gt;
&lt;br /&gt;
The Touch Plus controllers represent a significant design evolution:&amp;lt;ref name=&amp;quot;roadtovr&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;zybervr&amp;quot;&amp;gt;How Meta Quest 3 Controller Tracking Works. ZyberVR. November 3, 2023. https://zybervr.com/blogs/news/how-meta-quest-3-controller-tracking-works&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Touch Plus (Quest 3) !! Touch (Quest 2) !! Improvement&lt;br /&gt;
|-&lt;br /&gt;
| Design || Ringless || Large tracking rings || More natural, less bulk&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 126mm × 67mm × 43mm || Larger with rings || ~30% smaller volume&lt;br /&gt;
|-&lt;br /&gt;
| Tracking Method || IR LEDs + IMU + AI prediction || Ring-mounted IR LEDs || Better occlusion handling&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 1x AA per controller || 1x AA per controller || Improved efficiency&lt;br /&gt;
|-&lt;br /&gt;
| Haptics || TruTouch haptics (VCA) || Basic haptics || More nuanced feedback&lt;br /&gt;
|-&lt;br /&gt;
| Buttons || A/B/X/Y, thumbsticks, triggers, grip || Same layout || Improved responsiveness&lt;br /&gt;
|-&lt;br /&gt;
| Weight || Lighter without rings || Heavier || Better balance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The controllers use a sophisticated hybrid tracking system:&lt;br /&gt;
* Infrared LEDs on the controller face tracked by headset cameras&lt;br /&gt;
* Internal IMU sensors for motion prediction when occluded&lt;br /&gt;
* AI-powered prediction algorithms for seamless tracking continuity&lt;br /&gt;
* Hand tracking data fusion when controllers are put down&lt;br /&gt;
&lt;br /&gt;
=== Advanced Input Methods ===&lt;br /&gt;
&lt;br /&gt;
==== Hand Tracking ====&lt;br /&gt;
&lt;br /&gt;
The Quest 3 features enhanced [[hand tracking]] capabilities:&amp;lt;ref name=&amp;quot;meta_hand&amp;quot;&amp;gt;Learn about Hand and Body Tracking on Meta Quest. Meta Store. https://www.meta.com/help/quest/290147772643252/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Technology&#039;&#039;&#039;: Computer vision using RGB cameras&lt;br /&gt;
* &#039;&#039;&#039;Gestures Supported&#039;&#039;&#039;: Pinch, grab, point, palm menu, system gestures&lt;br /&gt;
* &#039;&#039;&#039;Latency&#039;&#039;&#039;: Improved to ~50ms (from ~100ms on Quest 2)&lt;br /&gt;
* &#039;&#039;&#039;Use Cases&#039;&#039;&#039;: Controller-free navigation, productivity apps, social experiences&lt;br /&gt;
&lt;br /&gt;
==== Body Tracking ====&lt;br /&gt;
&lt;br /&gt;
Inside-Out Body Tracking (IOBT) v2.0, introduced December 2023:&amp;lt;ref name=&amp;quot;IOBT&amp;quot;&amp;gt;Meta Quest&#039;s Inside-Out Body Tracking 2.0 Generates Your Legs. UploadVR. June 20, 2024. https://www.uploadvr.com/meta-quest-inside-out-body-tracking-2-0-legs/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Upper body tracking using side cameras&lt;br /&gt;
* AI-generated lower body estimation (&amp;quot;generative legs&amp;quot;)&lt;br /&gt;
* No external sensors required&lt;br /&gt;
* Supported in select social and fitness applications&lt;br /&gt;
&lt;br /&gt;
== Mixed Reality Features ==&lt;br /&gt;
&lt;br /&gt;
=== Meta Reality System ===&lt;br /&gt;
&lt;br /&gt;
The Quest 3&#039;s mixed reality system, branded as &amp;quot;Meta Reality,&amp;quot; represents a significant advancement:&amp;lt;ref name=&amp;quot;mixed_news&amp;quot;&amp;gt;Meta Quest 3: Price, Specs, Release &amp;amp; Everything You Need To Know. Mixed News. September 28, 2023. https://mixed-news.com/en/meta-quest-3-roundup-specs-release-price/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Color Passthrough ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specification !! Quest 3 !! Quest 2 !! Improvement&lt;br /&gt;
|-&lt;br /&gt;
| Camera Type || Dual 4MP RGB || Single low-res grayscale || Full color stereoscopic&lt;br /&gt;
|-&lt;br /&gt;
| Resolution || 18 PPD || ~2 PPD || 10x resolution increase&lt;br /&gt;
|-&lt;br /&gt;
| Field of View || Matched to display FOV || Limited || Full coverage&lt;br /&gt;
|-&lt;br /&gt;
| Latency || 12ms || 30-40ms || 3x faster&lt;br /&gt;
|-&lt;br /&gt;
| Dynamic Range || Limited HDR || N/A || Better low-light performance&lt;br /&gt;
|-&lt;br /&gt;
| Text Readability || Can read smartphone screens || Not possible || Functional passthrough&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Passthrough capabilities enable:&amp;lt;ref name=&amp;quot;build-mr&amp;quot;&amp;gt;Building for Mixed Reality on Meta Quest 3. Meta Developers. September 2023. https://developers.meta.com/horizon/blog/building-mixed-reality-MR-meta-quest-3-connect-developers-presence-platform/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Working with real keyboards and monitors&lt;br /&gt;
* Interacting with real-world objects&lt;br /&gt;
* Social experiences with present people&lt;br /&gt;
* Navigation without removing headset&lt;br /&gt;
&lt;br /&gt;
==== Depth Sensing and Environmental Understanding ====&lt;br /&gt;
&lt;br /&gt;
The depth sensor enables sophisticated environment mapping:&amp;lt;ref name=&amp;quot;uploadvr_depth&amp;quot;&amp;gt;Quest 3 Firmware Clip Shows Depth Sensor 3D Room Meshing. UploadVR. January 29, 2025. https://www.uploadvr.com/quest-3-firmware-clip-shows/&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;meta_mesh&amp;quot;&amp;gt;Build Believable Mixed Reality Experiences with Mesh API and Depth API. Meta Developers. https://developers.meta.com/horizon/blog/mesh-depth-api-meta-quest-3-developers-mixed-reality/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! API !! Function !! Use Cases&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mesh API&#039;&#039;&#039; || Generates 3D triangle mesh of environment || Virtual object placement, physics&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Depth API&#039;&#039;&#039; || Real-time depth map generation || Dynamic occlusion, shadows&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scene API&#039;&#039;&#039; || Semantic understanding of space || Identifies walls, furniture, floors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Anchor API&#039;&#039;&#039; || Persistent spatial anchors || Save virtual object positions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Boundary System ===&lt;br /&gt;
&lt;br /&gt;
The enhanced [[Guardian]] system provides improved safety and usability:&amp;lt;ref name=&amp;quot;xrtoday_guardian&amp;quot;&amp;gt;The Meta Quest 3 Guardian: How to Use the Smart Guardian. XR Today. August 9, 2024. https://www.xrtoday.com/mixed-reality/the-meta-quest-3-guardian-how-to-use-the-smart-guardian/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Smart Guardian&#039;&#039;&#039;: Automatic room scanning and boundary generation&lt;br /&gt;
* &#039;&#039;&#039;Space Sense&#039;&#039;&#039;: Shows outlines of people and objects entering play space (up to 9 feet)&lt;br /&gt;
* &#039;&#039;&#039;Boundary Modes&#039;&#039;&#039;:&lt;br /&gt;
**Stationary: 3ft × 3ft (1m × 1m) for seated/standing&lt;br /&gt;
**Roomscale: Minimum 6.5ft × 6.5ft (2m × 2m) for full movement&lt;br /&gt;
* &#039;&#039;&#039;Multi-room Support&#039;&#039;&#039;: Save up to 5 different play spaces&lt;br /&gt;
&lt;br /&gt;
== Software and Operating System ==&lt;br /&gt;
&lt;br /&gt;
=== Meta Horizon OS ===&lt;br /&gt;
&lt;br /&gt;
Meta Quest 3 runs on [[Meta Horizon OS]], an [[Android]]-based operating system optimized for XR:&amp;lt;ref name=&amp;quot;meta_horizon&amp;quot;&amp;gt;Meta Horizon OS - Wikipedia. https://en.wikipedia.org/wiki/Meta_Horizon_OS&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;horizon-faq&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Details !! Version Info&lt;br /&gt;
|-&lt;br /&gt;
| Base OS || Android 12L derivative || Custom fork for XR&lt;br /&gt;
|-&lt;br /&gt;
| Initial Version || v59 || Launch firmware&lt;br /&gt;
|-&lt;br /&gt;
| Current Version || v78.0+ || As of June 2025&lt;br /&gt;
|-&lt;br /&gt;
| Update Frequency || Monthly || Automatic OTA updates&lt;br /&gt;
|-&lt;br /&gt;
| Backward Compatibility || Full Quest 2 support || 500+ titles at launch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Key software features include:&lt;br /&gt;
* &#039;&#039;&#039;3D Spatial Interface&#039;&#039;&#039;: Navigate with hands, controllers, or voice&lt;br /&gt;
* &#039;&#039;&#039;Universal Menu&#039;&#039;&#039;: Persistent taskbar for quick access&lt;br /&gt;
* &#039;&#039;&#039;Infinite Office&#039;&#039;&#039;: Virtual workspace with multiple displays&lt;br /&gt;
* &#039;&#039;&#039;Meta AI Assistant&#039;&#039;&#039;: Integrated voice assistant (v68+)&lt;br /&gt;
* &#039;&#039;&#039;WebXR Support&#039;&#039;&#039;: Browser-based VR/AR experiences&lt;br /&gt;
* &#039;&#039;&#039;Travel Mode&#039;&#039;&#039;: Optimized tracking for planes and trains&lt;br /&gt;
&lt;br /&gt;
==== Quest Games Optimizer ====&lt;br /&gt;
&lt;br /&gt;
Introduced in v63 (March 2024), this feature automatically enhances Quest 2 games:&amp;lt;ref name=&amp;quot;GameOptimizer&amp;quot;&amp;gt;Quest 3 Can Now Automatically Boost Existing Games&#039; Resolution. UploadVR. March 12, 2024. https://www.uploadvr.com/quest-3-games-optimizer-resolution-boost/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Up to 1.7x resolution increase&lt;br /&gt;
* Higher default refresh rates (90Hz or 120Hz)&lt;br /&gt;
* Improved texture filtering and anti-aliasing&lt;br /&gt;
* No developer patch required&lt;br /&gt;
&lt;br /&gt;
=== PC VR Compatibility ===&lt;br /&gt;
&lt;br /&gt;
The Quest 3 supports multiple PC VR connection methods:&amp;lt;ref name=&amp;quot;9meters&amp;quot;&amp;gt;All The Ways to Connect A Meta Quest 3 to a PC. 9meters. March 16, 2025. https://9meters.com/technology/vr/ways-to-connect-a-meta-quest-3-to-a-pc&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;roadtovr_steamvr&amp;quot;&amp;gt;Quest 3 Will Continue to Support SteamVR Thanks to Oculus Link. Road to VR. June 2, 2023. https://www.roadtovr.com/quest-3-oculus-link-air-pc-steamvr-support/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Connection !! Requirements !! Pros !! Cons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Quest Link]]&#039;&#039;&#039; || USB-C cable || USB 3.0+ (5Gbps min), Gaming PC || Lowest latency, charging || Tethered experience&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Air Link]]&#039;&#039;&#039; || Wi-Fi || Wi-Fi 5/6/6E, Ethernet PC || Wireless freedom || Potential latency/compression&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Virtual Desktop]]&#039;&#039;&#039; || Wi-Fi || Paid app ($20), 5GHz+ network || Advanced features || Additional cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Steam Link]]&#039;&#039;&#039; || Wi-Fi || Free app, Steam account || Direct SteamVR || Limited features&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[ALVR]]&#039;&#039;&#039; || Wi-Fi || Open-source, technical setup || Free, customizable || Complex setup&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Minimum PC requirements for Link:&lt;br /&gt;
* GPU: NVIDIA GTX 1060 / AMD RX 480 or better&lt;br /&gt;
* CPU: Intel i5-4590 / AMD Ryzen 5 1500X or better&lt;br /&gt;
* RAM: 8 GB minimum&lt;br /&gt;
* USB: USB 3.0 port (for wired Link)&lt;br /&gt;
&lt;br /&gt;
== Games and Applications ==&lt;br /&gt;
&lt;br /&gt;
=== Launch Library ===&lt;br /&gt;
&lt;br /&gt;
The Quest 3 launched with over 500 compatible titles, including Quest 3-exclusive and enhanced games:&amp;lt;ref name=&amp;quot;androidcentral_games&amp;quot;&amp;gt;Quest 3 games: Exclusives, free, launch titles, Xbox games, and enhancements. Android Central. September 28, 2023. https://www.androidcentral.com/gaming/virtual-reality/quest-3-games-exclusives-free-launch-titles-enhancements&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Title !! Developer !! Publisher !! Category !! Quest 3 Features&lt;br /&gt;
|-&lt;br /&gt;
| [[Asgard&#039;s Wrath 2]] || Sanzaru Games || Oculus Studios || Action RPG || Free bundle (until Jan 27, 2024), 60+ hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Assassin&#039;s Creed Nexus VR]] || Ubisoft || Ubisoft || Stealth Action || First AAA AC for VR, enhanced graphics&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghostbusters: Rise of the Ghost Lord]] || nDreams || Sony Pictures VR || Co-op Adventure || Mixed reality integration&lt;br /&gt;
|-&lt;br /&gt;
| [[I Expect You to Die 3]] || Schell Games || Schell Games || Puzzle || Enhanced visuals, haptics&lt;br /&gt;
|-&lt;br /&gt;
| [[PowerWash Simulator VR]] || FuturLab || Square Enix || Simulation || Cross-platform multiplayer&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire: The Masquerade – Justice]] || Fast Travel Games || Fast Travel Games || Stealth RPG || Venice setting, enhanced graphics&lt;br /&gt;
|-&lt;br /&gt;
| [[Stranger Things VR]] || Tender Claws || Netflix/Tender Claws || Psychological Horror || Based on TV series&lt;br /&gt;
|-&lt;br /&gt;
| [[First Encounters]] || Meta || Meta || Mixed Reality Demo || Bundled MR showcase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Asgard&#039;s Wrath 2 ====&lt;br /&gt;
&lt;br /&gt;
[[Asgard&#039;s Wrath 2]] was the flagship launch title, bundled free with all Quest 3 purchases through January 27, 2024:&amp;lt;ref name=&amp;quot;asgards_wiki&amp;quot;&amp;gt;Asgard&#039;s Wrath 2 - Wikipedia. https://en.wikipedia.org/wiki/Asgard&#039;s_Wrath_2&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Content&#039;&#039;&#039;: 60+ hours of gameplay across Egyptian and Norse mythology&lt;br /&gt;
* &#039;&#039;&#039;Features&#039;&#039;&#039;: Full physics-based combat, companion system, crafting&lt;br /&gt;
* &#039;&#039;&#039;Reception&#039;&#039;&#039;: IGN 10/10 - &amp;quot;new gold standard for VR&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;File Size&#039;&#039;&#039;: ~31 GB (largest Quest game at launch)&lt;br /&gt;
&lt;br /&gt;
=== Mixed Reality Applications ===&lt;br /&gt;
&lt;br /&gt;
The Quest 3&#039;s MR capabilities enabled new application categories:&amp;lt;ref name=&amp;quot;gamingnexus&amp;quot;&amp;gt;Meta Quest 3 Review. Gaming Nexus. https://www.gamingnexus.com/Article/13958/Meta-Quest-3/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Productivity&#039;&#039;&#039;: Virtual displays, keyboard passthrough, spatial computing&lt;br /&gt;
* &#039;&#039;&#039;Fitness&#039;&#039;&#039;: [[Supernatural]], [[Les Mills XR]] with real-world awareness&lt;br /&gt;
* &#039;&#039;&#039;Education&#039;&#039;&#039;: [[Immersive learning]] with physical object interaction&lt;br /&gt;
* &#039;&#039;&#039;Social&#039;&#039;&#039;: [[Horizon Worlds]] with mixed reality spaces&lt;br /&gt;
* &#039;&#039;&#039;Entertainment&#039;&#039;&#039;: [[YouTube VR]], [[Netflix]] with passthrough backgrounds&lt;br /&gt;
&lt;br /&gt;
=== Xbox Cloud Gaming ===&lt;br /&gt;
&lt;br /&gt;
December 2023 partnership with Microsoft brought [[Xbox Cloud Gaming]] to Quest 3:&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;/&amp;gt;&lt;br /&gt;
* Requires [[Xbox Game Pass Ultimate]] subscription&lt;br /&gt;
* Stream Xbox games to virtual screen&lt;br /&gt;
* Use Xbox controller via Bluetooth&lt;br /&gt;
* Access to 100+ cloud games&lt;br /&gt;
&lt;br /&gt;
== Accessories ==&lt;br /&gt;
&lt;br /&gt;
=== Official Meta Accessories ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Accessory !! Price !! Features !! Battery Impact&lt;br /&gt;
|-&lt;br /&gt;
| Elite Strap || $69.99 || Rigid support, dial adjustment || None&lt;br /&gt;
|-&lt;br /&gt;
| Elite Strap with Battery || $129.99 || Added 2-hour battery, counterweight || Doubles battery life&lt;br /&gt;
|-&lt;br /&gt;
| Charging Dock || $129.99 || Contact charging, includes rechargeable batteries || Fast charging&lt;br /&gt;
|-&lt;br /&gt;
| Link Cable (5m) || $79.99 || Official USB-C 3.0, fiber optic || Charges during use&lt;br /&gt;
|-&lt;br /&gt;
| Carrying Case || $69.99 || Hard shell protection || None&lt;br /&gt;
|-&lt;br /&gt;
| Silicone Face Cover || $39.99 || Wipeable, hygienic || None&lt;br /&gt;
|-&lt;br /&gt;
| Active Straps || $19.99 || Secure controllers to hands || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notable Third-Party Accessories ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BoboVR M3 Pro&#039;&#039;&#039;: Popular battery strap with hot-swappable batteries&lt;br /&gt;
* &#039;&#039;&#039;Kiwi Design Elite Strap&#039;&#039;&#039;: Affordable alternative to official Elite Strap&lt;br /&gt;
* &#039;&#039;&#039;VR Cover facial interfaces&#039;&#039;&#039;: PU leather replacements&lt;br /&gt;
* &#039;&#039;&#039;Prescription lens adapters&#039;&#039;&#039;: From Zenni, VR Lens Lab, others&lt;br /&gt;
* &#039;&#039;&#039;AMVR controller grips&#039;&#039;&#039;: Enhanced grip and protection&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
=== Critical Reception ===&lt;br /&gt;
&lt;br /&gt;
The Meta Quest 3 received generally positive reviews:&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Publication !! Score !! Key Praise !! Main Criticisms&lt;br /&gt;
|-&lt;br /&gt;
| IGN || 8/10 || &amp;quot;Clear step forward in mixed reality&amp;quot; || Lack of MR killer app at launch&amp;lt;ref name=&amp;quot;IGNReview&amp;quot;&amp;gt;Meta Quest 3 Review. IGN. October 9, 2023. https://www.ign.com/articles/meta-quest-3-review&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The Verge || 7/10 || &amp;quot;Best standalone VR headset&amp;quot; || Mediocre battery, strap comfort&amp;lt;ref name=&amp;quot;VergeReview&amp;quot;&amp;gt;Meta Quest 3 review: the VR headset to buy. The Verge. September 27, 2023. https://www.theverge.com/23891437/meta-quest-3-review-vr-headset&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| PCMag || 4.5/5 || Superior optics, performance || Limited MR content&lt;br /&gt;
|-&lt;br /&gt;
| TechRadar || 4/5 || Pancake lenses, form factor || Price increase from Quest 2&lt;br /&gt;
|-&lt;br /&gt;
| Road to VR || 8.5/10 || Display clarity, passthrough || Front-heavy design&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Common praise:&lt;br /&gt;
* Significant visual clarity improvement via pancake lenses&lt;br /&gt;
* Powerful performance upgrade with XR2 Gen 2&lt;br /&gt;
* Impressive color passthrough quality&lt;br /&gt;
* Full backward compatibility&lt;br /&gt;
* Slimmer, more modern design&lt;br /&gt;
&lt;br /&gt;
Common criticisms:&lt;br /&gt;
* Limited battery life (2-3 hours)&lt;br /&gt;
* Higher price than Quest 2 at launch&lt;br /&gt;
* Initial lack of Quest 3-specific content&lt;br /&gt;
* Front-heavy weight distribution&lt;br /&gt;
* Basic included strap comfort&lt;br /&gt;
&lt;br /&gt;
=== Sales and Market Impact ===&lt;br /&gt;
&lt;br /&gt;
Sales milestones and market performance:&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Launch (October 2023)&#039;&#039;&#039;: Sold out in many regions during first week&lt;br /&gt;
* &#039;&#039;&#039;Q4 2023&#039;&#039;&#039;: Contributed to Meta&#039;s highest quarterly Reality Labs revenue&lt;br /&gt;
* &#039;&#039;&#039;June 2024&#039;&#039;&#039;: Reached approximately 1 million units sold&amp;lt;ref name=&amp;quot;reddit_sales&amp;quot;&amp;gt;Quest 3 Seems To Have Sold At Least 1 Million Units. Reddit. June 2024. https://www.reddit.com/r/virtualreality/comments/1dp6we6/quest_3_seems_to_have_sold_at_least_1_million/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;2024&#039;&#039;&#039;: Sales outpaced internal Meta expectations&amp;lt;ref name=&amp;quot;mixed_sales&amp;quot;&amp;gt;Quest 3 sales are outpacing expectations. Mixed News. 2024. https://mixed-news.com/en/meta-quarterly-results-reality-labs-q2-2024/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;March 2025&#039;&#039;&#039;: Quest platform content revenue approached $3 billion total&amp;lt;ref name=&amp;quot;roadtovr_revenue&amp;quot;&amp;gt;Meta&#039;s Latest Quest Store Revenue Figure. Road to VR. March 2025. https://www.roadtovr.com/meta-quest-store-revenue-milestone-2025-update/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On [[SteamVR]], Meta Quest headsets (primarily Quest 2 and 3) represent the largest share of monthly active users, demonstrating the importance of PC VR compatibility.&amp;lt;ref name=&amp;quot;roadtovr_steamvr&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite strong hardware sales, overall XR revenue for Meta&#039;s Reality Labs division showed mixed results, with some quarterly declines attributed to seasonal factors and the mature Quest 2 market.&amp;lt;ref name=&amp;quot;uploadvr_sales&amp;quot;&amp;gt;As Ray-Ban Meta Sales Skyrocket, Quest Sales Are Down Again. UploadVR. 2025. https://www.uploadvr.com/meta-reality-labs-q2-2025-revenue-quest-sales-still-down/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
&lt;br /&gt;
=== Quest 3 vs Quest 2 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Meta Quest 3 !! Meta Quest 2 !! Improvement&lt;br /&gt;
|-&lt;br /&gt;
| Resolution per eye || 2064×2208 || 1832×1920 || +30% pixels&lt;br /&gt;
|-&lt;br /&gt;
| Chipset || Snapdragon XR2 Gen 2 || Snapdragon XR2 Gen 1 || 2.5x GPU, 33% CPU&lt;br /&gt;
|-&lt;br /&gt;
| RAM || 8 GB LPDDR5 || 6 GB LPDDR4X || +33% memory&lt;br /&gt;
|-&lt;br /&gt;
| Optics || Pancake lenses || Fresnel lenses || 40% thinner, clearer&lt;br /&gt;
|-&lt;br /&gt;
| Field of View || 110° H × 96° V || 97° H × 93° V || +13° horizontal&lt;br /&gt;
|-&lt;br /&gt;
| IPD Adjustment || Continuous (53-75mm) || 3 presets (58/63/68mm) || Full range&lt;br /&gt;
|-&lt;br /&gt;
| Passthrough || Color 4MP (18 PPD) || Grayscale low-res || 10x resolution, color&lt;br /&gt;
|-&lt;br /&gt;
| Depth Sensor || Yes || No || MR capabilities&lt;br /&gt;
|-&lt;br /&gt;
| Controllers || Touch Plus (ringless) || Touch (with rings) || Better ergonomics&lt;br /&gt;
|-&lt;br /&gt;
| Weight || 515g || 503g || Slightly heavier&lt;br /&gt;
|-&lt;br /&gt;
| Profile || 40% slimmer || Standard || More balanced&lt;br /&gt;
|-&lt;br /&gt;
| Battery Life || 2.2 hours average || 2-3 hours || Similar&lt;br /&gt;
|-&lt;br /&gt;
| Launch Price || $499.99 (128GB) || $299.99 (64GB) || Higher entry price&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quest 3 vs Quest 3S ===&lt;br /&gt;
&lt;br /&gt;
Introduced September 2024, the [[Meta Quest 3S]] serves as the budget alternative:&amp;lt;ref name=&amp;quot;tomsguide&amp;quot;&amp;gt;Meta Quest 3S: Price, release date, features, specs and more. Tom&#039;s Guide. September 25, 2024. https://www.tomsguide.com/computing/vr-ar/meta-quest-3s-everything-we-know-about-the-cheaper-vr-headset&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;compare&amp;quot;&amp;gt;Compare Headsets Quest 3S vs. Quest 3 - Meta Store. https://www.meta.com/quest/compare/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Quest 3 !! Quest 3S !! Price Difference Impact&lt;br /&gt;
|-&lt;br /&gt;
| Price (128GB) || Discontinued || $299.99 || $200 savings&lt;br /&gt;
|-&lt;br /&gt;
| Resolution || 2064×2208 per eye || 1832×1920 per eye || Quest 2 display reused&lt;br /&gt;
|-&lt;br /&gt;
| Lenses || Pancake || Fresnel || Thicker, more artifacts&lt;br /&gt;
|-&lt;br /&gt;
| FOV || 110° × 96° || 96° × 90° || Narrower view&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 5060 mAh || 4324 mAh || Shorter runtime&lt;br /&gt;
|-&lt;br /&gt;
| Chipset || XR2 Gen 2 || XR2 Gen 2 || Same performance&lt;br /&gt;
|-&lt;br /&gt;
| Passthrough || Full quality || Lower quality || Reduced MR experience&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quest 3 vs Competitors ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Meta Quest 3 !! Apple Vision Pro !! Pico 4 !! PlayStation VR2&lt;br /&gt;
|-&lt;br /&gt;
| Price || $499 || $3,499 || $429 || $549 (+ PS5)&lt;br /&gt;
|-&lt;br /&gt;
| Type || Standalone || Standalone || Standalone || Tethered&lt;br /&gt;
|-&lt;br /&gt;
| Ecosystem || Meta/Android || Apple || ByteDance || PlayStation&lt;br /&gt;
|-&lt;br /&gt;
| Resolution || 2064×2208 || 3680×3140 || 2160×2160 || 2000×2040&lt;br /&gt;
|-&lt;br /&gt;
| Passthrough || Yes (Color) || Yes (Superior) || Yes (Color) || No&lt;br /&gt;
|-&lt;br /&gt;
| Hand Tracking || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Eye Tracking || No || Yes || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| PC VR || Yes || No || Yes (wireless) || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technical Innovations ==&lt;br /&gt;
&lt;br /&gt;
=== Pancake Lens Technology ===&lt;br /&gt;
&lt;br /&gt;
The pancake lens system represents a major optical advancement:&amp;lt;ref name=&amp;quot;livinginvr&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Light Path&#039;&#039;&#039;: Folded optical path using polarization&lt;br /&gt;
* &#039;&#039;&#039;Benefits&#039;&#039;&#039;: 40% thickness reduction, improved clarity&lt;br /&gt;
* &#039;&#039;&#039;Trade-offs&#039;&#039;&#039;: ~10% light efficiency loss vs. Fresnel&lt;br /&gt;
* &#039;&#039;&#039;Manufacturing&#039;&#039;&#039;: More complex but enables better form factor&lt;br /&gt;
&lt;br /&gt;
=== AI and Machine Learning ===&lt;br /&gt;
&lt;br /&gt;
The Quest 3 leverages AI for multiple features:&lt;br /&gt;
* &#039;&#039;&#039;Super Resolution&#039;&#039;&#039;: AI upscaling for improved visuals&lt;br /&gt;
* &#039;&#039;&#039;Hand Tracking&#039;&#039;&#039;: Neural networks for gesture recognition&lt;br /&gt;
* &#039;&#039;&#039;Controller Prediction&#039;&#039;&#039;: AI-based motion prediction when occluded&lt;br /&gt;
* &#039;&#039;&#039;Body Tracking&#039;&#039;&#039;: Generative AI for lower body estimation&lt;br /&gt;
* &#039;&#039;&#039;Voice Commands&#039;&#039;&#039;: Natural language processing for Meta AI&lt;br /&gt;
&lt;br /&gt;
=== Connectivity Advances ===&lt;br /&gt;
&lt;br /&gt;
[[Wi-Fi 6E]] support provides significant benefits:&amp;lt;ref name=&amp;quot;techtimes&amp;quot;&amp;gt;Meta Quest 3 to Feature WiFi 6E, 5G Connectivity Support. Tech Times. August 5, 2023. https://www.techtimes.com/articles/294733/20230805/meta-quest-3-feature-wifi-6e-5g-connectivity-fcc-filing.htm&amp;lt;/ref&amp;gt;&lt;br /&gt;
* 6GHz band availability for less congestion&lt;br /&gt;
* 160MHz channels for higher bandwidth&lt;br /&gt;
* Lower latency for wireless PC VR&lt;br /&gt;
* Better performance in crowded Wi-Fi environments&lt;br /&gt;
&lt;br /&gt;
== Known Issues and Limitations ==&lt;br /&gt;
&lt;br /&gt;
=== Common Technical Issues ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Issue !! Description !! Workaround/Fix !! Severity&lt;br /&gt;
|-&lt;br /&gt;
| Guardian drift || Boundaries float or tilt || Reset Guardian, avoid lying down mode || Medium&amp;lt;ref name=&amp;quot;androidcentral_fix&amp;quot;&amp;gt;I finally fixed my Meta Quest 3 guardian boundary problems. Android Central. June 1, 2024. https://www.androidcentral.com/gaming/virtual-reality/meta-quest-guardian-boundary-issues-fixed&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tracking loss || Lost in low light || Improve lighting, clean cameras || Low&amp;lt;ref name=&amp;quot;digitaltrends&amp;quot;&amp;gt;The most common Quest 3 problems and how to fix them. Digital Trends. February 16, 2024. https://www.digitaltrends.com/computing/common-quest-3-problems-and-how-to-fix-them/&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wi-Fi 6E issues || Some routers incompatible || Use 5GHz band, update router firmware || Low&amp;lt;ref name=&amp;quot;meta_forums&amp;quot;&amp;gt;What Wifi 6e routers currently works bug free with the Quest 3? Meta Community Forums. https://communityforums.atmeta.com/discussions/PairingConnection/what-wifi-6e-routers-currently-works-bug-free-with-the-quest-3/1101778&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Battery degradation || Capacity loss over time || Use battery accessories || Expected&lt;br /&gt;
|-&lt;br /&gt;
| Passthrough warping || Distortion at edges || Software updates improving || Minor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Design Limitations ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No eye tracking&#039;&#039;&#039;: Unlike Quest Pro, limiting foveated rendering to fixed&lt;br /&gt;
* &#039;&#039;&#039;No face tracking&#039;&#039;&#039;: Reduces avatar expressiveness&lt;br /&gt;
* &#039;&#039;&#039;Limited battery&#039;&#039;&#039;: 2-3 hour sessions require charging breaks&lt;br /&gt;
* &#039;&#039;&#039;Front-heavy balance&#039;&#039;&#039;: Can cause discomfort without elite strap&lt;br /&gt;
* &#039;&#039;&#039;Passthrough quality&#039;&#039;&#039;: Still shows grain and limited dynamic range&lt;br /&gt;
* &#039;&#039;&#039;No diopter adjustment&#039;&#039;&#039;: Requires prescription lenses for vision correction&lt;br /&gt;
* &#039;&#039;&#039;Limited HDR&#039;&#039;&#039;: LCD panels lack OLED contrast and color depth&lt;br /&gt;
&lt;br /&gt;
=== Software Limitations ===&lt;br /&gt;
&lt;br /&gt;
* Initial limited mixed reality content library&lt;br /&gt;
* No native support for [[Google Play Store]]&lt;br /&gt;
* Sideloading complexity for non-store apps&lt;br /&gt;
* Limited productivity app selection&lt;br /&gt;
* No native [[Apple ecosystem]] integration&lt;br /&gt;
&lt;br /&gt;
== Future Developments ==&lt;br /&gt;
&lt;br /&gt;
=== Confirmed Updates ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Horizon OS licensing&#039;&#039;&#039;: Third-party headsets from ASUS, Lenovo coming 2025-2026&amp;lt;ref name=&amp;quot;meta_horizon&amp;quot;/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;AI integration&#039;&#039;&#039;: Expanded Meta AI capabilities in future updates&lt;br /&gt;
* &#039;&#039;&#039;Codec improvements&#039;&#039;&#039;: AV1 codec support for better streaming&lt;br /&gt;
* &#039;&#039;&#039;Hand tracking v3.0&#039;&#039;&#039;: Improved accuracy and reduced latency planned&lt;br /&gt;
&lt;br /&gt;
=== Industry Speculation ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Meta Quest 4&#039;&#039;&#039;: Rumored for 2026-2027 release cycle&amp;lt;ref name=&amp;quot;tomsguide4&amp;quot;&amp;gt;Meta Quest 4: Everything we know so far. Tom&#039;s Guide. 2025. https://www.tomsguide.com/computing/vr-ar/meta-quest-4-everything-we-know-so-far&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Display upgrades&#039;&#039;&#039;: Potential micro-OLED or higher resolution LCD&lt;br /&gt;
* &#039;&#039;&#039;Eye tracking addition&#039;&#039;&#039;: May be added to match competitors&lt;br /&gt;
* &#039;&#039;&#039;Neural interfaces&#039;&#039;&#039;: Meta&#039;s EMG wristband integration possible&lt;br /&gt;
&lt;br /&gt;
=== Ecosystem Expansion ===&lt;br /&gt;
&lt;br /&gt;
Meta&#039;s strategy includes:&lt;br /&gt;
* Opening Horizon OS to third-party manufacturers&lt;br /&gt;
* Expanding [[App Lab]] for experimental content&lt;br /&gt;
* Growing [[WebXR]] support for browser-based experiences&lt;br /&gt;
* Integration with Meta&#039;s broader [[metaverse]] initiatives&lt;br /&gt;
* Potential [[5G]] connectivity in future models&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Meta Quest 2]]&lt;br /&gt;
* [[Meta Quest Pro]]&lt;br /&gt;
* [[Meta Quest 3S]]&lt;br /&gt;
* [[Meta Quest 4]]&lt;br /&gt;
* [[Meta Horizon OS]]&lt;br /&gt;
* [[Virtual Reality]]&lt;br /&gt;
* [[Mixed Reality]]&lt;br /&gt;
* [[Apple Vision Pro]]&lt;br /&gt;
* [[Pico 4]]&lt;br /&gt;
* [[PlayStation VR2]]&lt;br /&gt;
* [[Reality Labs]]&lt;br /&gt;
* [[Qualcomm Snapdragon XR2 Gen 2]]&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:meta_quest_31.jpg|Meta Quest 3 front view&lt;br /&gt;
File:meta_quest_32.jpg|Meta Quest 3 side profile showing pancake lens design&lt;br /&gt;
File:meta_quest_33.jpg|Touch Plus controllers without tracking rings&lt;br /&gt;
File:meta_quest_34.jpg|Meta Quest 3 with Elite Strap accessory&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.meta.com/quest/quest-3/ Official Meta Quest 3 Website]&lt;br /&gt;
* [https://developers.meta.com/horizon/ Meta Horizon Developers Documentation]&lt;br /&gt;
* [https://www.reddit.com/r/MetaQuest3/ Meta Quest 3 Subreddit]&lt;br /&gt;
* [https://www.ifixit.com/Device/Meta_Quest_3 iFixit Meta Quest 3 Teardown]&lt;br /&gt;
* [https://communityforums.atmeta.com/t5/Get-Help/ct-p/get-help Meta Quest Community Forums]&lt;br /&gt;
* [https://www.youtube.com/c/MetaQuestVR Official Meta Quest YouTube Channel]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;&amp;gt;Meta Quest 3 - Wikipedia. Retrieved from https://en.wikipedia.org/wiki/Meta_Quest_3&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;MetaAnnounce&amp;quot;&amp;gt;Meta Quest 3 Coming This Fall + Quest 2 Price Drop. Meta. June 1, 2023. https://www.meta.com/blog/quest/meta-quest-3-vr-headset-pricing-availability/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr&amp;quot;&amp;gt;Quest 3 Touch Plus Controllers Bring a Big Change to Tracking Coverage. Road to VR. September 29, 2023. https://www.roadtovr.com/quest-3-touch-plus-tracking-coverage/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;horizon-faq&amp;quot;&amp;gt;Meta Horizon OS - FAQs (compatibility &amp;amp; store). Meta Developers. https://developers.meta.com/horizon/faqs/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;gsmarena&amp;quot;&amp;gt;Meta Quest 3 review. GSMArena. October 29, 2023. https://www.gsmarena.com/meta_quest_3_review-news-60375.php&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;horizonblog&amp;quot;&amp;gt;A New Era for Mixed Reality: Meta Horizon OS (platform rename). Meta. April 22, 2024. https://www.meta.com/blog/meta-horizon-os-open-hardware-ecosystem-asus-republic-gamers-lenovo-xbox/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;reuters&amp;quot;&amp;gt;Meta opens Quest operating system to third-party device makers. Reuters. April 22, 2024. https://www.reuters.com/technology/meta-opens-quest-operating-system-third-party-device-makers-2024-04-22/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Stinson&amp;quot;&amp;gt;This is Meta&#039;s Quest 3 headset. The Verge. February 28, 2023. https://www.theverge.com/2023/2/28/23619731/meta-quest-3-leak-vr-headset-release-date-price&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;laptopmag&amp;quot;&amp;gt;Meta Quest 3 release date, pricing, specs, and more. Laptop Mag. June 1, 2023. https://www.laptopmag.com/news/meta-quest-3&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;MetaConnect2023&amp;quot;&amp;gt;Meta Connect 2023: Meta Quest 3, Ray-Ban Meta Smart Glasses, AI Experiences, and More. Meta. September 27, 2023. https://www.meta.com/blog/quest/connect-2023-meta-quest-3-ray-ban-meta-smart-glasses-ai/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;toxigon&amp;quot;&amp;gt;Meta Quest 3 Display Technology: What&#039;s New in 2025. Toxigon. April 1, 2025. https://toxigon.com/meta-quest-3-display-technology&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;livinginvr&amp;quot;&amp;gt;3 Best Meta Quest 3 Resolution Features. Living in VR. June 28, 2025. https://livinginvr.com/meta-quest-3-resolution-specs/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;v70update&amp;quot;&amp;gt;Meta Quest build v70 release notes. Meta Community Forums. September 23, 2024. https://communityforums.atmeta.com/t5/Announcements/Meta-Quest-build-v70-release-notes/td-p/1187498&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;QualcommXR2G2&amp;quot;&amp;gt;Qualcomm and Meta Unleash the Next Generation of Mixed and Virtual Reality with Meta Quest 3. Qualcomm. September 27, 2023. https://www.qualcomm.com/news/releases/2023/09/qualcomm-and-meta-unleash-the-next-generation-of-mixed-and-virt&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;xrtoday_battery&amp;quot;&amp;gt;How to Maximize Meta Quest 3 Battery Life: Top Tips. XR Today. May 6, 2024. https://www.xrtoday.com/mixed-reality/how-to-maximize-meta-quest-3-battery-life-top-tips/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;androidcentral_battery&amp;quot;&amp;gt;How long does the Quest 3 battery last? Android Central. October 18, 2023. https://www.androidcentral.com/gaming/virtual-reality/how-long-does-the-quest-3-battery-last&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr_tracking&amp;quot;&amp;gt;Meta Reveals How Quest 3&#039;s Controllers Are Tracked. UploadVR. September 22, 2023. https://www.uploadvr.com/meta-explains-quest-3-controller-tracking/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;zybervr&amp;quot;&amp;gt;How Meta Quest 3 Controller Tracking Works. ZyberVR. November 3, 2023. https://zybervr.com/blogs/news/how-meta-quest-3-controller-tracking-works&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;meta_hand&amp;quot;&amp;gt;Learn about Hand and Body Tracking on Meta Quest. Meta Store. https://www.meta.com/help/quest/290147772643252/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;IOBT&amp;quot;&amp;gt;Meta Quest&#039;s Inside-Out Body Tracking 2.0 Generates Your Legs. UploadVR. June 20, 2024. https://www.uploadvr.com/meta-quest-inside-out-body-tracking-2-0-legs/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;mixed_news&amp;quot;&amp;gt;Meta Quest 3: Price, Specs, Release &amp;amp; Everything You Need To Know. Mixed News. September 28, 2023. https://mixed-news.com/en/meta-quest-3-roundup-specs-release-price/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;build-mr&amp;quot;&amp;gt;Building for Mixed Reality on Meta Quest 3. Meta Developers. September 2023. https://developers.meta.com/horizon/blog/building-mixed-reality-MR-meta-quest-3-connect-developers-presence-platform/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr_depth&amp;quot;&amp;gt;Quest 3 Firmware Clip Shows Depth Sensor 3D Room Meshing. UploadVR. January 29, 2025. https://www.uploadvr.com/quest-3-firmware-clip-shows/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;meta_mesh&amp;quot;&amp;gt;Build Believable Mixed Reality Experiences with Mesh API and Depth API. Meta Developers. https://developers.meta.com/horizon/blog/mesh-depth-api-meta-quest-3-developers-mixed-reality/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;xrtoday_guardian&amp;quot;&amp;gt;The Meta Quest 3 Guardian: How to Use the Smart Guardian. XR Today. August 9, 2024. https://www.xrtoday.com/mixed-reality/the-meta-quest-3-guardian-how-to-use-the-smart-guardian/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;meta_horizon&amp;quot;&amp;gt;Meta Horizon OS - Wikipedia. https://en.wikipedia.org/wiki/Meta_Horizon_OS&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;GameOptimizer&amp;quot;&amp;gt;Quest 3 Can Now Automatically Boost Existing Games&#039; Resolution. UploadVR. March 12, 2024. https://www.uploadvr.com/quest-3-games-optimizer-resolution-boost/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;9meters&amp;quot;&amp;gt;All The Ways to Connect A Meta Quest 3 to a PC. 9meters. March 16, 2025. https://9meters.com/technology/vr/ways-to-connect-a-meta-quest-3-to-a-pc&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr_steamvr&amp;quot;&amp;gt;Quest 3 Will Continue to Support SteamVR Thanks to Oculus Link. Road to VR. June 2, 2023. https://www.roadtovr.com/quest-3-oculus-link-air-pc-steamvr-support/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;androidcentral_games&amp;quot;&amp;gt;Quest 3 games: Exclusives, free, launch titles, Xbox games, and enhancements. Android Central. September 28, 2023. https://www.androidcentral.com/gaming/virtual-reality/quest-3-games-exclusives-free-launch-titles-enhancements&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;asgards_wiki&amp;quot;&amp;gt;Asgard&#039;s Wrath 2 - Wikipedia. https://en.wikipedia.org/wiki/Asgard&#039;s_Wrath_2&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;gamingnexus&amp;quot;&amp;gt;Meta Quest 3 Review. Gaming Nexus. https://www.gamingnexus.com/Article/13958/Meta-Quest-3/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;IGNReview&amp;quot;&amp;gt;Meta Quest 3 Review. IGN. October 9, 2023. https://www.ign.com/articles/meta-quest-3-review&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;VergeReview&amp;quot;&amp;gt;Meta Quest 3 review: the VR headset to buy. The Verge. September 27, 2023. https://www.theverge.com/23891437/meta-quest-3-review-vr-headset&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;reddit_sales&amp;quot;&amp;gt;Quest 3 Seems To Have Sold At Least 1 Million Units. Reddit. June 2024. https://www.reddit.com/r/virtualreality/comments/1dp6we6/quest_3_seems_to_have_sold_at_least_1_million/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;mixed_sales&amp;quot;&amp;gt;Quest 3 sales are outpacing expectations. Mixed News. 2024. https://mixed-news.com/en/meta-quarterly-results-reality-labs-q2-2024/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr_revenue&amp;quot;&amp;gt;Meta&#039;s Latest Quest Store Revenue Figure. Road to VR. March 2025. https://www.roadtovr.com/meta-quest-store-revenue-milestone-2025-update/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr_sales&amp;quot;&amp;gt;As Ray-Ban Meta Sales Skyrocket, Quest Sales Are Down Again. UploadVR. 2025. https://www.uploadvr.com/meta-reality-labs-q2-2025-revenue-quest-sales-still-down/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;tomsguide&amp;quot;&amp;gt;Meta Quest 3S: Price, release date, features, specs and more. Tom&#039;s Guide. September 25, 2024. https://www.tomsguide.com/computing/vr-ar/meta-quest-3s-everything-we-know-about-the-cheaper-vr-headset&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;compare&amp;quot;&amp;gt;Compare Headsets Quest 3S vs. Quest 3 - Meta Store. https://www.meta.com/quest/compare/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;techtimes&amp;quot;&amp;gt;Meta Quest 3 to Feature WiFi 6E, 5G Connectivity Support. Tech Times. August 5, 2023. https://www.techtimes.com/articles/294733/20230805/meta-quest-3-feature-wifi-6e-5g-connectivity-fcc-filing.htm&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;androidcentral_fix&amp;quot;&amp;gt;I finally fixed my Meta Quest 3 guardian boundary problems. Android Central. June 1, 2024. https://www.androidcentral.com/gaming/virtual-reality/meta-quest-guardian-boundary-issues-fixed&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;digitaltrends&amp;quot;&amp;gt;The most common Quest 3 problems and how to fix them. Digital Trends. February 16, 2024. https://www.digitaltrends.com/computing/common-quest-3-problems-and-how-to-fix-them/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;meta_forums&amp;quot;&amp;gt;What Wifi 6e routers currently works bug free with the Quest 3? Meta Community Forums. https://communityforums.atmeta.com/discussions/PairingConnection/what-wifi-6e-routers-currently-works-bug-free-with-the-quest-3/1101778&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;tomsguide4&amp;quot;&amp;gt;Meta Quest 4: Everything we know so far. Tom&#039;s Guide. 2025. https://www.tomsguide.com/computing/vr-ar/meta-quest-4-everything-we-know-so-far&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:Mixed Reality Devices]]&lt;br /&gt;
[[Category:Meta Platforms]]&lt;br /&gt;
[[Category:Meta Quest]]&lt;br /&gt;
[[Category:Standalone VR Headsets]]&lt;br /&gt;
[[Category:2023 in technology]]&lt;br /&gt;
[[Category:Android-based devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Magic_Leap_2&amp;diff=37528</id>
		<title>Magic Leap 2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Magic_Leap_2&amp;diff=37528"/>
		<updated>2026-01-08T09:54:46Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37413 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|name = Magic Leap 2&lt;br /&gt;
|image = [[File:magic leap 21.jpg|350px]]&lt;br /&gt;
|VR/AR = [[Augmented Reality]]&lt;br /&gt;
|Type = [[Optical head-mounted display]]&lt;br /&gt;
|Subtype = [[Standalone AR]]&lt;br /&gt;
|Platform = [[Magic Leap Hub]]&lt;br /&gt;
|Creator =&lt;br /&gt;
|Developer = [[Magic Leap Inc.]]&lt;br /&gt;
|Manufacturer = Magic Leap Inc.&lt;br /&gt;
|Operating System = [[Lumin OS]]&lt;br /&gt;
|Versions = Magic Leap 2 Base Edition, Magic Leap 2 Developer Pro Edition, Magic Leap 2 Enterprise Edition, Magic Leap 2 MedTech Edition&lt;br /&gt;
|Requires = Nothing&lt;br /&gt;
|Predecessor = [[Magic Leap 1]]&lt;br /&gt;
|Successor = None&lt;br /&gt;
|CPU = AMD 7nm Zen 2 x86-64 - CPU Core/Thread Count: 4/8 - Max CPU Frequency: 3.92 GHz - Cache: 512 kB L2 per core and 4 MB total L3&lt;br /&gt;
|GPU = AMD RDNA 2 @ 1.1 GHz 1 Shader Array 4 WGPs (Workgroup Processors) 2 RB+ Render Backends 1MB L2 Cache&lt;br /&gt;
|HPU = Custom 14 core CVIP (computer vision) engine&lt;br /&gt;
|Memory = 16 GB LPDDR5&lt;br /&gt;
|Storage = 256 GB NVMe SSD&lt;br /&gt;
|Display = Industry-leading optics with proprietary waveguide technology, Dynamic-dimming&lt;br /&gt;
|Resolution = 1440 × 1760 pixels per eye&lt;br /&gt;
|Pixel Density = Over 16.8M colors supported&lt;br /&gt;
|Refresh Rate = 120 Hz&lt;br /&gt;
|Brightness = 20–2,000 nits&lt;br /&gt;
|Persistence =&lt;br /&gt;
|Precision =&lt;br /&gt;
|Field of View = 45° H × 55° V (≈70° diagonal)&lt;br /&gt;
|Optics = Liquid crystal on silicon (LCoS) with waveguide technology&lt;br /&gt;
|IPD Range =&lt;br /&gt;
|Tracking = [[Inside-out]], [[6DOF]], Headpose, [[gaze tracking]], [[Hand tracking]]&lt;br /&gt;
|Rotational Tracking = Built-in IMU&lt;br /&gt;
|Positional Tracking = IR+optical six degrees of freedom tracking&lt;br /&gt;
|Update Rate =&lt;br /&gt;
|Tracking Volume = 14.6&amp;quot;-∞ volume of view&lt;br /&gt;
|Play Space =&lt;br /&gt;
|Latency =&lt;br /&gt;
|Audio = [[Spatial audio]], with 2 built-in stereo speakers, 4-microphone array&lt;br /&gt;
|Camera = 12.6MP full-color RGB camera with autofocus, 3 additional 1MP world-sensing cameras&lt;br /&gt;
|Sensors = [[Eye tracking]], [[hand tracking]], [[IMU]], magnetometers, ambient light sensor, altimeters&lt;br /&gt;
|Input = [[Magic Leap 2 Controller]], Direct manipulation, Works with smartphone, Bluetooth keyboard&lt;br /&gt;
|Connectivity = [[WiFi 6]], [[Bluetooth 5.0]]&lt;br /&gt;
|Power = Battery&lt;br /&gt;
|Battery Life = Up to 3.5 hrs continuous use (7 days in sleep mode)&lt;br /&gt;
|Weight = 260g (headset only), 425g (Compute Pack)&lt;br /&gt;
|Size =&lt;br /&gt;
|Cable Length = Wireless (with tethered Compute Pack)&lt;br /&gt;
|Release Date = September 30, 2022&lt;br /&gt;
|Price = Base Edition: $3,299, Developer Pro Edition: $4,099, Enterprise Edition: $4,999&lt;br /&gt;
|Website = https://www.magicleap.com&lt;br /&gt;
}}&lt;br /&gt;
The [[Magic Leap 2]] is an enterprise-focused [[augmented reality headset]] developed and manufactured by [[Magic Leap Inc.]]. Released on September 30, 2022, it serves as the successor to the company&#039;s earlier [[Magic Leap 1]] device.&amp;lt;ref name=&amp;quot;release_date&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/magic-leap-2-release-date-price-specs/|title=Magic Leap 2 Starting Price Positioned Slightly Less Than HoloLens 2, Release Date Set for September|date=July 12, 2022}}&amp;lt;/ref&amp;gt; The Magic Leap 2 represents a significant advancement in [[AR]] technology, designed primarily for professional and industrial applications rather than consumer use. The device focuses on providing a more immersive augmented reality experience with improved comfort for extended use, enhanced visual capabilities, and powerful computing performance.&amp;lt;ref name=&amp;quot;ml2_overview&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/magic-leap-2|title=Magic Leap 2 | Augmented Reality | Optics Technology|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Design and Hardware ==&lt;br /&gt;
=== Physical Design ===&lt;br /&gt;
The Magic Leap 2 features a lightweight, ergonomic design optimized for all-day comfort in professional environments. Unlike many competitors, it utilizes a split-system architecture where the computing and battery units are housed in a separate &amp;quot;Compute Pack&amp;quot; that connects to the headset via a thin cable. This design choice shifts weight away from the user&#039;s head, reducing strain during extended use sessions.&amp;lt;ref name=&amp;quot;physical_design&amp;quot;&amp;gt;{{cite web|url=https://arborxr.com/blog/magic-leap-2-review|title=We Reviewed the Magic Leap 2 AR Headset for Business|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt; The headset itself weighs just 260 grams, while the Compute Pack weighs 425 grams and can be attached to a pocket or worn with a strap.&amp;lt;ref name=&amp;quot;weight&amp;quot;&amp;gt;{{cite web|url=https://vr-expert.com/ar-headsets/buy-magic-leap-2/|title=Buy the Magic Leap 2 | VR Expert | VR &amp;amp; AR|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Display Technology ===&lt;br /&gt;
The Magic Leap 2 utilizes proprietary [[Liquid crystal on silicon]] (LCoS) display technology with advanced [[waveguide]] optics developed and manufactured in-house. This technology allows digital content to be projected into the user&#039;s field of view while maintaining visibility of the real world.&amp;lt;ref name=&amp;quot;display_tech&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/optics-technology|title=Magic Leap Optics Technology: Advanced AR Solutions|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt; The device features:&lt;br /&gt;
&lt;br /&gt;
* Resolution: 1440 × 1760 pixels per eye&lt;br /&gt;
* Field of View: 45° horizontal × 55° vertical (approximately 70° diagonal)&lt;br /&gt;
* Refresh Rate: 120 Hz&lt;br /&gt;
* Color Depth: Support for over 16.8 million colors&lt;br /&gt;
* Brightness: Adjustable from 20 to 2,000 nits&amp;lt;ref name=&amp;quot;display_specs&amp;quot;&amp;gt;{{cite web|url=https://vr-compare.com/headset/magicleap2|title=Magic Leap 2: Full Specification - VRcompare|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Dimming Technology ===&lt;br /&gt;
One of the most innovative features of the Magic Leap 2 is its proprietary Dynamic Dimming™ technology, which is the first of its kind in commercial [[AR]] headsets. This technology allows the device to adjust the opacity of the lenses from 22% light transmission (similar to sunglasses) down to just 0.3% (nearly opaque).&amp;lt;ref name=&amp;quot;dynamic_dimming&amp;quot;&amp;gt;{{cite web|url=https://virtualrealitytimes.com/2022/01/29/fresh-details-revealed-about-magic-leap-2-technology/|title=Fresh Details Revealed About Magic Leap 2 Technology|date=January 29, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dynamic Dimming serves multiple purposes:&lt;br /&gt;
* Makes virtual content appear more solid and realistic against real-world backgrounds&lt;br /&gt;
* Improves contrast and visibility of AR elements in bright environments&lt;br /&gt;
* Enables the rendering of the color black, which is typically impossible in transparent AR displays&lt;br /&gt;
* Can be used selectively to dim only specific areas of the field of view&lt;br /&gt;
* Automatically adjusts based on ambient lighting conditions&amp;lt;ref name=&amp;quot;dimming_capabilities&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/blog/magic-leap-2-optics-breakthroughs-empower-enterprise-ar|title=Magic Leap 2: Revolutionary Optics for Enterprise AR Solutions|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Processing Power ===&lt;br /&gt;
The Magic Leap 2 features significant computing capabilities powered by:&lt;br /&gt;
&lt;br /&gt;
* CPU: [[AMD]] 7nm Zen 2 x86-64 processor with 4 cores/8 threads running at up to 3.92 GHz&lt;br /&gt;
* GPU: [[AMD]] RDNA 2 architecture graphics processor running at 1.1 GHz&lt;br /&gt;
* Custom Computer Vision Processing Unit (CVPU): 14-core engine dedicated to handling sensor data and spatial mapping&lt;br /&gt;
* Dual-CPU configuration: One processor in the headset handles lighter tasks while the more powerful processor in the Compute Pack manages demanding computations&amp;lt;ref name=&amp;quot;processing&amp;quot;&amp;gt;{{cite web|url=https://www.engadget.com/magic-leap-2-ar-headset-tech-dive-143046676.html|title=Magic Leap 2 is the best AR headset yet, but will an enterprise focus save the company?|date=November 11, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This processing architecture delivers 2-3 times the performance of the original Magic Leap 1, enabling more complex and responsive AR applications.&amp;lt;ref name=&amp;quot;performance_compare&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/magic-leap-2-details-dynamic-dimming-kevin-curtis/|title=Tons of New Magic Leap 2 Details Shed Light on Dynamic Dimming &amp;amp; More|date=January 27, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sensors and Tracking ===&lt;br /&gt;
The Magic Leap 2 incorporates a comprehensive suite of more than 18 sensors for precise tracking and environmental understanding:&lt;br /&gt;
&lt;br /&gt;
* RGB Camera: 12.6 megapixel full-color camera with autofocus capable of 4K/30fps or 1080p/60fps video capture&lt;br /&gt;
* World Sensing Cameras: Three 1MP cameras for spatial mapping and understanding&lt;br /&gt;
* Eye Tracking: Dedicated infrared cameras for precise gaze tracking&lt;br /&gt;
* Hand Tracking: Inside-out optical tracking for natural hand interactions&lt;br /&gt;
* Additional Sensors: [[IMU]] (Inertial Measurement Unit), magnetometers, ambient light sensor, altimeters&amp;lt;ref name=&amp;quot;sensors&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/newsroom/new-capabilities-on-magic-leap-2-increase-enterprise-collaboration-and-productivity|title=New Capabilities on Magic Leap 2 Increase Enterprise Collaboration and Productivity|date=August 3, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The device provides 6 degrees of freedom ([[6DOF]]) tracking with sub-millimeter precision, enabling accurate placement of virtual objects in the physical environment without the need for external tracking equipment.&amp;lt;ref name=&amp;quot;tracking&amp;quot;&amp;gt;{{cite web|url=https://vrx.vr-expert.com/magic-leap-2-review/|title=Magic Leap 2 Review - VRX by VR Expert|date=March 15, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controller and Input Methods ===&lt;br /&gt;
The Magic Leap 2 comes with a redesigned controller that uses optical tracking rather than the electromagnetic field tracking of its predecessor. The controller features:&lt;br /&gt;
&lt;br /&gt;
* Touchpad for gesture inputs&lt;br /&gt;
* Trigger and bumper buttons&lt;br /&gt;
* Home button&lt;br /&gt;
* Customizable menu button&lt;br /&gt;
* Battery life of approximately 3 hours&lt;br /&gt;
* Precise positional tracking with [[6DOF]] via dual on-board cameras and IR LEDs&amp;lt;ref name=&amp;quot;controller&amp;quot;&amp;gt;{{cite web|url=https://vrx.vr-expert.com/magic-leap-2-review/|title=Magic Leap 2 Review - VRX by VR Expert|date=March 15, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beyond the controller, the device supports multiple input methods:&lt;br /&gt;
* Hand tracking for controller-free interaction&lt;br /&gt;
* Eye tracking for gaze-based selection&lt;br /&gt;
* Voice commands&lt;br /&gt;
* Support for [[Bluetooth]] keyboards and other peripheral devices&amp;lt;ref name=&amp;quot;input_methods&amp;quot;&amp;gt;{{cite web|url=https://arborxr.com/blog/magic-leap-2-review|title=We Reviewed the Magic Leap 2 AR Headset for Business|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Audio System ===&lt;br /&gt;
The Magic Leap 2 features built-in [[spatial audio]] speakers positioned above the ears, which the company calls &amp;quot;Sound Field Audio.&amp;quot; This system provides directional sound without covering the ears, allowing users to hear both virtual content and their physical environment simultaneously. The device also includes a four-microphone array for voice commands and communication.&amp;lt;ref name=&amp;quot;audio&amp;quot;&amp;gt;{{cite web|url=https://vrx.vr-expert.com/magic-leap-2-review/|title=Magic Leap 2 Review - VRX by VR Expert|date=March 15, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Connectivity ===&lt;br /&gt;
The Magic Leap 2 supports modern connectivity standards including:&lt;br /&gt;
* [[WiFi 6]] for high-speed wireless networking&lt;br /&gt;
* [[Bluetooth 5.0]] for connecting to peripherals and smartphones&lt;br /&gt;
* USB-C for charging and data transfer&amp;lt;ref name=&amp;quot;connectivity&amp;quot;&amp;gt;{{cite web|url=https://arborxr.com/blog/magic-leap-2-review|title=We Reviewed the Magic Leap 2 AR Headset for Business|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Software and Platform ==&lt;br /&gt;
=== Operating System ===&lt;br /&gt;
The Magic Leap 2 runs on [[Lumin OS]], a custom operating system based on the [[Android Open Source Project]] (AOSP) Android 10. This foundation provides compatibility with existing Android development tools while incorporating Magic Leap&#039;s specialized features for [[augmented reality]].&amp;lt;ref name=&amp;quot;os&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/newsroom/new-capabilities-on-magic-leap-2-increase-enterprise-collaboration-and-productivity|title=New Capabilities on Magic Leap 2 Increase Enterprise Collaboration and Productivity|date=August 3, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development Environment ===&lt;br /&gt;
Magic Leap provides developers with several tools for creating applications for the Magic Leap 2:&lt;br /&gt;
&lt;br /&gt;
* [[Magic Leap Hub]]: A desktop application for [[Windows]], [[macOS]], and [[Linux]] that provides development tools, SDK access, and device management capabilities&lt;br /&gt;
* SDK Support: Compatible with [[Unity]], [[Unreal Engine]], and native development&lt;br /&gt;
* [[OpenXR]] Conformance: Supports the industry-standard OpenXR framework for cross-platform development&lt;br /&gt;
* MRTK Support: Compatibility with Microsoft&#039;s Mixed Reality Toolkit for streamlined porting from other platforms&amp;lt;ref name=&amp;quot;development&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/legal/ecosystem|title=Magic Leap 2 Ecosystem|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enterprise Features ===&lt;br /&gt;
The Magic Leap 2 includes numerous features designed specifically for enterprise deployment:&lt;br /&gt;
&lt;br /&gt;
* Multi-User Support: Local user accounts on the device and directory-managed users (for example [[Active Directory]] integration)&lt;br /&gt;
* Iris ID Authentication: Biometric security with single sign-on capabilities for applications&lt;br /&gt;
* Mobile Device Management (MDM): Support for enterprise mobility management solutions&lt;br /&gt;
* AR Cloud: Technology for shared, persistent AR experiences across multiple devices&lt;br /&gt;
* Remote Management: Capabilities for IT administrators to remotely configure, update, and monitor devices&amp;lt;ref name=&amp;quot;enterprise_features&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/legal/devices-ml2|title=Magic Leap 2 Devices|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Built-in Applications ===&lt;br /&gt;
The Magic Leap 2 comes with several pre-installed applications, which Magic Leap refers to as &amp;quot;Spotlight Experiences&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
* Magic Leap Assist: Enables users to share their view with remote experts who can provide guidance through annotations and drawings fixed in the user&#039;s physical space&lt;br /&gt;
* Magic Leap Workshop: Visualization tool for 3D models and collaborative design&lt;br /&gt;
* Web Browser: Native browser for accessing web content directly from the device&amp;lt;ref name=&amp;quot;applications&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/legal/sla-supplemental-terms-ml2|title=Magic Leap 2 Supplemental Terms and Conditions|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;browser&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/newsroom/new-capabilities-on-magic-leap-2-increase-enterprise-collaboration-and-productivity|title=New Capabilities on Magic Leap 2 Increase Enterprise Collaboration and Productivity|date=August 3, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Editions and Pricing ==&lt;br /&gt;
The Magic Leap 2 is available in several different editions, each targeted at different use cases:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magic Leap 2 Base Edition&#039;&#039;&#039;: Designed for professionals and developers for commercial deployments and production environments. Priced at $3,299 with a 1-year limited warranty.&lt;br /&gt;
* &#039;&#039;&#039;Magic Leap 2 Developer Pro Edition&#039;&#039;&#039;: Provides access to developer tools, sample projects, enterprise-grade features, and monthly early releases for development and testing. Priced at $4,099 with a 1-year limited warranty.&lt;br /&gt;
* &#039;&#039;&#039;Magic Leap 2 Enterprise Edition&#039;&#039;&#039;: Targeted at large-scale IT deployments with additional enterprise features. Includes quarterly software releases, two-year warranty, and MDM support. Can be used in commercial deployments and production environments. Priced at $4,999.&lt;br /&gt;
* &#039;&#039;&#039;Magic Leap 2 MedTech Edition&#039;&#039;&#039;: Specially certified version for healthcare applications introduced in January 2025.&amp;lt;ref name=&amp;quot;editions&amp;quot;&amp;gt;{{cite web|url=https://80.lv/articles/magic-leap-2-pricing-release-date-announced/|title=Magic Leap 2 Pricing &amp;amp; Release Date Announced|date=July 14, 2022}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;medtech&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/ar-healthcare|title=Revolutionize Healthcare with Magic Leap AR Technology|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Safety and Certification ==&lt;br /&gt;
In October 2023, the Magic Leap 2 became the first XR device certified to ANSI/CAN/UL 8400, the dedicated safety standard for VR/AR/MR equipment.&amp;lt;ref name=&amp;quot;ul8400&amp;quot;&amp;gt;{{cite web|url=https://www.ul.com/news/ul-solutions-issues-first-virtual-augmented-and-mixed-reality-technology-equipment-safety|title=UL Solutions Issues First XR Equipment Safety Certification|publisher=UL Solutions|date=October 20, 2023}}&amp;lt;/ref&amp;gt; The optical components undergo ANSI Z87.1 impact testing and comply with US 21 CFR §801.4 eye-safety regulations.&amp;lt;ref name=&amp;quot;imsys_spec&amp;quot;&amp;gt;{{cite web|url=https://imsys-vr.de/wp-content/uploads/Product-Specification-Enterprise.pdf|title=Magic Leap 2 Product Specification – Enterprise|publisher=IMSYS VR|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In January 2023, Magic Leap announced that the Magic Leap 2 had received IEC 60601 certification, making it the first AR device approved as electronic medical equipment for use in operating rooms and other medical settings.&amp;lt;ref name=&amp;quot;medical_cert&amp;quot;&amp;gt;{{cite web|url=https://www.sportskeeda.com/gaming-tech/news-ces-2023-magic-leap-2-ar-headset-will-be-first-of-its-kind-to-witness-assist-medical-miracles|title=CES 2023: Magic Leap 2 AR headset will be the first of its kind to witness and assist medical miracles|date=January 6, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Applications and Use Cases ==&lt;br /&gt;
=== Healthcare ===&lt;br /&gt;
The Magic Leap 2 has gained significant traction in the healthcare sector, with specialized applications including:&lt;br /&gt;
&lt;br /&gt;
* Surgical Visualization: Integration of 3D medical imaging data during procedures&lt;br /&gt;
* Medical Training: Immersive education for medical students and professionals&lt;br /&gt;
* Rehabilitation: Applications like Strolll&#039;s Reality DTx® for Parkinson&#039;s patients&lt;br /&gt;
* Remote Consultation: Enabling specialists to guide procedures from a distance&amp;lt;ref name=&amp;quot;healthcare&amp;quot;&amp;gt;{{cite web|url=https://www.xrtoday.com/augmented-reality/magic-leap-2-scores-major-standard-for-medical-use/|title=Magic Leap 2 Scores Major Standard for Medical Use - XR Today|date=June 5, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Industrial and Manufacturing ===&lt;br /&gt;
The Magic Leap 2 is being used in industrial settings for:&lt;br /&gt;
&lt;br /&gt;
* Training: Immersive, hands-on training for complex procedures&lt;br /&gt;
* Remote Assistance: Expert guidance for field technicians&lt;br /&gt;
* Assembly and Maintenance: Step-by-step visual instructions overlaid on equipment&lt;br /&gt;
* Quality Control: Augmented inspection processes with digital overlays&amp;lt;ref name=&amp;quot;industrial&amp;quot;&amp;gt;{{cite web|url=https://arborxr.com/blog/magic-leap-2-review|title=We Reviewed the Magic Leap 2 AR Headset for Business|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Architecture and Design ===&lt;br /&gt;
In architecture and design fields, the Magic Leap 2 enables:&lt;br /&gt;
&lt;br /&gt;
* 3D Visualization: Life-sized models of buildings and products&lt;br /&gt;
* Collaborative Design: Multiple users viewing and manipulating the same virtual models&lt;br /&gt;
* On-Site Planning: Viewing planned structures in their intended location&lt;br /&gt;
* Client Presentations: Immersive presentations of design concepts&amp;lt;ref name=&amp;quot;architecture&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/news/magic-leap-exhibiting-at-the-2023-consumer-electronics-show-showcasing-eight-partner-and-first-party-ar-solutions-on-magic-leap-2|title=Magic Leap Exhibiting at the 2023 Consumer Electronics Show, Showcasing Eight Partner and First Party AR Solutions on Magic Leap 2|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enterprise Collaboration ===&lt;br /&gt;
The Magic Leap 2 enhances business collaboration through:&lt;br /&gt;
&lt;br /&gt;
* Remote Meetings: Shared virtual workspaces with 3D content&lt;br /&gt;
* Data Visualization: Interactive display of complex data sets&lt;br /&gt;
* Training: Immersive learning experiences&lt;br /&gt;
* Product Development: Collaborative prototyping and review&amp;lt;ref name=&amp;quot;collaboration&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/newsroom/new-capabilities-on-magic-leap-2-increase-enterprise-collaboration-and-productivity|title=New Capabilities on Magic Leap 2 Increase Enterprise Collaboration and Productivity|date=August 3, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reception and Reviews ==&lt;br /&gt;
The Magic Leap 2 has generally received positive reviews, particularly for its technical improvements over its predecessor and competitor devices. Reviewers have highlighted several strengths:&lt;br /&gt;
&lt;br /&gt;
* The expanded field of view compared to the original Magic Leap 1&lt;br /&gt;
* The innovative Dynamic Dimming technology that improves visibility of virtual content&lt;br /&gt;
* The comfortable, lightweight design suitable for extended professional use&lt;br /&gt;
* The powerful processing capabilities for enterprise applications&amp;lt;ref name=&amp;quot;reception&amp;quot;&amp;gt;{{cite web|url=https://www.xrtoday.com/mixed-reality/magic-leap-2-review-smarter-and-sleeker/amp/|title=Magic Leap 2 Review: A High-Spec Enterprise AR Headset - XR Today|date=December 21, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of the limitations noted by reviewers include:&lt;br /&gt;
&lt;br /&gt;
* The high price point, which puts it out of reach for many consumers&lt;br /&gt;
* The enterprise-focused approach, which limits its appeal for personal use&lt;br /&gt;
* Battery life constraints for all-day professional applications&lt;br /&gt;
* The continued need for a tethered Compute Pack&amp;lt;ref name=&amp;quot;limitations&amp;quot;&amp;gt;{{cite web|url=https://www.engadget.com/magic-leap-2-ar-headset-tech-dive-143046676.html|title=Magic Leap 2 is the best AR headset yet, but will an enterprise focus save the company?|date=November 11, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History and Development ==&lt;br /&gt;
The Magic Leap 2 represents a strategic pivot for Magic Leap following the commercial disappointment of the original Magic Leap 1. After raising significant venture capital (over $2.6 billion by 2020), the company struggled to meet sales expectations with its first consumer-oriented device.&amp;lt;ref name=&amp;quot;history&amp;quot;&amp;gt;{{cite web|url=https://en.wikipedia.org/wiki/Magic_Leap|title=Magic Leap - Wikipedia|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In May 2020, founder Rony Abovitz stepped down as CEO, and Peggy Johnson, a former Microsoft executive, took over leadership in July 2020. Under Johnson&#039;s direction, Magic Leap refocused its efforts on enterprise applications rather than the consumer market.&amp;lt;ref name=&amp;quot;leadership&amp;quot;&amp;gt;{{cite web|url=https://en.wikipedia.org/wiki/Magic_Leap|title=Magic Leap - Wikipedia|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Magic Leap 2 was first announced in October 2021, with select customers gaining early access through a limited program. The device was officially released on September 30, 2022, initially available in the United States, Canada, United Kingdom, Germany, France, Italy, Spain, and Saudi Arabia, with expansion to Japan and Singapore by the end of 2022.&amp;lt;ref name=&amp;quot;release_history&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/magic-leap-2-release-date-price-specs/|title=Magic Leap 2 Starting Price Positioned Slightly Less Than HoloLens 2, Release Date Set for September|date=July 12, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:magic leap 21.jpg&lt;br /&gt;
File:magic leap 24.jpg&lt;br /&gt;
File:magic leap 25.jpg&lt;br /&gt;
File:magic leap 210.jpg&lt;br /&gt;
File:magic leap 29.jpg&lt;br /&gt;
File:magic leap 28.jpg&lt;br /&gt;
File:magic leap 27.jpg&lt;br /&gt;
File:magic leap 26.jpg&lt;br /&gt;
File:magic leap 23.jpg&lt;br /&gt;
File:magic leap 22.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Magic Leap 1]]&lt;br /&gt;
* [[Microsoft HoloLens 2]]&lt;br /&gt;
* [[Augmented Reality]]&lt;br /&gt;
* [[Mixed Reality]]&lt;br /&gt;
* [[Head-mounted display]]&lt;br /&gt;
* [[OpenXR]]&lt;br /&gt;
* [[Optical head-mounted display]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;release_date&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/magic-leap-2-release-date-price-specs/|title=Magic Leap 2 Starting Price Positioned Slightly Less Than HoloLens 2, Release Date Set for September|date=July 12, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;ml2_overview&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/magic-leap-2|title=Magic Leap 2 | Augmented Reality | Optics Technology|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;physical_design&amp;quot;&amp;gt;{{cite web|url=https://arborxr.com/blog/magic-leap-2-review|title=We Reviewed the Magic Leap 2 AR Headset for Business|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;weight&amp;quot;&amp;gt;{{cite web|url=https://vr-expert.com/ar-headsets/buy-magic-leap-2/|title=Buy the Magic Leap 2 | VR Expert | VR &amp;amp; AR|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;display_tech&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/optics-technology|title=Magic Leap Optics Technology: Advanced AR Solutions|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;display_specs&amp;quot;&amp;gt;{{cite web|url=https://vr-compare.com/headset/magicleap2|title=Magic Leap 2: Full Specification - VRcompare|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;dynamic_dimming&amp;quot;&amp;gt;{{cite web|url=https://virtualrealitytimes.com/2022/01/29/fresh-details-revealed-about-magic-leap-2-technology/|title=Fresh Details Revealed About Magic Leap 2 Technology|date=January 29, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;dimming_capabilities&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/blog/magic-leap-2-optics-breakthroughs-empower-enterprise-ar|title=Magic Leap 2: Revolutionary Optics for Enterprise AR Solutions|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;processing&amp;quot;&amp;gt;{{cite web|url=https://www.engadget.com/magic-leap-2-ar-headset-tech-dive-143046676.html|title=Magic Leap 2 is the best AR headset yet, but will an enterprise focus save the company?|date=November 11, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;performance_compare&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/magic-leap-2-details-dynamic-dimming-kevin-curtis/|title=Tons of New Magic Leap 2 Details Shed Light on Dynamic Dimming &amp;amp; More|date=January 27, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;sensors&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/newsroom/new-capabilities-on-magic-leap-2-increase-enterprise-collaboration-and-productivity|title=New Capabilities on Magic Leap 2 Increase Enterprise Collaboration and Productivity|date=August 3, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;tracking&amp;quot;&amp;gt;{{cite web|url=https://vrx.vr-expert.com/magic-leap-2-review/|title=Magic Leap 2 Review - VRX by VR Expert|date=March 15, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;controller&amp;quot;&amp;gt;{{cite web|url=https://vrx.vr-expert.com/magic-leap-2-review/|title=Magic Leap 2 Review - VRX by VR Expert|date=March 15, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;input_methods&amp;quot;&amp;gt;{{cite web|url=https://arborxr.com/blog/magic-leap-2-review|title=We Reviewed the Magic Leap 2 AR Headset for Business|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;audio&amp;quot;&amp;gt;{{cite web|url=https://vrx.vr-expert.com/magic-leap-2-review/|title=Magic Leap 2 Review - VRX by VR Expert|date=March 15, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;connectivity&amp;quot;&amp;gt;{{cite web|url=https://arborxr.com/blog/magic-leap-2-review|title=We Reviewed the Magic Leap 2 AR Headset for Business|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;os&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/newsroom/new-capabilities-on-magic-leap-2-increase-enterprise-collaboration-and-productivity|title=New Capabilities on Magic Leap 2 Increase Enterprise Collaboration and Productivity|date=August 3, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;development&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/legal/ecosystem|title=Magic Leap 2 Ecosystem|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;enterprise_features&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/legal/devices-ml2|title=Magic Leap 2 Devices|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;applications&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/legal/sla-supplemental-terms-ml2|title=Magic Leap 2 Supplemental Terms and Conditions|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;browser&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/newsroom/new-capabilities-on-magic-leap-2-increase-enterprise-collaboration-and-productivity|title=New Capabilities on Magic Leap 2 Increase Enterprise Collaboration and Productivity|date=August 3, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;editions&amp;quot;&amp;gt;{{cite web|url=https://80.lv/articles/magic-leap-2-pricing-release-date-announced/|title=Magic Leap 2 Pricing &amp;amp; Release Date Announced|date=July 14, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;medtech&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/ar-healthcare|title=Revolutionize Healthcare with Magic Leap AR Technology|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;healthcare&amp;quot;&amp;gt;{{cite web|url=https://www.xrtoday.com/augmented-reality/magic-leap-2-scores-major-standard-for-medical-use/|title=Magic Leap 2 Scores Major Standard for Medical Use - XR Today|date=June 5, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;medical_cert&amp;quot;&amp;gt;{{cite web|url=https://www.sportskeeda.com/gaming-tech/news-ces-2023-magic-leap-2-ar-headset-will-be-first-of-its-kind-to-witness-assist-medical-miracles|title=CES 2023: Magic Leap 2 AR headset will be the first of its kind to witness and assist medical miracles|date=January 6, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;industrial&amp;quot;&amp;gt;{{cite web|url=https://arborxr.com/blog/magic-leap-2-review|title=We Reviewed the Magic Leap 2 AR Headset for Business|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;architecture&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/news/magic-leap-exhibiting-at-the-2023-consumer-electronics-show-showcasing-eight-partner-and-first-party-ar-solutions-on-magic-leap-2|title=Magic Leap Exhibiting at the 2023 Consumer Electronics Show, Showcasing Eight Partner and First Party AR Solutions on Magic Leap 2|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;collaboration&amp;quot;&amp;gt;{{cite web|url=https://www.magicleap.com/newsroom/new-capabilities-on-magic-leap-2-increase-enterprise-collaboration-and-productivity|title=New Capabilities on Magic Leap 2 Increase Enterprise Collaboration and Productivity|date=August 3, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;reception&amp;quot;&amp;gt;{{cite web|url=https://www.xrtoday.com/mixed-reality/magic-leap-2-review-smarter-and-sleeker/amp/|title=Magic Leap 2 Review: A High-Spec Enterprise AR Headset - XR Today|date=December 21, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;limitations&amp;quot;&amp;gt;{{cite web|url=https://www.engadget.com/magic-leap-2-ar-headset-tech-dive-143046676.html|title=Magic Leap 2 is the best AR headset yet, but will an enterprise focus save the company?|date=November 11, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;history&amp;quot;&amp;gt;{{cite web|url=https://en.wikipedia.org/wiki/Magic_Leap|title=Magic Leap - Wikipedia|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;leadership&amp;quot;&amp;gt;{{cite web|url=https://en.wikipedia.org/wiki/Magic_Leap|title=Magic Leap - Wikipedia|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;release_history&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/magic-leap-2-release-date-price-specs/|title=Magic Leap 2 Starting Price Positioned Slightly Less Than HoloLens 2, Release Date Set for September|date=July 12, 2022}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;ul8400&amp;quot;&amp;gt;{{cite web|url=https://www.ul.com/news/ul-solutions-issues-first-virtual-augmented-and-mixed-reality-technology-equipment-safety|title=UL Solutions Issues First XR Equipment Safety Certification|publisher=UL Solutions|date=October 20, 2023}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;imsys_spec&amp;quot;&amp;gt;{{cite web|url=https://imsys-vr.de/wp-content/uploads/Product-Specification-Enterprise.pdf|title=Magic Leap 2 Product Specification – Enterprise|publisher=IMSYS VR|accessdate=May 2, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Augmented Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=37527</id>
		<title>HTC Vive Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=37527"/>
		<updated>2026-01-08T09:54:22Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37398 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image=[[File:Vive-pro_pdp-01_hmd.png|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[PC-Powered VR]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Developer=[[HTC]], [[Valve]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[HTC Vive]]&lt;br /&gt;
|Successor=[[HTC Vive 2.0]]&lt;br /&gt;
|Display=Dual Panel&lt;br /&gt;
|Resolution=2880 x 1600 (1440 x 1600 per eye)&lt;br /&gt;
|Pixel Density=615 PPI per eye&lt;br /&gt;
|Refresh Rate=90 Hz &amp;lt;ref&amp;gt;VRcompare. HTC Vive Pro Specs. Retrieved from https://vr-compare.com/headset/htcvivepro&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Persistence=TBC&lt;br /&gt;
|Field of View=110° (diagonal)&lt;br /&gt;
|Optics=Fresnel Lenses&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], Laser Position Sensor&lt;br /&gt;
|Positional Tracking=[[Base Stations]]&lt;br /&gt;
|Update Rate=Rotational: TBC, Positional: TBC&lt;br /&gt;
|Tracking Volume=TBC (supports both Lighthouse Trackers 1.0 and 2.0 (up to 10 foot by 10 foot) &lt;br /&gt;
|Latency=Motion to Photon, TBC&lt;br /&gt;
|Audio=Built-in headphones, external headphones&lt;br /&gt;
|Camera=Pass-through stereo cameras&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Controllers in both hands&lt;br /&gt;
|Connectivity=DisplayPort 1.2, USB-C 3.0 port, Bluetooth (Version TBD) (TBD: 1 headphone jack???)&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=TBD&lt;br /&gt;
|Cable Length=TBD&lt;br /&gt;
|Release Date=Q1 2018&lt;br /&gt;
|Price=TBD&lt;br /&gt;
|Website=https://www.vive.com/us/product/vive-pro/&lt;br /&gt;
}}&lt;br /&gt;
{{see also|HTC Vive}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[HTC Vive Pro]] (also known as &#039;&#039;&#039;HTC Vive 1.5&#039;&#039;&#039;) is the 2018 update to the first consumer version of the [[HTC Vive (Platform)]] [[Virtual Reality Devices|Virtual Reality HMD]] developed by [[HTC]]. It is part of the [[SteamVR]] ecosystem created by [[Valve]]. Indeed, it was the partnership between the two notable technology companies that led to a quality product and made possible the integration of the VR headset with the SteamVR platform. &amp;lt;ref name=”one”&amp;gt;Teston, C. (2017). HTC Vive vs. Oculus Rift – Design and hardware battle. Retrieved from https://news4c.com/htc-vive-vs-oculus-rift-design-and-hardware-battle/&amp;lt;/ref&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Release and Versions==&lt;br /&gt;
On January 8, 2018, the Vive Pro was announced at CES 2018 with a release date of Q1 2018.&lt;br /&gt;
&lt;br /&gt;
===Version History===&lt;br /&gt;
Pre-orders for the Vive Pro have not yet begun nor has the final pricing been announced. It is proposed to sell just with the [[head-mounted display]] (HMD) as an upgrade to existing owners, or alternatively as part of a kit, potentially with two [[SteamVR Controllers|wireless motion tracked controllers]] and two [[lighthouse]] [[Base Stations]] positional sensors that enable [[room-scale VR]]. &lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
*[[Room-scale VR]] - Move around freely in a TBD space. Both HMD and the two controllers are accurately tracked within that space using up to 4 tracking stations.&lt;br /&gt;
&lt;br /&gt;
*[[Wireless SteamVR Controllers]] - Input with two motion-tracked controllers, one held in each hand. &lt;br /&gt;
&lt;br /&gt;
*[[Chaperone]] - Prevents the user from bumping into real life walls and other obstacles.&lt;br /&gt;
&lt;br /&gt;
*Front facing camera - Allows the user to see the real life environment in front of them while wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
*[[#Connecting to Your Phone|Smartphone connectivity]] - Connects the HMD to a smartphone via Bluetooth, allowing the user to receive calls, messages reminders and return calls.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Review===&lt;br /&gt;
&#039;&#039;&#039;Design and Ergonomics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The HMD is sleek and sturdy, with blue highlights and is lighter than the original, non-Pro version. It is secured to the user&#039;s head with a harness-like series of straps. The user&#039;s face contacts the HMD with a soft and comfortable facial interface. The foam gasket part of the interface can be removed and replaced by lifting it from the velcro. The user can change the distance between the [[lenses]] to fit his [[IPD]] (Interpupillary Distance) with the dial on the right side of the HMD. [[Eye relief]], the distance between the lenses and your eyes can be adjusted to extend or retract the sides of the HMD. While this function allows the Vive to accommodate most glasses, it has to be noted that increasing the eye relief does negatively affect the [[FOV]] (Field of View).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display and Optics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vive features dual OLED panel displays of 1440 x 1600 per eye. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is significantly reduced with the 78% increase in pixels. [[God rays]] are caused by [[Fresnel lenses]]&#039; ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high contrast elements on the screen i.e. white text on a black background. How significant God rays are in the new Vive Pro display and optics system yet to be evaluated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Front facing stereo cameras&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dual cameras are located on the front of the HMD. The camera can bring up a wide [[FOV]] of the environment that is in front of you. Players can activate the camera by double tapping the SteamVR controller&#039;s &amp;quot;System&amp;quot; button or set it to automatically activate when you wander too close to the [[Chaperone]] boundaries. Working in conjunction with Chaperone, the camera creates another layer that keeps the player safe while moving around wearing the HMD. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Tracking]] in Vive has no visible [[latency]]. The [[Tracking#Systems|tracking system]] employed by HTC Vive is called [[Lighthouse]]. While [[rotational tracking]] is achieved with [[IMUs]] (inertial measuring units), [[positional tracking]] is accomplished with two IR (infrared) [[Base Stations]]. The Base Stations constantly flood the room with IR that is detected by sensors on the HMD and [[SteamVR Controllers]]. The HMD and controllers&#039; position in relation to the Base Stations is then obtained ([[inside-out tracking]]). The Vive&#039;s tracking is designed for both [[Seated VR|seated]],  [[standing VR|standing]], and most importantly [[Room-scale VR]] experiences. &lt;br /&gt;
&lt;br /&gt;
The HTC Vive headset is designed to accurately track the position and orientation of the HMD and [[SteamVR Controllers|controllers]] within a space (size to be confirmed).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice and Audio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vive has a built-in dual noise cancelling microphones and built-in headphones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cables and Ports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===In The Box===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || Dual OLED Panels&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 2880 x 1600 (1440 x 1600 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Pixel density || ???&lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || Low&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110° (diagonal)&lt;br /&gt;
|-&lt;br /&gt;
|Optics || [[Fresnel lenses]]&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || TBD&lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || [[Base Stations]]&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || TBD&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || TBD&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || TBD&lt;br /&gt;
|-&lt;br /&gt;
|Weight || At release: TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Recommended===&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA® GeForce® GTX 1070 or better&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: TBD&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: TBD&lt;br /&gt;
*&#039;&#039;&#039;Video Output&#039;&#039;&#039;: DisplayPort 1.2 or newer&lt;br /&gt;
*&#039;&#039;&#039;USB Port&#039;&#039;&#039;: 1x USB-C 3.0 port&lt;br /&gt;
*&#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 10&lt;br /&gt;
&lt;br /&gt;
===SteamVR Performance Test===&lt;br /&gt;
[http://store.steampowered.com/app/323910 SteamVR Performance Test] is a benchmark software that checks if your system is ready for the original Vive. It checks your system&#039;s OS, GPU and CPU to see if it has the capability of running VR at 90 FPS and whether VR content can tune the visual fidelity up to the recommended level.  To be confirmed if there are any tools to check for compatibility with the new HTC Vive Pro.&lt;br /&gt;
&lt;br /&gt;
==Play Area Requirements==&lt;br /&gt;
{{see also|#Play Area Setup}}&lt;br /&gt;
The play area sets the virtual boundaries of the HTC Vive. The interaction with VR objects happens within the play area. &lt;br /&gt;
*Make sure the play area is free of furniture and other obstacles. &lt;br /&gt;
*Place the PC next to the play area because the cable of the HMD connecting to your PC is five meters long. &lt;br /&gt;
*Make sure the base stations are mounted near power outlets.&lt;br /&gt;
===Room-scale VR Requirements===&lt;br /&gt;
For [[Room-scale VR]], it is required a space where the user can move freely.&lt;br /&gt;
*Minimum room size with Lighthouse 1.0 Trackers : 2 m x 1.5 m (6 feet 6 inches x 5 feet)&lt;br /&gt;
*Maximum between base stations with Lighthouse 1.0 Trackers: 5 m (16 feet), Room size: 3.5 m x 3.5 m (11 feet 7 inches x 11 feet 7 inches)&lt;br /&gt;
**Base stations can track further but the length of headset cable is 5 meters.&lt;br /&gt;
NOTE: TBD what the tracking area is with the new Lighthouse 2.0 Trackers.&lt;br /&gt;
&lt;br /&gt;
===Standing/Seated VR Requirements===&lt;br /&gt;
*No minimum space requirements&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
===HMD Setup===&lt;br /&gt;
&#039;&#039;&#039;Putting the HMD on&#039;&#039;&#039;&lt;br /&gt;
#Pull the HMD down over your eyes.&lt;br /&gt;
#Slide the straps around the back of your head and adjust them so that the headset fits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjusting the Head Straps to Fit Perfectly&#039;&#039;&#039;&lt;br /&gt;
#Walk towards your chaperone boundaries with the Vive on. Get really close to them.&lt;br /&gt;
#Adjust the Vive left and right until the vertical lines don&#039;t have &amp;quot;god rays&amp;quot;. They should become solid and not look smudgy. Once you find a good placement tighten down the side straps.&lt;br /&gt;
#Adjust the Vive up and down until the horizontal chaperone lines don&#039;t look blurry/smudged and don&#039;t have god rays. Tighten the top strap until it&#039;s a nice snug fit.&lt;br /&gt;
#Turn the IPD all the way up, you&#039;ll probably notice the chaperone lines getting blurry. Once it&#039;s at max, bring it back down and they&#039;ll become more in focus. Once they start getting blurry again just open the IPD up a bit, like focusing binoculars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust IPD&#039;&#039;&#039;: [[IPD]] is the distance between the center of the pupils of the eyes. You can adjust the distance between the [[lenses]] to match the distance between your pupils by turning the knob on the right side of HMD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust Eye relief&#039;&#039;&#039;: [[Eye-relief]] is the distance between the lenses and your eyes. Keep the lenses as close as possible because increasing the eye-relief lowers the [[field of view]]. Only increase it if you really need to, such as fitting eye glasses. You can adjust your eye-relief with the two large, circular knobs on the sides of HMD. Pull the knobs out then rotate them to increase or decrease the distance. Press them back in to lock the HMD in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace face cushion&#039;&#039;&#039;: If the face cushion is too wide, replace it with the thin cushion. You can exchange the cushions by peeling the velcro off from the two ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace nose rest&#039;&#039;&#039;: Remove the nose rest by peeling the flap too. Replace the nose rest by pressing the tabs into their slots and make sure that the flaps are behind the face cushion.&lt;br /&gt;
&lt;br /&gt;
===Link Box Setup===&lt;br /&gt;
#TBD if Link Box is included with the new Headset.&lt;br /&gt;
&lt;br /&gt;
===Controllers Setup===&lt;br /&gt;
&#039;&#039;&#039;Charging&#039;&#039;&#039;: Charge the Controller with the microUSB cable and/or power adapter. You can check the battery level of the controllers when no apps are running, or when the System Dashboard is up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On/Off&#039;&#039;&#039;: To turn the Controller on, press the System button until you hear a beep. To turn the Controller off, press and hold the System button until you hear a beep. The controller automatically turns off when it is idled for a long time or when you exit SteamVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pairing with HMD&#039;&#039;&#039;: Controller pairs with the HMD automatically when it is on. To manually pair,  launch the SteamVR app, tap Down, then select Devices, and finally Pair Controller. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updating Firmware&#039;&#039;&#039;: When SteamVR notifies you about outdated firmware, connect the controller to your PC with the microUSB cable to update automatically.&lt;br /&gt;
&lt;br /&gt;
===Base Stations Setup===&lt;br /&gt;
&#039;&#039;&#039;Placing the base stations&#039;&#039;&#039; &lt;br /&gt;
#Mount the base stations diagonally at the opposite corners of your [[#Play Area Requirements|play area]], ideally more than 2m (6 ft 6in) above ground.&lt;br /&gt;
#Use the mounting kits, tripods, book shelves, poles and light stands to mount the base stations. Find stable places and secure them so they cannot be easily moved or jostled. &lt;br /&gt;
#Make sure the front of the base stations is facing the center of the play area. Each base station has 120 degrees [[FOV]]. Tilt them about 30 to 45 degrees to fully cover the play area.&lt;br /&gt;
#Connect the base stations to power outlets with power cables. &lt;br /&gt;
#Connect the base stations and set channels:&lt;br /&gt;
##Without Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “b”, while the other is set to channel “c”.&lt;br /&gt;
##With Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “A”, while the other is set to channel “b”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the mounting kits&#039;&#039;&#039;:&lt;br /&gt;
#Mark where you want to install each of the mounts on your wall, and then screw the mounts in. &lt;br /&gt;
#Rotate the base station to screw it onto the threaded ball joint. Do not screw the base station all the way in, only enough to be stable and oriented correctly.&lt;br /&gt;
#Tighten the wingnut to the base station to secure it in place.&lt;br /&gt;
#To adjust the angle of the base station, loosen the clamping ring while carefully holding the base station to prevent it from falling.&lt;br /&gt;
#Tilt the base station toward the play area.&lt;br /&gt;
#Connect the power cables to each base station and its power outlet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update base station firmware&#039;&#039;&#039;: When SteamVR indicates that base station firmware is out of date, unplug and unmount the base stations. Connect the base stations to the PC with a microUSB cable, one at a time. While pressing the Channel button at the back of the base station, plug in the base station’s power adapter. The update should start automatically once SteamVR detects the base station.&lt;br /&gt;
&lt;br /&gt;
===Play Area Setup===&lt;br /&gt;
{{see also|#Play Area Requirements}}&lt;br /&gt;
*The minimum space for a room-scale VR experience is 2m x 1.5m (6ft 6in x 5ft). Standing and seated VR experiences do not require much space. &lt;br /&gt;
&lt;br /&gt;
*Clear off furniture and other obstacles in the play area. &lt;br /&gt;
&lt;br /&gt;
*Place the PC near the play area. The HMD cable is 5m (16ft 4in) long.&lt;br /&gt;
&lt;br /&gt;
*Place the base stations diagonal to each other, on the opposite corners of the play area space. Make sure there are power outlets near the base stations. Use 12V extension cords as needed.&lt;br /&gt;
&lt;br /&gt;
*Do not leave your HMD in direct sunlight, since the display can be damaged.&lt;br /&gt;
&lt;br /&gt;
===Software Setup===&lt;br /&gt;
#Download the setup from http://www.htcvive.com/SETUP&lt;br /&gt;
#Install Vive software&lt;br /&gt;
#Install Steam software&lt;br /&gt;
#Install SteamVR&lt;br /&gt;
#Launch SteamVR&lt;br /&gt;
#Pair HMD and Controllers from the SteamVR menu.&lt;br /&gt;
&lt;br /&gt;
===Setup Tips and Tricks===&lt;br /&gt;
*During Play Area Setup, the system asks you to point your controller at your computer monitor. The system performs this because it wants to establish the forward position in VR about 180 degrees from the monitor. It assumes that your computer is in the direction of the monitor and wants you to face opposite of the computer so your cables will go smoothly from the back of your head to the computer.&lt;br /&gt;
&lt;br /&gt;
*During the Play Area Setup, If you have trouble setting up the floor area, try placing your controllers upside down. It can give more accurate readings.&lt;br /&gt;
&lt;br /&gt;
*Be sure to turn on &#039;&#039;Enable Bluetooth communication&#039;&#039; in the General tab of the Settings. It not only allows you to connect your HMD to your phone but also makes your Base Stations &amp;quot;smarter&amp;quot;. Now, when you don&#039;t have SteamVR on, your Base Stations will power down and go to stand by mode. You will no longer hear the humming noise created by the spinning gyroscopes inside the Base Stations.&lt;br /&gt;
&lt;br /&gt;
*Take a look at the Audio tab in the Settings. You can do things such as mirror your audio from VR in the speakers.&lt;br /&gt;
&lt;br /&gt;
*In Settings, you can enable the front facing camera in your HMD.&lt;br /&gt;
&lt;br /&gt;
*In VR, at the bottom of your controller, you not only have battery indicators but also left and right-hand signs to show which controller is for which hand.&lt;br /&gt;
&lt;br /&gt;
*[[SteamVR Desktop Theater Mode]], which you can activate only in VR, allows you to play non-VR Steam games on a big screen in VR.&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[SteamVR Controllers]] - One held in each hand. These controllers are tracked by the same system as the HMD ([[Lighthouse]]). &lt;br /&gt;
&lt;br /&gt;
Other devices compatible with [[Steam]]&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Accessory&lt;br /&gt;
! Cost When&amp;lt;br&amp;gt;Purchased Separately&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Lighthouse Version 1.0 Base Stations|Base Station]] with AC || $135&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Controllers|Controller]] with AC || $130&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive Apps]]&#039;&#039;&#039;&lt;br /&gt;
[[The Lab]] by [[Valve]] is available for free to all Vive users.&lt;br /&gt;
&lt;br /&gt;
==Connecting to Your Phone==&lt;br /&gt;
Users can install the Vive mobile app on their phone from the App Store &amp;lt;ref&amp;gt;iTunes. HTC Vive. Retrieved from https://itunes.apple.com/us/app/htc-vive/id1091173853?mt=8&amp;lt;/ref&amp;gt; or Google Play&amp;lt;ref&amp;gt;Google Play. Vive. Retrieved from https://play.google.com/store/apps/details?id=com.htc.vivephoneservice&amp;amp;hl=en&amp;lt;/ref&amp;gt;. The apps enable the HTC Vive HMD to connect to mobile phones through Bluetooth. It allows the Vive HMD to receive calls, texts and calendar reminders while the user is in the [[VR]] experience.&lt;br /&gt;
&lt;br /&gt;
To make phone calls, users need to download the Vive software package &amp;lt;ref&amp;gt;Vive. Welcome to Vive - Let&#039;s get you set up. Retrieved from https://www.htcvive.com/us/setup/&amp;lt;/ref&amp;gt; for their PC. Now when they receive a call or text, they will be able to call back the individual through the Vive menu.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
To Be updated: [[File:htc vive tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;January 8, 2017&#039;&#039;&#039; - HTC Pro Announced.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
To Be updated: [[File:Vive-pro_pdp-01_hmd.png|300px]] [[File:htc vive cv1 controllers1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=37526</id>
		<title>HTC Vive</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=37526"/>
		<updated>2026-01-08T09:54:11Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37397 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:htv vive cv1 hmd1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[PC-Powered VR]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Developer=[[HTC]], [[Valve]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[HTC Vive Pre]]&lt;br /&gt;
|Successor=[[HTC Vive Pro]]&lt;br /&gt;
|Display=Dual Panel&lt;br /&gt;
|Resolution=2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|Pixel Density=455.63 PPI per eye&lt;br /&gt;
|Refresh Rate=90 Hz&lt;br /&gt;
|Persistence=1.9ms&lt;br /&gt;
|Field of View=110° (diagonal)&lt;br /&gt;
|Optics=Fresnel Lenses&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], Laser Position Sensor&lt;br /&gt;
|Positional Tracking=[[Base Stations]]&lt;br /&gt;
|Update Rate=Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|Tracking Volume=120°H x 120°V (over 21 feet range)&lt;br /&gt;
|Latency=Motion to Photon, 7ms (no load), 15ms (medium load)&lt;br /&gt;
|Audio=Built-in headphones, external headphones&lt;br /&gt;
|Camera=Pass-through camera&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Controllers in both hands&lt;br /&gt;
|Connectivity=2 HDMI ports, 2 USB ports, 1 headphone jack&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=555g, 468g&lt;br /&gt;
|Cable Length=5+ meters&lt;br /&gt;
|Release Date=April 5, 2016&lt;br /&gt;
|Price=$599&lt;br /&gt;
|Website=http://www.htcvr.com/&lt;br /&gt;
}}&lt;br /&gt;
{{see also|HTC Vive Developer Editions|HTC Vive Pro}}&lt;br /&gt;
[[HTC Vive]] (also known as &#039;&#039;&#039;HTC Vive CV1&#039;&#039;&#039; or simply as the &#039;&#039;&#039;Vive&#039;&#039;&#039;) is the first consumer version of the [[HTC Vive (Platform)]] [[Virtual Reality Devices|Virtual Reality HMD]] developed by [[HTC]]. It is part of the [[SteamVR]] ecosystem created by [[Valve]]. Indeed, it was the partnership between the two notable technology companies that led to a quality product and made possible the integration of the VR headset with the SteamVR platform. &amp;lt;ref name=”one”&amp;gt;Teston, C. (2017). HTC Vive vs. Oculus Rift – Design and hardware battle. Retrieved from https://news4c.com/htc-vive-vs-oculus-rift-design-and-hardware-battle/&amp;lt;/ref&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Release and Versions==&lt;br /&gt;
On August 21, 2017, the price of Vive was reduced to $599.&lt;br /&gt;
&lt;br /&gt;
===Version History===&lt;br /&gt;
Pre-orders for the Vive began on February 29, 2016 for $799 (€899, £689). The HTC Vive CV1 released on April 5, 2016, and it comes with the [[head-mounted display]] (HMD), two [[SteamVR Controllers|wireless motion tracked controllers]] and two [[lighthouse]] [[Base Stations]] positional sensors that enable [[room-scale VR]]. &lt;br /&gt;
&lt;br /&gt;
On June 9, 2016, Vive announced the Business Edition of Vive, called Vive BE, for $1200. While the only physical difference between the Vive and Vive BE is two extra face cushions, the Business Edition includes a 12-month limited warranty and a dedicated Vive BE customer support line.&lt;br /&gt;
&lt;br /&gt;
The HTC Vive VR headset has had a good reception with consumers, although it is more expensive than the Oculus Rift. Indeed, the HTC Vive price has remained the same since its launch, with only a few exceptions: the occasional discount of $100 during special days like Black Friday or Vive Day, that celebrated the headset’s first anniversary on April 5th, 2017. &amp;lt;ref name=”two”&amp;gt;Graham, P. (2017). The best HTC Vive games of 2017 So Far. Retrieved from https://www.vrfocus.com/2017/08/the-best-htc-vive-games-of-2017-so-far/&amp;lt;/ref&amp;gt; &amp;lt;ref name=”three”&amp;gt;Bane, O. (2017). HTC VIVE price drop; monkey see monkey do? Retrieved from https://www.cosmicnovo.com/2017/04/06/htc-vive-price-drop-monkey-see-monkey/&amp;lt;/ref&amp;gt; Since VR videogames are one of the allures of the VR experience, the Vive has a massive collection of titles available on Steam, and a more concentrated selection on Viveport, that has contributed to its success. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the time of launch, the HTC Vive was the only VR headset that provided motion controls and full roomscale tracking out of the box. This might have increased its initial draw on the eyes of the consumers. It also contributed to attract a significant amount of studios to develop for HTC’s headset. Initial titles such as Owlchemy Labs’ Job simulator or I-Illusions’ Space Pirate demonstrated the potential of immersive VR gaming. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, Oculus has since released its own motion controllers - the Oculus Touch controllers - in December 2016, and an update early in 2017 that provided support to 360-degree roomscale tracking. This could mean that the relation between consumer adoption of the Oculus Rift and HTC Vive may change. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, according to some publications, the Vive is considered as the best VR headset in the market. It has received praise for having the best VR experience overall, with intuitive controls and one-to-one movement tracking, an 110-degree field of view, and a good software lineup due to the partnership with Valve. On the other side, the HTC Vive price tag, the need for a high-end GPU, and the reduced comfort when compared to the Oculus Rift are some of the complaints it has received. &amp;lt;ref name=”four”&amp;gt;Pino, N. (2017). HTC Vive review. Retrieved from http://www.techradar.com/reviews/wearables/htc-vive-1286775/review&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A new headset to be included in the Vive family was announced at Google I/O, in May 2017 - a standalone VR headset. It aims to provide immersive VR without the need for cables, highlighting ease of use and portability. This new headset will use Daydream and Worldsense. &amp;lt;ref name=”five”&amp;gt;Vive. Retrieved from https://www.vive.com/eu/product/standalone/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In July 2017, HTC announced that it would be partnering with Qualcomm to release a self-contained Vive VR headset exclusive to the Chinese market - the Vive Standalone. The new headset was described as a “premium” device based on Qualcomm’s all-in-one reference design that would run apps from the Viveport platform. While initially it was thought of as a separate product from the standalone HTC Google Daydream announced in May, a representative of the company has clarified that the HMD announced for the Chinese market is, in fact, the same. According to VRFocus, “the differences will simply be that of software distribution; the China market will receive their content via Viveport while the western audiences will have access to the Google Daydream library. This alternate distribution chain is due to Google’s lack of penetration in China, according to a HTC representative.” Also, the representative of HTC further clarified that “the two HMDs will be ‘similar’, sitting within the ‘same class of standalone VR solution.’” &amp;lt;ref name=”six”&amp;gt;Robertson, A. (2017). HTC is launching an all-in-one Vive headset just for China. Retrieved from https://www.theverge.com/2017/7/26/16036100/htc-vive-standalone-qualcomm-vr-headset-china-announce&amp;lt;/ref&amp;gt; &amp;lt;ref name=”seven”&amp;gt;Joyce, K. (2017). HTC Vive Standalone will see international launch in 2017 [UPDATE]. Retrieved from https://www.vrfocus.com/2017/07/htc-vive-standalone-will-see-international-launch-in-2017/&amp;lt;/ref&amp;gt;&lt;br /&gt;
These new versions of the VR headset do not have a specific release date, although 2017 has been mentioned. &amp;lt;ref name=”seven”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
Both the HTC Vive and Steam VR are now officially, natively supported on Apple’s computing devices. &amp;lt;ref name=”eight”&amp;gt;Lynch, G. (2017). HTC Vive is coming to Mac. Retrieved from http://www.techradar.com/news/htc-vive-is-coming-to-mac&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
*[[Room-scale VR]] - Move around freely in a 12 feet by 12 feet space. Both HMD and the two controllers are accurately tracked within that space.&lt;br /&gt;
&lt;br /&gt;
*[[Wireless SteamVR Controllers]] - Input with two motion-tracked controllers, one held in each hand. &lt;br /&gt;
&lt;br /&gt;
*[[Chaperone]] - Prevents the user from bumping into real life walls and other obstacles.&lt;br /&gt;
&lt;br /&gt;
*Front facing camera - Allows the user to see the real life environment in front of them while wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
*[[#Connecting to Your Phone|Smartphone connectivity]] - Connects the HMD to a smartphone via Bluetooth, allowing the user to receive calls, messages reminders and return calls.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Review===&lt;br /&gt;
&#039;&#039;&#039;Design and Ergonomics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The all-black HMD is sleek and sturdy. It is secured to the user&#039;s head with a harness-like series of straps. The user&#039;s face contacts the HMD with a soft and comfortable facial interface. The foam gasket part of the interface can be removed and replaced by lifting it from the velcro. The Vive comes with two foam gaskets: the larger &amp;quot;Wide Face&amp;quot; and the smaller &amp;quot;Thin Face&amp;quot;. The user can change the distance between the [[lenses]] to fit his [[IPD]] (Interpupillary Distance) with the dial on the right side of the HMD. [[Eye relief]], the distance between the lenses and your eyes, can be adjusted with two gray knobs that the user can pull out and rotate to extend or retract the sides of the HMD. While this function allows the Vive to accommodate most glasses, it has to be noted that increasing the eye relief does negatively affect the [[FOV]] (Field of View).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display and Optics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vive features dual OLED panel displays of 1080 x 1200 per eye. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is minimal. The only glaring flaw of Vive&#039;s display and optics system is the [[god rays]]. The god rays are caused by [[Fresnel lenses]]&#039; ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high contrast elements on the screen i.e. white text on a black background. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Front facing camera&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera is located on the front lower half of the HMD. The camera can bring up a wide [[FOV]] of the environment that is in front of you. Players can activate the camera by double tapping the SteamVR controller&#039;s &amp;quot;System&amp;quot; button or set it to automatically activate when you wander too close to the [[Chaperone]] boundaries. Working in conjunction with Chaperone, the camera creates another layer that keeps the player safe while moving around wearing the HMD. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Tracking]] in Vive has no visible [[latency]]. The [[Tracking#Systems|tracking system]] employed by HTC Vive is called [[Lighthouse]]. While [[rotational tracking]] is achieved with [[IMUs]] (inertial measuring units), [[positional tracking]] is accomplished with two IR (infrared) [[Base Stations]]. The Base Stations constantly flood the room with IR that is detected by sensors on the HMD and [[SteamVR Controllers]]. The HMD and controllers&#039; position in relation to the Base Stations is then obtained ([[inside-out tracking]]). The Vive&#039;s tracking is designed for both [[Seated VR|seated]],  [[standing VR|standing]], and most importantly [[Room-scale VR]] experiences. &lt;br /&gt;
&lt;br /&gt;
The HTC Vive headset is designed to accurately track the position and orientation of the HMD and [[SteamVR Controllers|controllers]] within a 12 by 12 feet space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice and Audio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vive has a built-in mic but does not have built-in headphones. It comes with a set of earbuds that can be plugged into a headphone jack extending from the HMD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cables and Ports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===In The Box===&lt;br /&gt;
[[File:htc vive cv1 in the box1.jpg|400px|right]]&lt;br /&gt;
A. Two [[Base Stations]];&lt;br /&gt;
&lt;br /&gt;
B. Sync cable - optional;&lt;br /&gt;
&lt;br /&gt;
C. Two Base station power adapter; &lt;br /&gt;
&lt;br /&gt;
D. Mount kit;&lt;br /&gt;
&lt;br /&gt;
E. Link box;&lt;br /&gt;
&lt;br /&gt;
F. Link box mounting pad;&lt;br /&gt;
&lt;br /&gt;
G. Link box power adapter;&lt;br /&gt;
&lt;br /&gt;
H. HDMI cable;&lt;br /&gt;
&lt;br /&gt;
I. USB cable;&lt;br /&gt;
&lt;br /&gt;
J. Earbuds;&lt;br /&gt;
&lt;br /&gt;
K. Alternate face cushion (narrow);&lt;br /&gt;
&lt;br /&gt;
L. Cleaning cloth;&lt;br /&gt;
&lt;br /&gt;
M. Documentation;&lt;br /&gt;
&lt;br /&gt;
N. Headset with 3-in-1 cable and audio cable;&lt;br /&gt;
&lt;br /&gt;
O. Two Controllers (with lanyard);&lt;br /&gt;
&lt;br /&gt;
P. Two Micro-USB charger.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || Dual OLED Panels&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Pixel density || ???&lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || Low&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110° (diagonal)&lt;br /&gt;
|-&lt;br /&gt;
|Optics || [[Fresnel lenses]]&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || 60.2-74.5mm &lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || [[Base Stations]]&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || 120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || Multi-part cable with HDMI, USB and power that is connected to a junction box&lt;br /&gt;
|-&lt;br /&gt;
|Weight || At release: 555 grams (1.2 pounds)&amp;lt;br&amp;gt;April 2017: 468 grams (1.03 pounds)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Recommended===&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA® GeForce® GTX 970, AMD Radeon™ R9 290 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel® i5-4590 / AMD FX 8350 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 4 GB or more&lt;br /&gt;
*&#039;&#039;&#039;Video Output&#039;&#039;&#039;: HDMI 1.4, DisplayPort 1.2 or newer&lt;br /&gt;
*&#039;&#039;&#039;USB Port&#039;&#039;&#039;: 1x USB 2.0 or better port&lt;br /&gt;
*&#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 7 SP1, Windows 8.1 or later, Windows 10&lt;br /&gt;
&lt;br /&gt;
===SteamVR Performance Test===&lt;br /&gt;
[http://store.steampowered.com/app/323910 SteamVR Performance Test] is a benchmark software that checks if your system is ready for Vive. It checks your system&#039;s OS, GPU and CPU to see if it has the capability of running VR at 90 FPS and whether VR content can tune the visual fidelity up to the recommended level.&lt;br /&gt;
&lt;br /&gt;
==Play Area Requirements==&lt;br /&gt;
{{see also|#Play Area Setup}}&lt;br /&gt;
The play area sets the virtual boundaries of the HTC Vive. The interaction with VR objects happens within the play area. &lt;br /&gt;
*Make sure the play area is free of furniture and other obstacles. &lt;br /&gt;
*Place the PC next to the play area because the cable of the HMD connecting to your PC is five meters long. &lt;br /&gt;
*Make sure the base stations are mounted near power outlets.&lt;br /&gt;
===Room-scale VR Requirements===&lt;br /&gt;
For [[Room-scale VR]], it is required a space where the user can move freely.&lt;br /&gt;
*Minimum room size: 2 m x 1.5 m (6 feet 6 inches x 5 feet)&lt;br /&gt;
*Maximum between base stations: 5 m (16 feet), Room size: 3.5 m x 3.5 m (11 feet 7 inches x 11 feet 7 inches)&lt;br /&gt;
**Base stations can track further but the length of headset cable is 5 meters.&lt;br /&gt;
&lt;br /&gt;
===Standing/Seated VR Requirements===&lt;br /&gt;
*No minimum space requirements&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
===HMD Setup===&lt;br /&gt;
&#039;&#039;&#039;Putting the HMD on&#039;&#039;&#039;&lt;br /&gt;
#Pull the HMD down over your eyes.&lt;br /&gt;
#Slide the straps around the back of your head and adjust them so that the headset fits.&lt;br /&gt;
#Make sure that the 3-in-1 cables pass through the sleeve at the back of the headset, and are positioned straight down your back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjusting the Head Straps to Fit Perfectly&#039;&#039;&#039;&lt;br /&gt;
#Walk towards your chaperone boundaries with the Vive on. Get really close to them.&lt;br /&gt;
#Adjust the Vive left and right until the vertical lines don&#039;t have &amp;quot;god rays&amp;quot;. They should become solid and not look smudgy. Once you find a good placement tighten down the side straps.&lt;br /&gt;
#Adjust the Vive up and down until the horizontal chaperone lines don&#039;t look blurry/smudged and don&#039;t have god rays. Tighten the top strap until it&#039;s a nice snug fit.&lt;br /&gt;
#Turn the IPD all the way up, you&#039;ll probably notice the chaperone lines getting blurry. Once it&#039;s at max, bring it back down and they&#039;ll become more in focus. Once they start getting blurry again just open the IPD up a bit, like focusing binoculars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust IPD&#039;&#039;&#039;: [[IPD]] is the distance between the center of the pupils of the eyes. You can adjust the distance between the [[lenses]] to match the distance between your pupils by turning the knob on the right side of HMD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust Eye relief&#039;&#039;&#039;: [[Eye-relief]] is the distance between the lenses and your eyes. Keep the lenses as close as possible because increasing the eye-relief lowers the [[field of view]]. Only increase it if you really need to, such as fitting eye glasses. You can adjust your eye-relief with the two large, circular knobs on the sides of HMD. Pull the knobs out then rotate them to increase or decrease the distance. Press them back in to lock the HMD in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace face cushion&#039;&#039;&#039;: If the face cushion is too wide, replace it with the thin cushion. You can exchange the cushions by peeling the velcro off from the two ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace nose rest&#039;&#039;&#039;: Remove the nose rest by peeling the flap too. Replace the nose rest by pressing the tabs into their slots and make sure that the flaps are behind the face cushion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unplugging the 3-in-1 cable&#039;&#039;&#039;: Slide open the small compartment on top to reveal the cables. Pull the tag to unplug the HDMI cable. Unplug the other cables (USB and power). Slide the cover back on to close the compartment.&lt;br /&gt;
&lt;br /&gt;
===Link Box Setup===&lt;br /&gt;
#Connect the 3-in-1 cable from the HMD to the orange trim side of the link box.&lt;br /&gt;
#Connect the power adapter cable to its corresponding port on the link box, then plug the other side of the cable to an electrical outlet.&lt;br /&gt;
#Insert the HDMI cable to the HDMI port on the link box, and then insert the other end to the HDMI port on your computer&#039;s graphic card.&lt;br /&gt;
#Insert the USB cable on the USB port on the link box, and then insert the opposite end on your computer&#039;s USB port.&lt;br /&gt;
#You can permanently secure the link box to an area by using the adhesive pad.&lt;br /&gt;
&lt;br /&gt;
===Controllers Setup===&lt;br /&gt;
&#039;&#039;&#039;Charging&#039;&#039;&#039;: Charge the Controller with the microUSB cable and/or power adapter. You can check the battery level of the controllers when no apps are running, or when the System Dashboard is up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On/Off&#039;&#039;&#039;: To turn the Controller on, press the System button until you hear a beep. To turn the Controller off, press and hold the System button until you hear a beep. The controller automatically turns off when it is idled for a long time or when you exit SteamVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pairing with HMD&#039;&#039;&#039;: Controller pairs with the HMD automatically when it is on. To manually pair,  launch the SteamVR app, tap Down, then select Devices, and finally Pair Controller. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updating Firmware&#039;&#039;&#039;: When SteamVR notifies you about outdated firmware, connect the controller to your PC with the microUSB cable to update automatically.&lt;br /&gt;
&lt;br /&gt;
===Base Stations Setup===&lt;br /&gt;
&#039;&#039;&#039;Placing the base stations&#039;&#039;&#039; &lt;br /&gt;
#Mount the base stations diagonally at the opposite corners of your [[#Play Area Requirements|play area]], ideally more than 2m (6 ft 6in) above ground.&lt;br /&gt;
#Use the mounting kits, tripods, book shelves, poles and light stands to mount the base stations. Find stable places and secure them so they cannot be easily moved or jostled. &lt;br /&gt;
#Make sure the front of the base stations is facing the center of the play area. Each base station has 120 degrees [[FOV]]. Tilt them about 30 to 45 degrees to fully cover the play area.&lt;br /&gt;
#Connect the base stations to power outlets with power cables. &lt;br /&gt;
#Connect the base stations and set channels:&lt;br /&gt;
##Without Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “b”, while the other is set to channel “c”.&lt;br /&gt;
##With Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “A”, while the other is set to channel “b”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the mounting kits&#039;&#039;&#039;:&lt;br /&gt;
#Mark where you want to install each of the mounts on your wall, and then screw the mounts in. &lt;br /&gt;
#Rotate the base station to screw it onto the threaded ball joint. Do not screw the base station all the way in, only enough to be stable and oriented correctly.&lt;br /&gt;
#Tighten the wingnut to the base station to secure it in place.&lt;br /&gt;
#To adjust the angle of the base station, loosen the clamping ring while carefully holding the base station to prevent it from falling.&lt;br /&gt;
#Tilt the base station toward the play area.&lt;br /&gt;
#Connect the power cables to each base station and its power outlet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update base station firmware&#039;&#039;&#039;: When SteamVR indicates that base station firmware is out of date, unplug and unmount the base stations. Connect the base stations to the PC with a microUSB cable, one at a time. While pressing the Channel button at the back of the base station, plug in the base station’s power adapter. The update should start automatically once SteamVR detects the base station.&lt;br /&gt;
&lt;br /&gt;
===Play Area Setup===&lt;br /&gt;
{{see also|#Play Area Requirements}}&lt;br /&gt;
*The minimum space for a room-scale VR experience is 2m x 1.5m (6ft 6in x 5ft). Standing and seated VR experiences do not require much space. &lt;br /&gt;
&lt;br /&gt;
*Clear off furniture and other obstacles in the play area. &lt;br /&gt;
&lt;br /&gt;
*Place the PC near the play area. The HMD cable is 5m (16ft 4in) long.&lt;br /&gt;
&lt;br /&gt;
*Place the base stations diagonal to each other, on the opposite corners of the play area space. Make sure there are power outlets near the base stations. Use 12V extension cords as needed.&lt;br /&gt;
&lt;br /&gt;
*Do not leave your HMD in direct sunlight, since the display can be damaged.&lt;br /&gt;
&lt;br /&gt;
===Software Setup===&lt;br /&gt;
#Download the setup from http://www.htcvive.com/SETUP&lt;br /&gt;
#Install Vive software&lt;br /&gt;
#Install Steam software&lt;br /&gt;
#Install SteamVR&lt;br /&gt;
#Launch SteamVR&lt;br /&gt;
#Pair HMD and Controllers from the SteamVR menu.&lt;br /&gt;
&lt;br /&gt;
===Setup Tips and Tricks===&lt;br /&gt;
*During Play Area Setup, the system asks you to point your controller at your computer monitor. The system performs this because it wants to establish the forward position in VR about 180 degrees from the monitor. It assumes that your computer is in the direction of the monitor and wants you to face opposite of the computer so your cables will go smoothly from the back of your head to the computer.&lt;br /&gt;
&lt;br /&gt;
*During the Play Area Setup, If you have trouble setting up the floor area, try placing your controllers upside down. It can give more accurate readings.&lt;br /&gt;
&lt;br /&gt;
*Be sure to turn on &#039;&#039;Enable Bluetooth communication&#039;&#039; in the General tab of the Settings. It not only allows you to connect your HMD to your phone but also makes your Base Stations &amp;quot;smarter&amp;quot;. Now, when you don&#039;t have SteamVR on, your Base Stations will power down and go to stand by mode. You will no longer hear the humming noise created by the spinning gyroscopes inside the Base Stations.&lt;br /&gt;
&lt;br /&gt;
*Take a look at the Audio tab in the Settings. You can do things such as mirror your audio from VR in the speakers.&lt;br /&gt;
&lt;br /&gt;
*In Settings, you can enable the front facing camera in your HMD.&lt;br /&gt;
&lt;br /&gt;
*In VR, at the bottom of your controller, you not only have battery indicators but also left and right-hand signs to show which controller is for which hand.&lt;br /&gt;
&lt;br /&gt;
*[[SteamVR Desktop Theater Mode]], which you can activate only in VR, allows you to play non-VR Steam games on a big screen in VR.&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[SteamVR Controllers]] - One held in each hand. These controllers are tracked by the same system as the HMD ([[Lighthouse]]). &lt;br /&gt;
&lt;br /&gt;
Other devices compatible with [[Steam]]&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Accessory&lt;br /&gt;
! Cost When&amp;lt;br&amp;gt;Purchased Separately&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Base Stations|Base Station]] with AC || $135&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Controllers|Controller]] with AC || $130&lt;br /&gt;
|-&lt;br /&gt;
|HDMI 3-in-1 Cable || $40&lt;br /&gt;
|-&lt;br /&gt;
|Control Box (no AC) || $30&lt;br /&gt;
|-&lt;br /&gt;
|USB 2.0 Cable (AA) 4.5mm || $10&lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Narrow) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Wide) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Narrow) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Wide) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|[[HTC Vive Deluxe Audio Strap|Deluxe Audio Strap]] || $99&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive Apps]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Second Bundle (August 12, 2016 and onward): HTC Vive CV1 is shipped with three free games: [[Tilt Brush]] by [[Google]], [[The Gallery - Episode 1: Call of the Starseed]] by [[Cloudhead Games]] and [[Zombie Training Simulator]] by [[Acceleroto]].&lt;br /&gt;
&lt;br /&gt;
First Bundle (no longer available): HTC Vive CV1 is shipped with three free games: [[Job Simulator: The 2050 Archives]] by [[Owlchemy Labs]], [[Fantastic Contraption]] by [[Northway Games]] and [[Tilt Brush]] by [[Google]].&lt;br /&gt;
&lt;br /&gt;
[[The Lab]] by [[Valve]] is available for free to all Vive users.&lt;br /&gt;
&lt;br /&gt;
==Connecting to Your Phone==&lt;br /&gt;
Users can install the Vive mobile app on their phone from the App Store &amp;lt;ref&amp;gt;iTunes. HTC Vive. Retrieved from https://itunes.apple.com/us/app/htc-vive/id1091173853?mt=8&amp;lt;/ref&amp;gt; or Google Play&amp;lt;ref&amp;gt;Google Play. Vive. Retrieved from https://play.google.com/store/apps/details?id=com.htc.vivephoneservice&amp;amp;hl=en&amp;lt;/ref&amp;gt;. The apps enable the HTC Vive HMD to connect to mobile phones through Bluetooth. It allows the Vive HMD to receive calls, texts and calendar reminders while the user is in the [[VR]] experience.&lt;br /&gt;
&lt;br /&gt;
To make phone calls, users need to download the Vive software package &amp;lt;ref&amp;gt;Vive. Welcome to Vive - Let&#039;s get you set up. Retrieved from https://www.htcvive.com/us/setup/&amp;lt;/ref&amp;gt; for their PC. Now when they receive a call or text, they will be able to call back the individual through the Vive menu.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:htc vive tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;February 29, 2016&#039;&#039;&#039; - Pre-orders for HTC Vive CV1 begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 5, 2016&#039;&#039;&#039; - HTC Vive CV1 is officially released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 26, 2016&#039;&#039;&#039; - [[Vive X]], $100 million [[HTC Vive]] accelerator program was announced. Vive X will be involved in Seed and Series A investments and are located in Beijing, Taipei and San Francisco.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June 9, 2016&#039;&#039;&#039; - Business Edition of Vive is announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 26, 2016&#039;&#039;&#039; - Hundreds of Vive VR cafes are scheduled to roll out in China in 2016 and 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 29, 2017&#039;&#039;&#039; - New HTC Vive purchases are bundled with [[Star Trek: Bridge Crew]].&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:htc vive cv1 set1.jpg|300px]] [[File:htc vive cv1 hmd2.jpg|300px]] [[File:htc vive cv1 controllers1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Apple_Vision_Pro&amp;diff=37525</id>
		<title>Apple Vision Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Apple_Vision_Pro&amp;diff=37525"/>
		<updated>2026-01-08T09:54:02Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37375 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:apple vision pro1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Standalone VR]]&lt;br /&gt;
|Platform=[[visionOS]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Apple]]&lt;br /&gt;
|Manufacturer=[[Apple]]&lt;br /&gt;
|Operating System=[[visionOS]]&lt;br /&gt;
|Versions=visionOS 1.0, 1.1, 2.0, 2.4 (upcoming)&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=Apple M2 (5nm SoC)&lt;br /&gt;
|GPU=10-core GPU (part of M2)&lt;br /&gt;
|HPU=Apple R1 (spatial coprocessor)&lt;br /&gt;
|Memory=16GB unified memory&lt;br /&gt;
|Storage=256GB, 512GB, or 1TB&lt;br /&gt;
|Display=Dual Micro-OLED&lt;br /&gt;
|Resolution=3660 × 3200 pixels per eye (23 million total pixels)&lt;br /&gt;
|Pixel Density=3386 PPI per eye&lt;br /&gt;
|Refresh Rate=90Hz, 96Hz, 100Hz&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=Approximately 100-120 degrees&lt;br /&gt;
|Optics=Pancake lenses&lt;br /&gt;
|IPD Range=51-75mm (automatic adjustment)&lt;br /&gt;
|Tracking=Eye tracking, hand tracking, face tracking, room mapping&lt;br /&gt;
|Rotational Tracking=Yes&lt;br /&gt;
|Positional Tracking=6DoF&lt;br /&gt;
|Update Rate=12ms photon-to-photon latency&lt;br /&gt;
|Tracking Volume=Room-scale&lt;br /&gt;
|Play Space=&lt;br /&gt;
|Latency=12ms&lt;br /&gt;
|Audio=Spatial Audio pods with dynamic head tracking&lt;br /&gt;
|Camera=Stereoscopic 3D main camera system (6.5MP)&lt;br /&gt;
|Sensors=Two high-resolution main cameras, six world-facing tracking cameras, four eye-tracking cameras, TrueDepth camera, LiDAR Scanner, four inertial measurement units (IMUs), flicker sensor, ambient light sensor&lt;br /&gt;
|Input=Eye tracking, hand gestures, voice&lt;br /&gt;
|Connectivity=Wi-Fi 6, Bluetooth 5.3&lt;br /&gt;
|Power=External battery pack connected via cable&lt;br /&gt;
|Battery Life=2 hours (general use), 2.5 hours (video playback)&lt;br /&gt;
|Weight=600-650g (headset only), 353g (battery)&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=February 2, 2024 (US), July 12, 2024 (UK, Canada, Australia, others)&lt;br /&gt;
|Price=$3,499 (256GB), $3,699 (512GB), $3,899 (1TB)&lt;br /&gt;
|Website=https://www.apple.com/apple-vision-pro/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Apple Vision Pro&#039;&#039;&#039; is a [[virtual reality]] ([[VR]]) [[head-mounted display]] developed and released by [[Apple Inc.|Apple]]. It was announced at Apple&#039;s Worldwide Developers Conference (WWDC) on June 5, 2023, and released in the United States on February 2, 2024, with international availability following in July 2024. Apple markets the device as a &amp;quot;[[spatial computer]]&amp;quot; rather than a traditional [[VR headset]], emphasizing its ability to blend digital content with the physical world.&lt;br /&gt;
&lt;br /&gt;
The Vision Pro features a distinctive design with a curved front glass panel, aluminum frame, and uses [[eye tracking]], [[hand gestures]], and [[voice command]]s as its primary [[input methods]]. It runs on [[visionOS]], Apple&#039;s operating system specifically designed for [[spatial computing]]. With a starting price of $3,499, the Vision Pro is positioned as a premium device in the [[virtual reality]] market.&lt;br /&gt;
&lt;br /&gt;
==History and Development==&lt;br /&gt;
The development of Apple Vision Pro reportedly began in 2016, representing the culmination of years of AR/VR research at Apple&amp;lt;ref name=&amp;quot;forbes&amp;quot;&amp;gt;Phelan, D. (2024). Apple Vision Pro Long-Term Review: Why Now Is A Great Time To Jump On Board. Forbes. https://www.forbes.com/sites/davidphelan/2024/08/16/apple-vision-pro-long-term-review-why-now-is-a-great-time-to-jump-on-board/&amp;lt;/ref&amp;gt;. Prior to its announcement, the device was the subject of numerous rumors and reports, with speculation about Apple&#039;s entry into the [[mixed reality]] space dating back several years&amp;lt;ref name=&amp;quot;knowtechie&amp;quot;&amp;gt;Rice-Jones, J (2022). Apple VR headset: release date, features, and price. KnowTechie. https://knowtechie.com/apple-vr-headset-release-date-features-and-price/&amp;lt;/ref&amp;gt; &amp;lt;ref name=&amp;quot;macrumors&amp;quot;&amp;gt;MacRumours Staff (2022). Apple Glasses. MacRumors. https://www.macrumors.com/roundup/apple-glasses/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Apple CEO Tim Cook had previously expressed that AR had more long-term potential than VR, and the Vision Pro&#039;s eventual design as a mixed reality headset reflects this vision&amp;lt;ref name=&amp;quot;appleinsider&amp;quot;&amp;gt;Apple Insider. Apple VR. Apple Insider. https://appleinsider.com/inside/apple-vr&amp;lt;/ref&amp;gt;. The device was officially unveiled at WWDC 2023, where Cook described it as &amp;quot;the beginning of a new era for computing&amp;quot; and &amp;quot;the first Apple product you look through, not at.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Following its announcement, the Vision Pro was released in the United States on February 2, 2024, with initial availability limited to Apple Stores where customers could receive a personalized fitting. International release followed on July 12, 2024, with availability in the UK, Canada, Australia, China, France, Germany, Hong Kong, Japan, Singapore, and South Korea.&lt;br /&gt;
&lt;br /&gt;
==Design and Hardware==&lt;br /&gt;
[[File:apple vision pro4.jpg|350px|right]]&lt;br /&gt;
===Physical Design===&lt;br /&gt;
The Apple Vision Pro features a distinctive design with a curved, laminated glass front panel and an aluminum alloy frame. The headset uses a modular design with several components that can be customized to fit individual users:&lt;br /&gt;
&lt;br /&gt;
* Light Seal: A flexible component that conforms to the user&#039;s face to prevent light leakage&lt;br /&gt;
* Light Seal Cushion: A cushioned attachment for comfort&lt;br /&gt;
* Head bands: Two options included - Solo Knit Band and Dual Loop Band&lt;br /&gt;
&lt;br /&gt;
Unlike most VR headsets, the Vision Pro uses an external battery pack connected via a cable to the left temple of the headset. This design choice reduces the weight on the user&#039;s head but means the device must always be tethered to its battery during use. The headset weighs between 600-650g depending on configuration, with the separate battery weighing an additional 353g&amp;lt;ref name=&amp;quot;specs&amp;quot;&amp;gt;Apple. (2024). Apple Vision Pro Technical Specifications. https://www.apple.com/apple-vision-pro/specs/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The device includes two physical controls: a Digital Crown similar to that found on the [[Apple Watch]], which controls the level of immersion and acts as a home button, and a top button used for taking spatial photos and videos&amp;lt;ref name=&amp;quot;tomsguide&amp;quot;&amp;gt;Spoonauer, M. (2025). Apple Vision Pro review: A revolution in progress. Tom&#039;s Guide. https://www.tomsguide.com/computing/smart-glasses/apple-vision-pro-review&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Display Technology===&lt;br /&gt;
The Vision Pro uses dual [[micro-OLED display]]s with a combined 23 million pixels (approximately 3660 × 3200 pixels per eye). With a pixel density of 3386 PPI, these displays effectively eliminate the &amp;quot;screen door effect&amp;quot; common in many VR headsets&amp;lt;ref name=&amp;quot;uploadvr&amp;quot;&amp;gt;Heaney, D. (2024). Apple Vision Pro Full Specs, Features &amp;amp; Details. UploadVR. https://www.uploadvr.com/apple-vision-pro-specs/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The displays support variable [[refresh rate]]s of 90Hz, 96Hz, and 100Hz, with the system automatically selecting the appropriate rate based on content. For example, when watching 24 FPS movies, the screen runs at 96Hz to display each movie frame for exactly three display frames&amp;lt;ref name=&amp;quot;uploadvr&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;. The displays support various HDR formats including Dolby Vision, HDR10, and HLG.&lt;br /&gt;
&lt;br /&gt;
===Processing Power===&lt;br /&gt;
The Vision Pro is powered by two custom Apple chips:&lt;br /&gt;
&lt;br /&gt;
* Apple M2: An 8-core CPU with 4 performance cores and 4 efficiency cores, featuring a 10-core GPU and 16-core Neural Engine with 16GB of unified memory&lt;br /&gt;
* Apple R1: A dedicated spatial coprocessor with 256GB/s memory bandwidth that processes input from the cameras and sensors with just 12 milliseconds of photon-to-photon latency&lt;br /&gt;
&lt;br /&gt;
The combination of these chips enables the Vision Pro to deliver high-performance spatial computing experiences with minimal latency&amp;lt;ref name=&amp;quot;specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Cameras and Sensors===&lt;br /&gt;
&lt;br /&gt;
The Vision Pro incorporates an extensive array of [[camera]]s and [[sensor]]s:&lt;br /&gt;
&lt;br /&gt;
* Two high-resolution main cameras for color [[passthrough]]&lt;br /&gt;
* Six world-facing [[tracking cameras]] for [[spatial positioning]]&lt;br /&gt;
* Four [[eye-tracking]] cameras to monitor eye movements and gaze&lt;br /&gt;
* [[TrueDepth camera]] for facial expression tracking&lt;br /&gt;
* [[LiDAR Scanner]] for room mapping and depth sensing&lt;br /&gt;
* Four [[inertial measurement unit]]s (IMUs)&lt;br /&gt;
* Flicker sensor and ambient light sensor&lt;br /&gt;
&lt;br /&gt;
This sensor array enables the headset&#039;s key features, including precise hand and eye tracking, room mapping, and the realistic passthrough view that forms the foundation of its mixed reality capabilities&amp;lt;ref name=&amp;quot;specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Audio System===&lt;br /&gt;
The Vision Pro features integrated speakers called &amp;quot;[[audio pods]],&amp;quot; each containing two drivers positioned near the user&#039;s ears. These deliver spatial audio with dynamic head tracking, creating the impression that sounds are coming from specific locations in the environment.&lt;br /&gt;
&lt;br /&gt;
The audio system also includes a six-microphone array with directional beamforming for clear voice capture. The headset supports direct connection to AirPods Pro 2 with USB-C and AirPods 4 for private audio&amp;lt;ref name=&amp;quot;specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Battery and Power===&lt;br /&gt;
Unlike most standalone [[VR headsets]], the Vision Pro uses an external battery pack connected via a cable. This battery provides approximately 2 hours of general use or 2.5 hours of video playback. The headset can be used while the battery is charging through its USB-C port, allowing for extended sessions when near a power outlet&amp;lt;ref name=&amp;quot;specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Software and User Interface==&lt;br /&gt;
===visionOS===&lt;br /&gt;
[[File:visionos3.jpg|350px|right]]&lt;br /&gt;
The Apple Vision Pro runs on [[visionOS]], Apple&#039;s operating system specifically designed for spatial computing. visionOS is built on the foundation of other Apple operating systems but optimized for three-dimensional interaction in space. It features a familiar app-based interface with iOS-like icons floating in the user&#039;s environment.&lt;br /&gt;
&lt;br /&gt;
Major versions of visionOS released so far include:&lt;br /&gt;
&lt;br /&gt;
* visionOS 1.0: Initial release (February 2024)&lt;br /&gt;
* visionOS 1.1: Improved Personas and various bugfixes&lt;br /&gt;
* visionOS 2.0: Introduced new hand gestures, persistent windows, and other features (September 2024)&lt;br /&gt;
* visionOS 2.4: Upcoming release adding Apple Intelligence features (April 2025)&lt;br /&gt;
&lt;br /&gt;
===Input Methods===&lt;br /&gt;
The Vision Pro uses a combination of [[eye tracking]], [[hand gestures]], and [[voice command]]s as its primary input methods:&lt;br /&gt;
&lt;br /&gt;
* [[Eye tracking]]: Users look at interface elements to select them&lt;br /&gt;
* [[Hand gestures]]: Primarily using a pinch gesture with thumb and index finger to &amp;quot;click&amp;quot; on items&lt;br /&gt;
* [[Voice command]]s: Using Siri or dictation for text input and system control&lt;br /&gt;
&lt;br /&gt;
This hands-free interaction model eliminates the need for physical controllers typically associated with VR headsets. The eye tracking system also powers OpticID, an iris-based authentication system similar to Face ID on iPhones&amp;lt;ref name=&amp;quot;tomsguide&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Environments===&lt;br /&gt;
Vision Pro offers various virtual &amp;quot;Environments&amp;quot; that can replace or blend with the user&#039;s real surroundings. These include natural settings like Yosemite National Park, Mount Hood, and Joshua Tree, as well as fantastical locations like the Moon. Users can control the level of immersion by turning the Digital Crown, seamlessly transitioning between full passthrough of the real world and complete immersion in the virtual environment&amp;lt;ref name=&amp;quot;wired&amp;quot;&amp;gt;Chokkattu, J. (2024). Review: Apple Vision Pro. Wired. https://www.wired.com/review/apple-vision-pro/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===EyeSight and Persona===&lt;br /&gt;
Two unique features of visionOS are [[EyeSight]] and [[Persona]]:&lt;br /&gt;
&lt;br /&gt;
* [[EyeSight]]: An external display on the front of the headset that shows a rendering of the user&#039;s eyes to people nearby. This display changes based on the user&#039;s level of immersion and awareness of their surroundings.&lt;br /&gt;
&lt;br /&gt;
* [[Persona]]: A digital avatar created by scanning the user&#039;s face, used for video calls and FaceTime when wearing the headset. The system captures facial expressions and eye movements to animate the avatar in real-time&amp;lt;ref name=&amp;quot;ign&amp;quot;&amp;gt;Macy, S. G. (2024). Apple Vision Pro Review. IGN. https://www.ign.com/articles/apple-vision-pro-review&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Features and Capabilities==&lt;br /&gt;
===Spatial Computing===&lt;br /&gt;
[[File:spatial computing1.jpg|350px|right]]&lt;br /&gt;
The Vision Pro excels at &amp;quot;[[spatial computing]],&amp;quot; allowing users to position multiple app windows around their physical space. These windows remain fixed in place as the user moves around, creating a persistent digital workspace overlaid on the real world.&lt;br /&gt;
&lt;br /&gt;
A standout feature is Mac Virtual Display, which allows users to view and interact with their Mac&#039;s screen through the Vision Pro by simply looking at their MacBook. This creates a large virtual display while still using the Mac&#039;s keyboard and trackpad for input&amp;lt;ref name=&amp;quot;tomsguide&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Entertainment===&lt;br /&gt;
The Vision Pro offers several immersive entertainment options:&lt;br /&gt;
&lt;br /&gt;
* [[3D Movies]]: Access to over 300 3D films through Apple TV+&lt;br /&gt;
* [[Apple Immersive Video]]: A new format featuring 180-degree 3D video with 8K resolution&lt;br /&gt;
* Immersive Environments for standard video content&lt;br /&gt;
* [[Spatial Audio]] for an immersive soundscape&lt;br /&gt;
&lt;br /&gt;
The headset can create the experience of watching content on a massive virtual screen, equivalent to a 100-foot display, placed within either the user&#039;s real environment or a virtual one&amp;lt;ref name=&amp;quot;wired&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Spatial Photos and Videos===&lt;br /&gt;
The Vision Pro can capture and display spatial (3D) photos and videos:&lt;br /&gt;
&lt;br /&gt;
* [[Spatial photos]] can be taken directly using the Vision Pro&#039;s built-in cameras&lt;br /&gt;
* [[Spatial videos]] can be recorded using either the Vision Pro or an iPhone 15 Pro/Pro Max&lt;br /&gt;
* Panoramic photos are displayed in an immersive way that surrounds the user&lt;br /&gt;
&lt;br /&gt;
The headset also enhances the viewing of traditional photos and videos by displaying them at a much larger scale than conventional screens&amp;lt;ref name=&amp;quot;tomsguide&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Apps and Games===&lt;br /&gt;
{{see also|Apple Vision Pros Apps|Apple Vision Pro Games}}&lt;br /&gt;
At launch, the Vision Pro could run over a million compatible iPhone and iPad [[apps]], with a growing number of native visionOS applications specifically designed for spatial computing. As of mid-2024, Apple reported over 2,500 native [[Vision Pro apps]] available&amp;lt;ref name=&amp;quot;tomsguide&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Notable spatial computing experiences include:&lt;br /&gt;
&lt;br /&gt;
* [[Productivity]] apps that allow multiple virtual screens&lt;br /&gt;
* [[Creative tools]] that place 3D models in the user&#039;s space&lt;br /&gt;
* [[Educational]] experiences like Encounter Dinosaurs that bring lifelike 3D creatures into the real world&lt;br /&gt;
* Games that utilize [[hand tracking]] and [[room mapping]] for unique gameplay&amp;lt;ref name=&amp;quot;reddit1&amp;quot;&amp;gt;u/Nearby-Daikon-6999. (2024). Over 60 Days with Apple Vision Pro - Reflections and Experience - No more hate. Reddit. https://www.reddit.com/r/VisionPro/comments/1cq670r/over_60_days_with_apple_vision_pro_reflections/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
===Critical Reception===&lt;br /&gt;
The Apple Vision Pro received generally positive reviews from technology critics, who praised its display quality, innovative interface, and technical achievements, while criticizing its weight, battery life, and high price point.&lt;br /&gt;
&lt;br /&gt;
Reviewers consistently highlighted the headset&#039;s impressive display technology and intuitive [[eye tracking|eye]] and [[hand tracking]] interface. The [[passthrough]] quality was considered superior to competing products, though still not fully transparent as some of Apple&#039;s marketing suggested&amp;lt;ref name=&amp;quot;wired&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;. The ability to extend Mac displays and position multiple virtual screens was praised as a compelling productivity use case&amp;lt;ref name=&amp;quot;gq&amp;quot;&amp;gt;Leedham, R. (2024). Apple&#039;s Vision Pro is its most thrilling first-gen product since the iPhone. GQ. https://www.gq-magazine.co.uk/article/apple-vision-pro-review&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Common criticisms included:&lt;br /&gt;
&lt;br /&gt;
* Weight and comfort issues during extended use&lt;br /&gt;
* The inconvenience of the tethered external battery&lt;br /&gt;
* Limited battery life&lt;br /&gt;
* The high starting price of $3,499&lt;br /&gt;
* A limited selection of optimized apps at launch&lt;br /&gt;
&lt;br /&gt;
Many reviews characterized the Vision Pro as an impressive but early product that demonstrated the potential of spatial computing while suggesting that future iterations would likely address many of its first-generation limitations&amp;lt;ref name=&amp;quot;ign&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===User Experiences===&lt;br /&gt;
Early adopters of the Vision Pro reported mixed experiences. Many enthusiasts praised the device&#039;s capabilities for multitasking, entertainment, and immersive experiences. Long-term users highlighted the quality of the displays, hand tracking, and interface as standout features&amp;lt;ref name=&amp;quot;reddit2&amp;quot;&amp;gt;u/Mundane-Complex-1902. (2024). Apple Vision Pro: Seven months later. Reddit. https://www.reddit.com/r/VisionPro/comments/1fa8x4l/apple_vision_pro_seven_months_later/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Common user complaints echoed professional reviews, focusing on comfort during extended wear, the cumbersome external battery, and the social awkwardness of wearing the device around others. Some users reported that while they were impressed with the technology, they found themselves using the headset less frequently than expected due to these limitations&amp;lt;ref name=&amp;quot;techradar&amp;quot;&amp;gt;Ulanoff, L. (2024). Vision Pro at one – I love Apple&#039;s revolutionary headset, so why do I hardly ever use it? TechRadar. https://www.techradar.com/computing/virtual-reality-augmented-reality/vision-pro-at-one-i-love-apple-revolutionary-headset-so-why-do-i-hardly-ever-use-it&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Many users highlighted specific use cases where they found the Vision Pro particularly valuable:&lt;br /&gt;
&lt;br /&gt;
* Watching movies and immersive video content&lt;br /&gt;
* Working with multiple virtual screens&lt;br /&gt;
* Virtual travel through Environments and immersive videos&lt;br /&gt;
* Social interactions through spatial FaceTime calls&lt;br /&gt;
* Viewing spatial photos and videos of personal memories&amp;lt;ref name=&amp;quot;reddit2&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Market Impact===&lt;br /&gt;
While Apple has not disclosed official sales figures for the Vision Pro, analysts estimated that first-year sales ranged from 400,000 to 800,000 units. The high price point limited mass-market adoption, positioning the Vision Pro primarily as a device for early adopters, developers, and enterprise users&amp;lt;ref name=&amp;quot;techradar&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Vision Pro&#039;s release has influenced the broader AR/VR market, establishing new benchmarks for display quality, interface design, and mixed reality experiences. Competing companies have reportedly adjusted their product roadmaps in response to Apple&#039;s entry into the space&amp;lt;ref name=&amp;quot;reddit3&amp;quot;&amp;gt;u/Brief-Assignment-691. (2024). A review of the reviews of Apple vision pro and understanding who this is for. Reddit. https://www.reddit.com/r/VisionPro/comments/1ahybno/a_review_of_the_reviews_of_apple_vision_pro_and/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
Apple offers several accessories for the Vision Pro:&lt;br /&gt;
&lt;br /&gt;
* ZEISS Optical Inserts: Prescription lenses ($149) or reader lenses ($99) that magnetically attach to the headset for users who wear glasses&lt;br /&gt;
* Apple Vision Pro Travel Case: A protective case for transporting the headset ($199)&lt;br /&gt;
* Apple Vision Pro Battery Holder: A clip for attaching the battery to clothing ($49)&lt;br /&gt;
* Additional Light Seals and Light Seal Cushions for different face shapes or sharing the device&lt;br /&gt;
&lt;br /&gt;
Third-party accessories include various comfort modifications, alternative head straps, and protective covers&amp;lt;ref name=&amp;quot;specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:apple vision pro7.jpg&lt;br /&gt;
File:apple vision pro6.jpg&lt;br /&gt;
File:apple vision pro4.jpg&lt;br /&gt;
File:apple vision pro3.jpg&lt;br /&gt;
File:apple vision pro2.jpg&lt;br /&gt;
File:apple vision pro1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Platforms]] [[Category:Virtual Reality Platforms]] [[Category:Virtual Reality]] [[Category:Virtual Reality Headsets]] [[Category:Devices]] [[Category:Virtual Reality Devices]] [[Category:Mixed Reality Devices]] [[Category:Spatial Computing Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=XREAL_Air_2_Pro&amp;diff=37524</id>
		<title>XREAL Air 2 Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=XREAL_Air_2_Pro&amp;diff=37524"/>
		<updated>2026-01-08T09:53:47Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[file:xreal air 2 pro3.jpg|350px]]&lt;br /&gt;
|Name = XREAL Air 2 Pro&lt;br /&gt;
|VR/AR = [[Augmented Reality]]&lt;br /&gt;
|Type = [[head-mounted display]]&lt;br /&gt;
|Subtype = [[Phone-Powered AR]]&lt;br /&gt;
|Platform = &lt;br /&gt;
|Creator = &lt;br /&gt;
|Developer = &lt;br /&gt;
|Manufacturer = [[XREAL]]&lt;br /&gt;
|Announcement Date = September 4, 2023&lt;br /&gt;
|Release Date = November 2023&lt;br /&gt;
|Price = $410&lt;br /&gt;
|Website = xreal.com &lt;br /&gt;
|Versions = &lt;br /&gt;
|Requires = &lt;br /&gt;
|Predecessor = &lt;br /&gt;
|Successor = &lt;br /&gt;
|Operating System = &lt;br /&gt;
|Chipset = &lt;br /&gt;
|CPU = &lt;br /&gt;
|GPU = &lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = &lt;br /&gt;
|Memory = &lt;br /&gt;
|SD Card Slot = &lt;br /&gt;
|Display = 2 x Micro OLED&lt;br /&gt;
|Subpixel Layout = &lt;br /&gt;
|Peak Brightness = 500 nits&lt;br /&gt;
|Resolution = 1920x1080 per-eye&lt;br /&gt;
|Refresh Rate = 120 Hz&lt;br /&gt;
|Pixel Density = &lt;br /&gt;
|Persistence = &lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = &lt;br /&gt;
|Horizontal FoV = &lt;br /&gt;
|Vertical FoV = &lt;br /&gt;
|Visible FoV = &lt;br /&gt;
|Rendered FoV = &lt;br /&gt;
|Binocular Overlap = &lt;br /&gt;
|Average Pixel Density = &lt;br /&gt;
|Peak Pixel Density = &lt;br /&gt;
|Foveated Rendering = No&lt;br /&gt;
|Optics = [[Birdbath optics]]&lt;br /&gt;
|Ocularity =  Binocular&lt;br /&gt;
|IPD Range = &lt;br /&gt;
|Adjustable Diopter = &lt;br /&gt;
|Passthrough = Native passthrough&lt;br /&gt;
|Tracking = &lt;br /&gt;
|Tracking Frequency = &lt;br /&gt;
|Base Stations = No&lt;br /&gt;
|Eye Tracking = No&lt;br /&gt;
|Face Tracking = No&lt;br /&gt;
|Hand Tracking = No&lt;br /&gt;
|Body Tracking = No&lt;br /&gt;
|Rotational Tracking = &lt;br /&gt;
|Positional Tracking = &lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = &lt;br /&gt;
|Play Space = &lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = Integrated stereo speakers&lt;br /&gt;
|Microphone = &lt;br /&gt;
|3.5mm Audio Jack = No&lt;br /&gt;
|Camera = &lt;br /&gt;
|Connectivity = &lt;br /&gt;
|Ports = &lt;br /&gt;
|Wired Video = USB Type-C / Lightning&lt;br /&gt;
|Wireless Video = No&lt;br /&gt;
|WiFi = No&lt;br /&gt;
|Bluetooth = No&lt;br /&gt;
|Power = &lt;br /&gt;
|Battery Capacity = &lt;br /&gt;
|Battery Life = &lt;br /&gt;
|Charge Time = &lt;br /&gt;
|Dimensions = &lt;br /&gt;
|Weight = 72g (with headstrap)&lt;br /&gt;
|Material = Plastic&lt;br /&gt;
|Headstrap = Glasses-style frame&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = Black, red&lt;br /&gt;
|Sensors = &lt;br /&gt;
|Input = &lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The [[XREAL Air 2 Pro]] is an [[augmented reality]] (AR) glasses developed by [[XREAL]], formerly known as [[Nreal]]. They represent the second generation of AR glasses from the company, following the successful launch of the original [[XREAL Air]] glasses. This article provides an in-depth look at the features, design, performance, and reception of the XREAL Air 2 Pro AR Glasses.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The XREAL Air 2 Pro AR Glasses were launched as a part of XREAL&#039;s ongoing efforts to innovate in the field of [[augmented reality]]. They are designed to offer a portable and enhanced AR experience, primarily catering to users interested in gaming, multimedia consumption, and [[productivity applications]]. The device&#039;s ability to connect to various [[external devices]], such as [[smartphones]] and [[laptops]], makes it a versatile tool for both personal and professional use.&lt;br /&gt;
&lt;br /&gt;
==Design and Comfort==&lt;br /&gt;
The XREAL Air 2 Pro glasses feature a design reminiscent of traditional [[glasses]] but with a modern twist to accommodate [[AR technology]]. The frame is constructed to be lightweight and ergonomic, aiming to provide comfort during prolonged usage.&lt;br /&gt;
&lt;br /&gt;
===Frame and Build===&lt;br /&gt;
The frame of the XREAL Air 2 Pro is made of durable [[plastic]], contributing to its lightweight nature, with the Pro model weighing 75 grams. The design includes longer temples with softer tips to comfortably fit around the ears. Moreover, the glasses offer three sizes of interchangeable nose pads and adjustable temples, ensuring a customizable and snug fit for various [[head sizes]].&lt;br /&gt;
&lt;br /&gt;
===Visual Appearance===&lt;br /&gt;
In appearance, the XREAL Air 2 Pro glasses maintain a balance between a futuristic look and the semblance of regular [[eyewear]]. The AR glasses feature a chunky design with thick temples. This design choice, while practical for housing the necessary technology, gives the glasses a distinct look that might not appeal to all users.&lt;br /&gt;
&lt;br /&gt;
==Display and Visuals==&lt;br /&gt;
One of the primary selling points of the XREAL Air 2 Pro AR Glasses is their advanced [[display technology]]. The glasses are equipped with two 0.55-inch [[Sony]] micro-[[OLED]] displays, each offering a 1080p resolution and a maximum [[refresh rate]] of 120 Hz.&lt;br /&gt;
&lt;br /&gt;
===Screen Size and Quality===&lt;br /&gt;
The virtual display of the glasses simulates a 130-inch screen positioned a few feet away from the user. The [[aspect ratio]] of the displayed content varies depending on the connected device. Despite some limitations in edge clarity, the display generally provides a sharp, colorful, and bright visual experience.&lt;br /&gt;
&lt;br /&gt;
==Audio and Sound System==&lt;br /&gt;
The XREAL Air 2 Pro incorporates an enhanced [[audio system]], consisting of dual open-air speakers situated at the top and bottom of each temple. This setup offers a passable audio experience for multimedia consumption, although it struggles with bass and can leak sound at higher volumes.&lt;br /&gt;
&lt;br /&gt;
==Features and Functionality==&lt;br /&gt;
The XREAL Air 2 Pro glasses boast a variety of features that enhance the AR experience.&lt;br /&gt;
&lt;br /&gt;
===Connectivity===&lt;br /&gt;
A key feature of these glasses is their ability to connect to [[external devices]] via a [[USB-C]] cable. They support [[DisplayPort]] (DP) output and are compatible with various smartphones, laptops, and [[gaming consoles]].&lt;br /&gt;
&lt;br /&gt;
===Electrochromic Dimming===&lt;br /&gt;
Exclusive to the Pro model, the [[electrochromic dimming]] feature allows users to adjust the level of transparency of the glasses. This feature is controlled via a button on the right temple, cycling through three dimming levels. While a novel addition, its effectiveness is debated among users.&lt;br /&gt;
&lt;br /&gt;
===Controls and Navigation===&lt;br /&gt;
The glasses include a rocker on the right temple for adjusting brightness and volume, providing intuitive control over the user experience.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
The performance of the XREAL Air 2 Pro AR Glasses is marked by their efficient power consumption and immersive display capabilities.&lt;br /&gt;
&lt;br /&gt;
===Power Consumption===&lt;br /&gt;
The glasses draw power from the connected device, showing efficiency in power usage compared to other AR glasses in the market.&lt;br /&gt;
&lt;br /&gt;
===Gaming and Multimedia===&lt;br /&gt;
With a 120-Hz refresh rate, the XREAL Air 2 Pro is well-suited for gaming and multimedia applications, particularly when connected to devices like smartphones and gaming consoles. The high refresh rate ensures a smooth visual experience.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
The XREAL Air 2 Pro AR Glasses have received mixed reviews, with praise for their technological advancements and criticisms for certain design choices and cost considerations.&lt;br /&gt;
&lt;br /&gt;
==Pros and Cons==&lt;br /&gt;
===Pros===&lt;br /&gt;
#Improved design and comfort compared to the first-generation model.&lt;br /&gt;
#High-quality display with a sharp and bright screen.&lt;br /&gt;
#Efficient power consumption.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
#The design may be considered bulky or unattractive by some users.&lt;br /&gt;
#Higher cost, especially with the inclusion of optional accessories.&lt;br /&gt;
#The electrochromic dimming feature of the Pro model is not universally appreciated.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:xreal air 2 pro2.jpg&lt;br /&gt;
File:xreal air 2 pro8.jpg&lt;br /&gt;
File:xreal air 2 pro7.jpg&lt;br /&gt;
File:xreal air 2 pro6.jpg&lt;br /&gt;
File:xreal air 2 pro5.jpg&lt;br /&gt;
File:xreal air 2 pro4.jpg&lt;br /&gt;
File:xreal air 2 pro3.jpg&lt;br /&gt;
File:xreal air 2 pro1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Augmented Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=XREAL_Air_2_Pro&amp;diff=37523</id>
		<title>XREAL Air 2 Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=XREAL_Air_2_Pro&amp;diff=37523"/>
		<updated>2026-01-08T09:53:21Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37371 by Xinreality (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image =&lt;br /&gt;
|VR/AR = [[Augmented Reality]], Display Glasses&lt;br /&gt;
|Type = [[Smart glasses]]&lt;br /&gt;
|Subtype = AR Display Glasses&lt;br /&gt;
|Platform = USB-C devices&lt;br /&gt;
|Creator = [[XREAL]]&lt;br /&gt;
|Announced = 2023&lt;br /&gt;
|Release = 2023&lt;br /&gt;
|Price = $399 ($299 sale)&lt;br /&gt;
|Website = https://www.xreal.com&lt;br /&gt;
|OS = Host device dependent&lt;br /&gt;
|CPU = Host device dependent&lt;br /&gt;
|GPU = Host device dependent&lt;br /&gt;
|Storage =&lt;br /&gt;
|RAM =&lt;br /&gt;
|Display = 2 x 0.55&amp;quot; Sony Micro OLED&lt;br /&gt;
|Resolution = 1920 x 1080 per eye&lt;br /&gt;
|Refresh = 120 Hz&lt;br /&gt;
|Brightness = 500 nits&lt;br /&gt;
|FOV = 46°&lt;br /&gt;
|Virtual Screen = 130&amp;quot; equivalent&lt;br /&gt;
|PPD =&lt;br /&gt;
|Lenses = Electrochromic dimming (3 levels)&lt;br /&gt;
|IPD =&lt;br /&gt;
|Eye Tracking =&lt;br /&gt;
|Hand Tracking =&lt;br /&gt;
|Tracking = 3DoF&lt;br /&gt;
|Spatial Mapping =&lt;br /&gt;
|Speakers = Directional audio&lt;br /&gt;
|Microphone =&lt;br /&gt;
|Audio Jack =&lt;br /&gt;
|Connectivity = USB-C&lt;br /&gt;
|Ports = USB-C (detachable cable)&lt;br /&gt;
|Battery = None (device powered)&lt;br /&gt;
|Weight = 75g&lt;br /&gt;
|Materials =&lt;br /&gt;
|Colors = Black&lt;br /&gt;
|Sensors =&lt;br /&gt;
|Input = Host device&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;XREAL Air 2 Pro&#039;&#039;&#039; is a pair of [[augmented reality]] display [[smart glasses]] developed by [[XREAL]] (formerly Nreal). Released in 2023, the Air 2 Pro features dual 0.55-inch Sony Micro OLED displays with 1080p resolution per eye and up to 120 Hz refresh rate. The Pro model adds exclusive electrochromic dimming technology with three opacity levels (0%, 35%, 100%), allowing users to control ambient light visibility with one touch. Weighing only 75 grams, the glasses are TÜV Rheinland certified for eye comfort.&amp;lt;ref name=&amp;quot;amazon&amp;quot;&amp;gt;{{cite web|url=https://www.amazon.com/Glasses-Display-Cinematic-All-Day-Comfort-Compatible/dp/B0CHVQWW4P|title=XREAL Air 2 Pro AR Glasses|publisher=Amazon}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History and Development ==&lt;br /&gt;
&lt;br /&gt;
=== XREAL (Nreal) ===&lt;br /&gt;
XREAL, formerly known as Nreal, evolved from the [[Nreal Light]] developer glasses to focus on consumer-friendly display glasses.&lt;br /&gt;
&lt;br /&gt;
=== Air Series Evolution ===&lt;br /&gt;
The Air 2 Pro builds on the Air and Air 2 models, adding electrochromic dimming as the key Pro feature.&lt;br /&gt;
&lt;br /&gt;
== Design and Hardware ==&lt;br /&gt;
&lt;br /&gt;
=== Display System ===&lt;br /&gt;
* &#039;&#039;&#039;Panels:&#039;&#039;&#039; 2 x 0.55&amp;quot; Sony Micro OLED&lt;br /&gt;
* &#039;&#039;&#039;Resolution:&#039;&#039;&#039; 1920 x 1080 per eye (Full HD)&lt;br /&gt;
* &#039;&#039;&#039;Refresh Rate:&#039;&#039;&#039; Up to 120 Hz&lt;br /&gt;
* &#039;&#039;&#039;Brightness:&#039;&#039;&#039; Up to 500 nits&lt;br /&gt;
* &#039;&#039;&#039;Color Accuracy:&#039;&#039;&#039; ΔE &amp;lt;3 with individual calibration&lt;br /&gt;
&lt;br /&gt;
=== Virtual Screen ===&lt;br /&gt;
* &#039;&#039;&#039;Size:&#039;&#039;&#039; 130-inch equivalent&lt;br /&gt;
* &#039;&#039;&#039;Field of View:&#039;&#039;&#039; 46 degrees&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Ultra-lightweight at 75 grams with ergonomic design.&lt;br /&gt;
&lt;br /&gt;
== Electrochromic Dimming (Pro Feature) ==&lt;br /&gt;
&lt;br /&gt;
=== Three Opacity Levels ===&lt;br /&gt;
* &#039;&#039;&#039;0%:&#039;&#039;&#039; Full transparency (see-through)&lt;br /&gt;
* &#039;&#039;&#039;35%:&#039;&#039;&#039; Partial dimming&lt;br /&gt;
* &#039;&#039;&#039;100%:&#039;&#039;&#039; Full blackout for immersion&lt;br /&gt;
&lt;br /&gt;
=== One-Touch Control ===&lt;br /&gt;
Immersion Control button for easy adjustment in any lighting condition.&lt;br /&gt;
&lt;br /&gt;
== Eye Comfort ==&lt;br /&gt;
&lt;br /&gt;
=== TÜV Rheinland Certified ===&lt;br /&gt;
* Flicker-free display&lt;br /&gt;
* Low blue light&lt;br /&gt;
* 100% UV protection&lt;br /&gt;
* Comfortable for prolonged use&lt;br /&gt;
&lt;br /&gt;
=== Nose Pads ===&lt;br /&gt;
Three types of nose pads included for customizable comfort.&lt;br /&gt;
&lt;br /&gt;
== Audio ==&lt;br /&gt;
&lt;br /&gt;
=== Directional Audio ===&lt;br /&gt;
* Minimizes sound dispersion&lt;br /&gt;
* Ensures privacy&lt;br /&gt;
* Clear, immersive sound&lt;br /&gt;
&lt;br /&gt;
== Connectivity ==&lt;br /&gt;
&lt;br /&gt;
=== USB-C Connection ===&lt;br /&gt;
* Detachable USB-C cable&lt;br /&gt;
* DisplayPort Alt Mode&lt;br /&gt;
&lt;br /&gt;
=== Compatible Devices ===&lt;br /&gt;
* iPhone 15/16 (with adapter)&lt;br /&gt;
* Steam Deck&lt;br /&gt;
* ROG Ally&lt;br /&gt;
* MacBooks&lt;br /&gt;
* Android phones with DP Alt Mode&lt;br /&gt;
* Windows PCs&lt;br /&gt;
&lt;br /&gt;
== Package Contents ==&lt;br /&gt;
&lt;br /&gt;
* XREAL Air 2 Pro glasses&lt;br /&gt;
* Prescription lens frame&lt;br /&gt;
* Detachable USB Type-C cable&lt;br /&gt;
* Light shield&lt;br /&gt;
* Three types of nose pads&lt;br /&gt;
* Travel case&lt;br /&gt;
* Cleaning cloth&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specification !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Display || 2 x 0.55&amp;quot; Sony Micro OLED&lt;br /&gt;
|-&lt;br /&gt;
| Resolution || 1920 x 1080 per eye&lt;br /&gt;
|-&lt;br /&gt;
| Refresh Rate || Up to 120 Hz&lt;br /&gt;
|-&lt;br /&gt;
| Brightness || 500 nits&lt;br /&gt;
|-&lt;br /&gt;
| Field of View || 46°&lt;br /&gt;
|-&lt;br /&gt;
| Virtual Screen || 130&amp;quot; equivalent&lt;br /&gt;
|-&lt;br /&gt;
| Electrochromic || 0%, 35%, 100%&lt;br /&gt;
|-&lt;br /&gt;
| Tracking || 3DoF&lt;br /&gt;
|-&lt;br /&gt;
| Weight || 75g&lt;br /&gt;
|-&lt;br /&gt;
| Eye Comfort || TÜV Rheinland certified&lt;br /&gt;
|-&lt;br /&gt;
| Price || $399 (regular)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[XREAL]]&lt;br /&gt;
* [[XREAL Air 2]]&lt;br /&gt;
* [[XREAL One Pro]]&lt;br /&gt;
* [[Nreal Light]]&lt;br /&gt;
* [[Display glasses]]&lt;br /&gt;
* [[Micro OLED]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:AR Glasses]]&lt;br /&gt;
[[Category:Smart glasses]]&lt;br /&gt;
[[Category:Display glasses]]&lt;br /&gt;
[[Category:Micro OLED displays]]&lt;br /&gt;
[[Category:XREAL]]&lt;br /&gt;
[[Category:2020s AR]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=MediaWiki:Titleblacklist&amp;diff=37499</id>
		<title>MediaWiki:Titleblacklist</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=MediaWiki:Titleblacklist&amp;diff=37499"/>
		<updated>2026-01-08T08:47:18Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=XREAL_One_Pro&amp;diff=37372</id>
		<title>XREAL One Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=XREAL_One_Pro&amp;diff=37372"/>
		<updated>2026-01-07T22:29:39Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37336 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[file:xreal one pro2.jpg|350px]]&lt;br /&gt;
|VR/AR = [[Augmented reality]]&lt;br /&gt;
|Type = [[AR Glasses]]&lt;br /&gt;
|Subtype = [[Phone-Powered AR]]&lt;br /&gt;
|Platform = [[XREAL One Series]]&lt;br /&gt;
|Creator = &lt;br /&gt;
|Developer = XREAL&lt;br /&gt;
|Manufacturer = XREAL&lt;br /&gt;
|Announcement Date = 4 December 2024&lt;br /&gt;
|Release Date = March 2025 (first shipments began 8 March 2025, expected shipping March 2025)&lt;br /&gt;
|Price = US$599 / £549 / €649 at launch&lt;br /&gt;
|Website = https://www.xreal.com/one-pro/&lt;br /&gt;
|Versions = Two IPD sizes – M (57–66 mm) and L (66–75 mm)&lt;br /&gt;
|Requires = Host device with USB-C DisplayPort Alt Mode, [[XREAL Beam Pro]]&lt;br /&gt;
|Predecessor = [[XREAL Air 2 Pro]]&lt;br /&gt;
|Successor =&lt;br /&gt;
|Operating System = Proprietary firmware (X1 chip), relies on host OS (Android, iOS, Windows, macOS, SteamOS)&lt;br /&gt;
|Chipset = XREAL X1 independent spatial-computing chip&lt;br /&gt;
|CPU =&lt;br /&gt;
|GPU =&lt;br /&gt;
|HPU =&lt;br /&gt;
|Storage =&lt;br /&gt;
|Memory =&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = 0.55-inch Sony Micro-OLED (per eye)&lt;br /&gt;
|Subpixel Layout =&lt;br /&gt;
|Peak Brightness = 700 nits (perceived)&lt;br /&gt;
|Resolution = 1,920 × 1,080 px per eye (1080p FHD)&lt;br /&gt;
|Refresh Rate = 120 Hz&lt;br /&gt;
|Pixel Density =&lt;br /&gt;
|Persistence = Low persistence with ~3 ms motion-to-photon latency&lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = 57° diagonal&lt;br /&gt;
|Horizontal FoV =&lt;br /&gt;
|Vertical FoV =&lt;br /&gt;
|Visible FoV = 57°&lt;br /&gt;
|Rendered FoV =&lt;br /&gt;
|Binocular Overlap =&lt;br /&gt;
|Average Pixel Density =&lt;br /&gt;
|Peak Pixel Density =&lt;br /&gt;
|Foveated Rendering = No&lt;br /&gt;
|Optics = Custom flat-prism waveguide (Flat prism display technology)&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = Size M: 57-66mm, Size L: 66-75mm&lt;br /&gt;
|Adjustable Diopter = Optional prescription lens inserts available&lt;br /&gt;
|Passthrough = Yes (Optical see-through with electro-chromic dimming)&lt;br /&gt;
|Tracking = 3DoF (IMU), optional 6DoF with XREAL Eye accessory&lt;br /&gt;
|Tracking Frequency =&lt;br /&gt;
|Base Stations = None (inside-out)&lt;br /&gt;
|Eye Tracking = No&lt;br /&gt;
|Face Tracking = No&lt;br /&gt;
|Hand Tracking = Via host device (Android XR) when supported (planned with X1 chip)&lt;br /&gt;
|Body Tracking = No&lt;br /&gt;
|Rotational Tracking = Yes (IMU, 3 DoF)&lt;br /&gt;
|Positional Tracking = Via optional XREAL Eye (inside-out) (No native positional tracking)&lt;br /&gt;
|Update Rate =&lt;br /&gt;
|Tracking Volume = N/A&lt;br /&gt;
|Play Space = N/A&lt;br /&gt;
|Latency = ~3 ms motion-to-photon at 120 Hz&lt;br /&gt;
|Audio = Dual open-ear speakers, &amp;quot;Sound by Bose&amp;quot; tuning (Bose-tuned spatial audio)&lt;br /&gt;
|Microphone = Quad-mic array with beam-forming (Yes)&lt;br /&gt;
|3.5mm Audio Jack = No&lt;br /&gt;
|Camera = [[XREAL Eye]], Optional detachable 12-MP XREAL Eye module&lt;br /&gt;
|Connectivity = USB-C (DisplayPort Alt Mode, power), Bluetooth-LE for accessories&lt;br /&gt;
|Ports = 1 × USB-C&lt;br /&gt;
|Wired Video = Yes (USB-C DisplayPort)&lt;br /&gt;
|Wireless Video = No&lt;br /&gt;
|WiFi = No&lt;br /&gt;
|Bluetooth = No&lt;br /&gt;
|Power = USB-C bus-powered; no internal battery (powered via connected device)&lt;br /&gt;
|Battery Capacity = N/A&lt;br /&gt;
|Battery Life = N/A&lt;br /&gt;
|Charge Time = N/A&lt;br /&gt;
|Dimensions = Front frame thickness 11 mm&lt;br /&gt;
|Weight = 87 g (without cable)&lt;br /&gt;
|Material = Magnesium-alloy frame with nylon hinges&lt;br /&gt;
|Headstrap = Integrated temples (glasses form factor); three-position angle adjustment&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = Matte black (interchangeable front frames)&lt;br /&gt;
|Sensors = 9-axis IMU, ambient-light, proximity&lt;br /&gt;
|Input = Two physical buttons (X Menu, brightness), capacitive touch temple (3 buttons on right temple)&lt;br /&gt;
|Compliance = [[TÜV Rheinland]], Eye Comfort (5-Star), High Visibility, Low Blue-Light, Flicker-Free&lt;br /&gt;
|Size = Two IPD sizes available&lt;br /&gt;
|Cable Length = 0.8 m (detachable)&lt;br /&gt;
}}&lt;br /&gt;
The [[XREAL One Pro]] is a premium pair of [[augmented reality]] [[AR Glasses]] created by [[XREAL]] (formerly [[Nreal]]). Announced at a global press briefing on 4 December 2024, and highlighted at [[CES 2025]], the One Pro is positioned as the flagship of the company&#039;s &amp;quot;[[XREAL One Series]]&amp;quot;.&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;ces2025pr&amp;quot;/&amp;gt; It introduces a custom flat-prism optical engine, the in-house X1 [[spatial computing]] chip, and the widest [[field of view]] (FoV) yet seen on an optical see-through consumer headset at its launch.&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt; First customer shipments began in March 2025.&amp;lt;ref name=&amp;quot;TomGuideHandsOn&amp;quot;/&amp;gt; The device was honored as a CES 2025 Innovation Awards Honoree.&amp;lt;ref name=&amp;quot;cesaward&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Announcement===&lt;br /&gt;
XREAL unveiled the One Series (One and One Pro) just ahead of [[CES 2025]], framing the glasses as &amp;quot;the world&#039;s first cinematic AR display with an independent spatial-computing chip.&amp;quot;&amp;lt;ref name=&amp;quot;PRNewswire&amp;quot;/&amp;gt; The Pro model drew particular attention for its 57-degree [[field of view]], 120-Hz refresh rate and [[electrochromic]] lens dimming. Early hands-on demonstrations were provided to press at CES in Las Vegas in January 2025, where analysts highlighted the move from a [[bird bath optics|bird-bath lens]] to a flat-prism design.&amp;lt;ref name=&amp;quot;KGuttag&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Release===&lt;br /&gt;
Pre-orders opened worldwide on 4 December 2024. XREAL confirmed at CES that One Pro units would leave factories &amp;quot;early 2025,&amp;quot;&amp;lt;ref name=&amp;quot;CESPress&amp;quot;/&amp;gt; with community updates indicating mass shipping began around 8 March 2025.&amp;lt;ref name=&amp;quot;RedditDelivery&amp;quot;/&amp;gt; The expected shipping date was March 2025.&amp;lt;ref name=&amp;quot;ces2025pr&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design and Hardware==&lt;br /&gt;
===Optics and Display Technology===&lt;br /&gt;
The XREAL One Pro utilizes advanced flat prism display technology, departing from the traditional &amp;quot;[[bird bath optics|bird bath]]&amp;quot; displays. This custom flat-prism waveguide is 11 mm thick and increases the diagonal [[field of view]] to 57°, a notable improvement from the 50° on the standard XREAL One, while reducing enclosure volume by 40%.&amp;lt;ref name=&amp;quot;KGuttag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
A pair of 0.55-inch [[Sony]] [[Micro-OLED]] panels provide a native 1920x1080 ([[1080p]] FHD) resolution per eye, with a perceived peak brightness of up to 700 nits and a refresh rate of 120 Hz.&amp;lt;ref name=&amp;quot;TomGuideHandsOn&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt; Each unit is individually calibrated for color accuracy, achieving ΔE &amp;lt;3.&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;/&amp;gt; The lenses support three-level [[electrochromic]] dimming, Clear, Shade and Theatre modes (0%, 35%, 100%), for controlling ambient light and enhancing immersion in various environments.&amp;lt;ref name=&amp;quot;ShopPage&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;/&amp;gt; This allows users to adjust the opacity of the lenses via an on-glass button.&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt; The virtual screen can appear as large as 171 inches (equivalent to 447 inches at certain distances).&amp;lt;ref name=&amp;quot;ces2025pr&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Display Specifications&lt;br /&gt;
! Feature !! Specification&lt;br /&gt;
|-&lt;br /&gt;
| Display Type || 0.55-inch [[Sony]] [[Micro-OLED]]&amp;lt;ref name=&amp;quot;TomGuideHandsOn&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Resolution || 1920x1080 per eye ([[1080p]] FHD)&amp;lt;ref name=&amp;quot;TomGuideHandsOn&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Field of View || 57 degrees diagonal&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Virtual Screen Size || Up to 171 inches (equivalent to 447 inches at certain distances)&amp;lt;ref name=&amp;quot;ces2025pr&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Peak Brightness || Up to 700 nits&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Refresh Rate || 120 Hz&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Color Accuracy || ΔE &amp;lt;3 (individually calibrated)&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Optics || Custom flat-prism waveguide&amp;lt;ref name=&amp;quot;KGuttag&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Lens Dimming || [[Electrochromic]] with 3 levels (0%, 35%, 100%)&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===X1 Spatial Computing Chip===&lt;br /&gt;
The XREAL One Pro features XREAL&#039;s first proprietary [[spatial computing]] chip, the X1. This co-processor handles pose prediction, display stabilisation, and low-latency distortion correction entirely on-device. This enables native [[3DoF|3 Degrees of Freedom]] tracking without external apps or adapters, achieving an ultra-low motion-to-photon latency as low as ~3 ms at 120 Hz.&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;/&amp;gt; The X1 chip also powers on-device processing for Anchor and Follow display modes and improved stabilization algorithms.&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Audio System===&lt;br /&gt;
Both temples house open-ear drivers tuned under the &amp;quot;Sound by Bose&amp;quot; initiative, delivering wider mid-to-high-frequency response than the preceding [[XREAL Air 2 Pro]].&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt; This system features custom acoustic components designed specifically for AR glasses and a unique sound chamber design, providing clear voice output for calls and meetings even in noisy environments.&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;/&amp;gt; A quad-microphone beam-forming array supports voice chat and AI assistant capture.&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ergonomics and Build===&lt;br /&gt;
The XREAL One Pro weighs 87 grams (without cable) and features a magnesium-alloy frame with nylon hinges.&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt; Because the glasses are bus-powered over [[USB-C]], no battery is integrated. The front frame is 11 mm thick. For user comfort and fit, the One Pro is available in two IPD sizes: Size M (57-66mm) and Size L (66-75mm).&amp;lt;ref name=&amp;quot;ShopPage&amp;quot;/&amp;gt; The integrated temples offer a three-position angle adjustment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Design and Ergonomics&lt;br /&gt;
! Feature !! Specification&lt;br /&gt;
|-&lt;br /&gt;
| Weight || 87 grams (without cable)&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Form Factor || Glasses-style with temple arms&lt;br /&gt;
|-&lt;br /&gt;
| Material || Magnesium-alloy frame with nylon hinges&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| IPD Options || Size M (57-66mm), Size L (66-75mm)&amp;lt;ref name=&amp;quot;ShopPage&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Connectivity || [[USB-C]] with [[DisplayPort]] support&amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
*&#039;&#039;&#039;Wide FoV &amp;amp; High Refresh Rate&#039;&#039;&#039;: 57° diagonal field of view at 120 Hz.&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;IPD Fit&#039;&#039;&#039;: Two physical frame sizes (M: 57–66 mm, L: 66–75 mm) to address peripheral blur and cut-off edges for a wider range of users.&amp;lt;ref name=&amp;quot;ShopPage&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Eye-Safe Optics&#039;&#039;&#039;: The XREAL One Pro is among the first AR devices certified for [[TÜV Rheinland]] Eye Comfort (5-Star) and High Visibility, as well as Low Blue-Light and Flicker-Free operation.&amp;lt;ref name=&amp;quot;TUV&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Electrochromic Dimming&#039;&#039;&#039;: Three transparency presets (Clear, Shade, Theatre) toggled via an on-glass button for optimal viewing in various lighting conditions.&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Display Modes (powered by X1 chip)&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;Anchor Mode&#039;&#039;&#039;: The virtual screen remains fixed in space as the user moves their head; latency ~3 ms.&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;TomGuideHandsOn&amp;quot;/&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Follow Mode&#039;&#039;&#039;: The screen tracks head movements with minimal latency.&amp;lt;ref name=&amp;quot;TomGuideHandsOn&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ultrawide Mode&#039;&#039;&#039;: A special viewing mode that creates a curved virtual screen reaching up to 310 inches, designed for immersive productivity and entertainment experiences.&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Side View&#039;&#039;&#039;: A multitasking feature that allows users to shrink and pin the virtual screen to the side, maintaining peripheral awareness of the real world.&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Modular AI Camera&#039;&#039;&#039;: The optional, detachable [[XREAL Eye]] accessory adds a 12-megapixel RGB camera and enables inside-out [[6DoF|6 Degrees of Freedom]] tracking. It supports first-person capture of both real-world and in-glasses content and is intended for future multimodal AI features. Note: XREAL Beam Pro is required for mixed-reality video recording, but not for basic photography or 6DoF tracking.&amp;lt;ref name=&amp;quot;MixedNews&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Software and Compatibility==&lt;br /&gt;
The XREAL One Pro acts as a tethered display for nearly any host device that outputs video over [[USB-C]] DisplayPort Alt Mode. This includes:&lt;br /&gt;
*[[iPhone]] 15/16 series&lt;br /&gt;
*[[Android]] smartphones with USB-C DP support&lt;br /&gt;
*[[Windows]] PCs and laptops&lt;br /&gt;
*[[Mac]] computers&lt;br /&gt;
*Gaming devices like [[Steam Deck]] and [[ROG Ally]]&lt;br /&gt;
*Gaming consoles (may require an HDMI to USB-C adapter)&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
XREAL&#039;s [[Nebula]] AR launcher provides a spatial multi-window environment on supported Android devices. At [[Google I/O]] 2025, Google confirmed XREAL as an early hardware partner for the forthcoming [[Android XR]] platform,&amp;lt;ref name=&amp;quot;AndroidCentral&amp;quot;/&amp;gt; a collaboration later echoed in developer documentation.&amp;lt;ref name=&amp;quot;RoadToVR&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Accessory !! Function !! Launch date&lt;br /&gt;
|-&lt;br /&gt;
| [[XREAL Beam Pro]] || Android-based hand-held compute puck; adds Wi-Fi streaming, screen casting, power pass-through, and enables advanced features for XREAL glasses. || July 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[XREAL Eye]] || 12-MP RGB camera, SLAM and [[6DoF]] tracking; supports first-person capture and future multimodal AI features. XREAL Beam Pro required for mixed-reality video recording only. || June 2025 (expected)&amp;lt;ref name=&amp;quot;MixedNews&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prescription Lens Support==&lt;br /&gt;
XREAL has partnered with HONSVR to provide custom prescription lens inserts for the XREAL One Pro. These inserts feature a different design compared to those for previous XREAL glasses models and are not cross-compatible.&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Availability and Pricing==&lt;br /&gt;
*&#039;&#039;&#039;Pre-order Date&#039;&#039;&#039;: 4 December 2024 (Global), January 2025 (CES related announcements)&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;ces2025pr&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Expected Shipping&#039;&#039;&#039;: March 2025&amp;lt;ref name=&amp;quot;ces2025pr&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Price&#039;&#039;&#039;: US$599 / £549 / €649 at launch.&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pre-order Bonus&#039;&#039;&#039;: A complimentary XREAL Hub adapter was offered for orders placed before March 14, 2025, in some regions.&amp;lt;ref name=&amp;quot;bundle&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
Early hands-on reviews praised the XREAL One Pro&#039;s expanded field of view, optical clarity, and the advancements brought by the X1 chip.&lt;br /&gt;
*&#039;&#039;&#039;Tom&#039;s Guide&#039;&#039;&#039; called the One Pro &amp;quot;the widest, clearest consumer AR screen money can buy,&amp;quot; and awarded it a spot on their &amp;quot;Best of CES 2025&amp;quot; list, noting the revolutionary flat prism display technology. However, they also mentioned that &amp;quot;a killer app ecosystem still isn&#039;t here yet.&amp;quot;&amp;lt;ref name=&amp;quot;TomGuideHandsOn&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;VentureBeat&#039;&#039;&#039; highlighted the X1 chip as &amp;quot;the biggest leap forward in consumer AR since tethered glasses became mainstream.&amp;quot;&amp;lt;ref name=&amp;quot;VentureBeat&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Engadget&#039;&#039;&#039; stated they were &amp;quot;suitably impressed&amp;quot; with how the device addressed common AR glasses issues.&amp;lt;ref name=&amp;quot;engadget&amp;quot;/&amp;gt;&lt;br /&gt;
Criticisms sometimes included the lack of a built-in battery, though this is a common design choice for tethered AR glasses to maintain a low weight.&lt;br /&gt;
&lt;br /&gt;
==Comparison with XREAL One==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Feature !! XREAL One Pro !! XREAL One&lt;br /&gt;
|-&lt;br /&gt;
| Field of View || 57° (flat-prism)&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt; || 50° (bird-bath)&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Display Size || 0.55-inch || 0.68-inch&lt;br /&gt;
|-&lt;br /&gt;
| Peak Brightness || 700 nits&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt; || 600 nits&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Frame Design || Thinner, more lightweight (relative to some previous generations, specific comparison to One standard needed) || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Light Interference || Improved reduction || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Weight || 87 g&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt; || 84 g&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| IPD Adjustment || Dual physical frame sizes (M: 57–66 mm, L: 66–75 mm)&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt; || Software (single frame)&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Price at launch || US$599&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt; || US$499&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:xreal one pro1.jpg&lt;br /&gt;
File:xreal one pro2.jpg&lt;br /&gt;
File:xreal one pro3.jpg&lt;br /&gt;
File:xreal one pro4.jpg&lt;br /&gt;
File:xreal one pro5.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[XREAL]]&lt;br /&gt;
* [[XREAL One]]&lt;br /&gt;
* [[XREAL Air 2 Pro]]&lt;br /&gt;
* [[XREAL Air 2 Ultra]]&lt;br /&gt;
* [[Augmented reality]]&lt;br /&gt;
* [[Head-mounted display]]&lt;br /&gt;
* [[Spatial computing]]&lt;br /&gt;
* [[Extended reality]]&lt;br /&gt;
* [[Apple Vision Pro]]&lt;br /&gt;
* [[Ray-Ban Meta Smart Glasses]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;PressRelease&amp;quot;&amp;gt;XREAL. &amp;quot;XREAL One Series Launch Global Press Release.&amp;quot; 4 December 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;ces2025pr&amp;quot;&amp;gt;{{cite web|url=https://www.prnewswire.com/news-releases/the-next-big-upgrade-for-augmented-reality-glasses-is-here-as-market-leader-xreal-brings-largest-field-of-view-and-first-of-their-kind-modular-ar-glasses-to-ces-2025-302342781.html|title=The Next Big Upgrade for Augmented Reality Glasses is Here as Market Leader XREAL Brings Largest Field of View and First-of-Their-Kind Modular AR Glasses to CES 2025|date=January 6, 2025|publisher=PR Newswire}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;ShopPage&amp;quot;&amp;gt;XREAL US Shop. &amp;quot;XREAL One Pro&amp;quot; product listing. Accessed December 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;TomGuideHandsOn&amp;quot;&amp;gt;{{cite web|url=https://www.tomsguide.com/computing/vr-ar/smart-glasses/xreal-one-pro-ar-glasses-review|title=Xreal One Pro AR glasses hands-on review: The next generation|author=Andrew Williams, Tom&#039;s Guide|date=January 8, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;KGuttag&amp;quot;&amp;gt;Karl G. Guttag. &amp;quot;Xreal One Pro Optics and Its Connections to Ant-Reality and Google.&amp;quot; KGuttag.com, January 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;TUV&amp;quot;&amp;gt;TÜV Rheinland. &amp;quot;XREAL New AR Glasses Receive TÜV Rheinland Eye Comfort (5 Star) Certification.&amp;quot; 5 December 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;MixedNews&amp;quot;&amp;gt;Tomislav Bezmalinovic. &amp;quot;Xreal Eye launching soon, bringing 6DoF tracking to Xreal One.&amp;quot; &#039;&#039;Mixed-News&#039;&#039;, May 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;AndroidCentral&amp;quot;&amp;gt;Android Central staff. &amp;quot;Google I/O 2025 Live Blog: Android XR, Gemini, Android 16 and the latest news.&amp;quot; May 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;RoadToVR&amp;quot;&amp;gt;Ben Lang. &amp;quot;Google chooses XREAL for next Android XR hardware partner.&amp;quot; &#039;&#039;Road to VR&#039;&#039;, May 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;PRNewswire&amp;quot;&amp;gt;PR Newswire. &amp;quot;Introducing XREAL One Series: World&#039;s First Cinematic AR Glasses with X1 Independent Spatial-Computing Chip.&amp;quot; 4 December 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;CESPress&amp;quot;&amp;gt;PR Newswire. &amp;quot;XREAL brings largest field of view and modular AR glasses to CES 2025.&amp;quot; 9 January 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;VentureBeat&amp;quot;&amp;gt;Dean Takahashi. &amp;quot;Xreal One Series AR glasses offer leap forward with X1 custom chip.&amp;quot; &#039;&#039;VentureBeat&#039;&#039;, 26 December 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;RedditDelivery&amp;quot;&amp;gt;u/ARfan2025. &amp;quot;XREAL One Pro delivery date update.&amp;quot; &#039;&#039;Reddit&#039;&#039;, 3 March 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;xrealshop&amp;quot;&amp;gt;{{cite web|url=https://us.shop.xreal.com/products/xreal-one-pro|title=XREAL One Pro|publisher=XREAL US Shop|accessdate=December 2024}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;cesaward&amp;quot;&amp;gt;{{cite web|url=https://www.ces.tech/ces-innovation-awards/2025/xreal-one-and-xreal-one-pro/|title=XREAL One and XREAL One Pro - CES Innovation Awards 2025|publisher=Consumer Technology Association|accessdate=January 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vrcompare&amp;quot;&amp;gt;{{cite web|url=https://www.vr-compare.com/headset/xrealonepro|title=Xreal One Pro: Full Specification|publisher=VRcompare|accessdate=December 2024}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;bundle&amp;quot;&amp;gt;{{cite web|url=https://us.shop.xreal.com/products/xreal-one-pro-xreal-beam-pro-bundle|title=XREAL One Pro + XREAL Beam Pro Bundle|publisher=XREAL US Shop|accessdate=December 2024}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;engadget&amp;quot;&amp;gt;{{cite web|url=https://www.engadget.com/home/home-theater/xreals-new-one-pro-ar-glasses-are-surprisingly-good-143034826.html|title=Xreal&#039;s new One Pro AR glasses are surprisingly good|author=Engadget|date=January 7, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Augmented reality]]&lt;br /&gt;
[[Category:Head-mounted displays]]&lt;br /&gt;
[[Category:AR Glasses]]&lt;br /&gt;
[[Category:2025 in technology]]&lt;br /&gt;
[[Category:Consumer electronics]]&lt;br /&gt;
[[Category:XREAL devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=XREAL_Air_2_Pro&amp;diff=37371</id>
		<title>XREAL Air 2 Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=XREAL_Air_2_Pro&amp;diff=37371"/>
		<updated>2026-01-07T22:29:26Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37335 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[file:xreal air 2 pro3.jpg|350px]]&lt;br /&gt;
|Name = XREAL Air 2 Pro&lt;br /&gt;
|VR/AR = [[Augmented Reality]]&lt;br /&gt;
|Type = [[head-mounted display]]&lt;br /&gt;
|Subtype = [[Phone-Powered AR]]&lt;br /&gt;
|Platform = &lt;br /&gt;
|Creator = &lt;br /&gt;
|Developer = &lt;br /&gt;
|Manufacturer = [[XREAL]]&lt;br /&gt;
|Announcement Date = September 4, 2023&lt;br /&gt;
|Release Date = November 2023&lt;br /&gt;
|Price = $410&lt;br /&gt;
|Website = xreal.com &lt;br /&gt;
|Versions = &lt;br /&gt;
|Requires = &lt;br /&gt;
|Predecessor = &lt;br /&gt;
|Successor = &lt;br /&gt;
|Operating System = &lt;br /&gt;
|Chipset = &lt;br /&gt;
|CPU = &lt;br /&gt;
|GPU = &lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = &lt;br /&gt;
|Memory = &lt;br /&gt;
|SD Card Slot = &lt;br /&gt;
|Display = 2 x Micro OLED&lt;br /&gt;
|Subpixel Layout = &lt;br /&gt;
|Peak Brightness = 500 nits&lt;br /&gt;
|Resolution = 1920x1080 per-eye&lt;br /&gt;
|Refresh Rate = 120 Hz&lt;br /&gt;
|Pixel Density = &lt;br /&gt;
|Persistence = &lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = &lt;br /&gt;
|Horizontal FoV = &lt;br /&gt;
|Vertical FoV = &lt;br /&gt;
|Visible FoV = &lt;br /&gt;
|Rendered FoV = &lt;br /&gt;
|Binocular Overlap = &lt;br /&gt;
|Average Pixel Density = &lt;br /&gt;
|Peak Pixel Density = &lt;br /&gt;
|Foveated Rendering = No&lt;br /&gt;
|Optics = [[Birdbath optics]]&lt;br /&gt;
|Ocularity =  Binocular&lt;br /&gt;
|IPD Range = &lt;br /&gt;
|Adjustable Diopter = &lt;br /&gt;
|Passthrough = Native passthrough&lt;br /&gt;
|Tracking = &lt;br /&gt;
|Tracking Frequency = &lt;br /&gt;
|Base Stations = No&lt;br /&gt;
|Eye Tracking = No&lt;br /&gt;
|Face Tracking = No&lt;br /&gt;
|Hand Tracking = No&lt;br /&gt;
|Body Tracking = No&lt;br /&gt;
|Rotational Tracking = &lt;br /&gt;
|Positional Tracking = &lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = &lt;br /&gt;
|Play Space = &lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = Integrated stereo speakers&lt;br /&gt;
|Microphone = &lt;br /&gt;
|3.5mm Audio Jack = No&lt;br /&gt;
|Camera = &lt;br /&gt;
|Connectivity = &lt;br /&gt;
|Ports = &lt;br /&gt;
|Wired Video = USB Type-C / Lightning&lt;br /&gt;
|Wireless Video = No&lt;br /&gt;
|WiFi = No&lt;br /&gt;
|Bluetooth = No&lt;br /&gt;
|Power = &lt;br /&gt;
|Battery Capacity = &lt;br /&gt;
|Battery Life = &lt;br /&gt;
|Charge Time = &lt;br /&gt;
|Dimensions = &lt;br /&gt;
|Weight = 72g (with headstrap)&lt;br /&gt;
|Material = Plastic&lt;br /&gt;
|Headstrap = Glasses-style frame&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = Black, red&lt;br /&gt;
|Sensors = &lt;br /&gt;
|Input = &lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The [[XREAL Air 2 Pro]] is an [[augmented reality]] (AR) glasses developed by [[XREAL]], formerly known as [[Nreal]]. They represent the second generation of AR glasses from the company, following the successful launch of the original [[XREAL Air]] glasses. This article provides an in-depth look at the features, design, performance, and reception of the XREAL Air 2 Pro AR Glasses.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The XREAL Air 2 Pro AR Glasses were launched as a part of XREAL&#039;s ongoing efforts to innovate in the field of [[augmented reality]]. They are designed to offer a portable and enhanced AR experience, primarily catering to users interested in gaming, multimedia consumption, and [[productivity applications]]. The device&#039;s ability to connect to various [[external devices]], such as [[smartphones]] and [[laptops]], makes it a versatile tool for both personal and professional use.&lt;br /&gt;
&lt;br /&gt;
==Design and Comfort==&lt;br /&gt;
The XREAL Air 2 Pro glasses feature a design reminiscent of traditional [[glasses]] but with a modern twist to accommodate [[AR technology]]. The frame is constructed to be lightweight and ergonomic, aiming to provide comfort during prolonged usage.&lt;br /&gt;
&lt;br /&gt;
===Frame and Build===&lt;br /&gt;
The frame of the XREAL Air 2 Pro is made of durable [[plastic]], contributing to its lightweight nature, with the Pro model weighing 75 grams. The design includes longer temples with softer tips to comfortably fit around the ears. Moreover, the glasses offer three sizes of interchangeable nose pads and adjustable temples, ensuring a customizable and snug fit for various [[head sizes]].&lt;br /&gt;
&lt;br /&gt;
===Visual Appearance===&lt;br /&gt;
In appearance, the XREAL Air 2 Pro glasses maintain a balance between a futuristic look and the semblance of regular [[eyewear]]. The AR glasses feature a chunky design with thick temples. This design choice, while practical for housing the necessary technology, gives the glasses a distinct look that might not appeal to all users.&lt;br /&gt;
&lt;br /&gt;
==Display and Visuals==&lt;br /&gt;
One of the primary selling points of the XREAL Air 2 Pro AR Glasses is their advanced [[display technology]]. The glasses are equipped with two 0.55-inch [[Sony]] micro-[[OLED]] displays, each offering a 1080p resolution and a maximum [[refresh rate]] of 120 Hz.&lt;br /&gt;
&lt;br /&gt;
===Screen Size and Quality===&lt;br /&gt;
The virtual display of the glasses simulates a 130-inch screen positioned a few feet away from the user. The [[aspect ratio]] of the displayed content varies depending on the connected device. Despite some limitations in edge clarity, the display generally provides a sharp, colorful, and bright visual experience.&lt;br /&gt;
&lt;br /&gt;
==Audio and Sound System==&lt;br /&gt;
The XREAL Air 2 Pro incorporates an enhanced [[audio system]], consisting of dual open-air speakers situated at the top and bottom of each temple. This setup offers a passable audio experience for multimedia consumption, although it struggles with bass and can leak sound at higher volumes.&lt;br /&gt;
&lt;br /&gt;
==Features and Functionality==&lt;br /&gt;
The XREAL Air 2 Pro glasses boast a variety of features that enhance the AR experience.&lt;br /&gt;
&lt;br /&gt;
===Connectivity===&lt;br /&gt;
A key feature of these glasses is their ability to connect to [[external devices]] via a [[USB-C]] cable. They support [[DisplayPort]] (DP) output and are compatible with various smartphones, laptops, and [[gaming consoles]].&lt;br /&gt;
&lt;br /&gt;
===Electrochromic Dimming===&lt;br /&gt;
Exclusive to the Pro model, the [[electrochromic dimming]] feature allows users to adjust the level of transparency of the glasses. This feature is controlled via a button on the right temple, cycling through three dimming levels. While a novel addition, its effectiveness is debated among users.&lt;br /&gt;
&lt;br /&gt;
===Controls and Navigation===&lt;br /&gt;
The glasses include a rocker on the right temple for adjusting brightness and volume, providing intuitive control over the user experience.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
The performance of the XREAL Air 2 Pro AR Glasses is marked by their efficient power consumption and immersive display capabilities.&lt;br /&gt;
&lt;br /&gt;
===Power Consumption===&lt;br /&gt;
The glasses draw power from the connected device, showing efficiency in power usage compared to other AR glasses in the market.&lt;br /&gt;
&lt;br /&gt;
===Gaming and Multimedia===&lt;br /&gt;
With a 120-Hz refresh rate, the XREAL Air 2 Pro is well-suited for gaming and multimedia applications, particularly when connected to devices like smartphones and gaming consoles. The high refresh rate ensures a smooth visual experience.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
The XREAL Air 2 Pro AR Glasses have received mixed reviews, with praise for their technological advancements and criticisms for certain design choices and cost considerations.&lt;br /&gt;
&lt;br /&gt;
==Pros and Cons==&lt;br /&gt;
===Pros===&lt;br /&gt;
#Improved design and comfort compared to the first-generation model.&lt;br /&gt;
#High-quality display with a sharp and bright screen.&lt;br /&gt;
#Efficient power consumption.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
#The design may be considered bulky or unattractive by some users.&lt;br /&gt;
#Higher cost, especially with the inclusion of optional accessories.&lt;br /&gt;
#The electrochromic dimming feature of the Pro model is not universally appreciated.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:xreal air 2 pro2.jpg&lt;br /&gt;
File:xreal air 2 pro8.jpg&lt;br /&gt;
File:xreal air 2 pro7.jpg&lt;br /&gt;
File:xreal air 2 pro6.jpg&lt;br /&gt;
File:xreal air 2 pro5.jpg&lt;br /&gt;
File:xreal air 2 pro4.jpg&lt;br /&gt;
File:xreal air 2 pro3.jpg&lt;br /&gt;
File:xreal air 2 pro1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Augmented Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Varjo_XR-4&amp;diff=37370</id>
		<title>Varjo XR-4</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Varjo_XR-4&amp;diff=37370"/>
		<updated>2026-01-07T22:29:14Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37323 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:Varjo xr-41.png|350px]]&lt;br /&gt;
|VR/AR = [[Mixed Reality]], [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[SteamVR]], [[OpenXR]]&lt;br /&gt;
|Creator =&lt;br /&gt;
|Developer = [[Varjo]]&lt;br /&gt;
|Manufacturer = [[Varjo]]&lt;br /&gt;
|Announcement Date = November 27, 2023&lt;br /&gt;
|Release Date = November 2023&lt;br /&gt;
|Price = $3,990 (XR-4 Standard Edition, no subscription)&lt;br /&gt;
|Website = https://varjo.com&lt;br /&gt;
|Versions = XR-4, XR-4 Focal Edition, XR-4 Secure Edition&lt;br /&gt;
|Requires = High-end PC&lt;br /&gt;
|Predecessor = [[Varjo XR-3]]&lt;br /&gt;
|Successor = ?????&lt;br /&gt;
|Operating System = Windows 10/11 (64-bit)&lt;br /&gt;
|Chipset =&lt;br /&gt;
|CPU =&lt;br /&gt;
|GPU =&lt;br /&gt;
|HPU =&lt;br /&gt;
|Storage =&lt;br /&gt;
|Memory =&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = Mini-LED&lt;br /&gt;
|Subpixel Layout = RGB&lt;br /&gt;
|Peak Brightness = 200 nits&lt;br /&gt;
|Resolution = 3840×3744 per eye&lt;br /&gt;
|Refresh Rate = 90 Hz (120 Hz experimental)&lt;br /&gt;
|Pixel Density = 51 PPD&lt;br /&gt;
|Persistence = Low persistence&lt;br /&gt;
|Precision = Sub-pixel precision&lt;br /&gt;
|Field of View = 120° × 105° (H×V)&lt;br /&gt;
|Horizontal FoV = 120°&lt;br /&gt;
|Vertical FoV = 105°&lt;br /&gt;
|Visible FoV = 120° × 105°&lt;br /&gt;
|Rendered FoV = 120° × 105°&lt;br /&gt;
|Binocular Overlap = 105°&lt;br /&gt;
|Average Pixel Density = 51 PPD&lt;br /&gt;
|Peak Pixel Density = 51 PPD&lt;br /&gt;
|Foveated Rendering = Yes (dynamic)&lt;br /&gt;
|Optics = Dual-element aspheric lenses&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 55-75mm (automatic adjustment)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Yes (20MP cameras + 300k LiDAR)&lt;br /&gt;
|Tracking = Inside-out (4 cameras)&lt;br /&gt;
|Tracking Frequency = 200 Hz&lt;br /&gt;
|Base Stations = Not required (optional support)&lt;br /&gt;
|Eye Tracking = Yes (200Hz)&lt;br /&gt;
|Face Tracking =&lt;br /&gt;
|Hand Tracking = Yes (integrated)&lt;br /&gt;
|Body Tracking =&lt;br /&gt;
|Rotational Tracking = 6DOF&lt;br /&gt;
|Positional Tracking = 6DOF&lt;br /&gt;
|Update Rate = 200 Hz&lt;br /&gt;
|Tracking Volume = 7m radius&lt;br /&gt;
|Play Space = Room-scale&lt;br /&gt;
|Latency = ~22ms (passthrough), less than 15ms (VR)&lt;br /&gt;
|Audio = DTS 3D spatial audio headphones&lt;br /&gt;
|Microphone = Dual noise-cancelling&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = 2× 20MP RGB, 1× 300k LiDAR sensor&lt;br /&gt;
|Connectivity = USB-C (Thunderbolt 4 compatible)&lt;br /&gt;
|Ports = 1× USB-C&lt;br /&gt;
|Wired Video = USB-C with DisplayPort Alt Mode&lt;br /&gt;
|Wireless Video =&lt;br /&gt;
|WiFi =&lt;br /&gt;
|Bluetooth =&lt;br /&gt;
|Power = USB-C Power Delivery&lt;br /&gt;
|Battery Capacity =&lt;br /&gt;
|Battery Life =&lt;br /&gt;
|Charge Time =&lt;br /&gt;
|Dimensions = 280mm × 140mm × 120mm&lt;br /&gt;
|Weight = 665g (headset only), 1021g (complete)&lt;br /&gt;
|Material = Carbon fiber composite, magnesium&lt;br /&gt;
|Headstrap = FlexFit ergonomic system&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = Black with carbon fiber accents&lt;br /&gt;
|Sensors = 200Hz eye tracking, 9-axis IMU, ambient light sensor&lt;br /&gt;
|Input = Hand tracking, SteamVR controllers&lt;br /&gt;
|Compliance = CE, FCC, IC, UKCA, TAA (Secure Edition)&lt;br /&gt;
|Size = Adjustable (S/M/L cushions)&lt;br /&gt;
|Cable Length = 5 meters (16.4 ft)&lt;br /&gt;
}}&lt;br /&gt;
The [[Varjo XR-4]] is a professional [[PC-Powered VR|PC-powered]] [[mixed reality]] and [[virtual reality]] [[head-mounted display]] announced on November 27, 2023, by [[Varjo|Varjo Technologies]].&amp;lt;ref name=&amp;quot;varjo-xr4-product&amp;quot; /&amp;gt; Representing the fourth generation of Varjo&#039;s mixed reality technology, the XR-4 series eliminated subscription requirements, introduced inside-out tracking as standard, and offered professional-grade specifications at a revised price point for its class.&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot; /&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
The XR-4 development began in 2022 following feedback from [[Varjo XR-3]] customers and success of the subscription-free [[Varjo Aero]]. Key development goals included democratizing professional mixed reality, aiming for high visual fidelity in both virtual and passthrough modes, and eliminating external tracking requirements.&amp;lt;ref name=&amp;quot;cnbc&amp;quot; /&amp;gt;&lt;br /&gt;
===Major Improvements over XR-3===&lt;br /&gt;
*51 PPD uniform resolution (vs dual-display system)&lt;br /&gt;
*20-megapixel [[passthrough cameras]] (vs 12MP)&lt;br /&gt;
*[[Inside-out tracking]] standard (vs external base stations)&lt;br /&gt;
*Significant price reduction for the standard model with no subscription&lt;br /&gt;
*Passthrough resolution of 33 PPD (Standard Edition) or 51 PPD (Focal Edition)&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
===Display Technology===&lt;br /&gt;
The XR-4 uses advanced Mini-LED panels:&lt;br /&gt;
*&#039;&#039;&#039;Resolution&#039;&#039;&#039;: 3840×3744 per eye (14.8 megapixels total)&lt;br /&gt;
*&#039;&#039;&#039;Pixel Density&#039;&#039;&#039;: 51 pixels per degree (uniform)&lt;br /&gt;
*&#039;&#039;&#039;Panel Type&#039;&#039;&#039;: Fast-switching Mini-LED with local dimming&lt;br /&gt;
*&#039;&#039;&#039;Brightness&#039;&#039;&#039;: 200 nits sustained&lt;br /&gt;
*&#039;&#039;&#039;Contrast&#039;&#039;&#039;: 10,000:1 with local dimming&lt;br /&gt;
*&#039;&#039;&#039;Color Gamut&#039;&#039;&#039;: 96% DCI-P3, 98% sRGB&lt;br /&gt;
&lt;br /&gt;
===Mixed Reality Cameras===&lt;br /&gt;
High-resolution passthrough system:&lt;br /&gt;
*&#039;&#039;&#039;RGB Cameras&#039;&#039;&#039;: Dual 20-megapixel global shutter sensors&lt;br /&gt;
*&#039;&#039;&#039;Passthrough Resolution&#039;&#039;&#039;: 33 PPD (XR-4 Standard Edition), 51 PPD (XR-4 Focal Edition, matching virtual content)&lt;br /&gt;
*&#039;&#039;&#039;Frame Rate&#039;&#039;&#039;: 90 fps with ~22ms latency&lt;br /&gt;
*&#039;&#039;&#039;Dynamic Range&#039;&#039;&#039;: 14 stops with HDR processing&lt;br /&gt;
*&#039;&#039;&#039;Low Light&#039;&#039;&#039;: ISO 25,600 equivalent sensitivity&lt;br /&gt;
&lt;br /&gt;
===LiDAR Depth System===&lt;br /&gt;
Enhanced from XR-3:&lt;br /&gt;
*&#039;&#039;&#039;Resolution&#039;&#039;&#039;: 300,000 points (300 kpix)&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: 0.2m to 7m (extended from 5m)&lt;br /&gt;
*&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: ±2mm at 1m distance&lt;br /&gt;
*&#039;&#039;&#039;Frame Rate&#039;&#039;&#039;: 30 fps depth updates (Note: some sources may vary)&lt;br /&gt;
*&#039;&#039;&#039;Coverage&#039;&#039;&#039;: 94° × 78° depth sensing FOV&lt;br /&gt;
&lt;br /&gt;
==Breakthrough Features==&lt;br /&gt;
===Gaze-Driven Autofocus (Focal Edition)===&lt;br /&gt;
World&#039;s first XR autofocus system:&amp;lt;ref name=&amp;quot;varjo-autofocus&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Technology&#039;&#039;&#039;: Liquid lens with 200Hz response&lt;br /&gt;
*&#039;&#039;&#039;Focus Range&#039;&#039;&#039;: 20cm to infinity&lt;br /&gt;
*&#039;&#039;&#039;Eye-Coupled&#039;&#039;&#039;: Focus follows gaze automatically&lt;br /&gt;
*&#039;&#039;&#039;Latency&#039;&#039;&#039;: &amp;lt;5ms focus adjustment&lt;br /&gt;
*&#039;&#039;&#039;Applications&#039;&#039;&#039;: Aims to solve vergence-accommodation conflict&lt;br /&gt;
&lt;br /&gt;
===[[Inside-Out Tracking]]===&lt;br /&gt;
Professional-grade markerless tracking:&lt;br /&gt;
*&#039;&#039;&#039;Cameras&#039;&#039;&#039;: 4× wide-angle tracking sensors&lt;br /&gt;
*&#039;&#039;&#039;Algorithm&#039;&#039;&#039;: Advanced SLAM with ML enhancement&lt;br /&gt;
*&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: Sub-millimeter precision&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: 7-meter radius tracking volume&lt;br /&gt;
*&#039;&#039;&#039;Persistence&#039;&#039;&#039;: Remembers room layout&lt;br /&gt;
&lt;br /&gt;
===Integrated Hand Tracking===&lt;br /&gt;
Built-in hand interaction:&lt;br /&gt;
*&#039;&#039;&#039;Technology&#039;&#039;&#039;: Computer vision with neural networks&lt;br /&gt;
*&#039;&#039;&#039;Fingers Tracked&#039;&#039;&#039;: All 10 fingers with 21 points each&lt;br /&gt;
*&#039;&#039;&#039;Latency&#039;&#039;&#039;: 11ms hand-to-photon&lt;br /&gt;
*&#039;&#039;&#039;Gestures&#039;&#039;&#039;: Library of standard XR interactions&lt;br /&gt;
*&#039;&#039;&#039;SDK&#039;&#039;&#039;: Direct hand data access for developers&lt;br /&gt;
&lt;br /&gt;
==Software Ecosystem==&lt;br /&gt;
===No Subscription Model===&lt;br /&gt;
Following Aero&#039;s success:&lt;br /&gt;
*&#039;&#039;&#039;One-Time Purchase&#039;&#039;&#039;: Starting at $3,990 for XR-4 Standard Edition&lt;br /&gt;
*&#039;&#039;&#039;All Features Included&#039;&#039;&#039;: No feature tiers within an edition&lt;br /&gt;
*&#039;&#039;&#039;Free Updates&#039;&#039;&#039;: Lifetime software support&lt;br /&gt;
*&#039;&#039;&#039;Professional Tools&#039;&#039;&#039;: Full SDK access&lt;br /&gt;
&lt;br /&gt;
===Varjo Controller Software===&lt;br /&gt;
New unified control system:&lt;br /&gt;
*&#039;&#039;&#039;Device Management&#039;&#039;&#039;: Configure all settings&lt;br /&gt;
*&#039;&#039;&#039;Performance Monitoring&#039;&#039;&#039;: Real-time diagnostics&lt;br /&gt;
*&#039;&#039;&#039;User Profiles&#039;&#039;&#039;: Save multiple configurations&lt;br /&gt;
*&#039;&#039;&#039;Cloud Sync&#039;&#039;&#039;: Settings backup and restore&lt;br /&gt;
&lt;br /&gt;
===Development Support===&lt;br /&gt;
*&#039;&#039;&#039;[[Unity]] Plugin&#039;&#039;&#039;: Native XR-4 features&lt;br /&gt;
*&#039;&#039;&#039;[[Unreal Engine]] 5&#039;&#039;&#039;: Full integration with Nanite/Lumen&lt;br /&gt;
*&#039;&#039;&#039;[[OpenXR]] Extensions&#039;&#039;&#039;: Varjo-specific features&lt;br /&gt;
*&#039;&#039;&#039;[[NVIDIA Omniverse]]&#039;&#039;&#039;: RTX rendering support&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===XR-4 Standard Edition===&lt;br /&gt;
Base professional model:&lt;br /&gt;
*All core features&lt;br /&gt;
*20MP passthrough (33 PPD)&lt;br /&gt;
*300k LiDAR&lt;br /&gt;
*$3,990&lt;br /&gt;
&lt;br /&gt;
===[[XR-4 Focal Edition]]===&lt;br /&gt;
With gaze-driven autofocus:&lt;br /&gt;
*All Standard features plus:&lt;br /&gt;
*Liquid lens autofocus system&lt;br /&gt;
*20MP passthrough (51 PPD)&lt;br /&gt;
*Enhanced eye tracking data&lt;br /&gt;
*$9,990&lt;br /&gt;
===[[XR-4 Secure Edition]]===&lt;br /&gt;
Government/Defense variant:&amp;lt;ref name=&amp;quot;varjo-secure&amp;quot; /&amp;gt;&lt;br /&gt;
*[[TAA]]/[[BAA]] compliant&lt;br /&gt;
*Secure boot process&lt;br /&gt;
*Offline operation mode&lt;br /&gt;
*Manufactured in secure facility&lt;br /&gt;
*ITAR-free for international use&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Minimum Specifications===&lt;br /&gt;
*&#039;&#039;&#039;OS&#039;&#039;&#039;: Windows 10 version 20H2 or Windows 11&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel Core i9-11900K or AMD Ryzen 9 5900X (or comparable)&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA GeForce RTX 4070, RTX 3080, RTX 2080 Ti, or NVIDIA RTX A5000 (or comparable AMD GPU)&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 32 GB DDR4-3200&lt;br /&gt;
*&#039;&#039;&#039;Storage&#039;&#039;&#039;: 1 TB NVMe SSD&lt;br /&gt;
*&#039;&#039;&#039;USB&#039;&#039;&#039;: Thunderbolt 4 or USB-C with DP Alt Mode&lt;br /&gt;
===Recommended Specifications===&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel Core i9-13900K or AMD Ryzen 9 7950X&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA RTX 4090 or RTX 6000 Ada&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 64 GB DDR5&lt;br /&gt;
*&#039;&#039;&#039;Storage&#039;&#039;&#039;: 2 TB NVMe Gen4 SSD&lt;br /&gt;
&lt;br /&gt;
==Industry Applications==&lt;br /&gt;
===Automotive Industry===&lt;br /&gt;
Enhanced design validation:&lt;br /&gt;
*&#039;&#039;&#039;[[BMW Group]]&#039;&#039;&#039;: Full vehicle design in MR&lt;br /&gt;
*&#039;&#039;&#039;[[Stellantis]]&#039;&#039;&#039;: Global design collaboration&lt;br /&gt;
*&#039;&#039;&#039;[[Rimac Automobili]]&#039;&#039;&#039;: Hypercar development&lt;br /&gt;
*&#039;&#039;&#039;[[Polestar]]&#039;&#039;&#039;: Sustainable material visualization&lt;br /&gt;
&lt;br /&gt;
Use cases:&lt;br /&gt;
*Design reviews with physical clay models&lt;br /&gt;
*Ergonomics testing with real drivers&lt;br /&gt;
*HMI development and testing&lt;br /&gt;
*Virtual showrooms with real products&lt;br /&gt;
===Healthcare and Medical===&lt;br /&gt;
*&#039;&#039;&#039;[[Cleveland Clinic]]&#039;&#039;&#039;: Surgical planning in MR&lt;br /&gt;
*&#039;&#039;&#039;[[Karolinska Institute]]&#039;&#039;&#039;: Medical education&lt;br /&gt;
*&#039;&#039;&#039;[[Brainlab]]&#039;&#039;&#039;: Image-guided surgery&lt;br /&gt;
*&#039;&#039;&#039;[[Siemens Healthineers]]&#039;&#039;&#039;: MRI/CT visualization&lt;br /&gt;
&lt;br /&gt;
Applications:&lt;br /&gt;
*Pre-operative planning with patient data&lt;br /&gt;
*Medical device training&lt;br /&gt;
*Anatomy education with cadavers&lt;br /&gt;
*Rehabilitation therapy&lt;br /&gt;
&lt;br /&gt;
===Architecture and Construction===&lt;br /&gt;
*&#039;&#039;&#039;[[Zaha Hadid Architects]]&#039;&#039;&#039;: Parametric design review&lt;br /&gt;
*&#039;&#039;&#039;[[AECOM]]&#039;&#039;&#039;: Infrastructure visualization&lt;br /&gt;
*&#039;&#039;&#039;[[Trimble]]&#039;&#039;&#039;: BIM integration&lt;br /&gt;
*&#039;&#039;&#039;[[Autodesk]]&#039;&#039;&#039;: Native Revit support&lt;br /&gt;
&lt;br /&gt;
===Defense and Aerospace===&lt;br /&gt;
*&#039;&#039;&#039;[[Lockheed Martin]]&#039;&#039;&#039;: F-35 maintenance&lt;br /&gt;
*&#039;&#039;&#039;[[Saab]]&#039;&#039;&#039;: Gripen pilot training&lt;br /&gt;
*&#039;&#039;&#039;[[BAE Systems]]&#039;&#039;&#039;: Ship design review&lt;br /&gt;
*&#039;&#039;&#039;Various contractors&#039;&#039;&#039;: Classified programs&lt;br /&gt;
&lt;br /&gt;
==Market Reception==&lt;br /&gt;
===Launch Impact===&lt;br /&gt;
The XR-4 announcement generated significant attention&amp;lt;ref name=&amp;quot;skarredghost&amp;quot; /&amp;gt;:&lt;br /&gt;
*&#039;&#039;&#039;Price Point&#039;&#039;&#039;: $3,990 for the standard edition was a notable reduction from the previous XR-3.&lt;br /&gt;
*&#039;&#039;&#039;No Subscription&#039;&#039;&#039;: Praised by enterprise customers.&lt;br /&gt;
*&#039;&#039;&#039;Feature Set&#039;&#039;&#039;: Considered comprehensive for its price in the professional market.&lt;br /&gt;
*&#039;&#039;&#039;Availability&#039;&#039;&#039;: Global launch in 40+ countries.&amp;lt;ref name=&amp;quot;auganix&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critical Response===&lt;br /&gt;
Professional reviews were generally positive, highlighting advancements:&lt;br /&gt;
*&#039;&#039;&#039;[[Road to VR]]&#039;&#039;&#039;: &amp;quot;The XR-4 redefines what&#039;s possible in mixed reality&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;[[UploadVR]]&#039;&#039;&#039;: &amp;quot;Professional MR at prosumer pricing&amp;quot; (Note: &amp;quot;prosumer pricing&amp;quot; is relative to the high-end professional market)&lt;br /&gt;
*&#039;&#039;&#039;[[VRFocus]]&#039;&#039;&#039;: &amp;quot;Inside-out tracking rivals base station precision&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Common Praise====&lt;br /&gt;
*Passthrough quality is a key focus, with Varjo aiming for experiences &amp;quot;indistinguishable from natural sight,&amp;quot; though user experiences may vary.&lt;br /&gt;
*Autofocus system (Focal Edition) &amp;quot;game-changing&amp;quot; for MR.&lt;br /&gt;
*Price/performance ratio considered strong for the professional segment.&lt;br /&gt;
*Ergonomics significantly improved.&lt;br /&gt;
&lt;br /&gt;
====Criticisms====&lt;br /&gt;
*High PC requirements remain.&lt;br /&gt;
*No wireless option at launch.&lt;br /&gt;
*Hand tracking, while improved, may occasionally lose precision.&lt;br /&gt;
*Passthrough quality, while high, may not always meet the &amp;quot;indistinguishable from reality&amp;quot; claim under all conditions, according to some hands-on reviews.&lt;br /&gt;
*Limited battery for future standalone use (if such a version were developed).&lt;br /&gt;
&lt;br /&gt;
==Technical Innovations==&lt;br /&gt;
===CloudXR Integration===&lt;br /&gt;
Streaming MR capabilities:&lt;br /&gt;
*&#039;&#039;&#039;NVIDIA CloudXR&#039;&#039;&#039;: RTX server rendering&lt;br /&gt;
*&#039;&#039;&#039;5G Support&#039;&#039;&#039;: Ultra-low latency streaming&lt;br /&gt;
*&#039;&#039;&#039;Edge Computing&#039;&#039;&#039;: Local cloud deployment&lt;br /&gt;
*&#039;&#039;&#039;Multi-User&#039;&#039;&#039;: Synchronized MR sessions&lt;br /&gt;
&lt;br /&gt;
===AI-Enhanced Processing===&lt;br /&gt;
Machine learning throughout:&lt;br /&gt;
*&#039;&#039;&#039;[[Passthrough]] Enhancement&#039;&#039;&#039;: AI upscaling and denoising&lt;br /&gt;
*&#039;&#039;&#039;[[Hand Tracking]]&#039;&#039;&#039;: Neural network gesture recognition&lt;br /&gt;
*&#039;&#039;&#039;[[Eye Tracking]]&#039;&#039;&#039;: Predictive gaze estimation&lt;br /&gt;
*&#039;&#039;&#039;[[SLAM]]&#039;&#039;&#039;: ML-assisted tracking robustness&lt;br /&gt;
&lt;br /&gt;
===Optics Engineering===&lt;br /&gt;
*&#039;&#039;&#039;Dual-Element Lenses&#039;&#039;&#039;: Reduced aberrations&lt;br /&gt;
*&#039;&#039;&#039;Coating Technology&#039;&#039;&#039;: 99.5% light transmission&lt;br /&gt;
*&#039;&#039;&#039;Edge-to-Edge Clarity&#039;&#039;&#039;: &amp;lt;2% distortion at edges&lt;br /&gt;
*&#039;&#039;&#039;Pancake Design&#039;&#039;&#039;: Considered but rejected for quality&lt;br /&gt;
&lt;br /&gt;
==Manufacturing Excellence==&lt;br /&gt;
===Helsinki Production===&lt;br /&gt;
In-house manufacturing advantages:&lt;br /&gt;
*&#039;&#039;&#039;Quality Control&#039;&#039;&#039;: 100% optical calibration&lt;br /&gt;
*&#039;&#039;&#039;Lead Time&#039;&#039;&#039;: 5-day average shipping&lt;br /&gt;
*&#039;&#039;&#039;Customization&#039;&#039;&#039;: OEM versions available&lt;br /&gt;
*&#039;&#039;&#039;Sustainability&#039;&#039;&#039;: Carbon neutral facility&lt;br /&gt;
&lt;br /&gt;
===Component Partners===&lt;br /&gt;
*&#039;&#039;&#039;Display Panels&#039;&#039;&#039;: BOE (custom Mini-LED)&lt;br /&gt;
*&#039;&#039;&#039;[[Camera]]s&#039;&#039;&#039;: Sony (IMX sensors)&lt;br /&gt;
*&#039;&#039;&#039;[[LiDAR]]&#039;&#039;&#039;: Proprietary Varjo design&lt;br /&gt;
*&#039;&#039;&#039;[[Lense]]s&#039;&#039;&#039;: ZEISS (coating technology)&lt;br /&gt;
&lt;br /&gt;
==Competitive Landscape==&lt;br /&gt;
===Versus Apple Vision Pro===&lt;br /&gt;
&#039;&#039;&#039;XR-4 Advantages&#039;&#039;&#039;: Higher virtual resolution, PC-powered performance for demanding applications, established professional ecosystem, potentially more robust tracking for certain professional use cases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vision Pro Advantages&#039;&#039;&#039;: Standalone operation, advanced consumer-facing OS and apps, highly integrated hand/eye tracking for its interface.&lt;br /&gt;
===Versus Meta Quest Pro/3===&lt;br /&gt;
&#039;&#039;&#039;XR-4 Advantages&#039;&#039;&#039;: Significantly higher resolution, professional-grade tools and support, superior passthrough fidelity (especially Focal Edition).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quest Advantages&#039;&#039;&#039;: Standalone, much lower price, larger consumer content library.&lt;br /&gt;
===Versus HTC Vive XR Elite===&lt;br /&gt;
&#039;&#039;&#039;XR-4 Advantages&#039;&#039;&#039;: Higher resolution, generally superior passthrough quality, more advanced eye tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vive Advantages&#039;&#039;&#039;: Standalone option, lower price point.&lt;br /&gt;
&lt;br /&gt;
==Future Roadmap==&lt;br /&gt;
While not officially announced, industry sources suggest:&lt;br /&gt;
*Standalone version in development&lt;br /&gt;
*Wireless adapter planned for 2025&lt;br /&gt;
*8K per eye displays in testing&lt;br /&gt;
*AI copilot for enterprise applications&lt;br /&gt;
&lt;br /&gt;
==Impact on Industry==&lt;br /&gt;
*The XR-4&#039;s launch influenced the mixed reality landscape:&lt;br /&gt;
*Set a new benchmark for professional MR features at its price point.&lt;br /&gt;
*Reinforced the demand for 50+ PPD for detailed professional use.&lt;br /&gt;
*Accelerated inside-out tracking adoption in the professional space.&lt;br /&gt;
*Validated the no-subscription model for enterprise hardware.&lt;br /&gt;
*Technologies popularized:&lt;br /&gt;
*Gaze-driven autofocus for XR (Focal Edition).&lt;br /&gt;
*20MP+ passthrough cameras.&lt;br /&gt;
*300k+ point LiDAR integration.&lt;br /&gt;
*Uniform high-PPD displays.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Mixed reality]]&lt;br /&gt;
*[[Varjo|Varjo Technologies]]&lt;br /&gt;
*[[Varjo XR-3]]&lt;br /&gt;
*[[Varjo Aero]]&lt;br /&gt;
*[[Apple Vision Pro]]&lt;br /&gt;
*[[LiDAR]]&lt;br /&gt;
*[[Inside-out tracking]]&lt;br /&gt;
*[[Foveated rendering]]&lt;br /&gt;
*[[TAA compliance]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/press-release/varjo-releases-new-xr-4-series-to-deliver-mixed-reality-experiences-indistinguishable-from-natural-sight/|title=Varjo Releases New XR-4 Series to Deliver Mixed Reality Experiences Indistinguishable from Natural Sight|publisher=Varjo|date=November 27, 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;cnbc&amp;quot;&amp;gt;{{cite web|url=https://www.cnbc.com/2023/11/27/finnish-startup-varjo-launches-3990-xr-4-mixed-reality-headset.html|title=Finnish startup Varjo launches $3,990 XR-4 mixed reality headset|publisher=CNBC|date=November 27, 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;skarredghost&amp;quot;&amp;gt;{{cite web|url=https://skarredghost.com/2023/11/27/varjo-xr-4-price-resolution/|title=Varjo announces XR-4 mixed reality headset with impressive resolution|publisher=The Ghost Howls|date=November 27, 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;auganix&amp;quot;&amp;gt;{{cite web|url=https://www.auganix.org/xr-news-varjo-announces-new-xr-4-series-of-headsets/|title=Varjo announces new XR-4 series headsets|publisher=Auganix|date=November 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-xr4-product&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/products/xr-4/|title=Mixed Reality Headset for Professionals – Varjo XR-4 Series|publisher=Varjo|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-secure&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/products/xr-4-secure-edition/|title=Mixed reality headset with TAA certification – Varjo XR-4 Secure Edition|publisher=Varjo|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-autofocus&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/vr-lab/xr-4-features-explained-worlds-first-gaze-driven-xr-autofocus-camera-system/|title=XR-4 Features Explained: World&#039;s First Gaze-Driven XR Autofocus Camera System|publisher=Varjo|date=2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:Mixed Reality Devices]]&lt;br /&gt;
[[Category:VR Headsets]]&lt;br /&gt;
[[Category:MR Headsets]]&lt;br /&gt;
[[Category:Virtual Reality Headsets]]&lt;br /&gt;
[[Category:Mixed Reality Headsets]]&lt;br /&gt;
[[Category:Products introduced in 2023]]&lt;br /&gt;
[[Category:Finnish brands]]&lt;br /&gt;
[[Category:Head-mounted displays]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Varjo_XR-3&amp;diff=37369</id>
		<title>Varjo XR-3</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Varjo_XR-3&amp;diff=37369"/>
		<updated>2026-01-07T22:29:05Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37322 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:Varjo xr-31.png|350px]]&lt;br /&gt;
|VR/AR = [[Mixed Reality]], [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[SteamVR]], [[OpenXR]]&lt;br /&gt;
|Creator = &lt;br /&gt;
|Developer = [[Varjo]]&lt;br /&gt;
|Manufacturer = [[Varjo]]&lt;br /&gt;
|Announcement Date = December 1, 2020&lt;br /&gt;
|Release Date = December 2020&lt;br /&gt;
|Price = $5,495 + $1,495/year subscription&lt;br /&gt;
|Website = https://varjo.com&lt;br /&gt;
|Versions = XR-3, XR-3 Focal Edition&lt;br /&gt;
|Requires = High-end PC&lt;br /&gt;
|Predecessor = [[Varjo XR-1 (Developer Edition)]]&lt;br /&gt;
|Successor = [[Varjo XR-4]]&lt;br /&gt;
|Operating System = Windows 10/11 (64-bit)&lt;br /&gt;
|Chipset = &lt;br /&gt;
|CPU = &lt;br /&gt;
|GPU = &lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = &lt;br /&gt;
|Memory = &lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = uOLED (focus) + LCD (peripheral)&lt;br /&gt;
|Subpixel Layout = RGB&lt;br /&gt;
|Peak Brightness = 150 nits&lt;br /&gt;
|Resolution = Focus: 1920×1920 per eye, Context: 2880×2720 per eye&lt;br /&gt;
|Refresh Rate = 90 Hz&lt;br /&gt;
|Pixel Density = 70+ PPD (focus), 30+ PPD (periphery)&lt;br /&gt;
|Persistence = Low persistence&lt;br /&gt;
|Precision = Sub-pixel precision&lt;br /&gt;
|Field of View = 115°&lt;br /&gt;
|Horizontal FoV = 115°&lt;br /&gt;
|Vertical FoV = N/A&lt;br /&gt;
|Visible FoV = 115°&lt;br /&gt;
|Rendered FoV = 115°&lt;br /&gt;
|Binocular Overlap = less than 85%&lt;br /&gt;
|Average Pixel Density = N/A&lt;br /&gt;
|Peak Pixel Density = 70+ PPD&lt;br /&gt;
|Foveated Rendering = Yes (dynamic)&lt;br /&gt;
|Optics = Aspheric lenses&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 58-73mm (automatic adjustment)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Yes (12MP RGB cameras + LiDAR)&lt;br /&gt;
|Tracking = SteamVR 2.0, Inside-out (beta)&lt;br /&gt;
|Tracking Frequency = 1000 Hz&lt;br /&gt;
|Base Stations = Optional&lt;br /&gt;
|Eye Tracking = Yes (200Hz)&lt;br /&gt;
|Face Tracking = &lt;br /&gt;
|Hand Tracking = Yes (Ultraleap Gemini)&lt;br /&gt;
|Body Tracking = &lt;br /&gt;
|Rotational Tracking = 6DOF&lt;br /&gt;
|Positional Tracking = 6DOF&lt;br /&gt;
|Update Rate = 1000 Hz&lt;br /&gt;
|Tracking Volume = Up to 10m × 10m&lt;br /&gt;
|Play Space = Room-scale&lt;br /&gt;
|Latency = less than 20ms (VR), less than 20ms (passthrough)&lt;br /&gt;
|Audio = Off-ear speakers (37mm drivers)&lt;br /&gt;
|Microphone = Yes&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = 2× 12MP RGB, 2× LiDAR depth sensors&lt;br /&gt;
|Connectivity = DisplayPort 1.4, USB-C 3.0&lt;br /&gt;
|Ports = 1× DisplayPort 1.4, 1× USB-C 3.0&lt;br /&gt;
|Wired Video = DisplayPort 1.4&lt;br /&gt;
|Wireless Video = &lt;br /&gt;
|WiFi = &lt;br /&gt;
|Bluetooth = &lt;br /&gt;
|Power = External power adapter&lt;br /&gt;
|Battery Capacity = &lt;br /&gt;
|Battery Life = &lt;br /&gt;
|Charge Time = &lt;br /&gt;
|Dimensions = &lt;br /&gt;
|Weight = 594g (headset only)&lt;br /&gt;
|Material = Magnesium alloy, plastic&lt;br /&gt;
|Headstrap = 3-point precision fit headband&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = Black&lt;br /&gt;
|Sensors = 200Hz eye tracking, IMU, depth sensors&lt;br /&gt;
|Input = Compatible with SteamVR controllers&lt;br /&gt;
|Compliance = CE, FCC, TAA-compliant option&lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = 5 meters&lt;br /&gt;
}}&lt;br /&gt;
The [[Varjo XR-3]] is a professional [[PC-Powered VR|PC-powered]] [[mixed reality]] and [[virtual reality]] [[head-mounted display]]&amp;lt;ref name=&amp;quot;varjo-xr3-product&amp;quot; /&amp;gt; announced on December 1, 2020,&amp;lt;ref name=&amp;quot;auganix&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;symetri&amp;quot; /&amp;gt; by [[Varjo|Varjo Technologies]]. Building on the [[Varjo VR-3]] platform, the XR-3 adds advanced video passthrough capabilities with 12-megapixel cameras and [[LiDAR]] depth sensing, enabling seamless transitions between virtual and augmented reality.&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The XR-3 succeeded Varjo&#039;s experimental XR-1 developer kit, representing the company&#039;s first production mixed reality headset. Development focused on achieving photorealistic passthrough quality with accurate depth perception, targeting industries requiring seamless AR/VR switching such as automotive design, medical training, and aerospace simulation.&amp;lt;ref name=&amp;quot;roadtovr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Key innovations included:&lt;br /&gt;
* Industry&#039;s first VR headset with integrated LiDAR&lt;br /&gt;
* Highest resolution passthrough cameras in mixed reality&lt;br /&gt;
* Real-time depth-based occlusion&lt;br /&gt;
* Seamless VR/AR switching capability&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
===Mixed Reality System===&lt;br /&gt;
The XR-3&#039;s passthrough system represents a significant advancement:&lt;br /&gt;
* &#039;&#039;&#039;RGB Cameras&#039;&#039;&#039;: Dual 12-megapixel sensors&lt;br /&gt;
* &#039;&#039;&#039;Frame Rate&#039;&#039;&#039;: 90 fps video passthrough&lt;br /&gt;
* &#039;&#039;&#039;Latency&#039;&#039;&#039;: Sub-20ms glass-to-glass&lt;br /&gt;
* &#039;&#039;&#039;Field of View&#039;&#039;&#039;: Matches 115° display FOV&lt;br /&gt;
* &#039;&#039;&#039;Color Accuracy&#039;&#039;&#039;: 94% sRGB in passthrough mode&lt;br /&gt;
&lt;br /&gt;
===LiDAR Depth Sensing===&lt;br /&gt;
First-of-its-kind integration in VR/AR:&lt;br /&gt;
* &#039;&#039;&#039;Technology&#039;&#039;&#039;: Time-of-flight LiDAR sensors&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039;: 0.5m to 5m depth sensing&lt;br /&gt;
* &#039;&#039;&#039;Resolution&#039;&#039;&#039;: 640×480 depth map&lt;br /&gt;
* &#039;&#039;&#039;Frame Rate&#039;&#039;&#039;: 30 fps depth updates&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039;: ±5mm at 1m distance&lt;br /&gt;
&lt;br /&gt;
===Display Technology===&lt;br /&gt;
Identical to VR-3 base specifications:&lt;br /&gt;
* &#039;&#039;&#039;Focus Display&#039;&#039;&#039;: 1920×1920 micro-OLED per eye&lt;br /&gt;
* &#039;&#039;&#039;Context Display&#039;&#039;&#039;: 2880×2720 LCD per eye&lt;br /&gt;
* &#039;&#039;&#039;Virtual Resolution&#039;&#039;&#039;: 70+ PPD center, 30+ PPD periphery&lt;br /&gt;
* &#039;&#039;&#039;Refresh Rate&#039;&#039;&#039;: 90 Hz&lt;br /&gt;
&lt;br /&gt;
==Mixed Reality Features==&lt;br /&gt;
&lt;br /&gt;
===Video Passthrough Quality===&lt;br /&gt;
The XR-3 achieved unprecedented passthrough fidelity:&lt;br /&gt;
* &#039;&#039;&#039;Chroma Keying&#039;&#039;&#039;: Real-time green screen removal&lt;br /&gt;
* &#039;&#039;&#039;Exposure Control&#039;&#039;&#039;: Automatic HDR adjustment&lt;br /&gt;
* &#039;&#039;&#039;White Balance&#039;&#039;&#039;: Scene-adaptive color correction&lt;br /&gt;
* &#039;&#039;&#039;Distortion Correction&#039;&#039;&#039;: Minimal warping artifacts&lt;br /&gt;
&lt;br /&gt;
===Depth-Based Occlusion===&lt;br /&gt;
LiDAR enables realistic object interaction:&lt;br /&gt;
* &#039;&#039;&#039;Pixel-Perfect Occlusion&#039;&#039;&#039;: Virtual objects behind real objects&lt;br /&gt;
* &#039;&#039;&#039;Hand Occlusion&#039;&#039;&#039;: Natural hand-over-virtual interactions&lt;br /&gt;
* &#039;&#039;&#039;Dynamic Meshing&#039;&#039;&#039;: Real-time 3D environment reconstruction&lt;br /&gt;
* &#039;&#039;&#039;Collision Detection&#039;&#039;&#039;: Physics-based AR interactions&lt;br /&gt;
&lt;br /&gt;
===XR-3 Focal Edition===&lt;br /&gt;
Special variant with experimental features:&amp;lt;ref name=&amp;quot;varjo-focal&amp;quot; /&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Varifocal Cameras&#039;&#039;&#039;: Motorized focus adjustment&lt;br /&gt;
* &#039;&#039;&#039;Gaze-Directed Focus&#039;&#039;&#039;: Camera focus follows eye gaze&lt;br /&gt;
* &#039;&#039;&#039;Extended Depth Range&#039;&#039;&#039;: 20cm to infinity focus&lt;br /&gt;
* &#039;&#039;&#039;Research Applications&#039;&#039;&#039;: Vergence-accommodation studies&lt;br /&gt;
&lt;br /&gt;
==Software Capabilities==&lt;br /&gt;
&lt;br /&gt;
===Varjo Reality Cloud XR===&lt;br /&gt;
Cloud-based mixed reality platform:&lt;br /&gt;
* &#039;&#039;&#039;Remote Rendering&#039;&#039;&#039;: Stream XR content from servers&lt;br /&gt;
* &#039;&#039;&#039;Multi-User Sessions&#039;&#039;&#039;: Collaborative AR experiences&lt;br /&gt;
* &#039;&#039;&#039;Persistent AR&#039;&#039;&#039;: Save and share AR annotations&lt;br /&gt;
* &#039;&#039;&#039;Cross-Platform&#039;&#039;&#039;: Works with other Varjo headsets&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
* &#039;&#039;&#039;XR SDK&#039;&#039;&#039;: Unified API for VR/AR switching&lt;br /&gt;
* &#039;&#039;&#039;Depth API&#039;&#039;&#039;: Direct LiDAR data access&lt;br /&gt;
* &#039;&#039;&#039;Chroma Key SDK&#039;&#039;&#039;: Custom background removal&lt;br /&gt;
* &#039;&#039;&#039;Unity XR Plugin&#039;&#039;&#039;: Native mixed reality support&lt;br /&gt;
* &#039;&#039;&#039;Unreal Engine Integration&#039;&#039;&#039;: Blueprint-based XR tools&lt;br /&gt;
&lt;br /&gt;
===Professional Software Support===&lt;br /&gt;
* &#039;&#039;&#039;[[Autodesk VRED]]&#039;&#039;&#039;: Automotive design with AR&lt;br /&gt;
* &#039;&#039;&#039;[[Siemens NX]]&#039;&#039;&#039;: CAD overlay on physical parts&lt;br /&gt;
* &#039;&#039;&#039;[[Unity MARS]]&#039;&#039;&#039;: Mixed reality authoring&lt;br /&gt;
* &#039;&#039;&#039;[[Microsoft Dynamics 365]]&#039;&#039;&#039;: Enterprise AR applications&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
Higher than VR-3 due to passthrough processing:&lt;br /&gt;
* &#039;&#039;&#039;Operating System&#039;&#039;&#039;: [[Windows 10]]/11 Pro 64-bit&lt;br /&gt;
* &#039;&#039;&#039;Processor&#039;&#039;&#039;: [[Intel Core i9]]-9900K or [[AMD Ryzen 9]] 3900X&lt;br /&gt;
* &#039;&#039;&#039;Graphics&#039;&#039;&#039;: [[NVIDIA RTX 3080]] or [[Quadro RTX 6000]]&lt;br /&gt;
* &#039;&#039;&#039;Memory&#039;&#039;&#039;: 32 GB RAM minimum&lt;br /&gt;
* &#039;&#039;&#039;Storage&#039;&#039;&#039;: 500 GB SSD recommended&lt;br /&gt;
* &#039;&#039;&#039;Ports&#039;&#039;&#039;: DisplayPort 1.4, USB-C 3.0&lt;br /&gt;
&lt;br /&gt;
==Industry Applications==&lt;br /&gt;
&lt;br /&gt;
===Automotive Design===&lt;br /&gt;
Revolutionary workflow capabilities:&lt;br /&gt;
* &#039;&#039;&#039;Clay Model Overlay&#039;&#039;&#039;: Virtual designs on physical models&lt;br /&gt;
* &#039;&#039;&#039;Ergonomics Testing&#039;&#039;&#039;: Real driver with virtual interior&lt;br /&gt;
* &#039;&#039;&#039;Color Matching&#039;&#039;&#039;: Compare virtual and physical materials&lt;br /&gt;
* &#039;&#039;&#039;Design Reviews&#039;&#039;&#039;: Stakeholders see AR annotations&lt;br /&gt;
&lt;br /&gt;
Major adopters:&lt;br /&gt;
* &#039;&#039;&#039;[[Volvo Cars]]&#039;&#039;&#039;: Safety system visualization&lt;br /&gt;
* &#039;&#039;&#039;[[KIA]]&#039;&#039;&#039;: Global design collaboration&lt;br /&gt;
* &#039;&#039;&#039;[[Continental AG]]&#039;&#039;&#039;: HMI development&lt;br /&gt;
&lt;br /&gt;
===Medical Training===&lt;br /&gt;
* &#039;&#039;&#039;Surgical Planning&#039;&#039;&#039;: 3D models overlaid on patients&lt;br /&gt;
* &#039;&#039;&#039;Medical Education&#039;&#039;&#039;: Anatomy visualization on cadavers&lt;br /&gt;
* &#039;&#039;&#039;Remote Assistance&#039;&#039;&#039;: Expert guidance via AR&lt;br /&gt;
* &#039;&#039;&#039;Therapy Applications&#039;&#039;&#039;: Mixed reality rehabilitation&lt;br /&gt;
&lt;br /&gt;
Institutional users:&lt;br /&gt;
* &#039;&#039;&#039;[[HCA Healthcare]]&#039;&#039;&#039;: Surgical training programs&lt;br /&gt;
* &#039;&#039;&#039;[[Children&#039;s Hospital Los Angeles]]&#039;&#039;&#039;: Pediatric procedures&lt;br /&gt;
* &#039;&#039;&#039;Medical universities worldwide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Aerospace and Defense===&lt;br /&gt;
* &#039;&#039;&#039;Maintenance Training&#039;&#039;&#039;: AR work instructions&lt;br /&gt;
* &#039;&#039;&#039;Cockpit Design&#039;&#039;&#039;: Virtual controls in real cockpit&lt;br /&gt;
* &#039;&#039;&#039;Mission Planning&#039;&#039;&#039;: Terrain visualization&lt;br /&gt;
* &#039;&#039;&#039;Simulation&#039;&#039;&#039;: Mixed reality flight training&lt;br /&gt;
&lt;br /&gt;
Key customers:&lt;br /&gt;
* &#039;&#039;&#039;[[Boeing]]&#039;&#039;&#039;: Assembly line training&lt;br /&gt;
* &#039;&#039;&#039;[[Lockheed Martin]]&#039;&#039;&#039;: F-35 maintenance&lt;br /&gt;
* &#039;&#039;&#039;Various defense contractors&#039;&#039;&#039;: Classified programs&lt;br /&gt;
&lt;br /&gt;
==Advanced Features==&lt;br /&gt;
&lt;br /&gt;
===200Hz Eye Tracking in XR===&lt;br /&gt;
Enhanced for mixed reality:&lt;br /&gt;
* &#039;&#039;&#039;Vergence Tracking&#039;&#039;&#039;: Measure eye convergence&lt;br /&gt;
* &#039;&#039;&#039;Depth Estimation&#039;&#039;&#039;: Gaze-based distance calculation&lt;br /&gt;
* &#039;&#039;&#039;Attention Analysis&#039;&#039;&#039;: Real-world fixation mapping&lt;br /&gt;
* &#039;&#039;&#039;Calibration Transfer&#039;&#039;&#039;: VR calibration works in AR&lt;br /&gt;
&lt;br /&gt;
===Ultraleap Gemini Hand Tracking===&lt;br /&gt;
Optimized for mixed reality:&lt;br /&gt;
* &#039;&#039;&#039;Wider Tracking Volume&#039;&#039;&#039;: 160° × 160° coverage&lt;br /&gt;
* &#039;&#039;&#039;Better Occlusion&#039;&#039;&#039;: Handles real object interference&lt;br /&gt;
* &#039;&#039;&#039;Lower Latency&#039;&#039;&#039;: 15ms hand detection&lt;br /&gt;
* &#039;&#039;&#039;Gesture Library&#039;&#039;&#039;: Pre-built XR interactions&lt;br /&gt;
&lt;br /&gt;
===Inside-Out Tracking (Beta)===&lt;br /&gt;
Experimental markerless tracking:&lt;br /&gt;
* &#039;&#039;&#039;4 Tracking Cameras&#039;&#039;&#039;: Separate from passthrough cameras&lt;br /&gt;
* &#039;&#039;&#039;SLAM Algorithm&#039;&#039;&#039;: Simultaneous localization and mapping&lt;br /&gt;
* &#039;&#039;&#039;Hybrid Mode&#039;&#039;&#039;: Combine with base stations&lt;br /&gt;
* &#039;&#039;&#039;Persistent Mapping&#039;&#039;&#039;: Remember room layouts&lt;br /&gt;
&lt;br /&gt;
==Variants and Configurations==&lt;br /&gt;
&lt;br /&gt;
===XR-3 Standard Edition===&lt;br /&gt;
* Full mixed reality capabilities&lt;br /&gt;
* 12MP passthrough cameras&lt;br /&gt;
* LiDAR depth sensing&lt;br /&gt;
* $5,495 + $1,495/year&lt;br /&gt;
&lt;br /&gt;
===XR-3 Focal Edition===&lt;br /&gt;
* All standard features plus:&lt;br /&gt;
* Varifocal camera system&lt;br /&gt;
* Gaze-directed autofocus&lt;br /&gt;
* Research-grade eye tracking data&lt;br /&gt;
* Custom pricing&lt;br /&gt;
&lt;br /&gt;
===XR-3 Secure Edition===&lt;br /&gt;
* [[TAA]]/[[BAA]] compliant&lt;br /&gt;
* Offline operation mode&lt;br /&gt;
* Secure boot process&lt;br /&gt;
* Government/defense only&lt;br /&gt;
&lt;br /&gt;
==Market Reception==&lt;br /&gt;
&lt;br /&gt;
===Critical Response===&lt;br /&gt;
Professional reviews highlighted breakthrough features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;:&lt;br /&gt;
* Best-in-class passthrough quality&lt;br /&gt;
* LiDAR depth unprecedented in VR/AR&lt;br /&gt;
* Seamless VR/AR transitions&lt;br /&gt;
* 115° FOV matched VR mode&lt;br /&gt;
* Lighter than expected (594g)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
* High system requirements&lt;br /&gt;
* Expensive subscription model&lt;br /&gt;
* Limited passthrough FOV vs human vision&lt;br /&gt;
* Tethered operation only&lt;br /&gt;
&lt;br /&gt;
===Industry Impact===&lt;br /&gt;
The XR-3 influenced mixed reality development:&lt;br /&gt;
* Established LiDAR as essential for professional AR&lt;br /&gt;
* Proved high-resolution passthrough feasible&lt;br /&gt;
* Accelerated enterprise XR adoption&lt;br /&gt;
* Set new benchmark for AR/VR switching&lt;br /&gt;
&lt;br /&gt;
==Technical Innovations==&lt;br /&gt;
&lt;br /&gt;
===Photorealistic Passthrough Pipeline===&lt;br /&gt;
* &#039;&#039;&#039;ISP Integration&#039;&#039;&#039;: Custom image signal processor&lt;br /&gt;
* &#039;&#039;&#039;Temporal Filtering&#039;&#039;&#039;: Reduced video noise&lt;br /&gt;
* &#039;&#039;&#039;Chromatic Correction&#039;&#039;&#039;: Lens aberration compensation&lt;br /&gt;
* &#039;&#039;&#039;Dynamic Range&#039;&#039;&#039;: 12-stop exposure latitude&lt;br /&gt;
&lt;br /&gt;
===Real-Time Depth Processing===&lt;br /&gt;
* &#039;&#039;&#039;GPU Acceleration&#039;&#039;&#039;: CUDA-optimized depth maps&lt;br /&gt;
* &#039;&#039;&#039;Sensor Fusion&#039;&#039;&#039;: Combine LiDAR with stereo depth&lt;br /&gt;
* &#039;&#039;&#039;Predictive Filling&#039;&#039;&#039;: Interpolate occluded areas&lt;br /&gt;
* &#039;&#039;&#039;Edge Detection&#039;&#039;&#039;: Sub-pixel boundary accuracy&lt;br /&gt;
&lt;br /&gt;
==Manufacturing and Quality==&lt;br /&gt;
* &#039;&#039;&#039;Helsinki Production&#039;&#039;&#039;: In-house manufacturing&lt;br /&gt;
* &#039;&#039;&#039;Sensor Calibration&#039;&#039;&#039;: Individual unit optimization&lt;br /&gt;
* &#039;&#039;&#039;Burn-In Testing&#039;&#039;&#039;: 48-hour stress tests&lt;br /&gt;
* &#039;&#039;&#039;Quality Metrics&#039;&#039;&#039;: &amp;lt;2% RMA rate reported&lt;br /&gt;
&lt;br /&gt;
==Legacy and Future==&lt;br /&gt;
The XR-3 established Varjo&#039;s leadership in professional mixed reality:&lt;br /&gt;
* First production headset with LiDAR depth sensing&lt;br /&gt;
* Achieved &amp;quot;good enough&amp;quot; passthrough for professional use&lt;br /&gt;
* Validated mixed reality for enterprise workflows&lt;br /&gt;
* Influenced competitors toward higher-quality passthrough&lt;br /&gt;
&lt;br /&gt;
The XR-3&#039;s success directly led to:&lt;br /&gt;
* [[Varjo XR-4]] development with improved cameras&lt;br /&gt;
* Industry shift toward depth-sensing AR&lt;br /&gt;
* Increased enterprise XR investment&lt;br /&gt;
* New mixed reality use cases&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Mixed reality]]&lt;br /&gt;
* [[Varjo|Varjo Technologies]]&lt;br /&gt;
* [[Varjo VR-3]]&lt;br /&gt;
* [[Varjo XR-4]]&lt;br /&gt;
* [[LiDAR]]&lt;br /&gt;
* [[Video pass-through]]&lt;br /&gt;
* [[Depth sensing]]&lt;br /&gt;
* [[TAA compliance]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/press-release/varjo-launches-xr-3-and-vr-3-headsets-to-bring-the-next-generation-of-immersive-technology-to-every-workplace/|title=Varjo Launches XR-3 and VR-3 Headsets to Bring the Next Generation of Immersive Technology to Every Workplace|publisher=Varjo|date=December 1, 2020|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/varjo-xr-3-vr-3-announcement-specs-release-date-price/|title=Varjo Announces XR-3 and VR-3 Headsets – Specs, Price, Release Date|publisher=Road to VR|date=December 1, 2020|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-xr3-product&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/products/varjo-xr-3/|title=Varjo XR-3 - The industry&#039;s highest resolution mixed reality headset|publisher=Varjo|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-focal&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/products/varjo-xr-3-focal-edition/|title=Mixed Reality Training - Varjo XR-3 Focal Edition|publisher=Varjo|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;auganix&amp;quot;&amp;gt;{{cite web|url=https://www.auganix.org/varjo-launches-its-next-generation-xr-3-and-vr-3-headsets-for-businesses-and-enterprise/|title=Varjo launches its next generation XR-3 and VR-3 headsets for businesses and enterprise|publisher=Auganix|date=December 2020|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;symetri&amp;quot;&amp;gt;{{cite web|url=https://www.symetri.co.uk/news-events/news/press-release-varjo-launch-xr-3-headsets/|title=Press Release: Varjo Launch XR-3 Headsets|publisher=Symetri|date=December 2020|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:Mixed Reality Devices]]&lt;br /&gt;
[[Category:VR Headsets]]&lt;br /&gt;
[[Category:MR Headsets]]&lt;br /&gt;
[[Category:Virtual Reality Headsets]]&lt;br /&gt;
[[Category:Mixed Reality Headsets]]&lt;br /&gt;
[[Category:Products introduced in 2020]]&lt;br /&gt;
[[Category:Finnish brands]]&lt;br /&gt;
[[Category:Head-mounted displays]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Varjo_VR-3&amp;diff=37368</id>
		<title>Varjo VR-3</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Varjo_VR-3&amp;diff=37368"/>
		<updated>2026-01-07T22:28:55Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37320 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:Varjo vr-31.png|350px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[SteamVR]], [[OpenXR]]&lt;br /&gt;
|Creator = &lt;br /&gt;
|Developer = [[Varjo]]&lt;br /&gt;
|Manufacturer = [[Varjo]]&lt;br /&gt;
|Announcement Date = December 1, 2020&lt;br /&gt;
|Release Date = December 2020&lt;br /&gt;
|Price = $3,195 + $795/year subscription&lt;br /&gt;
|Website = https://varjo.com&lt;br /&gt;
|Versions = VR-3&lt;br /&gt;
|Requires = High-end PC&lt;br /&gt;
|Predecessor = [[Varjo VR-2]]&lt;br /&gt;
|Successor = [[Varjo Aero]]&lt;br /&gt;
|Operating System = Windows 10/11 (64-bit)&lt;br /&gt;
|Chipset = &lt;br /&gt;
|CPU = &lt;br /&gt;
|GPU = &lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = &lt;br /&gt;
|Memory = &lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = uOLED (focus) + LCD (peripheral)&lt;br /&gt;
|Subpixel Layout = RGB&lt;br /&gt;
|Peak Brightness = 150 nits&lt;br /&gt;
|Resolution = Focus: 1920×1920 per eye, Context: 2880×2720 per eye&lt;br /&gt;
|Refresh Rate = 90 Hz&lt;br /&gt;
|Pixel Density = 70+ PPD (focus), 30+ PPD (periphery)&lt;br /&gt;
|Persistence = Low persistence&lt;br /&gt;
|Precision = Sub-pixel precision&lt;br /&gt;
|Field of View = 115°&lt;br /&gt;
|Horizontal FoV = 115°&lt;br /&gt;
|Vertical FoV = N/A&lt;br /&gt;
|Visible FoV = 115°&lt;br /&gt;
|Rendered FoV = 115°&lt;br /&gt;
|Binocular Overlap = less than 85%&lt;br /&gt;
|Average Pixel Density = &lt;br /&gt;
|Peak Pixel Density = 70+ PPD&lt;br /&gt;
|Foveated Rendering = Yes (dynamic)&lt;br /&gt;
|Optics = Aspheric lenses&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 58-73mm (automatic adjustment)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = No&lt;br /&gt;
|Tracking = SteamVR 2.0, Inside-out (beta)&lt;br /&gt;
|Tracking Frequency = 1000 Hz&lt;br /&gt;
|Base Stations = Optional (inside-out beta available)&lt;br /&gt;
|Eye Tracking = Yes (200Hz)&lt;br /&gt;
|Face Tracking = &lt;br /&gt;
|Hand Tracking = Yes (Ultraleap)&lt;br /&gt;
|Body Tracking = &lt;br /&gt;
|Rotational Tracking = 6DOF&lt;br /&gt;
|Positional Tracking = 6DOF&lt;br /&gt;
|Update Rate = 1000 Hz&lt;br /&gt;
|Tracking Volume = Up to 10m × 10m&lt;br /&gt;
|Play Space = Room-scale&lt;br /&gt;
|Latency = less than 20ms&lt;br /&gt;
|Audio = Off-ear speakers (37mm drivers)&lt;br /&gt;
|Microphone = Yes&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = No&lt;br /&gt;
|Connectivity = DisplayPort 1.4, USB-C 3.0&lt;br /&gt;
|Ports = 1× DisplayPort 1.4, 1× USB-C 3.0&lt;br /&gt;
|Wired Video = DisplayPort 1.4&lt;br /&gt;
|Wireless Video = &lt;br /&gt;
|WiFi = &lt;br /&gt;
|Bluetooth = &lt;br /&gt;
|Power = External power adapter&lt;br /&gt;
|Battery Capacity = &lt;br /&gt;
|Battery Life = &lt;br /&gt;
|Charge Time = &lt;br /&gt;
|Dimensions = &lt;br /&gt;
|Weight = 558g (headset only), 738g (with headband)&lt;br /&gt;
|Material = Magnesium alloy, plastic&lt;br /&gt;
|Headstrap = 3-point precision fit headband&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = Black&lt;br /&gt;
|Sensors = 200Hz eye tracking, IMU&lt;br /&gt;
|Input = Compatible with SteamVR controllers&lt;br /&gt;
|Compliance = CE, FCC&lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = 5 meters&lt;br /&gt;
}}&lt;br /&gt;
The [[Varjo VR-3]] is a professional [[PC-Powered VR|PC-powered]] [[virtual reality]] [[head-mounted display]] announced on December 1, 2020, by [[Varjo|Varjo Technologies]]. Representing the third generation of Varjo&#039;s professional VR headsets, the VR-3 introduced significant improvements including a 115° field of view, 40% weight reduction, and resolution exceeding 70 pixels per degree in the focus area.&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The VR-3 was developed in response to customer feedback regarding the weight and limited field of view of previous Varjo headsets. Announced alongside the [[Varjo XR-3]] mixed reality headset, the VR-3 represented a complete redesign of Varjo&#039;s hardware platform while maintaining the company&#039;s focus on visual fidelity.&amp;lt;ref name=&amp;quot;roadtovr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Key improvements addressed the three main criticisms of earlier models:&lt;br /&gt;
* Weight reduced by 40% through new materials and design&lt;br /&gt;
* Field of view expanded by 33% to 115°&lt;br /&gt;
* Price reduced by nearly 50% from the original VR-1&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
===Next-Generation Bionic Display===&lt;br /&gt;
The VR-3 evolved the Bionic Display concept with new display technologies:&lt;br /&gt;
* &#039;&#039;&#039;Focus Display&#039;&#039;&#039;: 1920×1920 micro-OLED ([[uOLED]]) per eye&lt;br /&gt;
* &#039;&#039;&#039;Context Display&#039;&#039;&#039;: 2880×2720 [[LCD]] per eye&lt;br /&gt;
* &#039;&#039;&#039;Combined Resolution&#039;&#039;&#039;: Over 70 PPD center, 30+ PPD periphery&lt;br /&gt;
* &#039;&#039;&#039;Refresh Rate&#039;&#039;&#039;: 90 Hz across both displays&lt;br /&gt;
&lt;br /&gt;
===Optical Improvements===&lt;br /&gt;
* &#039;&#039;&#039;Aspheric Lenses&#039;&#039;&#039;: Custom-designed for edge-to-edge clarity&lt;br /&gt;
* &#039;&#039;&#039;Expanded Sweet Spot&#039;&#039;&#039;: Larger area of optimal focus&lt;br /&gt;
* &#039;&#039;&#039;Reduced Chromatic Aberration&#039;&#039;&#039;: Improved color fringing correction&lt;br /&gt;
* &#039;&#039;&#039;Better Peripheral Clarity&#039;&#039;&#039;: 30+ PPD maintained across wider area&lt;br /&gt;
&lt;br /&gt;
===Display Quality===&lt;br /&gt;
* &#039;&#039;&#039;Color Accuracy&#039;&#039;&#039;: 99% sRGB, 93% Adobe RGB&lt;br /&gt;
* &#039;&#039;&#039;Brightness&#039;&#039;&#039;: 150 nits peak&lt;br /&gt;
* &#039;&#039;&#039;Contrast Ratio&#039;&#039;&#039;: 1,000,000:1 (uOLED focus display)&lt;br /&gt;
* &#039;&#039;&#039;Response Time&#039;&#039;&#039;: 0.1ms (uOLED)&lt;br /&gt;
&lt;br /&gt;
==Ergonomic Revolution==&lt;br /&gt;
&lt;br /&gt;
===Weight Reduction===&lt;br /&gt;
The VR-3 achieved a 40% weight reduction through:&lt;br /&gt;
* &#039;&#039;&#039;Magnesium Alloy Frame&#039;&#039;&#039;: Lighter than aluminum while maintaining strength&lt;br /&gt;
* &#039;&#039;&#039;Optimized Component Layout&#039;&#039;&#039;: Better weight distribution&lt;br /&gt;
* &#039;&#039;&#039;Smaller Power Components&#039;&#039;&#039;: More efficient display drivers&lt;br /&gt;
* &#039;&#039;&#039;Refined Optics&#039;&#039;&#039;: Lighter lens assemblies&lt;br /&gt;
&lt;br /&gt;
Final weight specifications:&lt;br /&gt;
* &#039;&#039;&#039;Headset Only&#039;&#039;&#039;: 558g (vs 905g for VR-1/VR-2)&lt;br /&gt;
* &#039;&#039;&#039;With Headband&#039;&#039;&#039;: 738g&lt;br /&gt;
* &#039;&#039;&#039;With Full Assembly&#039;&#039;&#039;: ~800g including cables&lt;br /&gt;
&lt;br /&gt;
===3-Point Precision Fit Headband===&lt;br /&gt;
New ergonomic headband design:&lt;br /&gt;
* &#039;&#039;&#039;Active Cooling&#039;&#039;&#039;: Integrated ventilation channels&lt;br /&gt;
* &#039;&#039;&#039;Quick Release&#039;&#039;&#039;: Tool-free adjustment system&lt;br /&gt;
* &#039;&#039;&#039;Weight Distribution&#039;&#039;&#039;: Balanced front-to-back ratio&lt;br /&gt;
* &#039;&#039;&#039;Multiple Sizes&#039;&#039;&#039;: Accommodates wider range of head shapes&lt;br /&gt;
&lt;br /&gt;
==Advanced Features==&lt;br /&gt;
&lt;br /&gt;
===200Hz Eye Tracking===&lt;br /&gt;
Upgraded from previous generation:&lt;br /&gt;
* &#039;&#039;&#039;Sampling Rate&#039;&#039;&#039;: 200Hz (doubled from VR-1/VR-2)&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039;: &amp;lt;1° visual angle&lt;br /&gt;
* &#039;&#039;&#039;Calibration&#039;&#039;&#039;: 5-point automatic calibration&lt;br /&gt;
* &#039;&#039;&#039;Pupil Size Tracking&#039;&#039;&#039;: Research-grade biometrics&lt;br /&gt;
&lt;br /&gt;
===Automatic IPD Adjustment===&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039;: 58-73mm (expanded from 58-72mm)&lt;br /&gt;
* &#039;&#039;&#039;Motor-Driven&#039;&#039;&#039;: Automatic adjustment based on eye tracking&lt;br /&gt;
* &#039;&#039;&#039;User Profiles&#039;&#039;&#039;: Save settings for multiple users&lt;br /&gt;
* &#039;&#039;&#039;Precision&#039;&#039;&#039;: 0.5mm adjustment accuracy&lt;br /&gt;
&lt;br /&gt;
===Inside-Out Tracking (Beta)===&lt;br /&gt;
The VR-3 introduced experimental inside-out tracking:&lt;br /&gt;
* &#039;&#039;&#039;4 Cameras&#039;&#039;&#039;: Wide-angle tracking cameras&lt;br /&gt;
* &#039;&#039;&#039;Computer Vision&#039;&#039;&#039;: [[SLAM]] algorithm implementation&lt;br /&gt;
* &#039;&#039;&#039;Hybrid Mode&#039;&#039;&#039;: Can combine with SteamVR base stations&lt;br /&gt;
* &#039;&#039;&#039;Coverage&#039;&#039;&#039;: 270° horizontal tracking volume&lt;br /&gt;
&lt;br /&gt;
==Software and Compatibility==&lt;br /&gt;
&lt;br /&gt;
===Expanded Ecosystem===&lt;br /&gt;
* &#039;&#039;&#039;Native [[OpenXR]] Support&#039;&#039;&#039;: Industry-standard API&lt;br /&gt;
* &#039;&#039;&#039;[[Unity (game engine)|Unity]] XR Plugin&#039;&#039;&#039;: Official integration&lt;br /&gt;
* &#039;&#039;&#039;[[Unreal Engine]] 4.26+&#039;&#039;&#039;: Native VR template support&lt;br /&gt;
* &#039;&#039;&#039;[[NVIDIA Omniverse]]&#039;&#039;&#039;: RTX-accelerated visualization&lt;br /&gt;
&lt;br /&gt;
===Professional Software===&lt;br /&gt;
* &#039;&#039;&#039;[[Autodesk VRED]]&#039;&#039;&#039;: Automotive design visualization&lt;br /&gt;
* &#039;&#039;&#039;[[Siemens NX]]&#039;&#039;&#039;: CAD model review&lt;br /&gt;
* &#039;&#039;&#039;[[Dassault Systèmes]] 3DEXPERIENCE&#039;&#039;&#039;: PLM integration&lt;br /&gt;
* &#039;&#039;&#039;[[Lockheed Martin]] Prepar3D&#039;&#039;&#039;: Flight simulation&lt;br /&gt;
&lt;br /&gt;
===Varjo Reality Cloud===&lt;br /&gt;
New cloud-based services:&lt;br /&gt;
* &#039;&#039;&#039;Remote Rendering&#039;&#039;&#039;: Stream VR content from cloud&lt;br /&gt;
* &#039;&#039;&#039;Collaborative Sessions&#039;&#039;&#039;: Multi-user design reviews&lt;br /&gt;
* &#039;&#039;&#039;Asset Management&#039;&#039;&#039;: Cloud storage for 3D models&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
* &#039;&#039;&#039;Operating System&#039;&#039;&#039;: [[Windows 10]]/11 Pro 64-bit&lt;br /&gt;
* &#039;&#039;&#039;Processor&#039;&#039;&#039;: [[Intel Core i7]]-9700K or [[AMD Ryzen 7]] 3700X minimum&lt;br /&gt;
* &#039;&#039;&#039;Graphics&#039;&#039;&#039;: [[NVIDIA RTX 2080]] or [[Quadro RTX 5000]] minimum&lt;br /&gt;
* &#039;&#039;&#039;Memory&#039;&#039;&#039;: 32 GB RAM&lt;br /&gt;
* &#039;&#039;&#039;Ports&#039;&#039;&#039;: DisplayPort 1.4, USB-C 3.0&lt;br /&gt;
&lt;br /&gt;
==Industry Applications==&lt;br /&gt;
&lt;br /&gt;
===Automotive Design===&lt;br /&gt;
Expanded adoption by major manufacturers:&lt;br /&gt;
* &#039;&#039;&#039;[[Mercedes-Benz]]&#039;&#039;&#039;: Interior design validation&lt;br /&gt;
* &#039;&#039;&#039;[[Rivian]]&#039;&#039;&#039;: Electric vehicle development&lt;br /&gt;
* &#039;&#039;&#039;[[Continental AG]]&#039;&#039;&#039;: HMI development&lt;br /&gt;
* &#039;&#039;&#039;[[Kia Motors]]&#039;&#039;&#039;: Global design centers&lt;br /&gt;
&lt;br /&gt;
===Healthcare and Medical===&lt;br /&gt;
* &#039;&#039;&#039;[[Johns Hopkins Medicine]]&#039;&#039;&#039;: Surgical planning&lt;br /&gt;
* &#039;&#039;&#039;[[Mayo Clinic]]&#039;&#039;&#039;: Medical education&lt;br /&gt;
* &#039;&#039;&#039;Fundamental VR&#039;&#039;&#039;: Haptic surgery training&lt;br /&gt;
* &#039;&#039;&#039;Medical Realities&#039;&#039;&#039;: Remote surgical assistance&lt;br /&gt;
&lt;br /&gt;
===Defense and Aerospace===&lt;br /&gt;
* &#039;&#039;&#039;[[BAE Systems]]&#039;&#039;&#039;: Aircraft maintenance training&lt;br /&gt;
* &#039;&#039;&#039;[[Saab Group]]&#039;&#039;&#039;: Combat vehicle simulation&lt;br /&gt;
* &#039;&#039;&#039;[[Boeing]]&#039;&#039;&#039;: Astronaut training systems&lt;br /&gt;
* &#039;&#039;&#039;Various Defense Contractors&#039;&#039;&#039;: Classified applications&lt;br /&gt;
&lt;br /&gt;
==Market Performance==&lt;br /&gt;
&lt;br /&gt;
===Pricing Strategy===&lt;br /&gt;
* &#039;&#039;&#039;Hardware&#039;&#039;&#039;: $3,195 (49% reduction from VR-1)&lt;br /&gt;
* &#039;&#039;&#039;Annual License&#039;&#039;&#039;: $795 (20% reduction)&lt;br /&gt;
* &#039;&#039;&#039;Academic Discount&#039;&#039;&#039;: 40% off for qualified institutions&lt;br /&gt;
* &#039;&#039;&#039;Volume Licensing&#039;&#039;&#039;: Custom pricing for 10+ units&lt;br /&gt;
&lt;br /&gt;
===Reception===&lt;br /&gt;
Professional reviews praised the improvements:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;:&lt;br /&gt;
* Dramatic weight reduction improved comfort&lt;br /&gt;
* 115° FOV eliminated &amp;quot;tunnel vision&amp;quot; feeling&lt;br /&gt;
* 70+ PPD exceeded previous &amp;quot;retina&amp;quot; resolution&lt;br /&gt;
* Inside-out tracking preview showed future direction&lt;br /&gt;
* Competitive pricing expanded market reach&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
* Still required high-end PC&lt;br /&gt;
* Subscription model remained controversial&lt;br /&gt;
* Inside-out tracking still in beta&lt;br /&gt;
* No wireless option&lt;br /&gt;
&lt;br /&gt;
==Technical Innovations==&lt;br /&gt;
&lt;br /&gt;
===Ultraleap Gemini Integration===&lt;br /&gt;
Enhanced hand tracking capabilities:&lt;br /&gt;
* &#039;&#039;&#039;Wider FOV&#039;&#039;&#039;: 160° × 160° tracking volume&lt;br /&gt;
* &#039;&#039;&#039;Better Occlusion Handling&#039;&#039;&#039;: Improved hand overlap detection&lt;br /&gt;
* &#039;&#039;&#039;Lower Latency&#039;&#039;&#039;: &amp;lt;20ms motion-to-photon&lt;br /&gt;
* &#039;&#039;&#039;Two-Handed Interactions&#039;&#039;&#039;: Complex gesture support&lt;br /&gt;
&lt;br /&gt;
===Foveated Transport Protocol===&lt;br /&gt;
New rendering optimization:&lt;br /&gt;
* &#039;&#039;&#039;Dynamic Resolution&#039;&#039;&#039;: GPU load reduction up to 50%&lt;br /&gt;
* &#039;&#039;&#039;Network Optimization&#039;&#039;&#039;: For future wireless applications&lt;br /&gt;
* &#039;&#039;&#039;Multi-GPU Support&#039;&#039;&#039;: Distributed rendering capability&lt;br /&gt;
&lt;br /&gt;
==Manufacturing Excellence==&lt;br /&gt;
Production moved in-house to Varjo&#039;s Helsinki facility:&lt;br /&gt;
* &#039;&#039;&#039;Quality Control&#039;&#039;&#039;: 100% unit testing&lt;br /&gt;
* &#039;&#039;&#039;Shorter Lead Times&#039;&#039;&#039;: 2-week delivery standard&lt;br /&gt;
* &#039;&#039;&#039;Customization Options&#039;&#039;&#039;: OEM branding available&lt;br /&gt;
* &#039;&#039;&#039;Sustainability&#039;&#039;&#039;: 95% recyclable materials&lt;br /&gt;
&lt;br /&gt;
==Legacy and Impact==&lt;br /&gt;
The VR-3 established new benchmarks for professional VR:&lt;br /&gt;
* First headset exceeding 70 PPD resolution&lt;br /&gt;
* Proved high-resolution VR possible at lower weight&lt;br /&gt;
* Inside-out tracking preview influenced industry direction&lt;br /&gt;
* Price point enabled broader enterprise adoption&lt;br /&gt;
&lt;br /&gt;
The VR-3&#039;s success led to:&lt;br /&gt;
* Increased competition in professional VR market&lt;br /&gt;
* Industry shift toward lighter, wider FOV designs&lt;br /&gt;
* Greater emphasis on ergonomics in enterprise hardware&lt;br /&gt;
* Acceleration of inside-out tracking development&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Virtual reality headset]]&lt;br /&gt;
* [[Varjo|Varjo Technologies]]&lt;br /&gt;
* [[Varjo VR-2]]&lt;br /&gt;
* [[Varjo XR-3]]&lt;br /&gt;
* [[Varjo Aero]]&lt;br /&gt;
* [[Foveated rendering]]&lt;br /&gt;
* [[Inside-out tracking]]&lt;br /&gt;
* [[OpenXR]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/press-release/varjo-launches-xr-3-and-vr-3-headsets-to-bring-the-next-generation-of-immersive-technology-to-every-workplace/|title=Varjo Launches XR-3 and VR-3 Headsets to Bring the Next Generation of Immersive Technology to Every Workplace|publisher=Varjo|date=December 1, 2020|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/varjo-xr-3-vr-3-announcement-specs-release-date-price/|title=Varjo Announces XR-3 and VR-3 Headsets – Specs, Price, Release Date|publisher=Road to VR|date=December 1, 2020|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:VR Headsets]]&lt;br /&gt;
[[Category:Virtual Reality Headsets]]&lt;br /&gt;
[[Category:Products introduced in 2020]]&lt;br /&gt;
[[Category:Finnish brands]]&lt;br /&gt;
[[Category:Head-mounted displays]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Varjo_Aero&amp;diff=37367</id>
		<title>Varjo Aero</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Varjo_Aero&amp;diff=37367"/>
		<updated>2026-01-07T22:28:46Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37319 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:Varjo xr-41.png|350px]]&lt;br /&gt;
|VR/AR = [[Mixed Reality]], [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[SteamVR]], [[OpenXR]]&lt;br /&gt;
|Creator =&lt;br /&gt;
|Developer = [[Varjo]]&lt;br /&gt;
|Manufacturer = [[Varjo]]&lt;br /&gt;
|Announcement Date = November 27, 2023&lt;br /&gt;
|Release Date = November 2023&lt;br /&gt;
|Price = $3,990 (XR-4 Standard Edition, no subscription)&lt;br /&gt;
|Website = https://varjo.com&lt;br /&gt;
|Versions = XR-4, XR-4 Focal Edition, XR-4 Secure Edition&lt;br /&gt;
|Requires = High-end PC&lt;br /&gt;
|Predecessor = [[Varjo XR-3]]&lt;br /&gt;
|Successor = ?????&lt;br /&gt;
|Operating System = Windows 10/11 (64-bit)&lt;br /&gt;
|Chipset =&lt;br /&gt;
|CPU =&lt;br /&gt;
|GPU =&lt;br /&gt;
|HPU =&lt;br /&gt;
|Storage =&lt;br /&gt;
|Memory =&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = Mini-LED&lt;br /&gt;
|Subpixel Layout = RGB&lt;br /&gt;
|Peak Brightness = 200 nits&lt;br /&gt;
|Resolution = 3840×3744 per eye&lt;br /&gt;
|Refresh Rate = 90 Hz (120 Hz experimental)&lt;br /&gt;
|Pixel Density = 51 PPD&lt;br /&gt;
|Persistence = Low persistence&lt;br /&gt;
|Precision = Sub-pixel precision&lt;br /&gt;
|Field of View = 120° × 105° (H×V)&lt;br /&gt;
|Horizontal FoV = 120°&lt;br /&gt;
|Vertical FoV = 105°&lt;br /&gt;
|Visible FoV = 120° × 105°&lt;br /&gt;
|Rendered FoV = 120° × 105°&lt;br /&gt;
|Binocular Overlap = 105°&lt;br /&gt;
|Average Pixel Density = 51 PPD&lt;br /&gt;
|Peak Pixel Density = 51 PPD&lt;br /&gt;
|Foveated Rendering = Yes (dynamic)&lt;br /&gt;
|Optics = Dual-element aspheric lenses&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 55-75mm (automatic adjustment)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Yes (20MP cameras + 300k LiDAR)&lt;br /&gt;
|Tracking = Inside-out (4 cameras)&lt;br /&gt;
|Tracking Frequency = 200 Hz&lt;br /&gt;
|Base Stations = Not required (optional support)&lt;br /&gt;
|Eye Tracking = Yes (200Hz)&lt;br /&gt;
|Face Tracking =&lt;br /&gt;
|Hand Tracking = Yes (integrated)&lt;br /&gt;
|Body Tracking =&lt;br /&gt;
|Rotational Tracking = 6DOF&lt;br /&gt;
|Positional Tracking = 6DOF&lt;br /&gt;
|Update Rate = 200 Hz&lt;br /&gt;
|Tracking Volume = 7m radius&lt;br /&gt;
|Play Space = Room-scale&lt;br /&gt;
|Latency = ~22ms (passthrough), less than 15ms (VR)&lt;br /&gt;
|Audio = DTS 3D spatial audio headphones&lt;br /&gt;
|Microphone = Dual noise-cancelling&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = 2× 20MP RGB, 1× 300k LiDAR sensor&lt;br /&gt;
|Connectivity = USB-C (Thunderbolt 4 compatible)&lt;br /&gt;
|Ports = 1× USB-C&lt;br /&gt;
|Wired Video = USB-C with DisplayPort Alt Mode&lt;br /&gt;
|Wireless Video =&lt;br /&gt;
|WiFi =&lt;br /&gt;
|Bluetooth =&lt;br /&gt;
|Power = USB-C Power Delivery&lt;br /&gt;
|Battery Capacity =&lt;br /&gt;
|Battery Life =&lt;br /&gt;
|Charge Time =&lt;br /&gt;
|Dimensions = 280mm × 140mm × 120mm&lt;br /&gt;
|Weight = 665g (headset only), 1021g (complete)&lt;br /&gt;
|Material = Carbon fiber composite, magnesium&lt;br /&gt;
|Headstrap = FlexFit ergonomic system&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = Black with carbon fiber accents&lt;br /&gt;
|Sensors = 200Hz eye tracking, 9-axis IMU, ambient light sensor&lt;br /&gt;
|Input = Hand tracking, SteamVR controllers&lt;br /&gt;
|Compliance = CE, FCC, IC, UKCA, TAA (Secure Edition)&lt;br /&gt;
|Size = Adjustable (S/M/L cushions)&lt;br /&gt;
|Cable Length = 5 meters (16.4 ft)&lt;br /&gt;
}}&lt;br /&gt;
The [[Varjo XR-4]] is a professional [[PC-Powered VR|PC-powered]] [[mixed reality]] and [[virtual reality]] [[head-mounted display]] announced on November 27, 2023, by [[Varjo|Varjo Technologies]].&amp;lt;ref name=&amp;quot;varjo-xr4-product&amp;quot; /&amp;gt; Representing the fourth generation of Varjo&#039;s mixed reality technology, the XR-4 series eliminated subscription requirements, introduced inside-out tracking as standard, and offered professional-grade specifications at a revised price point for its class.&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot; /&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
The XR-4 development began in 2022 following feedback from [[Varjo XR-3]] customers and success of the subscription-free [[Varjo Aero]]. Key development goals included democratizing professional mixed reality, aiming for high visual fidelity in both virtual and passthrough modes, and eliminating external tracking requirements.&amp;lt;ref name=&amp;quot;cnbc&amp;quot; /&amp;gt;&lt;br /&gt;
===Major Improvements over XR-3===&lt;br /&gt;
*51 PPD uniform resolution (vs dual-display system)&lt;br /&gt;
*20-megapixel [[passthrough cameras]] (vs 12MP)&lt;br /&gt;
*[[Inside-out tracking]] standard (vs external base stations)&lt;br /&gt;
*Significant price reduction for the standard model with no subscription&lt;br /&gt;
*Passthrough resolution of 33 PPD (Standard Edition) or 51 PPD (Focal Edition)&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
===Display Technology===&lt;br /&gt;
The XR-4 uses advanced Mini-LED panels:&lt;br /&gt;
*&#039;&#039;&#039;Resolution&#039;&#039;&#039;: 3840×3744 per eye (14.8 megapixels total)&lt;br /&gt;
*&#039;&#039;&#039;Pixel Density&#039;&#039;&#039;: 51 pixels per degree (uniform)&lt;br /&gt;
*&#039;&#039;&#039;Panel Type&#039;&#039;&#039;: Fast-switching Mini-LED with local dimming&lt;br /&gt;
*&#039;&#039;&#039;Brightness&#039;&#039;&#039;: 200 nits sustained&lt;br /&gt;
*&#039;&#039;&#039;Contrast&#039;&#039;&#039;: 10,000:1 with local dimming&lt;br /&gt;
*&#039;&#039;&#039;Color Gamut&#039;&#039;&#039;: 96% DCI-P3, 98% sRGB&lt;br /&gt;
&lt;br /&gt;
===Mixed Reality Cameras===&lt;br /&gt;
High-resolution passthrough system:&lt;br /&gt;
*&#039;&#039;&#039;RGB Cameras&#039;&#039;&#039;: Dual 20-megapixel global shutter sensors&lt;br /&gt;
*&#039;&#039;&#039;Passthrough Resolution&#039;&#039;&#039;: 33 PPD (XR-4 Standard Edition), 51 PPD (XR-4 Focal Edition, matching virtual content)&lt;br /&gt;
*&#039;&#039;&#039;Frame Rate&#039;&#039;&#039;: 90 fps with ~22ms latency&lt;br /&gt;
*&#039;&#039;&#039;Dynamic Range&#039;&#039;&#039;: 14 stops with HDR processing&lt;br /&gt;
*&#039;&#039;&#039;Low Light&#039;&#039;&#039;: ISO 25,600 equivalent sensitivity&lt;br /&gt;
&lt;br /&gt;
===LiDAR Depth System===&lt;br /&gt;
Enhanced from XR-3:&lt;br /&gt;
*&#039;&#039;&#039;Resolution&#039;&#039;&#039;: 300,000 points (300 kpix)&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: 0.2m to 7m (extended from 5m)&lt;br /&gt;
*&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: ±2mm at 1m distance&lt;br /&gt;
*&#039;&#039;&#039;Frame Rate&#039;&#039;&#039;: 30 fps depth updates (Note: some sources may vary)&lt;br /&gt;
*&#039;&#039;&#039;Coverage&#039;&#039;&#039;: 94° × 78° depth sensing FOV&lt;br /&gt;
&lt;br /&gt;
==Breakthrough Features==&lt;br /&gt;
===Gaze-Driven Autofocus (Focal Edition)===&lt;br /&gt;
World&#039;s first XR autofocus system:&amp;lt;ref name=&amp;quot;varjo-autofocus&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Technology&#039;&#039;&#039;: Liquid lens with 200Hz response&lt;br /&gt;
*&#039;&#039;&#039;Focus Range&#039;&#039;&#039;: 20cm to infinity&lt;br /&gt;
*&#039;&#039;&#039;Eye-Coupled&#039;&#039;&#039;: Focus follows gaze automatically&lt;br /&gt;
*&#039;&#039;&#039;Latency&#039;&#039;&#039;: &amp;lt;5ms focus adjustment&lt;br /&gt;
*&#039;&#039;&#039;Applications&#039;&#039;&#039;: Aims to solve vergence-accommodation conflict&lt;br /&gt;
&lt;br /&gt;
===[[Inside-Out Tracking]]===&lt;br /&gt;
Professional-grade markerless tracking:&lt;br /&gt;
*&#039;&#039;&#039;Cameras&#039;&#039;&#039;: 4× wide-angle tracking sensors&lt;br /&gt;
*&#039;&#039;&#039;Algorithm&#039;&#039;&#039;: Advanced SLAM with ML enhancement&lt;br /&gt;
*&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: Sub-millimeter precision&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: 7-meter radius tracking volume&lt;br /&gt;
*&#039;&#039;&#039;Persistence&#039;&#039;&#039;: Remembers room layout&lt;br /&gt;
&lt;br /&gt;
===Integrated Hand Tracking===&lt;br /&gt;
Built-in hand interaction:&lt;br /&gt;
*&#039;&#039;&#039;Technology&#039;&#039;&#039;: Computer vision with neural networks&lt;br /&gt;
*&#039;&#039;&#039;Fingers Tracked&#039;&#039;&#039;: All 10 fingers with 21 points each&lt;br /&gt;
*&#039;&#039;&#039;Latency&#039;&#039;&#039;: 11ms hand-to-photon&lt;br /&gt;
*&#039;&#039;&#039;Gestures&#039;&#039;&#039;: Library of standard XR interactions&lt;br /&gt;
*&#039;&#039;&#039;SDK&#039;&#039;&#039;: Direct hand data access for developers&lt;br /&gt;
&lt;br /&gt;
==Software Ecosystem==&lt;br /&gt;
===No Subscription Model===&lt;br /&gt;
Following Aero&#039;s success:&lt;br /&gt;
*&#039;&#039;&#039;One-Time Purchase&#039;&#039;&#039;: Starting at $3,990 for XR-4 Standard Edition&lt;br /&gt;
*&#039;&#039;&#039;All Features Included&#039;&#039;&#039;: No feature tiers within an edition&lt;br /&gt;
*&#039;&#039;&#039;Free Updates&#039;&#039;&#039;: Lifetime software support&lt;br /&gt;
*&#039;&#039;&#039;Professional Tools&#039;&#039;&#039;: Full SDK access&lt;br /&gt;
&lt;br /&gt;
===Varjo Controller Software===&lt;br /&gt;
New unified control system:&lt;br /&gt;
*&#039;&#039;&#039;Device Management&#039;&#039;&#039;: Configure all settings&lt;br /&gt;
*&#039;&#039;&#039;Performance Monitoring&#039;&#039;&#039;: Real-time diagnostics&lt;br /&gt;
*&#039;&#039;&#039;User Profiles&#039;&#039;&#039;: Save multiple configurations&lt;br /&gt;
*&#039;&#039;&#039;Cloud Sync&#039;&#039;&#039;: Settings backup and restore&lt;br /&gt;
&lt;br /&gt;
===Development Support===&lt;br /&gt;
*&#039;&#039;&#039;[[Unity]] Plugin&#039;&#039;&#039;: Native XR-4 features&lt;br /&gt;
*&#039;&#039;&#039;[[Unreal Engine]] 5&#039;&#039;&#039;: Full integration with Nanite/Lumen&lt;br /&gt;
*&#039;&#039;&#039;[[OpenXR]] Extensions&#039;&#039;&#039;: Varjo-specific features&lt;br /&gt;
*&#039;&#039;&#039;[[NVIDIA Omniverse]]&#039;&#039;&#039;: RTX rendering support&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===XR-4 Standard Edition===&lt;br /&gt;
Base professional model:&lt;br /&gt;
*All core features&lt;br /&gt;
*20MP passthrough (33 PPD)&lt;br /&gt;
*300k LiDAR&lt;br /&gt;
*$3,990&lt;br /&gt;
&lt;br /&gt;
===[[XR-4 Focal Edition]]===&lt;br /&gt;
With gaze-driven autofocus:&lt;br /&gt;
*All Standard features plus:&lt;br /&gt;
*Liquid lens autofocus system&lt;br /&gt;
*20MP passthrough (51 PPD)&lt;br /&gt;
*Enhanced eye tracking data&lt;br /&gt;
*$9,990&lt;br /&gt;
===[[XR-4 Secure Edition]]===&lt;br /&gt;
Government/Defense variant:&amp;lt;ref name=&amp;quot;varjo-secure&amp;quot; /&amp;gt;&lt;br /&gt;
*[[TAA]]/[[BAA]] compliant&lt;br /&gt;
*Secure boot process&lt;br /&gt;
*Offline operation mode&lt;br /&gt;
*Manufactured in secure facility&lt;br /&gt;
*ITAR-free for international use&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Minimum Specifications===&lt;br /&gt;
*&#039;&#039;&#039;OS&#039;&#039;&#039;: Windows 10 version 20H2 or Windows 11&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel Core i9-11900K or AMD Ryzen 9 5900X (or comparable)&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA GeForce RTX 4070, RTX 3080, RTX 2080 Ti, or NVIDIA RTX A5000 (or comparable AMD GPU)&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 32 GB DDR4-3200&lt;br /&gt;
*&#039;&#039;&#039;Storage&#039;&#039;&#039;: 1 TB NVMe SSD&lt;br /&gt;
*&#039;&#039;&#039;USB&#039;&#039;&#039;: Thunderbolt 4 or USB-C with DP Alt Mode&lt;br /&gt;
===Recommended Specifications===&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel Core i9-13900K or AMD Ryzen 9 7950X&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA RTX 4090 or RTX 6000 Ada&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 64 GB DDR5&lt;br /&gt;
*&#039;&#039;&#039;Storage&#039;&#039;&#039;: 2 TB NVMe Gen4 SSD&lt;br /&gt;
&lt;br /&gt;
==Industry Applications==&lt;br /&gt;
===Automotive Industry===&lt;br /&gt;
Enhanced design validation:&lt;br /&gt;
*&#039;&#039;&#039;[[BMW Group]]&#039;&#039;&#039;: Full vehicle design in MR&lt;br /&gt;
*&#039;&#039;&#039;[[Stellantis]]&#039;&#039;&#039;: Global design collaboration&lt;br /&gt;
*&#039;&#039;&#039;[[Rimac Automobili]]&#039;&#039;&#039;: Hypercar development&lt;br /&gt;
*&#039;&#039;&#039;[[Polestar]]&#039;&#039;&#039;: Sustainable material visualization&lt;br /&gt;
&lt;br /&gt;
Use cases:&lt;br /&gt;
*Design reviews with physical clay models&lt;br /&gt;
*Ergonomics testing with real drivers&lt;br /&gt;
*HMI development and testing&lt;br /&gt;
*Virtual showrooms with real products&lt;br /&gt;
===Healthcare and Medical===&lt;br /&gt;
*&#039;&#039;&#039;[[Cleveland Clinic]]&#039;&#039;&#039;: Surgical planning in MR&lt;br /&gt;
*&#039;&#039;&#039;[[Karolinska Institute]]&#039;&#039;&#039;: Medical education&lt;br /&gt;
*&#039;&#039;&#039;[[Brainlab]]&#039;&#039;&#039;: Image-guided surgery&lt;br /&gt;
*&#039;&#039;&#039;[[Siemens Healthineers]]&#039;&#039;&#039;: MRI/CT visualization&lt;br /&gt;
&lt;br /&gt;
Applications:&lt;br /&gt;
*Pre-operative planning with patient data&lt;br /&gt;
*Medical device training&lt;br /&gt;
*Anatomy education with cadavers&lt;br /&gt;
*Rehabilitation therapy&lt;br /&gt;
&lt;br /&gt;
===Architecture and Construction===&lt;br /&gt;
*&#039;&#039;&#039;[[Zaha Hadid Architects]]&#039;&#039;&#039;: Parametric design review&lt;br /&gt;
*&#039;&#039;&#039;[[AECOM]]&#039;&#039;&#039;: Infrastructure visualization&lt;br /&gt;
*&#039;&#039;&#039;[[Trimble]]&#039;&#039;&#039;: BIM integration&lt;br /&gt;
*&#039;&#039;&#039;[[Autodesk]]&#039;&#039;&#039;: Native Revit support&lt;br /&gt;
&lt;br /&gt;
===Defense and Aerospace===&lt;br /&gt;
*&#039;&#039;&#039;[[Lockheed Martin]]&#039;&#039;&#039;: F-35 maintenance&lt;br /&gt;
*&#039;&#039;&#039;[[Saab]]&#039;&#039;&#039;: Gripen pilot training&lt;br /&gt;
*&#039;&#039;&#039;[[BAE Systems]]&#039;&#039;&#039;: Ship design review&lt;br /&gt;
*&#039;&#039;&#039;Various contractors&#039;&#039;&#039;: Classified programs&lt;br /&gt;
&lt;br /&gt;
==Market Reception==&lt;br /&gt;
===Launch Impact===&lt;br /&gt;
The XR-4 announcement generated significant attention&amp;lt;ref name=&amp;quot;skarredghost&amp;quot; /&amp;gt;:&lt;br /&gt;
*&#039;&#039;&#039;Price Point&#039;&#039;&#039;: $3,990 for the standard edition was a notable reduction from the previous XR-3.&lt;br /&gt;
*&#039;&#039;&#039;No Subscription&#039;&#039;&#039;: Praised by enterprise customers.&lt;br /&gt;
*&#039;&#039;&#039;Feature Set&#039;&#039;&#039;: Considered comprehensive for its price in the professional market.&lt;br /&gt;
*&#039;&#039;&#039;Availability&#039;&#039;&#039;: Global launch in 40+ countries.&amp;lt;ref name=&amp;quot;auganix&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critical Response===&lt;br /&gt;
Professional reviews were generally positive, highlighting advancements:&lt;br /&gt;
*&#039;&#039;&#039;[[Road to VR]]&#039;&#039;&#039;: &amp;quot;The XR-4 redefines what&#039;s possible in mixed reality&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;[[UploadVR]]&#039;&#039;&#039;: &amp;quot;Professional MR at prosumer pricing&amp;quot; (Note: &amp;quot;prosumer pricing&amp;quot; is relative to the high-end professional market)&lt;br /&gt;
*&#039;&#039;&#039;[[VRFocus]]&#039;&#039;&#039;: &amp;quot;Inside-out tracking rivals base station precision&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Common Praise====&lt;br /&gt;
*Passthrough quality is a key focus, with Varjo aiming for experiences &amp;quot;indistinguishable from natural sight,&amp;quot; though user experiences may vary.&lt;br /&gt;
*Autofocus system (Focal Edition) &amp;quot;game-changing&amp;quot; for MR.&lt;br /&gt;
*Price/performance ratio considered strong for the professional segment.&lt;br /&gt;
*Ergonomics significantly improved.&lt;br /&gt;
&lt;br /&gt;
====Criticisms====&lt;br /&gt;
*High PC requirements remain.&lt;br /&gt;
*No wireless option at launch.&lt;br /&gt;
*Hand tracking, while improved, may occasionally lose precision.&lt;br /&gt;
*Passthrough quality, while high, may not always meet the &amp;quot;indistinguishable from reality&amp;quot; claim under all conditions, according to some hands-on reviews.&lt;br /&gt;
*Limited battery for future standalone use (if such a version were developed).&lt;br /&gt;
&lt;br /&gt;
==Technical Innovations==&lt;br /&gt;
===CloudXR Integration===&lt;br /&gt;
Streaming MR capabilities:&lt;br /&gt;
*&#039;&#039;&#039;NVIDIA CloudXR&#039;&#039;&#039;: RTX server rendering&lt;br /&gt;
*&#039;&#039;&#039;5G Support&#039;&#039;&#039;: Ultra-low latency streaming&lt;br /&gt;
*&#039;&#039;&#039;Edge Computing&#039;&#039;&#039;: Local cloud deployment&lt;br /&gt;
*&#039;&#039;&#039;Multi-User&#039;&#039;&#039;: Synchronized MR sessions&lt;br /&gt;
&lt;br /&gt;
===AI-Enhanced Processing===&lt;br /&gt;
Machine learning throughout:&lt;br /&gt;
*&#039;&#039;&#039;[[Passthrough]] Enhancement&#039;&#039;&#039;: AI upscaling and denoising&lt;br /&gt;
*&#039;&#039;&#039;[[Hand Tracking]]&#039;&#039;&#039;: Neural network gesture recognition&lt;br /&gt;
*&#039;&#039;&#039;[[Eye Tracking]]&#039;&#039;&#039;: Predictive gaze estimation&lt;br /&gt;
*&#039;&#039;&#039;[[SLAM]]&#039;&#039;&#039;: ML-assisted tracking robustness&lt;br /&gt;
&lt;br /&gt;
===Optics Engineering===&lt;br /&gt;
*&#039;&#039;&#039;Dual-Element Lenses&#039;&#039;&#039;: Reduced aberrations&lt;br /&gt;
*&#039;&#039;&#039;Coating Technology&#039;&#039;&#039;: 99.5% light transmission&lt;br /&gt;
*&#039;&#039;&#039;Edge-to-Edge Clarity&#039;&#039;&#039;: &amp;lt;2% distortion at edges&lt;br /&gt;
*&#039;&#039;&#039;Pancake Design&#039;&#039;&#039;: Considered but rejected for quality&lt;br /&gt;
&lt;br /&gt;
==Manufacturing Excellence==&lt;br /&gt;
===Helsinki Production===&lt;br /&gt;
In-house manufacturing advantages:&lt;br /&gt;
*&#039;&#039;&#039;Quality Control&#039;&#039;&#039;: 100% optical calibration&lt;br /&gt;
*&#039;&#039;&#039;Lead Time&#039;&#039;&#039;: 5-day average shipping&lt;br /&gt;
*&#039;&#039;&#039;Customization&#039;&#039;&#039;: OEM versions available&lt;br /&gt;
*&#039;&#039;&#039;Sustainability&#039;&#039;&#039;: Carbon neutral facility&lt;br /&gt;
&lt;br /&gt;
===Component Partners===&lt;br /&gt;
*&#039;&#039;&#039;Display Panels&#039;&#039;&#039;: BOE (custom Mini-LED)&lt;br /&gt;
*&#039;&#039;&#039;[[Camera]]s&#039;&#039;&#039;: Sony (IMX sensors)&lt;br /&gt;
*&#039;&#039;&#039;[[LiDAR]]&#039;&#039;&#039;: Proprietary Varjo design&lt;br /&gt;
*&#039;&#039;&#039;[[Lense]]s&#039;&#039;&#039;: ZEISS (coating technology)&lt;br /&gt;
&lt;br /&gt;
==Competitive Landscape==&lt;br /&gt;
===Versus Apple Vision Pro===&lt;br /&gt;
&#039;&#039;&#039;XR-4 Advantages&#039;&#039;&#039;: Higher virtual resolution, PC-powered performance for demanding applications, established professional ecosystem, potentially more robust tracking for certain professional use cases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vision Pro Advantages&#039;&#039;&#039;: Standalone operation, advanced consumer-facing OS and apps, highly integrated hand/eye tracking for its interface.&lt;br /&gt;
===Versus Meta Quest Pro/3===&lt;br /&gt;
&#039;&#039;&#039;XR-4 Advantages&#039;&#039;&#039;: Significantly higher resolution, professional-grade tools and support, superior passthrough fidelity (especially Focal Edition).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quest Advantages&#039;&#039;&#039;: Standalone, much lower price, larger consumer content library.&lt;br /&gt;
===Versus HTC Vive XR Elite===&lt;br /&gt;
&#039;&#039;&#039;XR-4 Advantages&#039;&#039;&#039;: Higher resolution, generally superior passthrough quality, more advanced eye tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vive Advantages&#039;&#039;&#039;: Standalone option, lower price point.&lt;br /&gt;
&lt;br /&gt;
==Future Roadmap==&lt;br /&gt;
While not officially announced, industry sources suggest:&lt;br /&gt;
*Standalone version in development&lt;br /&gt;
*Wireless adapter planned for 2025&lt;br /&gt;
*8K per eye displays in testing&lt;br /&gt;
*AI copilot for enterprise applications&lt;br /&gt;
&lt;br /&gt;
==Impact on Industry==&lt;br /&gt;
*The XR-4&#039;s launch influenced the mixed reality landscape:&lt;br /&gt;
*Set a new benchmark for professional MR features at its price point.&lt;br /&gt;
*Reinforced the demand for 50+ PPD for detailed professional use.&lt;br /&gt;
*Accelerated inside-out tracking adoption in the professional space.&lt;br /&gt;
*Validated the no-subscription model for enterprise hardware.&lt;br /&gt;
*Technologies popularized:&lt;br /&gt;
*Gaze-driven autofocus for XR (Focal Edition).&lt;br /&gt;
*20MP+ passthrough cameras.&lt;br /&gt;
*300k+ point LiDAR integration.&lt;br /&gt;
*Uniform high-PPD displays.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Mixed reality]]&lt;br /&gt;
*[[Varjo|Varjo Technologies]]&lt;br /&gt;
*[[Varjo XR-3]]&lt;br /&gt;
*[[Varjo Aero]]&lt;br /&gt;
*[[Apple Vision Pro]]&lt;br /&gt;
*[[LiDAR]]&lt;br /&gt;
*[[Inside-out tracking]]&lt;br /&gt;
*[[Foveated rendering]]&lt;br /&gt;
*[[TAA compliance]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-announcement&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/press-release/varjo-releases-new-xr-4-series-to-deliver-mixed-reality-experiences-indistinguishable-from-natural-sight/|title=Varjo Releases New XR-4 Series to Deliver Mixed Reality Experiences Indistinguishable from Natural Sight|publisher=Varjo|date=November 27, 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;cnbc&amp;quot;&amp;gt;{{cite web|url=https://www.cnbc.com/2023/11/27/finnish-startup-varjo-launches-3990-xr-4-mixed-reality-headset.html|title=Finnish startup Varjo launches $3,990 XR-4 mixed reality headset|publisher=CNBC|date=November 27, 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;skarredghost&amp;quot;&amp;gt;{{cite web|url=https://skarredghost.com/2023/11/27/varjo-xr-4-price-resolution/|title=Varjo announces XR-4 mixed reality headset with impressive resolution|publisher=The Ghost Howls|date=November 27, 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;auganix&amp;quot;&amp;gt;{{cite web|url=https://www.auganix.org/xr-news-varjo-announces-new-xr-4-series-of-headsets/|title=Varjo announces new XR-4 series headsets|publisher=Auganix|date=November 2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-xr4-product&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/products/xr-4/|title=Mixed Reality Headset for Professionals – Varjo XR-4 Series|publisher=Varjo|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-secure&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/products/xr-4-secure-edition/|title=Mixed reality headset with TAA certification – Varjo XR-4 Secure Edition|publisher=Varjo|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;varjo-autofocus&amp;quot;&amp;gt;{{cite web|url=https://varjo.com/vr-lab/xr-4-features-explained-worlds-first-gaze-driven-xr-autofocus-camera-system/|title=XR-4 Features Explained: World&#039;s First Gaze-Driven XR Autofocus Camera System|publisher=Varjo|date=2023|access-date=June 3, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:Mixed Reality Devices]]&lt;br /&gt;
[[Category:VR Headsets]]&lt;br /&gt;
[[Category:MR Headsets]]&lt;br /&gt;
[[Category:Virtual Reality Headsets]]&lt;br /&gt;
[[Category:Mixed Reality Headsets]]&lt;br /&gt;
[[Category:Products introduced in 2023]]&lt;br /&gt;
[[Category:Finnish brands]]&lt;br /&gt;
[[Category:Head-mounted displays]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Valve_Index&amp;diff=37366</id>
		<title>Valve Index</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Valve_Index&amp;diff=37366"/>
		<updated>2026-01-07T22:28:36Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37318 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:Valve index21.jpeg|350px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[SteamVR]]&lt;br /&gt;
|Creator = [[Valve]]&lt;br /&gt;
|Developer = [[Valve]]&lt;br /&gt;
|Manufacturer = [[Valve]]&lt;br /&gt;
|Announcement Date = April 30, 2019&lt;br /&gt;
|Release Date = June 28, 2019&lt;br /&gt;
|Price = $999 (Full Kit), $749 (Headset + Controllers), $499 (Headset only), $279 (Controllers only), $149 (Base Station only)&lt;br /&gt;
|Website = https://www.valvesoftware.com/en/index&lt;br /&gt;
|Versions = Valve Index (2019)&lt;br /&gt;
|Requires = Windows 10, SteamOS, or Linux; NVIDIA GeForce GTX 970 / AMD RX 480 or better&lt;br /&gt;
|Predecessor = [[HTC Vive]]&lt;br /&gt;
|Successor = &lt;br /&gt;
|Operating System = [[Windows 10]], [[SteamOS]], [[Linux]]&lt;br /&gt;
|Chipset = &lt;br /&gt;
|CPU = Dual Core with hyperthreading, or better&lt;br /&gt;
|GPU = NVIDIA GeForce GTX 970, AMD RX480, or better &lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = &lt;br /&gt;
|Memory = 8 GB+&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = Dual 1440×1600 RGB LCD panels&lt;br /&gt;
|Subpixel Layout = Full RGB&lt;br /&gt;
|Peak Brightness = &lt;br /&gt;
|Resolution = 2880×1600 (combined)&lt;br /&gt;
|Refresh Rate = 80/90/120/144Hz&lt;br /&gt;
|Pixel Density = &lt;br /&gt;
|Persistence = 0.330ms to 0.530ms (varies with refresh rate)&lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = ~130 degrees (diagonal)&lt;br /&gt;
|Horizontal FoV = ~108 degrees&lt;br /&gt;
|Peak Pixel Density = &lt;br /&gt;
|Foveated Rendering = No&lt;br /&gt;
|Optics = Double element, canted Fresnel lens design&lt;br /&gt;
|Ocularity = &lt;br /&gt;
|IPD Range = 58mm - 70mm (physical adjustment)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Stereo pass-through via front cameras&lt;br /&gt;
|Tracking = [[SteamVR Tracking]], (Lighthouse 2.0)&lt;br /&gt;
|Tracking Frequency = 100Hz laser sweep&lt;br /&gt;
|Base Stations = Up to 4 supported&lt;br /&gt;
|Eye Tracking = No&lt;br /&gt;
|Face Tracking = No&lt;br /&gt;
|Hand Tracking = Via controllers (finger tracking)&lt;br /&gt;
|Body Tracking = No (compatible with third-party trackers)&lt;br /&gt;
|Rotational Tracking = 6 DOF&lt;br /&gt;
|Positional Tracking = 6 DOF&lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = Up to 10m × 10m with 4 base stations&lt;br /&gt;
|Play Space = Up to 10m × 10m&lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = Built-in: 37.5mm off-ear Balanced Mode Radiators (BMR)&lt;br /&gt;
|Microphone = Dual Microphone Array&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = Stereo 960 × 960 pixel, global shutter, RGB (Bayer)&lt;br /&gt;
|Connectivity = USB 3.0, DisplayPort 1.2&lt;br /&gt;
|Ports = USB-C (expansion/accessory port)&lt;br /&gt;
|Wired Video = DisplayPort 1.2&lt;br /&gt;
|Wireless Video = No&lt;br /&gt;
|WiFi = No&lt;br /&gt;
|Bluetooth = No&lt;br /&gt;
|Power = 12V DC&lt;br /&gt;
|Battery Capacity = N/A (wired)&lt;br /&gt;
|Battery Life = N/A (wired)&lt;br /&gt;
|Charge Time = N/A (wired)&lt;br /&gt;
|Dimensions = &lt;br /&gt;
|Weight = 809g (1.78 lbs)&lt;br /&gt;
|Material = &lt;br /&gt;
|Headstrap = Adjustable rigid headstrap with rear adjustment dial&lt;br /&gt;
|Haptics = Via controllers&lt;br /&gt;
|Color = Black&lt;br /&gt;
|Sensors = Accelerometer, Gyroscope&lt;br /&gt;
|Input = Valve Index Controllers (included)&lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = 5m (16.4 ft)&lt;br /&gt;
}}&lt;br /&gt;
The [[Valve Index]] is an [[HMD]] offered by [[Valve Corporation]], the company behind the popular gaming platform [[Steam]]. Released in 2019, the Index represents Valve&#039;s entry into the high-end virtual reality hardware market with their own branded headset, building upon their previous collaboration with HTC on the [[HTC Vive]]. The full kit comes with a headset, two controllers, and two base stations. The headset requires a connection to a PC, and features high-resolution displays, innovative off-ear audio solution, and a wide field of view. The controllers, originally known as &amp;quot;Knuckles&amp;quot; during development, enable individual finger tracking through capacitive sensors and force detection. The base stations utilize the [[Lighthouse]] tracking system, an enhancement to the system previously used by the [[HTC Vive]].&amp;lt;ref name=&amp;quot;valve_website&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;https://www.theverge.com/2019/6/28/19102584/valve-index-steamvr-headset-review-shipping-today&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Valve Index is a high-end virtual reality system developed and manufactured entirely by [[Valve Corporation]]. It was designed with fidelity as a priority, focusing on delivering superior visual quality, comfort, and intuitive interaction. The system consists of three main components that can be purchased separately or as a complete kit: the headset, the controllers, and the base stations.&amp;lt;ref name=&amp;quot;valve_website&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Key Features===&lt;br /&gt;
* High-resolution dual 1440×1600 LCD displays with full RGB subpixel array&lt;br /&gt;
* Up to 144Hz refresh rate, providing smooth motion&lt;br /&gt;
* Wide ~130° field of view&lt;br /&gt;
* Physical IPD adjustment (58-70mm range)&lt;br /&gt;
* Innovative off-ear audio solution with BMR drivers&lt;br /&gt;
* Advanced controllers with finger tracking and pressure sensitivity&lt;br /&gt;
* Front expansion port (&amp;quot;Frunk&amp;quot;) with USB 3.0 for modders and developers&lt;br /&gt;
* Stereo RGB cameras for computer vision and mixed reality applications&lt;br /&gt;
* Compatible with [[SteamVR]] 2.0 and 1.0 base stations&amp;lt;ref name=&amp;quot;valve_website&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Valve_Index&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Release and Pricing==&lt;br /&gt;
The [[Valve Index]] was officially announced on April 30, 2019, and began shipping on June 28, 2019. The system&#039;s launch came shortly after the releases of the [[Oculus Quest]] and [[Oculus Rift S]].&amp;lt;ref name=&amp;quot;verge_pricing&amp;quot;&amp;gt;https://www.theverge.com/2019/4/30/18524167/valve-index-vr-headset-price-pre-order-date&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Index was positioned as a premium VR solution, with pricing options as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valve Index Pricing (USD)&lt;br /&gt;
|-&lt;br /&gt;
! Package !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Complete Kit (Headset, Controllers, Base Stations) || $999&lt;br /&gt;
|-&lt;br /&gt;
| Headset + Controllers || $749&lt;br /&gt;
|-&lt;br /&gt;
| Headset Only || $499&lt;br /&gt;
|-&lt;br /&gt;
| Controllers Only (Pair) || $279&lt;br /&gt;
|-&lt;br /&gt;
| Base Station (Each) || $149&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Valve Index]] is available for purchase through [[Steam]] and can be shipped to the United States, Canada, and countries within the European Union.&amp;lt;ref name=&amp;quot;steam_support&amp;quot;&amp;gt;https://help.steampowered.com/en/faqs/view/339C-BC5C-3D89-53D9&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 2020, with the announcement and subsequent release of [[Half-Life: Alyx]], Valve&#039;s flagship VR game, demand for the Index surged dramatically. The game was included free with all Index hardware purchases. By January 2020, the Index was sold out in all 31 available countries except Japan.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&lt;br /&gt;
===Headset===&lt;br /&gt;
The Valve Index headset features dual 1440×1600 LCD displays, providing a combined resolution of 2880×1600 pixels. Unlike many other VR headsets that use OLED displays, the Index utilizes LCD panels with a full RGB subpixel array, which reduces the &amp;quot;screen door effect&amp;quot; commonly seen in VR. The displays support variable refresh rates of 80Hz, 90Hz, 120Hz, and an experimental 144Hz mode, with extremely low persistence (0.330ms at 144Hz) to reduce motion blur.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The headset&#039;s optics consist of a custom double-element design with canted (angled) Fresnel lenses. This configuration maximizes the field of view while maintaining edge-to-edge clarity. The Index offers approximately 108° horizontal field of view, which is wider than most competing headsets.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;valve_headset&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index/headset&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For user comfort, the Index includes a physical interpupillary distance (IPD) adjustment mechanism with a range of 58-70mm, accommodating a wide variety of users. The adjustment is performed via a slider located beneath the displays.&lt;br /&gt;
&lt;br /&gt;
The headset&#039;s facial interface features premium antimicrobial microfiber cushioning attached via magnets for easy replacement. Valve has published specifications for the face gasket, enabling third-party manufacturers to develop aftermarket solutions.&amp;lt;ref name=&amp;quot;valve_headset&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the Index&#039;s standout features is its audio solution. The headset includes &amp;quot;off-ear&amp;quot; speakers that don&#039;t touch the user&#039;s ears, using 37.5mm Balanced Mode Radiator (BMR) drivers. This design provides a more natural audio experience while keeping ears cool during extended play sessions. The headset also includes a 3.5mm audio jack for users who prefer their own audio solution, as well as a dual microphone array for voice communication.&amp;lt;ref name=&amp;quot;valve_headset&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The front of the headset houses dual RGB cameras (960×960 pixels each) with global shutter sensors. These cameras enable developers to create computer vision applications and provide users with a high-quality stereo pass-through view of their surroundings.&amp;lt;ref name=&amp;quot;valve_headset&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For tinkerers and developers, the Index includes a front compartment dubbed the &amp;quot;Frunk,&amp;quot; which houses a USB 3.0 Type-A port specifically designed for experimental attachments and modifications.&amp;lt;ref name=&amp;quot;valve_headset&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Controllers===&lt;br /&gt;
The [[Valve Index Controllers]], previously known during development as &amp;quot;Knuckles,&amp;quot; represent a significant advancement in VR input devices. Unlike traditional VR controllers that must be gripped continuously, the Index Controllers are secured to the user&#039;s hands with adjustable straps, allowing users to completely release their grip without dropping the controllers.&amp;lt;ref name=&amp;quot;valve_controllers&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index/controllers&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each controller features 87 sensors that work together to track hand position, finger position, motion, and pressure. These sensors enable individual finger tracking, allowing for natural gestures and interactions in VR. The controllers continuously recalibrate to adapt to different hand sizes and changing skin capacitance.&amp;lt;ref name=&amp;quot;valve_controllers&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Index Controllers include a variety of traditional input methods:&lt;br /&gt;
* Analog thumbstick&lt;br /&gt;
* Trackpad with force sensor&lt;br /&gt;
* Two face buttons (A/B)&lt;br /&gt;
* System button&lt;br /&gt;
* Trigger with force sensor&lt;br /&gt;
* Grip force sensor&lt;br /&gt;
* Finger tracking sensors&amp;lt;ref name=&amp;quot;valve_controllers&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The controllers are powered by internal rechargeable batteries with a usage time of approximately 7 hours, and can be charged via USB-C connectors. They feature capacitive grip and button sensors, enabling the system to detect which fingers are touching the controller and which are raised, providing a more intuitive way to interact with virtual objects.&amp;lt;ref name=&amp;quot;valve_controllers&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A 2018 tech demo titled &amp;quot;Moondust&amp;quot; was released to showcase the capabilities of an early version of the Knuckles controllers, demonstrating the precise finger tracking and pressure sensitivity.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valve Index Controllers Specifications&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Specification&lt;br /&gt;
|-&lt;br /&gt;
| Input Methods || Thumbstick, Trackpad, A/B Buttons, System Button, Trigger, Grip&lt;br /&gt;
|-&lt;br /&gt;
| Sensors || 87 sensors per controller for position, motion, and pressure&lt;br /&gt;
|-&lt;br /&gt;
| Tracking || 6 DOF via Lighthouse system&lt;br /&gt;
|-&lt;br /&gt;
| Battery || 7+ hours per charge (rechargeable)&lt;br /&gt;
|-&lt;br /&gt;
| Charging || USB-C&lt;br /&gt;
|-&lt;br /&gt;
| Haptics || HD haptics&lt;br /&gt;
|-&lt;br /&gt;
| Strap || Adjustable at three points, antimicrobial fabric&lt;br /&gt;
|-&lt;br /&gt;
| Weight || Approximately 198g per controller&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Stations===&lt;br /&gt;
The [[Valve Index]] utilizes Valve&#039;s [[Lighthouse]] 2.0 tracking system, which provides high-precision, sub-millimeter position tracking. The system uses external base stations that emit invisible infrared laser patterns to track the headset and controllers.&amp;lt;ref name=&amp;quot;valve_basestations&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index/base-stations&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lighthouse 2.0 base stations improve upon the previous generation with:&lt;br /&gt;
* Wider 150° field of view&lt;br /&gt;
* Improved range&lt;br /&gt;
* Support for up to four base stations in a single setup (vs. two in the original system)&lt;br /&gt;
* Simplified design (single rotor vs. dual rotor in 1.0)&lt;br /&gt;
* No sync cable requirement between base stations&amp;lt;ref name=&amp;quot;valve_basestations&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;lighthouse_article&amp;quot;&amp;gt;https://mixed-news.com/en/valves-lighthouse-tracking-system-how-it-started-where-its-going/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each base station sweeps infrared laser beams across the play area 100 times per second, which are detected by photosensors on the headset and controllers. This allows the system to precisely track the position and orientation of all devices in 3D space.&amp;lt;ref name=&amp;quot;valve_basestations&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The tracking system can support a play area of up to 10m × 10m (approximately 33ft × 33ft) when using four base stations. For optimal tracking performance, base stations should be mounted above head height and positioned to maximize visibility of the tracked devices.&amp;lt;ref name=&amp;quot;steam_community&amp;quot;&amp;gt;https://steamcommunity.com/sharedfiles/filedetails/?id=2985037346&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valve Index Base Stations are compatible with other SteamVR 2.0 tracking devices, including the [[HTC Vive Pro]]. Additionally, the Index headset and controllers are backward compatible with the original Lighthouse 1.0 base stations used by the original [[HTC Vive]].&amp;lt;ref name=&amp;quot;valve_basestations&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
To use the Valve Index, a PC meeting the following minimum specifications is required:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valve Index System Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Minimum !! Recommended&lt;br /&gt;
|-&lt;br /&gt;
| Operating System || Windows 10, SteamOS, Linux || Windows 10, SteamOS, Linux&lt;br /&gt;
|-&lt;br /&gt;
| Processor || Dual Core with Hyperthreading || Quad Core+&lt;br /&gt;
|-&lt;br /&gt;
| Memory || 8 GB RAM || 8 GB+ RAM&lt;br /&gt;
|-&lt;br /&gt;
| Graphics || NVIDIA GeForce GTX 970 / AMD RX 480 || NVIDIA GeForce GTX 1070 or better&lt;br /&gt;
|-&lt;br /&gt;
| Ports || DisplayPort 1.2, USB 3.0 || DisplayPort 1.2, USB 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Additional || Additional USB port required for camera passthrough || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To achieve the maximum 10m × 10m play space, four base stations are required. Users can also use the base stations that come with the [[HTC Vive]] instead of purchasing additional [[Valve Index]] base stations, although this would limit the play space to the capabilities of the Lighthouse 1.0 system.&amp;lt;ref name=&amp;quot;vive_website&amp;quot;&amp;gt;https://www.vive.com/us/support/vive-pro/category_howto/tips-for-setting-up-the-base-stations.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
Unlike [[standalone HMD|standalone HMDs]] like the [[Oculus Quest]], the [[Valve Index]] requires proper setup of base stations to track the user&#039;s movements. The setup process involves:&lt;br /&gt;
&lt;br /&gt;
1. Mounting the base stations in opposite corners of the play area, ideally above head height (at least 2m/6.5ft).&lt;br /&gt;
2. Adjusting the base stations to point toward the center of the play area.&lt;br /&gt;
3. Connecting the headset to the PC via DisplayPort and USB.&lt;br /&gt;
4. Running the SteamVR setup process to define the play area boundaries.&lt;br /&gt;
5. Pairing and calibrating the controllers.&amp;lt;ref name=&amp;quot;steam_community&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For optimal tracking performance, the base stations should be positioned to maximize visibility of the headset and controllers during use. Reflective surfaces in the play area may interfere with tracking and should be covered if possible.&amp;lt;ref name=&amp;quot;vive_website&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
The primary input devices for the [[Valve Index]] are the Index Controllers, which come with the full kit. These controllers feature individual finger tracking, pressure sensitivity, and traditional inputs like joysticks, buttons, and triggers.&lt;br /&gt;
&lt;br /&gt;
The Index is also compatible with the controllers from the [[HTC Vive]] and [[HTC Vive Pro]], providing flexibility for users upgrading from these systems or those who prefer the traditional controller design for certain applications.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more specialized input, the Index is compatible with a variety of third-party [[SteamVR]] tracking devices, including:&lt;br /&gt;
* Vive Trackers for full-body tracking&lt;br /&gt;
* Third-party driving and flight simulator controls&lt;br /&gt;
* Specialized controller accessories&amp;lt;ref name=&amp;quot;valve_website&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
The [[Valve Index]] supports various accessories to enhance the VR experience:&lt;br /&gt;
&lt;br /&gt;
* Replacement Face Gaskets - Valve sells replacement facial interfaces with cushions in 2-packs ($39.99).&lt;br /&gt;
* VR Covers - Third-party facial interface covers and replacements for improved comfort and hygiene.&lt;br /&gt;
* Prescription Lens Adapters - For users who wear glasses.&lt;br /&gt;
* Cable Management Solutions - Overhead pulley systems to manage the headset&#039;s cable.&lt;br /&gt;
* Controller Grips - Additional grips and protective covers for the controllers.&lt;br /&gt;
* Frunk Accessories - USB devices that connect to the front expansion port.&lt;br /&gt;
* Storage Cases - Travel and storage cases for the complete system.&amp;lt;ref name=&amp;quot;tomshardware&amp;quot;&amp;gt;https://www.tomshardware.com/reviews/valve-index-vr-headset-controllers,6205.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
The [[Valve Index]] operates using [[SteamVR]], Valve&#039;s virtual reality platform. Users can purchase games and applications through the [[Steam]] store, which offers a vast library of VR content.&lt;br /&gt;
&lt;br /&gt;
The Index is also compatible with content from [[Viveport]], HTC&#039;s VR content platform, providing additional options for applications and games.&amp;lt;ref name=&amp;quot;valve_website&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valve&#039;s [[Half-Life: Alyx]] was developed specifically with the Index in mind and is included free with the purchase of Index hardware. This critically acclaimed game showcases the capabilities of the Index controllers, with fine-grained interactions made possible by the finger tracking technology.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Developer Support==&lt;br /&gt;
Developers interested in creating content for the [[Valve Index]] can access resources through the [https://developer.valvesoftware.com/wiki/Main_Page Valve Developer Community]. Valve provides documentation and examples for utilizing the unique features of the Index, including:&lt;br /&gt;
&lt;br /&gt;
* SteamVR Input System for controller integration&lt;br /&gt;
* Finger tracking implementation guidelines&lt;br /&gt;
* High refresh rate optimization techniques&lt;br /&gt;
* Audio design considerations for the off-ear speakers&lt;br /&gt;
&lt;br /&gt;
A dedicated Input Binding UI within SteamVR allows users to customize controller mappings for games and applications that don&#039;t natively support the Index Controllers.&amp;lt;ref name=&amp;quot;valve_website&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Performance and Reviews==&lt;br /&gt;
The [[Valve Index]] has been widely praised for its high-quality displays, comfortable design, and innovative controllers. Critics have noted several standout features:&lt;br /&gt;
&lt;br /&gt;
* The high refresh rate (especially at 120Hz and 144Hz) provides exceptionally smooth motion.&lt;br /&gt;
* The wider field of view offers a more immersive experience than most competing headsets.&lt;br /&gt;
* The off-ear speakers provide excellent audio quality while maintaining awareness of the surroundings.&lt;br /&gt;
* The finger tracking controllers enable more natural interactions in supported applications.&amp;lt;ref name=&amp;quot;verge_review&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some reviewers have pointed out limitations:&lt;br /&gt;
* The high price makes it less accessible than more mainstream options.&lt;br /&gt;
* The wired connection limits mobility compared to standalone headsets.&lt;br /&gt;
* The external base stations require more setup than inside-out tracking solutions.&lt;br /&gt;
* The full resolution and refresh rate capabilities demand a powerful PC.&amp;lt;ref name=&amp;quot;tomshardware&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite these limitations, the Index is generally considered one of the premium VR experiences available for PC users, particularly for those who prioritize visual fidelity and tracking precision.&amp;lt;ref name=&amp;quot;verge_review&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
==Future Developments==&lt;br /&gt;
In February 2021, Valve registered patents for a new VR headset, indicating ongoing development in the VR hardware space. These patents described various improvements over the current [[Valve Index]] design, suggesting that Valve continues to invest in VR technology advancement.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* February 2017: First prototypes of &amp;quot;Knuckles&amp;quot; controllers demonstrated.&lt;br /&gt;
* June 2018: &amp;quot;Moondust&amp;quot; tech demo released to showcase controller capabilities.&lt;br /&gt;
* March 2019: Images and preliminary information leaked via Valve&#039;s website.&lt;br /&gt;
* April 30, 2019: [[Valve Index]] officially unveiled with full specifications.&lt;br /&gt;
* May 1, 2019: Pre-orders opened for the Index.&lt;br /&gt;
* June 28, 2019: First shipments began to customers.&lt;br /&gt;
* November 2019: [[Half-Life: Alyx]] announced, included free with Index hardware.&lt;br /&gt;
* March 2020: [[Half-Life: Alyx]] released, driving increased demand for the Index.&lt;br /&gt;
* January 2020: Index sold out in most regions due to high demand.&lt;br /&gt;
* February 2021: Valve files patents for new VR headset design.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;inverse&amp;quot;&amp;gt;https://www.inverse.com/article/54708-valve-index-vr-headset-release-date-price-specs-steam&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:valve index27.jpeg&lt;br /&gt;
File:valve index25.jpeg&lt;br /&gt;
File:valve index24.jpeg&lt;br /&gt;
File:valve index23.jpeg&lt;br /&gt;
File:valve index22.jpeg&lt;br /&gt;
File:valve index21.jpeg&lt;br /&gt;
File:valve index19.jpg&lt;br /&gt;
File:valve index18.jpg&lt;br /&gt;
File:valve index17.jpg&lt;br /&gt;
File:valve index16.jpg&lt;br /&gt;
File:valve index15.jpg&lt;br /&gt;
File:valve index14.jpg&lt;br /&gt;
File:valve index13.jpg&lt;br /&gt;
File:valve index12.jpg&lt;br /&gt;
File:valve index11.jpg&lt;br /&gt;
File:valve index5.png&lt;br /&gt;
File:valve index4.png&lt;br /&gt;
File:valve index3.png&lt;br /&gt;
File:valve index2.png&lt;br /&gt;
File:valve index1.png&lt;br /&gt;
File:valve index28.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;valve_website&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;valve_headset&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index/headset&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;valve_controllers&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index/controllers&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;valve_basestations&amp;quot;&amp;gt;https://www.valvesoftware.com/en/index/base-stations&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;https://www.theverge.com/2019/6/28/19102584/valve-index-steamvr-headset-review-shipping-today&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;verge_pricing&amp;quot;&amp;gt;https://www.theverge.com/2019/4/30/18524167/valve-index-vr-headset-price-pre-order-date&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;tomshardware&amp;quot;&amp;gt;https://www.tomshardware.com/reviews/valve-index-vr-headset-controllers,6205.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Valve_Index&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;steam_support&amp;quot;&amp;gt;https://help.steampowered.com/en/faqs/view/339C-BC5C-3D89-53D9&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vive_website&amp;quot;&amp;gt;https://www.vive.com/us/support/vive-pro/category_howto/tips-for-setting-up-the-base-stations.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;steam_community&amp;quot;&amp;gt;https://steamcommunity.com/sharedfiles/filedetails/?id=2985037346&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;lighthouse_article&amp;quot;&amp;gt;https://mixed-news.com/en/valves-lighthouse-tracking-system-how-it-started-where-its-going/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;inverse&amp;quot;&amp;gt;https://www.inverse.com/article/54708-valve-index-vr-headset-release-date-price-specs-steam&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:High-End VR]]&lt;br /&gt;
[[Category:PC VR]]&lt;br /&gt;
[[Category:SteamVR Compatible]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Snap_Spectacles_2&amp;diff=37365</id>
		<title>Snap Spectacles 2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Snap_Spectacles_2&amp;diff=37365"/>
		<updated>2026-01-07T22:28:22Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37308 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:snap spectacles21.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Augmented Reality]]&lt;br /&gt;
|Type=[[AR Glasses]]&lt;br /&gt;
|Subtype=[[Phone-Powered AR]]&lt;br /&gt;
|Platform=[[Snapchat]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Snap Inc.]]&lt;br /&gt;
|Manufacturer=[[Snap Inc.]]&lt;br /&gt;
|Announcement Date=April 26, 2018&lt;br /&gt;
|Release Date=April 26, 2018&lt;br /&gt;
|Price=$149.99&lt;br /&gt;
|Website=https://www.spectacles.com/&lt;br /&gt;
|Versions=Onyx, Ruby, Sapphire&lt;br /&gt;
|Requires=iPhone 7 or above running iOS 11+, Select Android devices running Android 6+&lt;br /&gt;
|Predecessor=[[Snap Spectacles]]&lt;br /&gt;
|Successor=[[Snap Spectacles 3]]&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Chipset=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Storage=4GB flash&lt;br /&gt;
|Memory=&lt;br /&gt;
|SD Card Slot=No&lt;br /&gt;
|Display=No display (camera only)&lt;br /&gt;
|Subpixel Layout=&lt;br /&gt;
|Peak Brightness=&lt;br /&gt;
|Resolution=1216 x 1216 (video), 1642 x 1642 (photos)&lt;br /&gt;
|Refresh Rate=60 fps&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=105° (camera)&lt;br /&gt;
|Horizontal FoV=&lt;br /&gt;
|Vertical FoV=&lt;br /&gt;
|Visible FoV=&lt;br /&gt;
|Rendered FoV=&lt;br /&gt;
|Binocular Overlap=&lt;br /&gt;
|Average Pixel Density=&lt;br /&gt;
|Peak Pixel Density=&lt;br /&gt;
|Foveated Rendering=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Ocularity=&lt;br /&gt;
|IPD Range=&lt;br /&gt;
|Adjustable Diopter=&lt;br /&gt;
|Passthrough=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Tracking Frequency=&lt;br /&gt;
|Base Stations=&lt;br /&gt;
|Eye Tracking=No&lt;br /&gt;
|Face Tracking=No&lt;br /&gt;
|Hand Tracking=No&lt;br /&gt;
|Body Tracking=No&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Play Space=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=Dual microphones&lt;br /&gt;
|Microphone=Yes (2 microphones)&lt;br /&gt;
|3.5mm Audio Jack=No&lt;br /&gt;
|Camera=Single HD camera&lt;br /&gt;
|Connectivity=Bluetooth 5.0, Wi-Fi&lt;br /&gt;
|Ports=Proprietary charging pins&lt;br /&gt;
|Wired Video=No&lt;br /&gt;
|Wireless Video=Yes (via Bluetooth/Wi-Fi to smartphone)&lt;br /&gt;
|WiFi=Yes&lt;br /&gt;
|Bluetooth=Yes (5.0)&lt;br /&gt;
|Power=Rechargeable lithium-ion battery&lt;br /&gt;
|Battery Capacity=&lt;br /&gt;
|Battery Life=Up to 70 videos or 150 photos per charge&lt;br /&gt;
|Charge Time=&lt;br /&gt;
|Dimensions=&lt;br /&gt;
|Weight=Lighter than V1&lt;br /&gt;
|Material=Plastic frame&lt;br /&gt;
|Headstrap=N/A&lt;br /&gt;
|Haptics=No&lt;br /&gt;
|Color=Onyx (Midnight/Eclipse lenses), Ruby (Daybreak/Sunset lenses), Sapphire (Midnight/Twilight lenses)&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Single button for recording/photos&lt;br /&gt;
|Compliance=Water resistant (not waterproof)&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Snap Spectacles 2&#039;&#039;&#039; (also known as &#039;&#039;&#039;Spectacles V2&#039;&#039;&#039; or &#039;&#039;&#039;Spectacles 2.0&#039;&#039;&#039;) are the second generation of [[smart glasses]] developed by [[Snap Inc.]], announced and released on April 26, 2018. Building upon the foundation of the original [[Snap Spectacles|Spectacles]], this version introduced several key improvements including the ability to capture photos, water resistance, a more refined design, and faster syncing capabilities.&amp;lt;ref name=&amp;quot;techcrunch&amp;quot;&amp;gt;https://techcrunch.com/2018/04/26/snapchat-spectacles-2/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second generation addressed many of the pain points from the original model while maintaining the core concept of fashionable sunglasses that capture moments from a first-person perspective for sharing on [[Snapchat]].&amp;lt;ref name=&amp;quot;techradar&amp;quot;&amp;gt;https://www.techradar.com/reviews/snapchat-spectacles-2&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Development and Release==&lt;br /&gt;
&lt;br /&gt;
Following the mixed reception of the first generation Spectacles, which resulted in a $40 million write-off of unsold inventory, Snap Inc. took a more measured approach with the V2 release. The company was &amp;quot;more coy about sales numbers&amp;quot; and focused on fixing the biggest issues from V1.&amp;lt;ref name=&amp;quot;bolt&amp;quot;&amp;gt;https://blog.bolt.io/the-evolution-of-snap-spectacles-pt-i-craft-reveals-conviction/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the viral [[Snapbot]] vending machine distribution of the first generation, Spectacles 2 were sold exclusively online through Snap&#039;s website at launch. This allowed the company to better track demand and avoid overproduction.&amp;lt;ref name=&amp;quot;wareable&amp;quot;&amp;gt;https://www.wareable.com/wearable-tech/snapchat-snap-spectacles-2-release-date-specs-price-2018&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware Specifications==&lt;br /&gt;
&lt;br /&gt;
===Design Improvements===&lt;br /&gt;
The Spectacles 2 featured a significantly more understated design compared to the bright, playful colors of the first generation:&lt;br /&gt;
* &#039;&#039;&#039;Frame&#039;&#039;&#039;: Thinner, lighter plastic frame with more sophisticated styling&amp;lt;ref name=&amp;quot;techcrunch&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Colors&#039;&#039;&#039;: Three frame options with two lens variations each:&lt;br /&gt;
** &#039;&#039;&#039;Onyx&#039;&#039;&#039;: Black frame with Midnight or Eclipse lenses&lt;br /&gt;
** &#039;&#039;&#039;Ruby&#039;&#039;&#039;: Red frame with Daybreak or Sunset lenses  &lt;br /&gt;
** &#039;&#039;&#039;Sapphire&#039;&#039;&#039;: Blue frame with Midnight or Twilight lenses&amp;lt;ref name=&amp;quot;techradar&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Indicator Light&#039;&#039;&#039;: Removed the permanent yellow ring around the camera; only white LEDs display while recording&amp;lt;ref name=&amp;quot;techcrunch&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Prescription Lenses&#039;&#039;&#039;: Partnership with [[Lensabl]] for prescription lens options&amp;lt;ref name=&amp;quot;techcrunch&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Camera and Media Capture===&lt;br /&gt;
* &#039;&#039;&#039;Photo Capability&#039;&#039;&#039;: New ability to capture still photos (hold button to snap)&amp;lt;ref name=&amp;quot;wareable&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Video Resolution&#039;&#039;&#039;: 1216 x 1216 pixels at 60fps&amp;lt;ref name=&amp;quot;newsweek&amp;quot;&amp;gt;https://www.newsweek.com/snapchat-spectacles-v2-how-buy-where-get-price-903068&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Photo Resolution&#039;&#039;&#039;: 1642 x 1642 pixels&amp;lt;ref name=&amp;quot;wareable&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Field of View&#039;&#039;&#039;: Reduced from 115° to 105° to minimize fish-eye warping&amp;lt;ref name=&amp;quot;techcrunch&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Storage&#039;&#039;&#039;: 4GB internal storage (up to 150 videos or 3,000 photos)&amp;lt;ref name=&amp;quot;wareable&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Connectivity and Performance===&lt;br /&gt;
* &#039;&#039;&#039;Transfer Speed&#039;&#039;&#039;: 4x faster than V1 (average 10-second video transfers in 3 seconds vs 9 seconds)&amp;lt;ref name=&amp;quot;wareable&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Syncing&#039;&#039;&#039;: Improved process requiring only Bluetooth and a 7-second button press (no QR code scan)&amp;lt;ref name=&amp;quot;techcrunch&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;HD Transfer&#039;&#039;&#039;: All exports now happen in HD over internal Wi-Fi&amp;lt;ref name=&amp;quot;techcrunch&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Auto-sync&#039;&#039;&#039;: Automatic transfer to Snapchat when connected to home Wi-Fi&amp;lt;ref name=&amp;quot;wareable&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Durability===&lt;br /&gt;
* &#039;&#039;&#039;Water Resistance&#039;&#039;&#039;: Can withstand pool jumps and rain (not recommended for deep diving)&amp;lt;ref name=&amp;quot;techcrunch&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Build Quality&#039;&#039;&#039;: More durable construction than V1&amp;lt;ref name=&amp;quot;wareable&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Software Updates==&lt;br /&gt;
&lt;br /&gt;
In June 2018, Snap released an update allowing users to export videos from the glasses in square or widescreen format, addressing user feedback about the circular video format.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Spectacles_(product)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A later Snapchat update allowed Snaps to be exported without the &#039;fisheye&#039; look, which was one of the biggest complaints from users.&amp;lt;ref name=&amp;quot;techradar&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pricing and Availability==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Launch Price&#039;&#039;&#039;: $149.99 (USD) - $20 more than the original&amp;lt;ref name=&amp;quot;newsweek&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;What&#039;s Included&#039;&#039;&#039;: Spectacles, charging case, charging cable&amp;lt;ref name=&amp;quot;newsweek&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Distribution&#039;&#039;&#039;: Initially sold only on Spectacles.com; no Amazon availability at launch&amp;lt;ref name=&amp;quot;newsweek&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Markets&#039;&#039;&#039;: Initially U.S., Canada, U.K., and France, expanding to 13 more European countries on May 3, 2018&amp;lt;ref name=&amp;quot;techcrunch&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
&lt;br /&gt;
The Spectacles 2 received mixed reviews:&lt;br /&gt;
&lt;br /&gt;
===Improvements Praised===&lt;br /&gt;
* More sophisticated, wearable design&lt;br /&gt;
* Addition of photo capability&lt;br /&gt;
* Significantly faster syncing&lt;br /&gt;
* Water resistance&lt;br /&gt;
* Better build quality&lt;br /&gt;
&lt;br /&gt;
===Continuing Limitations===&lt;br /&gt;
* Still limited to Snapchat ecosystem&lt;br /&gt;
* Filters and effects can only be added post-capture&lt;br /&gt;
* Continuous upload still not seamless&lt;br /&gt;
* Higher price point&lt;br /&gt;
* Limited battery life remained an issue&amp;lt;ref name=&amp;quot;wareable&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite improvements, the glasses still struggled to find a mass market. VP of hardware Mark Randall acknowledged that while the company felt &amp;quot;pretty good about shipping 220,000 pairs&amp;quot; of V1, V2 sales were not expected to be dramatically different.&amp;lt;ref name=&amp;quot;techcrunch&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
&lt;br /&gt;
The Spectacles 2 represented an important iterative step in Snap&#039;s hardware journey. By addressing the most glaring issues from V1 while maintaining a reasonable price point, Snap demonstrated commitment to the long-term vision of wearable AR technology despite initial setbacks.&amp;lt;ref name=&amp;quot;bolt&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The lessons learned from V2&#039;s more refined approach to both design and distribution would inform the company&#039;s bold leap to dual-camera 3D capture in [[Snap Spectacles 3|Spectacles 3]] the following year.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:snap spectacles21.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:snap spectacles22.jpg|400px]]&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Snap Spectacles]]&lt;br /&gt;
* [[Snap Spectacles 3]]&lt;br /&gt;
* [[Snapchat]]&lt;br /&gt;
* [[Augmented Reality]]&lt;br /&gt;
* [[Smart Glasses]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;techcrunch&amp;quot;&amp;gt;https://techcrunch.com/2018/04/26/snapchat-spectacles-2/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;techradar&amp;quot;&amp;gt;https://www.techradar.com/reviews/snapchat-spectacles-2&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;bolt&amp;quot;&amp;gt;https://blog.bolt.io/the-evolution-of-snap-spectacles-pt-i-craft-reveals-conviction/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;wareable&amp;quot;&amp;gt;https://www.wareable.com/wearable-tech/snapchat-snap-spectacles-2-release-date-specs-price-2018&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;newsweek&amp;quot;&amp;gt;https://www.newsweek.com/snapchat-spectacles-v2-how-buy-where-get-price-903068&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Spectacles_(product)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Augmented Reality Devices]]&lt;br /&gt;
[[Category:Smart Glasses]]&lt;br /&gt;
[[Category:Snap Inc.]]&lt;br /&gt;
[[Category:2018 in Technology]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Simula_One&amp;diff=37364</id>
		<title>Simula One</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Simula_One&amp;diff=37364"/>
		<updated>2026-01-07T22:28:08Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37307 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:simula one1.png|350px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[Standalone VR]], [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[SimulaOS]], [[SteamVR]]&lt;br /&gt;
|Creator = George Singer, David Kraeutmann, Carl C. Wheeler III&lt;br /&gt;
|Developer = [[SimulaVR]]&lt;br /&gt;
|Manufacturer = [[SimulaVR]]&lt;br /&gt;
|Announcement Date = December 15, 2021&lt;br /&gt;
|Release Date = Shipping expected to begin in 2025 (initial targets Q4 2022 – 2024, updated May 2025)&lt;br /&gt;
|Price = Standard: $2,699 (pre-order), $3,500 (MSRP), Tethered: $1,999 (pre-order), $2,499 (MSRP), Founders: $4,999&lt;br /&gt;
|Website = https://simulavr.com&lt;br /&gt;
|Versions = Standard Edition, Tethered Edition, Founders Edition&lt;br /&gt;
|Requires = None (standalone), PC for tethered mode, Bluetooth keyboard &amp;amp; mouse (optional)&lt;br /&gt;
|Predecessor = None&lt;br /&gt;
|Successor = &lt;br /&gt;
|Operating System = [[SimulaOS]], (Linux-based)&lt;br /&gt;
|Chipset = Intel NUC compute pack architecture&lt;br /&gt;
|CPU = [[Intel Core i7-1365U]], (13th Gen, 10 cores/12 threads)&lt;br /&gt;
|GPU = [[Intel Iris Xe Graphics]]&lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = 1 TB NVMe SSD&lt;br /&gt;
|Memory = 16 GB DDR4 (32 GB for Founders Edition)&lt;br /&gt;
|SD Card Slot = &lt;br /&gt;
|Display = Dual 2448×2448 RGB-stripe LCD high-fidelity panels&lt;br /&gt;
|Subpixel Layout = RGB Stripe&lt;br /&gt;
|Peak Brightness = &lt;br /&gt;
|Resolution = 2448×2448 per eye (4896×2448 total)&lt;br /&gt;
|Refresh Rate = 90 Hz (up to 120 Hz capable panels mentioned previously)&lt;br /&gt;
|Pixel Density = &lt;br /&gt;
|Persistence = &lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = ≈100° diagonal&lt;br /&gt;
|Horizontal FoV = &lt;br /&gt;
|Vertical FoV = &lt;br /&gt;
|Visible FoV = &lt;br /&gt;
|Rendered FoV = &lt;br /&gt;
|Binocular Overlap = &lt;br /&gt;
|Average Pixel Density = &lt;br /&gt;
|Peak Pixel Density = 35.5 PPD (central)&lt;br /&gt;
|Foveated Rendering = &lt;br /&gt;
|Optics = Custom three-element aspheric non-Fresnel lenses&lt;br /&gt;
|Ocularity = [[Binocular]]&lt;br /&gt;
|IPD Range = 55mm–77mm (hardware adjustable)&lt;br /&gt;
|Adjustable Diopter = Eye relief adjustability 13mm–17mm (accommodates glasses)&lt;br /&gt;
|Passthrough = Yes, dual high-resolution color RGB cameras (&amp;quot;AR Mode&amp;quot;)&lt;br /&gt;
|Tracking = [[Inside-out tracking]], (6DOF)&lt;br /&gt;
|Tracking Frequency = &lt;br /&gt;
|Base Stations = None required&lt;br /&gt;
|Eye Tracking = Yes&lt;br /&gt;
|Face Tracking = &lt;br /&gt;
|Hand Tracking = Yes, [[Ultraleap]]&lt;br /&gt;
|Body Tracking = &lt;br /&gt;
|Rotational Tracking = Yes (3DOF via IMU)&lt;br /&gt;
|Positional Tracking = Yes (6DOF)&lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = &lt;br /&gt;
|Play Space = &lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = 3.5mm audio jack (no built-in speakers)&lt;br /&gt;
|Microphone = Yes (mentioned in some contexts, needs confirmation for final spec)&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = Dual high-resolution wide-angle RGB cameras (for passthrough)&lt;br /&gt;
|Connectivity = [[Wi-Fi 6E]], Bluetooth 5.2&lt;br /&gt;
|Ports = 1× USB4 (Thunderbolt 4), 2x USB-C 3.2 Gen 2/DisplayPort Alt-Mode, 2x USB-A 3.2&lt;br /&gt;
|Wired Video = Yes (tethered mode via DisplayPort Alt-Mode or Thunderbolt)&lt;br /&gt;
|Wireless Video = &lt;br /&gt;
|WiFi = [[Wi-Fi 6E]]&lt;br /&gt;
|Bluetooth = Bluetooth 5.2&lt;br /&gt;
|Power = Detachable battery in compute pack (capacity not specified)&lt;br /&gt;
|Battery Capacity = Not specified&lt;br /&gt;
|Battery Life = Not specified&lt;br /&gt;
|Charge Time = &lt;br /&gt;
|Dimensions = Not specified&lt;br /&gt;
|Weight = Not specified (designed with compute pack for balanced weight)&lt;br /&gt;
|Material = Premium materials for Founders Edition&lt;br /&gt;
|Headstrap = Ergonomic, adjustable&lt;br /&gt;
|Haptics = &lt;br /&gt;
|Color = &lt;br /&gt;
|Sensors = [[IMU]]&lt;br /&gt;
|Input = Keyboard and mouse compatible (via Bluetooth or USB)&lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Simula One&#039;&#039;&#039; is a [[standalone VR|standalone]] [[virtual reality]] (VR) [[head-mounted display]] (HMD) developed by [[SimulaVR]]. Unlike mainstream gaming-focused devices, it is marketed as a &amp;quot;[[VR Computer]]&amp;quot; (VRC) designed specifically for productivity, office work, and software development, particularly for users who prefer a [[Linux]] environment.&amp;lt;ref name=&amp;quot;roadtovr-announce&amp;quot;/&amp;gt; It ships with [[SimulaOS]], an [[open-source software|open-source]] Linux [[Distribution|distribution]] built for immersive desktop workspaces.&amp;lt;ref name=&amp;quot;simulavr-main&amp;quot;/&amp;gt; &amp;lt;ref name=&amp;quot;uploadvr2022&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Simula One aims to replace traditional [[laptop]]s and [[personal computer|desktop PCs]] for knowledge work by offering an unlimited virtual multi-monitor setup within VR.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt; It emphasizes text clarity, extended work sessions, and the ability to run standard Linux desktop applications in a [[virtual environment]].&amp;lt;ref name=&amp;quot;hackernews-announce&amp;quot;/&amp;gt; The device features a detachable compute pack, allowing for potential future hardware upgrades.&amp;lt;ref name=&amp;quot;displaydaily2022&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
SimulaVR was founded in 2020 by George Singer, David Kraeutmann, and Carl C. Wheeler III.&amp;lt;ref name=&amp;quot;tracxn&amp;quot;/&amp;gt; The company initially focused on developing Simula, an open-source [[VR window manager]] for Linux, compatible with existing [[SteamVR]] headsets like the [[HTC Vive]] and [[Valve Index]].&amp;lt;ref name=&amp;quot;github-simula&amp;quot;/&amp;gt; This project evolved into creating a dedicated hardware solution due to the perceived lack of Linux support from other VR manufacturers.&lt;br /&gt;
&lt;br /&gt;
The Simula One headset was first announced on December 15, 2021, with an initial plan to launch a [[Kickstarter]] campaign in January 2022.&amp;lt;ref name=&amp;quot;roadtovr2021&amp;quot;/&amp;gt; However, on February 14, 2022, SimulaVR announced they would forgo Kickstarter in favor of direct preorders, citing cost savings and greater flexibility.&amp;lt;ref name=&amp;quot;roadtovr-preorders&amp;quot;/&amp;gt; Initial shipping estimates were for Q4 2022, but the project faced several delays, pushing estimates through 2023 and 2024.&amp;lt;ref name=&amp;quot;headsets-delayed-2024&amp;quot;/&amp;gt; As of May 2025, headsets are expected to begin shipping, with priority for Founders Edition preorders.&amp;lt;ref name=&amp;quot;shop-simulavr-may2025-status&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
===Industrial Design===&lt;br /&gt;
The Simula One features a distinctive retro-futuristic aesthetic, with a large visor reminiscent of early home computers like the [[Magnavox Odyssey]] or [[Apple II]].&amp;lt;ref name=&amp;quot;first-glimpse-retro-design&amp;quot;/&amp;gt; It includes a detachable rear &amp;quot;compute pack&amp;quot; which houses the main processing components and battery. This design helps balance the headset&#039;s weight for improved comfort during extended use and allows for potential [[Central processing unit|CPU]] and other component upgrades in the future without replacing the entire HMD.&amp;lt;ref name=&amp;quot;displaydaily2022&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Display and Optics===&lt;br /&gt;
The Simula One is equipped with dual 2,448 × 2,448 [[RGB color model|RGB]]-stripe [[Liquid-crystal display|LCD]] panels (one per eye), providing a combined resolution of 4,896 × 2,448 pixels.&amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt; It utilizes custom three-element aspheric, non-[[Fresnel lens|Fresnel]] optics.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt; &amp;lt;ref name=&amp;quot;displaydaily2022-optics&amp;quot;/&amp;gt; This combination delivers a high [[Pixels per degree|pixel density]] of up to 35.5 PPD in the center of the view, which SimulaVR claims is optimized for text clarity and reducing eye strain during long reading or coding sessions.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt; The headset offers an approximately 100-degree diagonal [[field of view]] (FoV) with a 90 Hz refresh rate (though panels capable of up to 120 Hz have been mentioned).&amp;lt;ref name=&amp;quot;gigazine&amp;quot;/&amp;gt; &amp;lt;ref name=&amp;quot;vrcompare-simulaone-refresh&amp;quot;/&amp;gt; SimulaVR also employs a special text-optimized rendering methodology within SimulaOS to further enhance text quality.&amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
===Compute Pack===&lt;br /&gt;
The Simula One&#039;s processing capabilities are housed in a detachable compute pack based on [[Intel NUC]] technology. While initial prototypes used 11th generation Intel processors, production units feature upgraded components:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Specification&lt;br /&gt;
|-&lt;br /&gt;
| [[Central processing unit|CPU]] || [[Intel Core i7-1365U]] (13th Gen, 10 cores/12 threads: 2 Performance-cores + 8 Efficient-cores, up to 5.2 GHz P-core / 3.9Ghz E-core turbo) &amp;lt;ref name=&amp;quot;simulavr-main&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphics processing unit|GPU]] || Integrated [[Intel Iris Xe Graphics]] &amp;lt;ref name=&amp;quot;simulavr-main&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Random-access memory|Memory]] || 16 GB [[DDR4 SDRAM|DDR4]] (configurable up to 32 GB for Founders Edition) &amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt; &amp;lt;ref name=&amp;quot;uploadvr2022-specs&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Solid-state drive|Storage]] || 1 TB [[NVMe]] [[SSD]] &amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wireless || [[Wi-Fi 6E]], [[Bluetooth]] 5.2 &amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tracking and Input===&lt;br /&gt;
The headset features [[inside-out tracking]] for [[six degrees of freedom]] (6DOF) positional tracking, eliminating the need for external base stations.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt; The tracking system utilizes:&lt;br /&gt;
* A high-performance [[inertial measurement unit]] (IMU) for stable 3DOF rotational tracking.&lt;br /&gt;
* Sensor fusion, likely combining data from the stereo RGB cameras for 6DOF tracking.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Hand tracking]] is provided by [[Ultraleap]] technology, allowing for controller-free interaction with the virtual environment.&amp;lt;ref name=&amp;quot;roadtovr-announce&amp;quot;/&amp;gt; The Simula One also includes [[eye tracking]] capabilities.&amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt; For traditional input, it supports standard [[Bluetooth]] or USB [[Keyboard (computing)|keyboards]] and [[mouse|mice]].&lt;br /&gt;
&lt;br /&gt;
===AR Passthrough===&lt;br /&gt;
An &amp;quot;AR Mode&amp;quot; is enabled by two high-resolution, wide-angle color [[RGB color model|RGB]] cameras mounted on the front of the headset. These provide full-color [[video passthrough|passthrough]] functionality, allowing users to see their physical surroundings, such as their keyboard or desk, while wearing the HMD.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt; The camera spacing is designed to adjust with the user&#039;s [[interpupillary distance]] (IPD) to help maintain correct stereoscopic depth perception.&lt;br /&gt;
&lt;br /&gt;
===Connectivity and Ports===&lt;br /&gt;
The detachable compute pack offers a range of ports:&lt;br /&gt;
* 1× [[USB4]] (supporting [[Thunderbolt (interface)|Thunderbolt 4]])&lt;br /&gt;
* 2× [[USB-C]] 3.2 Gen 2 (supporting [[DisplayPort]] Alt-Mode)&lt;br /&gt;
* 2× [[USB-A]] 3.2&lt;br /&gt;
* 3.5mm audio jack&lt;br /&gt;
&amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
===SimulaOS===&lt;br /&gt;
SimulaOS is marketed as &amp;quot;the world&#039;s first VR-dedicated Linux distro.&amp;quot;&amp;lt;ref name=&amp;quot;simulavr-faq&amp;quot;/&amp;gt; It is built upon:&lt;br /&gt;
* [[NixOS]]: A Linux distribution known for its reproducible system configurations and atomic upgrades/rollbacks.&amp;lt;ref name=&amp;quot;nixos-linkedin&amp;quot;/&amp;gt;&lt;br /&gt;
* [[Godot (game engine)|Godot Engine]]: Used as the foundation for the VR [[compositing window manager|compositor]] and rendering.&amp;lt;ref name=&amp;quot;nixos-linkedin&amp;quot;/&amp;gt;&lt;br /&gt;
* [[Wayland (display server protocol)|Wayland]]: The display server protocol, with a compositor built using a fork of &#039;&#039;wlroots&#039;&#039;.&amp;lt;ref name=&amp;quot;simulasoftware-overview&amp;quot;/&amp;gt;&lt;br /&gt;
* [[OpenXR]]: Utilizes the open-source Monado OpenXR runtime.&amp;lt;ref name=&amp;quot;simulasoftware-overview&amp;quot;/&amp;gt;&lt;br /&gt;
* [[XWayland]]: For transparent support of X11-based applications.&lt;br /&gt;
&lt;br /&gt;
SimulaOS provides a full Linux desktop environment in VR, allowing users to arrange and interact with multiple virtual screens and run standard Linux applications such as [[Mozilla Firefox|Firefox]], [[LibreOffice]], [[GNU Emacs|Emacs]], [[Vim (text editor)|Vim]], and various development tools.&amp;lt;ref name=&amp;quot;simulavr-main&amp;quot;/&amp;gt; The operating system is open-source, and users can potentially modify it or run other Linux distributions on the hardware.&amp;lt;ref name=&amp;quot;simulavr-faq&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tethered Mode===&lt;br /&gt;
While primarily a standalone device, the Simula One can also function in a tethered mode. By detaching the compute pack and connecting the HMD to a [[Windows]] or Linux PC (likely via USB-C with DisplayPort Alt-Mode or Thunderbolt), it can be used as a [[PC-Powered VR|PC VR headset]]. This mode enables compatibility with [[SteamVR]] content, including games, though it may require separate [[VR controller|controllers]] compatible with the PC VR ecosystem.&amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Adjustability==&lt;br /&gt;
The headset is designed for comfort during extended use and includes several adjustment options:&lt;br /&gt;
* [[Interpupillary distance|IPD]] adjustment: Hardware adjustable from 55mm to 77mm, accommodating a wide range of users.&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt;&lt;br /&gt;
* Eye relief adjustment: 13mm to 17mm, allowing space for users who wear [[glasses]].&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pricing and Availability==&lt;br /&gt;
SimulaVR offers several versions of the Simula One. Pre-order pricing was announced when direct orders opened, with MSRPs for general release.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Model !! Compute pack !! Pre-order Price (USD) !! MSRP (USD)&lt;br /&gt;
|-&lt;br /&gt;
| Standard (Standalone VRC) || Yes || $2,699 || $3,500 &amp;lt;ref name=&amp;quot;pricing-kickstarter&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tethered Edition (HMD only) || No || $1,999 || $2,499 &amp;lt;ref name=&amp;quot;uploadvr2022-pricing&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Founders Edition || Yes (premium materials, 32GB RAM) || $4,999 || $4,999 &amp;lt;ref name=&amp;quot;simulavr-store-preorder&amp;quot;/&amp;gt; &amp;lt;ref name=&amp;quot;uploadvr2022-pricing&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Direct preorders opened in February 2022, typically requiring a deposit.&amp;lt;ref name=&amp;quot;roadtovr-preorders&amp;quot;/&amp;gt; Shipping for preorders is anticipated to begin in 2025.&amp;lt;ref name=&amp;quot;shop-simulavr-may2025-status&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Target Market==&lt;br /&gt;
The Simula One is specifically aimed at:&lt;br /&gt;
* [[Software developer]]s and [[Programmer|programmers]]&lt;br /&gt;
* [[Engineer]]s and technical professionals&lt;br /&gt;
* [[Remote work|Remote workers]] who can benefit from extensive virtual screen real estate&lt;br /&gt;
* [[Linux]] enthusiasts and users who prioritize [[open-source software]] and [[Privacy|privacy]]&lt;br /&gt;
* Individuals seeking a focused, distraction-free computing environment for productivity tasks.&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr-announce&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SimulaVR positions the device as a premium productivity tool, comparing its target use case to high-end [[ThinkPad|workstation laptops]], but with the unique advantages of an immersive VR interface.&amp;lt;ref name=&amp;quot;why-expensive&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
The Simula One has garnered significant interest, particularly within the Linux and developer communities, for its unique proposition as a standalone VR headset running a native Linux distribution designed for productivity.&amp;lt;ref name=&amp;quot;roadtovr-announce&amp;quot;/&amp;gt; Early impressions from review units distributed in 2022 highlighted the headset’s exceptional image quality and text clarity, with its 35.5 PPD cited as a key factor in reducing eye strain for desktop work in VR, surpassing competitors like the [[Valve Index]] and [[Meta Quest 2|Quest 2]] in this specific metric.&amp;lt;ref name=&amp;quot;first-glimpse-review-units&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;UploadVR&#039;&#039; noted it had “the most powerful chip in any announced standalone headset” at the time of its early announcements but also emphasized its niche focus and high price point.&amp;lt;ref name=&amp;quot;uploadvr2022&amp;quot;/&amp;gt; &#039;&#039;Display Daily&#039;&#039; praised the high PPD optical design specifically geared towards text legibility for office work.&amp;lt;ref name=&amp;quot;displaydaily2022&amp;quot;/&amp;gt; Commentary across various online communities has acknowledged the device&#039;s novelty as an x86-based standalone headset while also discussing the challenges of manufacturing and bringing such a specialized product to market.&amp;lt;ref name=&amp;quot;skarredghost2022&amp;quot;/&amp;gt; &amp;lt;ref name=&amp;quot;vritimes2022&amp;quot;/&amp;gt; Some reviewers have noted that it appeals to a &amp;quot;pretty small subset of VR users&amp;quot; due to its specialized focus.&amp;lt;ref name=&amp;quot;roadtovr-announce&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:simula one1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[List of virtual reality headsets]]&lt;br /&gt;
* [[Linux VR]]&lt;br /&gt;
* [[VR productivity]]&lt;br /&gt;
* [[Standalone VR headsets]]&lt;br /&gt;
* [[OpenXR]]&lt;br /&gt;
* [[NixOS]]&lt;br /&gt;
* [[Wayland (display server protocol)|Wayland]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr-announce&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/simula-one-linux-vr-headset-kickstarter/|title=Simula One is a Standalone VR Headset Natively Running Linux Desktop, Kickstarter in January|date=December 15, 2021|publisher=Road to VR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;simulavr-main&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/|title=SimulaVR - The VR Computer|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;technical-overview&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/technical-overview/|title=Technical overview of Simula&#039;s VR Computer|date=February 14, 2022|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;hackernews-announce&amp;quot;&amp;gt;{{cite web|url=https://news.ycombinator.com/item?id=30440828|title=Show HN: Simula One – Portable Linux VR Computer|date=February 23, 2022|publisher=Hacker News|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;tracxn&amp;quot;&amp;gt;{{cite web|url=https://tracxn.com/d/companies/simulavr/__y1btRY8LuUiaN6MHD-OE8m7yCgaTWuJhJjfHLSXkdzQ|title=SimulaVR - Company Profile &amp;amp; Competitors|publisher=Tracxn|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;github-simula&amp;quot;&amp;gt;{{cite web|url=https://github.com/SimulaVR/Simula|title=GitHub - SimulaVR/Simula: Linux VR Desktop|publisher=GitHub|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr2021&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/simula-one-linux-vr-headset-kickstarter/|title=Simula One is a Standalone VR Headset Running Linux Desktop, Kickstarter in January|date=December 15, 2021|publisher=Road to VR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr-preorders&amp;quot;&amp;gt;{{cite web|url=https://www.roadtovr.com/simula-one-vr-linux-standalone-kickstarter/|title=Linux-based Standalone VR Headset Ditches Kickstarter &amp;amp; Opens Direct Preorders|date=February 14, 2022|publisher=Road to VR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vrcompare&amp;quot;&amp;gt;{{cite web|url=https://vr-compare.com/headset/simulaone|title=Simula One: Full Specification|publisher=VRcompare|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;gigazine&amp;quot;&amp;gt;{{cite web|url=https://gigazine.net/gsc_news/en/20211228-simula-one/|title=Some specs of the world&#039;s first stand-alone VR headset with Linux &#039;Simula One&#039; will be released|date=December 28, 2021|publisher=GIGAZINE|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;simulavr-store&amp;quot;&amp;gt;{{cite web|url=https://shop.simulavr.com/|title=SimulaVR Store|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;simulavr-faq&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/faq/|title=FAQ - What is &amp;quot;SimulaOS&amp;quot;?|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;nixos-linkedin&amp;quot;&amp;gt;{{cite web|url=https://www.linkedin.com/posts/nixos-foundation_github-simulavrsimula-linux-vr-desktop-activity-6907228489024737280-1qwU|title=NixOS Foundation on LinkedIn: SimulaVR/Simula|date=March 9, 2022|publisher=LinkedIn|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;pricing-kickstarter&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/kickstarter-pricing/|title=The Simula One&#039;s Pricing &amp;amp; Kickstarter Goal|date=January 13, 2022|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;simulavr-store-preorder&amp;quot;&amp;gt;{{cite web|url=https://shop.simulavr.com/products/simula-one-standalone|title=Simula One - Standalone (Preorder)|publisher=SimulaVR Store|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;why-expensive&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/why-is-the-simula-one-so-expensive/|title=Why is the Simula One so expensive?|date=January 13, 2022|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr2022&amp;quot;&amp;gt;{{cite web|url=https://www.uploadvr.com/linux-standalone-simula-preorders/|title=$2700 Linux Standalone Headset With i7 Chip Ships ‘No Earlier Than Q4’|first=David|last=Heaney|date=February 16, 2022|publisher=UploadVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;displaydaily2022&amp;quot;&amp;gt;{{cite web|url=https://displaydaily.com/the-simula-one-headset-has-uncommon-features/|title=The Simula One Headset has Uncommon Features|first=Arthur|last=Berman|date=February 21, 2022|publisher=Display Daily|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;headsets-delayed-2024&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/headsets-delayed/|title=Headsets Delayed into 2024|date=August 25, 2023|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shop-simulavr-may2025-status&amp;quot;&amp;gt;{{cite web|url=https://shop.simulavr.com/|title=SimulaVR Store (Accessed May 2025 for shipping status)|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt; &amp;lt;!-- This ref implies current status check --&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;first-glimpse-review-units&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/first-glimpse-of-review-units/|title=First Glimpse of Review Units|date=October 28, 2022|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;first-glimpse-retro-design&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/first-glimpse-of-review-units/|title=First Glimpse of Review Units (mentions retro design)|date=October 28, 2022|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt; &amp;lt;!-- Article 2/3 mentioned retro design, this blog post from SimulaVR might be a source or inspiration for that description --&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr2022-pricing&amp;quot;&amp;gt;{{cite web|url=https://www.uploadvr.com/linux-standalone-simula-preorders/|title=$2700 Linux Standalone Headset With i7 Chip Ships ‘No Earlier Than Q4’ (mentions Tethered Edition price)|first=David|last=Heaney|date=February 16, 2022|publisher=UploadVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr2022-specs&amp;quot;&amp;gt;{{cite web|url=https://www.uploadvr.com/linux-standalone-simula-preorders/|title=$2700 Linux Standalone Headset With i7 Chip Ships ‘No Earlier Than Q4’ (mentions DDR4, no built-in speakers)|first=David|last=Heaney|date=February 16, 2022|publisher=UploadVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;displaydaily2022-optics&amp;quot;&amp;gt;{{cite web|url=https://displaydaily.com/the-simula-one-headset-has-uncommon-features/|title=The Simula One Headset has Uncommon Features (mentions non-Fresnel, RGB-stripe)|first=Arthur|last=Berman|date=February 21, 2022|publisher=Display Daily|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vrcompare-simulaone-refresh&amp;quot;&amp;gt;{{cite web|url=https://vr-compare.com/headset/simulaone|title=Simula One on VRcompare (lists 90-120Hz refresh)|publisher=VRcompare|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;simulasoftware-overview&amp;quot;&amp;gt;{{cite web|url=https://simulavr.com/blog/software-overview/|title=Simula&#039;s Software Stack|date=May 20, 2022|publisher=SimulaVR|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;skarredghost2022&amp;quot;&amp;gt;{{cite web|url=https://skarredghost.com/2022/01/28/simulavr-simula-one-linux-vr/|title=Simula One Aims at Becoming Your Portable Linux VR Computer|first=Antony|last=Vitone|date=January 28, 2022|publisher=The Ghost Howls|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vritimes2022&amp;quot;&amp;gt;{{cite web|url=https://virtualrealitytimes.com/2022/02/20/pre-orders-open-for-2700-standalone-linux-based-vr-headset-simula-one/|title=Pre-Orders Open for $2700 Standalone Linux-Based VR Headset Simula One|first=Sam|last=Ochanji|date=February 20, 2022|publisher=Virtual Reality Times|accessdate=May 24, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:Virtual Reality Headsets]]&lt;br /&gt;
[[Category:Linux hardware]]&lt;br /&gt;
[[Category:Head-mounted displays]]&lt;br /&gt;
[[Category:Open-source hardware]]&lt;br /&gt;
[[Category:Products introduced in 2021]]&lt;br /&gt;
[[Category:Computers]]&lt;br /&gt;
[[Category:NixOS]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=PlayStation_VR&amp;diff=37363</id>
		<title>PlayStation VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=PlayStation_VR&amp;diff=37363"/>
		<updated>2026-01-07T22:27:25Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37291 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|LMq8gQkljMw|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Console-Powered VR]]&lt;br /&gt;
|Platform=[[PlayStation VR]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Sony]]&lt;br /&gt;
|Manufacturer=Sony&lt;br /&gt;
|Operating System=[[PlayStation 4]], [[PlayStation Vita]]&lt;br /&gt;
|Requires=[[PlayStation 4]]&lt;br /&gt;
|Predecessor=[[Project Morpheus]]&lt;br /&gt;
|Successor=[[PlayStation VR 2]]&lt;br /&gt;
|Display=5.7 inch OLED&lt;br /&gt;
|Resolution=1920 x 1080, 960 x 1080 per eye&lt;br /&gt;
|Pixel Density=386 PPI&lt;br /&gt;
|Refresh Rate=90 Hz, 120 Hz &amp;lt;ref&amp;gt;VRcompare. PlayStation VR Specs. Retrieved from https://vr-compare.com/headset/playstationvr&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Persistence=2.5ms&lt;br /&gt;
|Field of View=100°&lt;br /&gt;
|Optics=??&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerometer]], [[Gyroscope]]&lt;br /&gt;
|Positional Tracking=[[PlayStation Camera]]&lt;br /&gt;
|Update Rate=?&lt;br /&gt;
|Tracking Volume=72°H x 45°V (15 feet range estimated)&lt;br /&gt;
|Latency=Less than 18ms&lt;br /&gt;
|Audio=[[3D audio]]&lt;br /&gt;
|Input=[[DualShock 4 Wireless Controller]], [[PlayStation Move Motion Controller]], [[PlayStation VR Aim]]&lt;br /&gt;
|Connectivity=HDMI, USB&lt;br /&gt;
|Weight=&lt;br /&gt;
|Cable Length=??&lt;br /&gt;
|Release Date=October 13, 2016&lt;br /&gt;
|Price=$399&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[PlayStation VR]], formerly known as &#039;&#039;&#039;Project Morpheus&#039;&#039;&#039;, is a [[Virtual Reality]] [[head-mounted display]] developed by [[Sony]]. Initially unveiled in GDC 2014, PlayStation VR is designed to be compatible with PlayStation 4 and PlayStation Vita. PlayStation VR features include a stylish and sleek visor with wide field of view display, 6 degrees of freedom head tracker and a [[3D audio]] output. &lt;br /&gt;
&lt;br /&gt;
PlayStation VR was released in the October 13, 2016 for $399. [[PlayStation Camera]], which is required, is sold separately. Users can purchase PlayStation VR Launch bundle for $499 that includes not only the [[HMD]], but also the PlayStation Camera, 2 [[PlayStation Move]] controllers and [[PlayStation VR Worlds]] game.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Advantages and Features==&lt;br /&gt;
*Fixed spec platform - PS4&lt;br /&gt;
*Established controller interface - DualShock 4 controller and PlayStation Move with PlayStation Camera&lt;br /&gt;
*Large PS4 player base - over 20 million &lt;br /&gt;
*Established content marketplace and ecosystem&lt;br /&gt;
*Popular, intuitive and motion tracked controllers&lt;br /&gt;
&lt;br /&gt;
===Technical Features===&lt;br /&gt;
*Low [[latency]]&lt;br /&gt;
*High [[framerate]] - 120 Hz - renders at 60 Hz, [[reprojection|reprojects]] at 120 Hz&lt;br /&gt;
*More pixels on the center of view to match human visual system.&lt;br /&gt;
*Unified tracking support for all PS VR and Input devices such as the HMD, [[DualShock 4]], [[Move]] and [[Move Navigation]].&lt;br /&gt;
*Multiple devices are tracked in the same coordinate space in any combination.&lt;br /&gt;
*VR players and non-VR players playing together.&lt;br /&gt;
*[[3D audio]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3RNbZpcfAhE|350|right|PSVR presentation}}&lt;br /&gt;
&lt;br /&gt;
==Bundles==&lt;br /&gt;
Core Bundle retails for $399 while the Launch Bundle retails for $499.&lt;br /&gt;
===Core Bundle===&lt;br /&gt;
*PSVR HMD&lt;br /&gt;
*[[PSVR External Processing Unit|Processor unit]]&lt;br /&gt;
*HMD connection cable&lt;br /&gt;
*HDMI cable&lt;br /&gt;
*USB cable&lt;br /&gt;
*Stereo headphones&lt;br /&gt;
*AC power cord&lt;br /&gt;
*AC adaptor&lt;br /&gt;
*PlayStation VR Demo game&lt;br /&gt;
&lt;br /&gt;
===Launch Bundle===&lt;br /&gt;
*Everything in the Core Bundle&lt;br /&gt;
*PlayStation Camera&lt;br /&gt;
*2 [[PlayStation Move]] controllers&lt;br /&gt;
*[[PlayStation VR Worlds]] game&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
PlayStation VR&#039; curved, stylish black visor is worn over your eyes. The black visor features a 1080p HD OLED display with 960 x 1080 resolution for each eye. It&#039;s edges consist of LED lights that emit a glowing blue light when the device is in use. A white, headband-like apparatus extrudes from top of the visor. The headband-like apparatus is worn over your head to securely and comfortably attach the visor over your eyes. Additional black strap is worn around your head to further adhere the visor to your face. Because of the sensor placed at the back of your head, you can make 180 degree turns and allow PSVR to accurately detect your line of sight. &lt;br /&gt;
&lt;br /&gt;
PlayStation VR connects to a PlayStation 4 for information processing and streaming. A small, black box called [[PSVR External Processing Unit|External Processing Unit]] (EPU) also called Breakout Box is required to be connected to the PS4. EPU handles the output of HMD view to a monitor, [[3D audio]] processing, and display PS4&#039;s software interface in the [[Cinematic mode]]. Note that EPU does NOT provide extra GPU, CPU or help PS to distort the HMD output.&lt;br /&gt;
&lt;br /&gt;
PlayStation VR integrates with various other products in the PlayStation universe such as PlayStation Camera, PS Move and PS4 Controller. PSVR integrates with the PlayStation Camera to accurately track the user&#039;s head movements and positions. With help of the 9 [[LED]]s on the HMD, the PS Camera tracks the user up to 1000 times per second. The camera allows more precise tracking when combined with in-helmet sensors.&lt;br /&gt;
&lt;br /&gt;
PlayStation VR uses the 3D audio technology developed by Sony. Users will not only experience sound from left, right, front and back but also hear sound from above and below.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
&#039;&#039;&#039;HMD&#039;&#039;&#039;:&lt;br /&gt;
*Note that these are prototype specs released on 3/18/2014 in GDC 2014.&amp;lt;ref&amp;gt;http://www.sony.com/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2014/sony-computer-entertainment-announces-project-morp.shtml&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Component || Processor unit, head-mounted unit&lt;br /&gt;
|-&lt;br /&gt;
|Display || 5.7 inch OLED, low persistence (2.5ms)&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 1920 x 1080  (960 x 1080 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Frame Rate || 90 Hz, 120 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 100°&lt;br /&gt;
|-&lt;br /&gt;
|Tracking || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|Rotational Tracking || [[Accelerometer]], [[Gyroscope]]&lt;br /&gt;
|-&lt;br /&gt;
|Positional Tracking || PlayStation Camera and 9 LEDs on the HMD&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &amp;lt;18ms&lt;br /&gt;
|-&lt;br /&gt;
|Input || [[DualShock 4 Wireless Controller]]* &amp;lt;br&amp;gt; [[PlayStation Move Motion Controller]]*&lt;br /&gt;
|-&lt;br /&gt;
|Output|| To both VR headset and TV screen &amp;lt;br&amp;gt; Mirrored and Separate Modes&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || HDMI, USB&lt;br /&gt;
|-&lt;br /&gt;
|Audio || [[3D audio]] with stereo mini jack and mic input&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;These items are sold separately, they are not part of PSVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EPU&#039;&#039;&#039;:&lt;br /&gt;
*Size: 140x140x35mm&lt;br /&gt;
*Connectivity: HDMI input and output, USB&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[PlayStation Move Motion Controller]]&lt;br /&gt;
&lt;br /&gt;
[[PlayStation VR Aim]]&lt;br /&gt;
&lt;br /&gt;
[[DualShock 4 Wireless Controller]]&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
{{#ev:youtube|peT_qtnatsc|350|right|PSVR games trailer from PlayStation Experience 2015}}&lt;br /&gt;
Various games for PlayStation 4 will be compatible with PSVR. &lt;br /&gt;
&lt;br /&gt;
{{see also|PSVR Games}}&lt;br /&gt;
{{:PSVR Games}}&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
PlayStation VR SDK is under development.&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:playstation vr tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
72°H x 45°V (15 feet range estimate)&lt;br /&gt;
&lt;br /&gt;
Room size: 15 feet by 15 feet&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===Asynchronous Reprojection===&lt;br /&gt;
[[Asynchronous Reprojection]] aka [[Timewarp]] - developers can render their game at 60 fps then use Asynchronous Reprojection to increase the fps to 120.&lt;br /&gt;
&lt;br /&gt;
===Cinematic Mode===&lt;br /&gt;
Cinematic Mode allows the user to play all the PS4 games wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;March 22, 2016&#039;&#039;&#039; - Pre-orders for PlayStation VR began for various retailers such as Amazon, Best Buy, Target, GameStop, Walmart etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June 16, 2016&#039;&#039;&#039; - Sony announced that PlayStation VR Demos will be available in 30 GameStop and Best Buy in North America starting from June 17 and 18. Starting from June 24, PlayStation VR Demos will be available in 300 locations across U.S. and Canada.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 13, 2016&#039;&#039;&#039; - PlayStation VR is released for $399 for the core HMD and $499 for the HMD and the camera and controller.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February 19, 2017&#039;&#039;&#039; - 915,000 units of PlayStation VR have been sold worldwide.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:project morpheus1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
Image of Project Morpheus, prototype of PlayStation VR. Notice the lack of positional tracking LEDs&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Pimax_8K&amp;diff=37362</id>
		<title>Pimax 8K</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Pimax_8K&amp;diff=37362"/>
		<updated>2026-01-07T22:27:16Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37285 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Pimax 8k.jpg|400px]]&lt;br /&gt;
|VR/AR=Virtual Reality&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=8K Resolution VR Headset &lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=GTX 980/1070 or AMD R9 Nano, Equal or above&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=Custom low-latency LCD screen&lt;br /&gt;
|Resolution=8K (4K for each eye)&lt;br /&gt;
|Pixel Density=2 * 3840x2160, 16.6 million total pixels&lt;br /&gt;
|Refresh Rate=Monocular 75Hz / (Up to 90Hz although struggling to better 80Hz) (Both eyes 150Hz / 180Hz through Brainwarp)&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=200-degree FOV&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=Gesture Tracking (optional)&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=Yes&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=18ms (Low MTP Latency)&lt;br /&gt;
|Audio=2x3.5 mm headphone jack, stereo headphones, integrated headphones&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=Light Sensor, Motion Sensor, Distance Sensor&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=Q2 2018 (as per CES 2018)&lt;br /&gt;
|Price=$799 (Approx.)&lt;br /&gt;
|Website=https://www.pimaxvr.com/&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Pimax 8K HMD – the prototype of the world’s first [[8k]] resolution [[virtual reality]] headset was launched at [[CES 2017]] in Las Vegas. The latest [[VR headset]] from Pimax comes with two 4k (3840 x 2160 pixels) displays (one for each eye), 200-degree [[Field of View (FOV)]], and [[Fresnel lenses]]. Each unit of Pimax 8K headset is tentatively priced at $799. A Kickstarter campaign for the 8K headset was launched on September 19, 2017, and ended on November 3 of the same year.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&lt;br /&gt;
The prototype of Pimax 8K looks a lot like the [[StarVR HMD]] with a mounting mechanism similar to the [[PlayStation VR]]. Although the Pimax 8K headset looks bulky, people who tried it have reported that it did not feel heavy. Like the StarVR HMD, the Pimax 8K too has its display placed with a slight Dutch Tilt. The prototype headset comes fitted with Fresnel lenses. People who tested the 8K headset were surprised by the absence of the problematic [[‘God Ray’ artifact]] what often plagues devices with Fresnel lenses. The new Pimax HMD looks quite different from its predecessor. That’s because the Pimax 8K is fitted with a [[magnetometer]], light sensor, motion sensor, distance sensor, and [[gyroscope]]. These additions are sure to improve the head tracking capabilities of the virtual reality headset.&lt;br /&gt;
&lt;br /&gt;
==Pimax 8K HMD – Features==&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The 8K, 3840 x 2160 pixels per eye resolution is, without a doubt, the best feature of the new Pimax VR headset. Wearing the headset, the users will have a tough time discerning pixels on the screen. Pimax 8K has a higher resolution than that of [[HTC Vive]] and [[Oculus Rift]]. The 8K HMD is much sharper and more transparent than other virtual reality headsets that are currently available. The truly next-generation 8K virtual reality headset ensures the users don’t experience any aliasing or screen door effect. The aliasing and screen door effects are common problems seen in other HMDs. The extremely high-resolution display in Pimax 8K makes sure the virtual objects don’t appear jagged at the edges and no distinguishing lines appear between pixels. At the Consumer Electronics Show (CES) 2017 in Las Vegas, the Pimax 8K HMD was demonstrated using the on-rails game [[Showdown]] created by [[Epic Games]]. The on-rails shooting game was run using the [[NVIDIA GTX 1070 card]].&lt;br /&gt;
&lt;br /&gt;
===Field of View (FOV)===&lt;br /&gt;
Equally impressive is the ultra-wide Field of View. The Pimax 8K is designed with 200-degree FOV, which is better than the 100-degree FOV in Vive and Rift. Peripheral awareness gets a big boost with higher FOV, but it doesn’t add much to the actual immersive experience.&lt;br /&gt;
&lt;br /&gt;
===Motion to Photon Latency===&lt;br /&gt;
The Pimax 8K HMD comes with a [[motion-to-photon latency]] of 18ms, which is ideal to avoid nausea and motion sickness. The motion-to- photon (MTP) latency is the time taken by the headset to reflect the user’s movement on the screen. For example, a user, wearing a virtual reality headset, moves his/her head to the right. If the movement to the right is reflected on the display 25ms after the action, then the MTP latency of the VR HMD is 25ms. Low MTP latency (ideally, less than 20ms) is necessary to avoid nausea and motion sickness. MTP needs to be low to give the user the feeling he/she is present in the virtual world.&lt;br /&gt;
&lt;br /&gt;
===Tracking===&lt;br /&gt;
The Pimax 8K provides the option to use different tracking solutions. It has [[outside-in tracking]] based on cutting-edge laser technology with minimal latency, 100% compatible with Valve lighthouses and all Steam accessories. Furthermore, 360-degree positional tracking is possible with only one base station.&lt;br /&gt;
&lt;br /&gt;
The other tracking method possible is [[inside-out]], using attachable modules that will be released.&lt;br /&gt;
&lt;br /&gt;
The user can switch between these two tracking options.&lt;br /&gt;
&lt;br /&gt;
===The Brain Wrap Technique===&lt;br /&gt;
Taking a leaf out of Oculus’ book Pimax has added the [[Brain Wrap technique]] to the 8K VR headset. Brain Wrap is a fairly simple and interesting concept used to deliver the 4K quality picture to each eye. The GPU takes the orders from the drivers and renders frames in a sequential manner. The [[GPU]] first renders a picture of 4K resolution to just one eye. This is followed by another rendering of the picture of the same resolution to the other eye. The whole cycle is repeated again and again. As the Pimax 8K headset renders frames at very high speeds (up to 240 times a second), the high-speed sequencing fools the brain into believing that the eyes (both right and left) see the same picture. The same brain-wrap technique is used by the active shutter [[3D glasses]].&lt;br /&gt;
&lt;br /&gt;
The Brain Wrap technique comes with its own set of special requirements or challenges. Ordinary processors do not generate enough power to push the frames in the Pimax 8K headset. The virtual reality headset will need a powerful [[PC]] with either one [[NVIDIA GTX 1080]] or two [[NVIDIA GTX 1070]] graphics cards. According to a group who tried the Pimax 8K VR headset, both [[AMD Radeon R9 390X]] and [[Intel Core i5 6600K]] were not good enough to power the 8K HMD smoothly. They had to use [[NVIDIA Quadro M6000 12GB]] to run Pimax 8K smoothly.&lt;br /&gt;
&lt;br /&gt;
Equally challenging is the task of performing, what they call, ‘very accurate synchronous fine tuning’. It’s a very delicate task that might result in a motion artifact known as ghosting.&lt;br /&gt;
&lt;br /&gt;
====Accessories====&lt;br /&gt;
Along with the new 8K VR HMD, Pimax has also introduced special accessories specific to the 8k headset. The special accessory package includes two [[gaming controllers]], two [[position devices]], and a stand.&lt;br /&gt;
&lt;br /&gt;
====Cost====&lt;br /&gt;
The Pimax 8K will cost around $799. People who already own a [[Pimax 4K]] will have to shell out twice the price to buy the Pimax 8K headset. The Pimax 8K is the sole member of the 8K resolution and 200-degree FOV group. It boasts of specifications and features that are far better than its nearest price competitor HTC Vive.&lt;br /&gt;
&lt;br /&gt;
==Kickstarter campaign==&lt;br /&gt;
The Kickstarter campaign for the Pimax 8K started on September 19 and ran until November 3, 2017. The campaign was highly successful with 5946 backers pledging $4,236,618.&lt;br /&gt;
&lt;br /&gt;
The amount gathered surpassed the 2012 Oculus’ Kickstarter that had 9522 backers pledging $2,437,429.&lt;br /&gt;
&lt;br /&gt;
According to Pimax, the choice of the Kickstarter platform for this project was due to the fact that they wanted to have a base camp of passionate and creative people who could shape the Pimax 8k based on their feedback. The company wrote, “Not only do we value the input of you early adopters, but for the developers amongst you - we want to make sure we are tailoring a headset to your specific needs in terms of enhancing the VR experiences you create.”&lt;br /&gt;
&lt;br /&gt;
There are some benefits for those that backed the project, as explained on its Kickstarter page:&lt;br /&gt;
&lt;br /&gt;
1.The first group of backers will become part of our core community and your demands/requests will always be our top priority;&lt;br /&gt;
2.After the campaign, we won&#039;t consider retail until we have fulfilled all the Kickstarter packages;&lt;br /&gt;
3.We made the price on Kickstarter merely cover the cost - and this will always the lowest possible price you can pick up Pimax 8K;&lt;br /&gt;
4.The Kickstarter version will be the final consumer version.&lt;br /&gt;
&lt;br /&gt;
As an alternative to the Pimax 8K, the company offered a special 5K edition for Kickstarter: the Pimax 5K. This device has basically the same features as the Pimax 8K, with the only differences being in resolution and price. &lt;br /&gt;
&lt;br /&gt;
Pimax is expected to start delivering the Kickstarter campaign devices in January 2018.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
The Pimax 8k has received praise for the increased pixel density that reduces screen door effect and also its wider field of view.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, some people have been pointing out that the Pimax 8K does not have 8K resolution. The device’s resolution is 7680 x 2160, which is below the 8K 7680 x 4320. Indeed, the company has been accused of misleading people with the product name but it has argued back that the ‘8K’ is to highlight the much higher horizontal resolution present in its device.&lt;br /&gt;
&lt;br /&gt;
More accurately, the Pimax 8k headset has two 4K panels (3840 x 2160) with a 90 Hz refresh rate.&lt;br /&gt;
&lt;br /&gt;
===Hands-on experiences===&lt;br /&gt;
People who have tried the prototype version of the Pimax 8K say that the headset is a very wide HMD made of a lightweight rigid plastic material. The headset is comfortable and lighter than expected considering its size.&lt;br /&gt;
&lt;br /&gt;
Brief sessions with applications such as Fruit Ninja lead to the conclusion that the Pimax 8k is the most immersive virtual reality gameplay ever experienced. There are no black borders within the user’s vision, giving the illusion that the person is not looking through a VR headset.&lt;br /&gt;
&lt;br /&gt;
The 200-degree field of view of the Pimax headset is a lot wider compared to the HTC Vive, Oculus Rift, and PlayStation VR, immersing the user in a way that other headsets can not currently emulate.&lt;br /&gt;
&lt;br /&gt;
No sub-pixels or ghosting was noticed by users of the Pimax. Indeed, according to some analysts, the Pimax 8K does not suffer from screen door effect.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* https://www.roadtovr.com/hands-pimaxs-8k-headset-proves-high-fov-vr-coming/&lt;br /&gt;
* https://www.pimaxvr.com/&lt;br /&gt;
* https://vrworld.com/2017/01/30/pimax-8k-vr-headset/&lt;br /&gt;
* http://vrstation.id/en/news/index/405/Pimax--First-8K-VR-Headset-with-200-Degree-FOV&lt;br /&gt;
* https://www.engadget.com/2017/10/12/pimax-8k-vr-headset&lt;br /&gt;
* https://www.kickstarter.com/projects/pimax8kvr/pimax-the-worlds-first-8k-vr-headset/description&lt;br /&gt;
* https://www.roadtovr.com/pimax-8k-surpasses-oculus-rift-top-vr-headset-kickstarter-project-2-45m-raised-far/&lt;br /&gt;
* https://www.digitaltrends.com/virtual-reality/pimax-vr-headset-kickstarter/&lt;br /&gt;
* http://www.tomshardware.com/news/pimax-8k-vr-headset-trial,35745.html&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Pico_4&amp;diff=37361</id>
		<title>Pico 4</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Pico_4&amp;diff=37361"/>
		<updated>2026-01-07T22:27:08Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37274 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[file:pico 41.jpg|350px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[head-mounted display]]&lt;br /&gt;
|Subtype = [[Standalone VR]]&lt;br /&gt;
|Platform = [[Pico Store]]&lt;br /&gt;
|Creator = &lt;br /&gt;
|Developer = &lt;br /&gt;
|Manufacturer = [[Pico]]&lt;br /&gt;
|Announcement Date = September 22, 2022&lt;br /&gt;
|Release Date = October 18, 2022&lt;br /&gt;
|Price = $430&lt;br /&gt;
|Website = picoxr.com &lt;br /&gt;
|Versions = &lt;br /&gt;
|Requires = &lt;br /&gt;
|Predecessor = [[Pico 3]]&lt;br /&gt;
|Successor = [[Pico 5]]&lt;br /&gt;
|Operating System = [[Pico OS 5.0 (Android)]]&lt;br /&gt;
|Chipset = [[Qualcomm Snapdragon XR2]]&lt;br /&gt;
|CPU = Octa-core Kryo 585 (1 x 2.84 GHz, 3 x 2.42 GHz, 4 x 1.8 GHz)&lt;br /&gt;
|GPU = Adreno 650&lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = 128 GB&lt;br /&gt;
|Memory = 8 GB LPDDR4&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = 2 x LCD&lt;br /&gt;
|Subpixel Layout = [[RGB stripe]]&lt;br /&gt;
|Peak Brightness = &lt;br /&gt;
|Resolution = 2160x2160 per-eye&lt;br /&gt;
|Refresh Rate = 90 Hz&lt;br /&gt;
|Pixel Density = &lt;br /&gt;
|Persistence = &lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = &lt;br /&gt;
|Horizontal FoV = 104°&lt;br /&gt;
|Vertical FoV = &lt;br /&gt;
|Visible FoV = 104° (horizontal), 103° (vertical)&lt;br /&gt;
|Rendered FoV = 104° (horizontal), 104° (vertical), 122.16° (diagonal)&lt;br /&gt;
|Binocular Overlap = 104°&lt;br /&gt;
|Average Pixel Density = 20.76 PPD (horizontal), 20.76 PPD (vertical)&lt;br /&gt;
|Peak Pixel Density = 20.76 PPD&lt;br /&gt;
|Foveated Rendering = No&lt;br /&gt;
|Optics = [[Pancake lenses]]&lt;br /&gt;
|Ocularity =  Binocular&lt;br /&gt;
|IPD Range = 62-72 mm&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = 16MP RGB camera&lt;br /&gt;
|Tracking = 6 DoF Inside-out&lt;br /&gt;
|Tracking Frequency = &lt;br /&gt;
|Base Stations = No&lt;br /&gt;
|Eye Tracking = No&lt;br /&gt;
|Face Tracking = No&lt;br /&gt;
|Hand Tracking = Yes&lt;br /&gt;
|Body Tracking = No&lt;br /&gt;
|Rotational Tracking = &lt;br /&gt;
|Positional Tracking = &lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = &lt;br /&gt;
|Play Space = &lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = Integrated stereo speakers&lt;br /&gt;
|Microphone = Yes&lt;br /&gt;
|3.5mm Audio Jack = No&lt;br /&gt;
|Camera = &lt;br /&gt;
|Connectivity = &lt;br /&gt;
|Ports = USB Type-C&lt;br /&gt;
|Wired Video = USB Type-C&lt;br /&gt;
|Wireless Video = WiFi streaming&lt;br /&gt;
|WiFi = WiFi 6 802.11 a/b/g/n/ac/ax&lt;br /&gt;
|Bluetooth = Bluetooth 5.1&lt;br /&gt;
|Power = &lt;br /&gt;
|Battery Capacity = 5300 mAh&lt;br /&gt;
|Battery Life = 3 hours&lt;br /&gt;
|Charge Time = &lt;br /&gt;
|Dimensions = &lt;br /&gt;
|Weight = 295g (without headstrap), 586g (with headstrap)&lt;br /&gt;
|Material = Plastic, foam facial interface&lt;br /&gt;
|Headstrap = Hard padded retractable strap&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = White / grey&lt;br /&gt;
|Sensors = &lt;br /&gt;
|Input = 2 x Pico 4 Controller  &lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The [[Pico 4]] is a [[virtual reality headset]] developed by [[Pico Interactive]], a company under [[ByteDance]], the creator of [[TikTok]]. It positions itself as a direct competitor to the [[Meta Quest 2]], offering a range of features and specifications aimed at enhancing the virtual reality experience. The headset has garnered attention for its innovative design, visual capabilities, and unique features, as well as for certain limitations and concerns.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Pico 4 VR headset distinguishes itself with a slimmer and lighter visor compared to many of its contemporaries. This design choice not only impacts the aesthetic appeal of the device but also contributes significantly to user comfort during extended use. The device features a [[Snapdragon XR2 Gen 1 chipset]], which, while common in similar devices, presents certain performance limitations.&lt;br /&gt;
&lt;br /&gt;
== Design and Comfort ==&lt;br /&gt;
=== Physical Build ===&lt;br /&gt;
The Pico 4&#039;s design is notable for its lightweight and compact form. The visor, weighing approximately 295 grams without straps, offers a significant reduction in weight compared to similar models. The device&#039;s rigid strap, which is non-removable, integrates the battery into the rear, aiding in weight balance and overall comfort. However, this design choice limits customization options for users who might prefer third-party alternatives.&lt;br /&gt;
&lt;br /&gt;
=== Facial Interface ===&lt;br /&gt;
Pico 4&#039;s facial interface utilizes a breathable fabric, akin to the material used in the [[Oculus Go]], providing a gentler and more comfortable experience compared to the foam interfaces commonly found in other VR headsets.&lt;br /&gt;
&lt;br /&gt;
== Visual and Display Capabilities ==&lt;br /&gt;
=== Field of View and Lenses ===&lt;br /&gt;
One of the Pico 4&#039;s standout features is its field of view, which is both wider and taller than many of its competitors, including the [[Quest 2]]. This expanded field of view, attributed to the device&#039;s larger lens size, significantly enhances the immersive experience in VR. The headset utilizes [[pancake lenses]], which are noted for their sharpness in both the center and periphery. However, these lenses have been reported to cause discomfort for users with narrower interpupillary distances (IPDs), potentially crushing against the nose when adjusted below 62mm.&lt;br /&gt;
&lt;br /&gt;
=== Resolution and Color Representation ===&lt;br /&gt;
While the Pico 4 boasts a higher resolution than some of its competitors, this increase is not always noticeably perceptible in practice. The device&#039;s color representation has drawn criticism for appearing washed out and darker, a possible side effect of the [[pancake lenses]].&lt;br /&gt;
&lt;br /&gt;
== Performance and Tracking ==&lt;br /&gt;
The use of the [[Snapdragon XR2 Gen 1 chipset]] in the Pico 4, while common, has led to performance issues, particularly when rendering more complex visuals. This has resulted in frame drops in some VR applications, which can be discomforting to users. The device&#039;s tracking capabilities, however, have been generally well-received, with precise controller tracking noted in fast-paced VR games.&lt;br /&gt;
&lt;br /&gt;
== User Interface and Setup ==&lt;br /&gt;
The Pico 4&#039;s system software bears a resemblance to that of the [[Quest]]&#039;s interface, with a familiar layout for users who have experience with [[Meta]]&#039;s VR systems. The UI is described as snappy and responsive, although it lacks some of the polished touches, such as haptic feedback on the virtual keyboard, found in other systems. Setting up the device requires inputting details via tracked controllers, a process that some users might find cumbersome.&lt;br /&gt;
&lt;br /&gt;
== Passthrough and Mixed Reality Features ==&lt;br /&gt;
The Pico 4 offers a full-color passthrough, a step up from the black and white passthrough seen in some other VR headsets. However, the lack of depth correctness in the passthrough view can lead to distortion and discomfort during movement, limiting its effectiveness for mixed reality applications.&lt;br /&gt;
&lt;br /&gt;
== Software and Content ==&lt;br /&gt;
The [[Pico Store]], while growing, currently offers a smaller selection of native VR applications compared to stores like the [[Quest Store]]. However, the Pico 4 supports wireless and wired [[SteamVR]] streaming, allowing access to a broader range of PC VR content. The device&#039;s content library is expanding, with several popular titles already available and more expected to be added post-launch.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:pico 48.jpg&lt;br /&gt;
File:pico 49.png&lt;br /&gt;
File:pico 47.gif&lt;br /&gt;
File:pico 46.png&lt;br /&gt;
File:pico 45.png&lt;br /&gt;
File:pico 44.png&lt;br /&gt;
File:pico 43png.png&lt;br /&gt;
File:pico 41.jpg&lt;br /&gt;
File:pico 42.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Rift_S&amp;diff=37360</id>
		<title>Oculus Rift S</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Rift_S&amp;diff=37360"/>
		<updated>2026-01-07T22:26:58Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37273 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[file:oculus rift s111.png|350px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[Oculus Rift (Platform)]]&lt;br /&gt;
|Creator = &lt;br /&gt;
|Developer = [[Oculus VR]], [[Lenovo]]&lt;br /&gt;
|Manufacturer = [[Lenovo]]&lt;br /&gt;
|Announcement Date = March 20, 2019&lt;br /&gt;
|Release Date = May 21, 2019&lt;br /&gt;
|Price = $399&lt;br /&gt;
|Website = https://www.oculus.com/rift-s/&lt;br /&gt;
|Versions = &lt;br /&gt;
|Requires = VR-Ready PC&lt;br /&gt;
|Predecessor = [[Oculus Rift CV1]]&lt;br /&gt;
|Successor = Rift line discontinued&lt;br /&gt;
|Operating System = Windows 10&lt;br /&gt;
|Chipset = &lt;br /&gt;
|CPU = &lt;br /&gt;
|GPU = &lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = &lt;br /&gt;
|Memory = &lt;br /&gt;
|SD Card Slot = &lt;br /&gt;
|Display = Fast-switch LCD&lt;br /&gt;
|Subpixel Layout = &lt;br /&gt;
|Peak Brightness = &lt;br /&gt;
|Resolution = 2560×1440 (1280×1440 per eye)&lt;br /&gt;
|Refresh Rate = 80Hz&lt;br /&gt;
|Pixel Density = &lt;br /&gt;
|Persistence = &lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = 115°&lt;br /&gt;
|Horizontal FoV = &lt;br /&gt;
|Vertical FoV = &lt;br /&gt;
|Visible FoV = &lt;br /&gt;
|Rendered FoV = &lt;br /&gt;
|Binocular Overlap = &lt;br /&gt;
|Average Pixel Density = &lt;br /&gt;
|Peak Pixel Density = &lt;br /&gt;
|Foveated Rendering = No&lt;br /&gt;
|Optics = Next generation lenses (from Oculus Go)&lt;br /&gt;
|Ocularity = &lt;br /&gt;
|IPD Range = Fixed at 63.5mm (software adjustment only)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Passthrough+&lt;br /&gt;
|Tracking = [[Inside-out tracking]], (6DOF)&lt;br /&gt;
|Tracking Frequency = &lt;br /&gt;
|Base Stations = None (Inside-out tracking)&lt;br /&gt;
|Eye Tracking = &lt;br /&gt;
|Face Tracking = &lt;br /&gt;
|Hand Tracking = &lt;br /&gt;
|Body Tracking = &lt;br /&gt;
|Rotational Tracking = Yes&lt;br /&gt;
|Positional Tracking = [[Oculus Insight]]&lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = &lt;br /&gt;
|Play Space = [[Room‑scale]], 9ft x 9ft&lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = Integrated in strap&lt;br /&gt;
|Microphone = Yes&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = 5 tracking cameras (2 front, 1 on each side, 1 on top)&lt;br /&gt;
|Connectivity = DisplayPort 1.2, USB 3.0&lt;br /&gt;
|Ports = DisplayPort 1.2, USB 3.0, 3.5mm audio jack&lt;br /&gt;
|Wired Video = DisplayPort 1.2&lt;br /&gt;
|Wireless Video = &lt;br /&gt;
|WiFi = &lt;br /&gt;
|Bluetooth = &lt;br /&gt;
|Power = USB powered&lt;br /&gt;
|Battery Capacity = &lt;br /&gt;
|Battery Life = &lt;br /&gt;
|Charge Time = &lt;br /&gt;
|Dimensions = 10.94 x 6.3 x 8.27 inches&lt;br /&gt;
|Weight = 500g&lt;br /&gt;
|Material = &lt;br /&gt;
|Headstrap = Halo design with integrated audio&lt;br /&gt;
|Haptics = &lt;br /&gt;
|Color = Black&lt;br /&gt;
|Sensors = 5&lt;br /&gt;
|Input = [[Oculus Touch]]&lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = 10.94 x 6.3 x 8.27 inches&lt;br /&gt;
|Cable Length = 5 meters&lt;br /&gt;
}}&lt;br /&gt;
The [[Oculus Rift S]] is a [[PC-powered]] [[VR headset]] developed by [[Oculus VR]] in partnership with [[Lenovo]]. Announced during GDC 2019 on March 20, 2019, and released on May 21, 2019, it served as the successor to the original [[Oculus Rift CV1]].&amp;lt;ref name=&amp;quot;announce&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt; The Rift S featured several improvements over its predecessor, including a higher resolution display, improved lenses, and a new inside-out tracking system called [[Oculus Insight]] that eliminated the need for external sensors.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Oculus_Rift_S&amp;lt;/ref&amp;gt; The headset was discontinued in April 2021 in favor of the [[Meta Quest 2]].&amp;lt;ref name=&amp;quot;discontinuation&amp;quot;&amp;gt;https://www.theverge.com/2020/9/16/21422717/facebook-oculus-rift-s-discontinued-quest-2-vr-connect&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Design and Hardware ==&lt;br /&gt;
=== Display and Optics ===&lt;br /&gt;
The Rift S featured a single fast-switch LCD panel with a resolution of 2560×1440 (1280×1440 per eye), an upgrade from the Rift CV1&#039;s dual OLED displays with 1080×1200 per eye resolution.&amp;lt;ref name=&amp;quot;specs&amp;quot;&amp;gt;https://vr-compare.com/headset/oculusrifts&amp;lt;/ref&amp;gt; While the resolution was improved, the refresh rate was reduced from 90Hz on the original Rift to 80Hz on the Rift S. The field of view was approximately 115 degrees, a slight increase from the 110 degrees on the Rift CV1.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Rift S utilized &amp;quot;next generation&amp;quot; lens technology that was first introduced in the [[Oculus Go]]. These improved lenses significantly reduced the &amp;quot;god rays&amp;quot; (lens flare artifacts) that were common in the original Rift.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the Rift CV1, the Rift S did not feature mechanical interpupillary distance (IPD) adjustment. Instead, it used a fixed lens spacing of approximately 63.5mm with software-based IPD adjustment.&amp;lt;ref name=&amp;quot;ipd&amp;quot;&amp;gt;https://www.roadtovr.com/oculus-rift-s-supported-ipd-range-fov-quest-go/&amp;lt;/ref&amp;gt; This meant that users with IPD measurements significantly different from the average might experience some visual discomfort or reduced clarity.&amp;lt;ref name=&amp;quot;ipd_palmer&amp;quot;&amp;gt;https://www.roadtovr.com/palmer-luckey-oculus-founder-rift-s-optimal-70-population-ipd/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Headstrap and Comfort ===&lt;br /&gt;
The Rift S featured a halo-style headband, co-designed with Lenovo, which differed significantly from the Rift CV1&#039;s strap system. According to Oculus, this new design provided better weight distribution, improved light blocking, and increased comfort during extended use.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt; The headset included a knob at the rear of the band to adjust fit and a button underneath the right side that allowed users to adjust the distance between the headset and their face.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
Unlike the Rift CV1 which featured integrated headphones, the Rift S incorporated speakers into the headband, similar to the [[Oculus Go]] and [[Oculus Quest]]. This design allowed users to hear both VR audio and their surroundings simultaneously. For those preferring a more immersive audio experience, the headset included a 3.5mm audio jack for connecting external headphones.&amp;lt;ref name=&amp;quot;audio&amp;quot;&amp;gt;https://www.uploadvr.com/oculus-rift-s-official/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tracking System ===&lt;br /&gt;
One of the most significant changes in the Rift S was the adoption of the [[Oculus Insight]] inside-out tracking system, also used in the Oculus Quest. This system used five cameras built into the headset (two on the front, one on each side, and one on top) to track both the user&#039;s movements and the Oculus Touch controllers.&amp;lt;ref name=&amp;quot;tracking&amp;quot;&amp;gt;https://www.uploadvr.com/oculus-insight-christmas-tree-patch/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The Insight tracking system eliminated the need for external sensors, simplifying the setup process and allowing for a more flexible play area. The Rift S included an additional fifth camera over the Quest&#039;s four-camera setup to improve compatibility with existing Oculus Rift software and provide a wider tracking range.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controllers ===&lt;br /&gt;
The Rift S used the second generation [[Oculus Touch]] controllers, the same as those used with the Oculus Quest. These controllers featured a redesigned tracking ring positioned on top (rather than underneath as in the first generation) to facilitate tracking by the headset&#039;s cameras.&amp;lt;ref name=&amp;quot;touch&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Oculus_Touch&amp;lt;/ref&amp;gt; Each controller included an analog stick, buttons, and triggers for intuitive interaction in VR environments.&amp;lt;ref name=&amp;quot;touch&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Passthrough+ ==&lt;br /&gt;
The Rift S introduced [[Passthrough+]], an enhanced version of the standard passthrough feature found in other VR headsets. Passthrough+ used the headset&#039;s front-facing cameras to show the user&#039;s surroundings in monochromatic (black and white) view, allowing users to see their environment without removing the headset.&amp;lt;ref name=&amp;quot;passthrough&amp;quot;&amp;gt;https://www.uploadvr.com/oculus-rift-s-official/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Passthrough+ utilized [[Asynchronous SpaceWarp]] (ASW) technology to create a comfortable stereo-correct view with minimal depth disparity and performance impact. It was automatically activated when users stepped outside their designated [[Guardian]] boundaries or could be manually enabled through the Oculus interface.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
The Rift S was compatible with all software developed for the original Rift, including games, experiences, and applications available on the Oculus Store. Additionally, the Rift S supported third-party VR content through platforms like [[SteamVR]].&amp;lt;ref name=&amp;quot;software&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Oculus Home and Dash ===&lt;br /&gt;
Like its predecessor, the Rift S utilized the [[Oculus Home]] environment as a central hub for accessing content and socializing with friends. The [[Dash]] interface allowed users to access their PC desktop and applications while in VR.&amp;lt;ref name=&amp;quot;dash&amp;quot;&amp;gt;https://www.oculus.com/rift-s/features/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cross-Buy Support ===&lt;br /&gt;
The Oculus Store offered cross-buy support between the Rift S and Oculus Quest for compatible titles, allowing users who owned both headsets to purchase a game once and play it on either platform.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PC Requirements ==&lt;br /&gt;
&lt;br /&gt;
=== Recommended Specifications ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Recommended PC Specifications&amp;lt;ref name=&amp;quot;specs_pc&amp;quot;&amp;gt;https://www.oculus.com/rift-s/&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Component !! Specification&lt;br /&gt;
|-&lt;br /&gt;
| Graphics Card || NVIDIA GTX 1060 / AMD Radeon RX 480 or greater&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Graphics Card || NVIDIA GTX 970 / AMD Radeon R9 290 or greater&lt;br /&gt;
|-&lt;br /&gt;
| CPU || Intel i5-4590 / AMD Ryzen 5 1500X or greater&lt;br /&gt;
|-&lt;br /&gt;
| Memory || 8GB+ RAM&lt;br /&gt;
|-&lt;br /&gt;
| Video Output || DisplayPort 1.2 / Mini DisplayPort (with adapter included in box)&lt;br /&gt;
|-&lt;br /&gt;
| USB Ports || 1x USB 3.0 port&lt;br /&gt;
|-&lt;br /&gt;
| Operating System || Windows 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Compared to the original Rift, the Rift S maintained similar PC requirements despite the higher resolution display. This was achieved through the use of similar default render resolution and a slightly lower refresh rate (80Hz vs. 90Hz).&amp;lt;ref name=&amp;quot;render_res&amp;quot;&amp;gt;https://venturebeat.com/games/oculus-rift-s-has-a-well-hidden-resolution-setting/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup Process ==&lt;br /&gt;
Setting up the Rift S was simplified compared to the original Rift due to the inside-out tracking system:&lt;br /&gt;
&lt;br /&gt;
# Download the Oculus software from the official website&lt;br /&gt;
# Connect the Rift S headset to your PC using the provided DisplayPort and USB 3.0 cables&lt;br /&gt;
# Follow the on-screen instructions to complete the setup and define your play area&lt;br /&gt;
# Browse the Oculus library for games and experiences&amp;lt;ref name=&amp;quot;setup&amp;quot;&amp;gt;https://www.oculus.com/setup/#rift-s-setup&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Input Devices ==&lt;br /&gt;
The primary input devices for the Rift S were the second-generation [[Oculus Touch]] controllers. These ergonomic controllers translated hand and finger movements into VR and provided haptic feedback for a more immersive experience.&amp;lt;ref name=&amp;quot;input&amp;quot;&amp;gt;https://www.oculus.com/rift-s/features/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each Touch controller required one AA battery and featured:&lt;br /&gt;
* An analog thumbstick&lt;br /&gt;
* Two face buttons&lt;br /&gt;
* A trigger button&lt;br /&gt;
* A grip button&lt;br /&gt;
* A system button&lt;br /&gt;
* Capacitive sensors for finger presence detection&amp;lt;ref name=&amp;quot;touch&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Accessories ==&lt;br /&gt;
&lt;br /&gt;
=== Prescription Lenses ===&lt;br /&gt;
Users with vision correction needs could purchase prescription lens inserts for the Rift S. VirtuClear® Lens Inserts were available through Frames Direct and featured 1.60 Hi Index Essilor lenses with anti-reflective coating. The prescription range supported was SPH: 0 to -8.0 | CYL: 0 to -2.0.&amp;lt;ref name=&amp;quot;prescription&amp;quot;&amp;gt;https://www.framesdirect.com/virtuclear-lens-inserts-for-oculus-rift-s.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Third-Party Accessories ===&lt;br /&gt;
Various third-party accessories were available for the Rift S, including:&lt;br /&gt;
* Replacement face covers and padding&lt;br /&gt;
* Cable management solutions&lt;br /&gt;
* Display port extension cables&lt;br /&gt;
* Protective covers and travel cases&lt;br /&gt;
* Alternative audio solutions&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The Rift S was co-developed by [[Oculus VR]] and [[Lenovo]]. The partnership with Lenovo incorporated their experience in VR/AR hardware design and feedback from the Lenovo Legion gaming community.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Developers could create content for the Rift S using the [[Oculus SDK]], which provided tools and resources for VR development. The SDK integrated with popular game engines like [[Unity]], [[Unreal Engine]], and [[CryEngine]].&amp;lt;ref name=&amp;quot;dev&amp;quot;&amp;gt;https://developer.oculus.com/documentation/native/pc/dg-input-touch-overview/?locale=en_US&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* &#039;&#039;&#039;June 2015:&#039;&#039;&#039; Palmer Luckey, co-founder of Oculus VR, revealed that Oculus was working on a successor to the original Rift.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;October 2018:&#039;&#039;&#039; Brendan Iribe, co-founder and former CEO of Oculus VR, left the company reportedly due to the cancellation of a &amp;quot;Rift 2&amp;quot; project and differences in vision for the future of Oculus.&amp;lt;ref name=&amp;quot;iribe&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Oculus_Rift_S&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;March 20, 2019:&#039;&#039;&#039; The Oculus Rift S was officially announced at GDC 2019.&amp;lt;ref name=&amp;quot;announce&amp;quot; /&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;May 21, 2019:&#039;&#039;&#039; The Rift S was released to the public at a price of $399.&amp;lt;ref name=&amp;quot;release&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;April 2021:&#039;&#039;&#039; Production of the Rift S was discontinued.&amp;lt;ref name=&amp;quot;discontinuation&amp;quot; /&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;June 2021:&#039;&#039;&#039; The Rift S section was removed from the Oculus website, and the headset was no longer being sold.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
The Rift S received mixed reviews from critics and users. While the headset was praised for its improved resolution, simplified setup process, and comfortable halo strap design, it was also criticized for certain design choices that some considered downgrades from the original Rift.&lt;br /&gt;
&lt;br /&gt;
=== Positive Reception ===&lt;br /&gt;
* The Oculus Insight tracking system was well-received for its accuracy and ease of setup, eliminating the need for external sensors.&amp;lt;ref name=&amp;quot;reception1&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The higher resolution display provided improved visual clarity and reduced the &amp;quot;screen door effect&amp;quot; compared to the original Rift.&amp;lt;ref name=&amp;quot;reception2&amp;quot;&amp;gt;https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/oculus-rift-s-specifications-and-differences-compared-to-cv1/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The halo strap design was comfortable for many users, particularly during extended VR sessions.&amp;lt;ref name=&amp;quot;reception3&amp;quot;&amp;gt;https://www.scan.co.uk/products/oculus-rift-s-virtual-reality-headset-and-touch-controllers-for-mind-blowing-pc-vr-gaming&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Passthrough+ was praised as a useful safety feature and convenience for briefly interacting with the real world.&amp;lt;ref name=&amp;quot;passthrough&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Criticisms ===&lt;br /&gt;
* The lack of hardware IPD adjustment was a significant issue for users with IPD measurements outside the average range.&amp;lt;ref name=&amp;quot;ipd_palmer&amp;quot; /&amp;gt;&lt;br /&gt;
* The switch from OLED to LCD displays resulted in less vibrant colors and weaker black levels.&amp;lt;ref name=&amp;quot;reception2&amp;quot; /&amp;gt;&lt;br /&gt;
* The reduction in refresh rate from 90Hz to 80Hz was noticeable to some users and potentially contributed to motion sickness for sensitive individuals.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
* The built-in audio solution was considered inferior to the integrated headphones of the original Rift.&amp;lt;ref name=&amp;quot;reception1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overall, the Rift S was viewed as an incremental upgrade rather than a revolutionary advancement in PC VR technology.&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy ==&lt;br /&gt;
The Rift S represented the final iteration in the PC-tethered Oculus Rift line. Following its discontinuation in 2021, Facebook (now Meta) shifted its focus to standalone VR headsets with the [[Meta Quest]] line, which can optionally connect to PCs via [[Oculus Link]] to play PC VR content.&amp;lt;ref name=&amp;quot;discontinuation&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many of the technologies pioneered or improved in the Rift S, such as the Oculus Insight tracking system and the improved lens design, have continued to influence subsequent VR headsets from Meta and other manufacturers.&lt;br /&gt;
&lt;br /&gt;
== Technical Specifications ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Oculus Rift S Technical Specifications&lt;br /&gt;
! Feature !! Specification&lt;br /&gt;
|-&lt;br /&gt;
| Display || Single fast-switch LCD&lt;br /&gt;
|-&lt;br /&gt;
| Resolution || 2560×1440 (1280×1440 per eye)&lt;br /&gt;
|-&lt;br /&gt;
| Refresh Rate || 80Hz&lt;br /&gt;
|-&lt;br /&gt;
| Field of View || Approximately 115°&lt;br /&gt;
|-&lt;br /&gt;
| Tracking || 6 degrees of freedom (6DOF)&lt;br /&gt;
|-&lt;br /&gt;
| Tracking System || Oculus Insight (inside-out)&lt;br /&gt;
|-&lt;br /&gt;
| Cameras || 5 (2 front, 1 on each side, 1 on top)&lt;br /&gt;
|-&lt;br /&gt;
| Controllers || Oculus Touch (second generation)&lt;br /&gt;
|-&lt;br /&gt;
| Audio || Integrated spatial audio in headband, 3.5mm audio jack&lt;br /&gt;
|-&lt;br /&gt;
| Microphone || Integrated&lt;br /&gt;
|-&lt;br /&gt;
| Connectivity || DisplayPort 1.2, USB 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Cable Length || 5 meters&lt;br /&gt;
|-&lt;br /&gt;
| Weight || Approximately 500g&lt;br /&gt;
|-&lt;br /&gt;
| Dimensions || 10.94 x 6.3 x 8.27 inches&lt;br /&gt;
|-&lt;br /&gt;
| IPD Adjustment || Software only (fixed physical IPD of 63.5mm)&lt;br /&gt;
|-&lt;br /&gt;
| Recommended Play Space || Up to 9ft x 9ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:oculus rift s111.png&lt;br /&gt;
File:oculus rift s118.jpg&lt;br /&gt;
File:oculus rift s117.jpg&lt;br /&gt;
File:oculus rift s116.jpg&lt;br /&gt;
File:oculus rift s115.jpg&lt;br /&gt;
File:oculus rift s114.jpg&lt;br /&gt;
File:oculus rift s113.jpg&lt;br /&gt;
File:oculus rift s112.jpg&lt;br /&gt;
File:oculus rift s6.png&lt;br /&gt;
File:oculus rift s5.png&lt;br /&gt;
File:oculus rift s4.png&lt;br /&gt;
File:oculus rift s3.png&lt;br /&gt;
File:oculus rift s2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;announce&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;wiki_rift_s&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Oculus_Rift_S&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;discontinuation&amp;quot;&amp;gt;https://www.theverge.com/2020/9/16/21422717/facebook-oculus-rift-s-discontinued-quest-2-vr-connect&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;specs&amp;quot;&amp;gt;https://vr-compare.com/headset/oculusrifts&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;ipd&amp;quot;&amp;gt;https://www.roadtovr.com/oculus-rift-s-supported-ipd-range-fov-quest-go/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;ipd_palmer&amp;quot;&amp;gt;https://www.roadtovr.com/palmer-luckey-oculus-founder-rift-s-optimal-70-population-ipd/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;audio&amp;quot;&amp;gt;https://www.uploadvr.com/oculus-rift-s-official/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;tracking&amp;quot;&amp;gt;https://www.uploadvr.com/oculus-insight-christmas-tree-patch/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;touch&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Oculus_Touch&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;passthrough&amp;quot;&amp;gt;https://www.uploadvr.com/oculus-rift-s-official/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;software&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;dash&amp;quot;&amp;gt;https://www.oculus.com/rift-s/features/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;specs_pc&amp;quot;&amp;gt;https://www.oculus.com/rift-s/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;render_res&amp;quot;&amp;gt;https://venturebeat.com/games/oculus-rift-s-has-a-well-hidden-resolution-setting/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;setup&amp;quot;&amp;gt;https://www.oculus.com/setup/#rift-s-setup&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;input&amp;quot;&amp;gt;https://www.oculus.com/rift-s/features/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;prescription&amp;quot;&amp;gt;https://www.framesdirect.com/virtuclear-lens-inserts-for-oculus-rift-s.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;dev&amp;quot;&amp;gt;https://developer.oculus.com/documentation/native/pc/dg-input-touch-overview/?locale=en_US&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;iribe&amp;quot;&amp;gt;https://en.wikipedia.org/wiki/Oculus_Rift_S&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;release&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;reception1&amp;quot;&amp;gt;https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;reception2&amp;quot;&amp;gt;https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/oculus-rift-s-specifications-and-differences-compared-to-cv1/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;reception3&amp;quot;&amp;gt;https://www.scan.co.uk/products/oculus-rift-s-virtual-reality-headset-and-touch-controllers-for-mind-blowing-pc-vr-gaming&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Rift_DK2&amp;diff=37359</id>
		<title>Oculus Rift DK2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Rift_DK2&amp;diff=37359"/>
		<updated>2026-01-07T22:26:49Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37272 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:oculus rift dk21.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[PC-Powered VR]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Developer=[[Oculus VR]]&lt;br /&gt;
|Operating System=[[Windows]], [[Mac]], [[Linux]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[Oculus Rift DK1]]&lt;br /&gt;
|Successor=[[Oculus Rift CV1]]&lt;br /&gt;
|Display=5.7 inch OLED (PenTile)&lt;br /&gt;
|Resolution=1920 x 1080, 960 x 1080 per eye&lt;br /&gt;
|Refresh Rate=75 Hz, 72 Hz, 60 Hz &amp;lt;ref&amp;gt;VRcompare. Oculus Rift DK2 Specs. Retrieved from https://vr-compare.com/headset/oculusriftdk2&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Pixel Density=386 PPI&lt;br /&gt;
|Persistence=2 ms, 3 ms, full&lt;br /&gt;
|Field of View=100° (nominal)&lt;br /&gt;
|Optics=??&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|Positional Tracking=Separate Camera, [[Near Infrared CMOS Sensor]]&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz, Positional: 60 Hz&lt;br /&gt;
|Tracking Volume=72°H x 52°V (8.2 feet range)&lt;br /&gt;
|Latency=~30 ms&lt;br /&gt;
|Connectivity=USB, HDMI&lt;br /&gt;
|Weight=.97 lbs (440g)&lt;br /&gt;
|Cable Length=3 meters&lt;br /&gt;
|Release Date=July 24, 2014&lt;br /&gt;
|Price=$350&lt;br /&gt;
|Website=[https://www.oculus.com/dk2/ DK2 Website]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Oculus Rift DK2&#039;&#039;&#039; or Development Kit 2 is the 2nd version of [[Oculus Rift (Platform)|Oculus Rift]] [[Virtual Reality]] [[head-mounted display]] developed by [[Oculus VR]]. It was released on July 24, 2014 for 350 dollars. Released a year after [[DK1]], DK2 is the second version of Oculus Rift intended for developers of [[VR]] content. It is followed by [[CV1]], the first consumer version.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
DK2&#039;s display is an OLED Pentile panel with a resolution of 1920 x 1080 (1080p). It has higher resolution, lower persistence, more vibrant colors and less [[screen door effect]] than DK1&#039;s display. OLED&#039;s advantage over LCD (used by DK1) is that it does emits light and does not require backlight. It allows OLED to produce darker black and more vivid colors. Additionally, the Pentile matrix reduces some of the &amp;quot;screen door&amp;quot; effect while the low persistence display eliminates [[motion blur]] and [[judder]] almost completely. The only negative aspect DK2 when compared to DK1 is that DK2&#039;s field of view is a bit lower than that of DK1&#039;s.&lt;br /&gt;
&lt;br /&gt;
DK2 has an external camera that tracks your position. Within the camera&#039;s view, it tracks IR LED array in the front part of the headset to capture your head&#039;s position and movement within the 3D space. The CMOS camera is able to capture your movements up to 60 times per second.&lt;br /&gt;
&lt;br /&gt;
DK2 has a built-in latency tester that allows developers to quickly and precisely measure the motion-to-photon latency of their apps and games. &lt;br /&gt;
&lt;br /&gt;
The DK2&#039;s display is literally the [[Samsung Galaxy Note 3]]&#039;s display. If you disassemble the product and remove the display from its casing, you&#039;ll even find Samsung&#039;s branding on the display. Oculus partnered with Samsung to do this.&lt;br /&gt;
&lt;br /&gt;
The DC power supply brick for the DK1 also works on the DK2.&lt;br /&gt;
===Specifications===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || 5.7 inch OLED (PenTile)&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 1920 x 1080, 960 x 1080 per eye&lt;br /&gt;
|-&lt;br /&gt;
|Refresh Rate || 75 Hz, 72 Hz, 60 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || 2 ms, 3 ms, full&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 100° (nominal)&lt;br /&gt;
|-&lt;br /&gt;
|Interaxial Distance || 63.5mm&lt;br /&gt;
|-&lt;br /&gt;
|Tracking || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|Rotational Tracking || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|Positional Tracking || Separate Camera &amp;lt;br&amp;gt; Near Infrared [[CMOS Sensor]]&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 1000 Hz &amp;lt;br&amp;gt; Positional: 60 Hz&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || 72°H x 52°V (8.2 feet range)&lt;br /&gt;
|-&lt;br /&gt;
|Latency || ~30 ms&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || USB, HDMI&lt;br /&gt;
|-&lt;br /&gt;
|Weight || .97 lbs (440g)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Specs From Oculus DK2 Website&amp;lt;ref&amp;gt;https://www.oculus.com/dk2/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Minimum===&lt;br /&gt;
*Windows: 7, 8 or 8.1 / Mac: 10.8+ / Linux: Ubuntu 12.04 LTS&lt;br /&gt;
*2.5+ GHz processor&lt;br /&gt;
*4 GB system RAM&lt;br /&gt;
*DirectX 10 or OpenGL 3 compatible Video Card&amp;lt;ref&amp;gt;http://static.oculus.com/sdk-downloads/documents/Oculus_Getting_Started_Guide_0.5.0.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
#Open the cover on the top, front part of the DK2 headset to make sure that the cable is securely inserted into the 2 ports.&lt;br /&gt;
#There are 2 connectors, HMDI and USB, at the end of the cable attached the the headset. Plug the HDMI and USB connectors into the correct ports on your computer. If your computer has only a DVI port instead of HDMI, use the DVI to HDMI adapter.&lt;br /&gt;
#Attach the Sync cable and the USB cable to the right side of the Camera (Sync Cable connector is on top and microUSB connector is on bottom). Connect the other end of the Sync cable to the connector box on the headset cable (where it says Sync Out). Connect the other end of the USB cable to a USB port on your computer.&lt;br /&gt;
#Place the Camera on a monitor, desk or tripod. The Camera tracks the position of your headset in 3D space. Make sure the lens of the Camera is facing you and there is nothing obstructing the line-of-sight between your head and the camera. The Camera should be placed about 1.5 meters or 5 feet away from you.&lt;br /&gt;
#Adjust the 2 headset straps so the headset fit comfortably in front of your face.&lt;br /&gt;
#There are 2 pairs of lenses. The taller lenses (A) are for users with normal and slightly nearsighted visions. The short lenses (B) are for users that are very nearsighted. A Lenses are installed in a new headset. You can switch the lenses with turn and lock-in mechanism. Note that, use A Lenses if you plan to wear glasses or contacts while using the headset.&lt;br /&gt;
#Adjust the distances between your eyes and the lenses, called [[eye relief]], by turning the screw on the sides of the headset with a coin. Adjust both sides equally.&lt;br /&gt;
#(Optional) The power adapter is only used to power the USB accessory port (top right) on the headset, you don&#039;t need it otherwise. To use it, plug the barrel connector of the power cord to the connector box on the headset cable then attach the power adapter end to an appropriate country&#039;s plug then to a power source. &#039;&#039;&#039;Make sure you use only the power adapter supplied with your headset.&#039;&#039;&#039;&amp;lt;ref&amp;gt;http://static.oculus.com/sdk-downloads/documents/Oculus_Rift_DK2_Instruction_Manual.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
#Download and install the Oculus Runtime for your OS from https://developer.oculus.com/downloads/.&lt;br /&gt;
#Run Oculus Configuration Utility (&#039;&#039;OculusConfigUtil&#039;&#039;) and configure the headset to your specifications. &lt;br /&gt;
#Click &#039;&#039;Tools&#039;&#039; tab then &#039;&#039;Advanced&#039;&#039; tab then &#039;&#039;Update Firmware&#039;&#039;. Select and Open the DK2Firmware file to update the firmware of the headset.&lt;br /&gt;
#Click on &#039;&#039;Show Demo Scene&#039;&#039; to make sure everything is positioned correctly.&amp;lt;ref&amp;gt;http://static.oculus.com/sdk-downloads/documents/Oculus_User_Guide_0.4.4.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
[[VR Apps]] from [[Oculus Share]] and other [[App Stores]]&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
===Oculus SDK===&lt;br /&gt;
[[Oculus SDK]]&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:oculus rift dk2 tracking volume1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:VR headsets]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Rift_DK1&amp;diff=37358</id>
		<title>Oculus Rift DK1</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Rift_DK1&amp;diff=37358"/>
		<updated>2026-01-07T22:26:39Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37271 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:oculus rift dk11.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[PC-Powered VR]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Developer=[[Oculus VR]]&lt;br /&gt;
|Operating System=[[Windows]], [[Mac]], [[Linux]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=None&lt;br /&gt;
|Successor=[[Oculus Rift DK2]]&lt;br /&gt;
|Display=7 inch LCD&lt;br /&gt;
|Resolution=1280 x 800, 640 x 800 per eye&lt;br /&gt;
|Pixel Density=215 PPI&lt;br /&gt;
|Refresh Rate=60 Hz&lt;br /&gt;
|Persistence=3 ms&lt;br /&gt;
|Field of View=110° (Nominal)&lt;br /&gt;
|Tracking=3DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|Positional Tracking=None&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz&lt;br /&gt;
|Latency=Tracking: 2ms, End-to-end: 50-60ms&lt;br /&gt;
|Weight=.84 lbs (380g)&lt;br /&gt;
|Release Date=March 29, 2013&lt;br /&gt;
|Price=$300&lt;br /&gt;
|Website=[https://www.oculus.com/ Oculus.com]&lt;br /&gt;
}}&lt;br /&gt;
Oculus Rift DK 1 or Development Kit 1 is the first version of [[Oculus Rift (Platform)|Oculus Rift]] [[Virtual Reality]] [[head-mounted display]] released by [[Oculus VR]]. DK1 was released on March 29, 2013 for 300 dollars. A Kickstarter campaign for DK1 begin in August 2012. Pre-orders for DK1 became available on Oculus&#039; website on September 26, 2012. DK1 is intended to be used by [[#Developers|developers]] and hardcore VR enthusiasts to create [[VR]] content. It was discontinued after the release of [[Oculus Rift DK2]].&lt;br /&gt;
&lt;br /&gt;
On January 5, 2016, Oculus VR announced that the original Kickstarter backers of DK1 will receive a special Kickstarter Edition of the [[Rift]].&lt;br /&gt;
==Hardware==&lt;br /&gt;
Oculus Rift DK1 is a large, black, goggle-like device that is strapped across your eyes. There are cushions lining the sides of the goggles to give you comfort. The display of DK1 is a RGB LCD screen with a resolution of 1280 x 800 or 640 x 800 per eye. It has a diagonal FOV of 110° and horizontal FOV of 90°.&lt;br /&gt;
&lt;br /&gt;
Oculus Rift DK1 tracks the rotational movement of your head with [[Gyroscope]], [[Accelerometer]] and [[Magnetometer]]. It allows you to look around and become immersed in the virtual world. The overall latency is about 50 to 60ms. &lt;br /&gt;
&lt;br /&gt;
It comes with 3 different pairs of lenses along with the ability to adjust the focal lengths of the display. The material of the actual lenses is either polycarbonate or acrylic.&lt;br /&gt;
&lt;br /&gt;
While DK1 offers a fairly immersive experience, it is not perfect. When using the device, motion blur is quite apparent. It also has pixelation due to low resolution and the appearance of looking through a [[screen door]].&lt;br /&gt;
&lt;br /&gt;
In addition to the head-mounted display, DK1 has a brick-like device called the control box. User must connect the HMD to the control box before it can be hooked up to PC. Along with various I/O ports such as HDMI, DVI, Mini USB and DC connector, Control box allows the user to change the brightness and contrast of his or her display. The video input for the HMD is DVI. The control box changes PC&#039;s HDMI output into DVI.&lt;br /&gt;
===Specifications===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || 7 inch LCD&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 1280 x 800, 640 x 800 per eye&lt;br /&gt;
|-&lt;br /&gt;
|Refresh Rate || 60 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || 3 ms&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110° (Nominal)&lt;br /&gt;
|-&lt;br /&gt;
|Interaxial Distance || 63.5mm&lt;br /&gt;
|-&lt;br /&gt;
|Tracking ||3 degrees of freedom &lt;br /&gt;
|-&lt;br /&gt;
|Rotational Tracking || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 1000Hz&lt;br /&gt;
|-&lt;br /&gt;
|Tracking Latency || 2ms&lt;br /&gt;
|-&lt;br /&gt;
|End-to-end Latency || 50-60ms&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || USB, HDMI&lt;br /&gt;
|-&lt;br /&gt;
|Weight || .84 lbs (380g)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
#Remove the DK1 headset and Control Box from the case. headset is attached to the Control Box through a cord.&lt;br /&gt;
#Adjust the headset strap (lateral) so the headset fit comfortably in front of your face. Use and adjust the over-the-top strap if needed.&lt;br /&gt;
#There are 3 pairs of lenses. The taller lenses (A) are for users with perfect or farsighted vision. The short lenses (B) and (C) are for users that are nearsighted. B is for moderately nearsighted users while C is for very nearsighted ones. A Lenses are installed in a new headset. You can switch the lenses with turn and lock-in mechanism. Note that, use A Lenses if you plan to wear glasses or contacts while using the headset.&lt;br /&gt;
#Adjust the distances between your eyes and the lenses, called [[eye relief]], by turning the screw on the sides of the headset with a coin. Adjust both sides equally.&lt;br /&gt;
#Control Box is the square attached to the DK1 through a cord. It has 4 connectors: USB, Power, HDMI and DVI.&lt;br /&gt;
#Attached the USB cable to the Control Box and your computer.&lt;br /&gt;
#Plug the power cord to an outlet and connect it to the Control Box.&lt;br /&gt;
#Use either the HDMI or DVI and connect it to the same type of port on your computer.&lt;br /&gt;
#Turn on the Control Box with the power button. The other buttons adjust brightness and contrast of the headset display.&amp;lt;ref&amp;gt;http://static.oculus.com/sdk-downloads/documents/Oculus_Rift_Development_Kit_Instruction_Manual.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
#Download and install the Oculus Runtime for your OS from https://developer.oculus.com/downloads/.&lt;br /&gt;
#Right click your desktop and go to &#039;&#039;Screen Resolution&#039;&#039; or go to &#039;&#039;Display Settings&#039;&#039;. There are 2 Displays, one of them is Rift DK. Under the &#039;&#039;Multiple displays:&#039;&#039; tab, select &#039;&#039;Duplicate these displays&#039;&#039;.&lt;br /&gt;
#Run Oculus Configuration Utility (&#039;&#039;OculusConfigUtil&#039;&#039;) and configure the headset to your specifications. &lt;br /&gt;
#Click on &#039;&#039;Show Demo Scene&#039;&#039; to make sure everything is positioned correctly.&amp;lt;ref&amp;gt;http://static.oculus.com/sdk-downloads/documents/Oculus_User_Guide_0.4.4.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
[[VR Apps]] from [[Oculus Share]] and other [[App Stores]]&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
===Oculus SDK===&lt;br /&gt;
[[Oculus SDK]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Quest&amp;diff=37357</id>
		<title>Oculus Quest</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Quest&amp;diff=37357"/>
		<updated>2026-01-07T22:26:29Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37269 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:oculus quest 11.jpeg|250px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Standalone VR]], [[PC-Powered VR]]&lt;br /&gt;
|Platform=[[Oculus Quest Platform]]&lt;br /&gt;
|Developer=[[Oculus VR]]&lt;br /&gt;
|Operating System=Android-based OS&lt;br /&gt;
|Predecessor=[[Oculus Go]]&lt;br /&gt;
|Successor=[[Meta Quest 2]]&lt;br /&gt;
|CPU=[[Qualcomm Snapdragon 835]]&lt;br /&gt;
|GPU=[[Qualcomm® Adreno™ 540]]&lt;br /&gt;
|Memory=4GB&lt;br /&gt;
|Storage=6GB, 128GB&lt;br /&gt;
|Display=OLED&lt;br /&gt;
|Resolution=1440×1600 per eye&lt;br /&gt;
|Refresh Rate=72Hz&lt;br /&gt;
|Field of View=96°×94° (estimated)(ref 5)&lt;br /&gt;
|Camera=4&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]]&lt;br /&gt;
|Positional Tracking=[[Oculus Insight]]&lt;br /&gt;
|Input=[[Oculus Touch Controllers]], Controller-free Hand Tracking&lt;br /&gt;
|Connectivity=[[Oculus Link]], USB-C&lt;br /&gt;
|Power=rechargeable headset, battery-operated controllers&lt;br /&gt;
|Battery Life=2 to 3 hours&lt;br /&gt;
|Weight=571grams&lt;br /&gt;
|Size=6.3 x 8.27 x 3.46 inches&lt;br /&gt;
|Release Date=May 21, 2019&lt;br /&gt;
|Price=$399 (64GB), $499 (128GB)&lt;br /&gt;
|Website=https://www.oculus.com/quest/&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Oculus Quest&#039;&#039;&#039; is [[Oculus VR]]&#039;s first hybrid headset that is fully [[Standalone VR|Standalone]] and enabled a connection to PC for an expanded library of games. The Oculus Quest and [[Rift S]] were launched in the same year, but offered distinctly different playing experiences. The Quest is a fully [[integrated HMD]], requiring no connection to a PC whereas the Rift S requires a PC for processing and play.&amp;lt;ref name=”four”&amp;gt;https://uploadvr.com/oculus-quest-2-specs/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can purchase a refurbished Oculus Quest from Facebook for $199; the product has been discontinued, though, in favor of the Meta Quest 2.&amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Release and Pricing==&lt;br /&gt;
The Oculus Quest was first released on May 21, 2019 as a standalone headset.&lt;br /&gt;
&lt;br /&gt;
On November 18, 2019, Oculus rolled out the ability to connect the Quest to a PC through the beta version of [[Oculus Link]].&amp;lt;ref name=”six”&amp;gt;https://www.oculus.com/blog/play-rift-content-on-quest-with-oculus-link-available-now-in-beta/?locale=fr_FR&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 2021, the Oculus Quest was discontinued.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&lt;br /&gt;
The Quest comes with strap audio - speakers built into the headset - but you can also connect your headphones through a stereo audio jack.&lt;br /&gt;
&lt;br /&gt;
The CPU is a Qualcomm Snapdragon 835 that comes with 8 cores. Three of the faster “gold” cores are dedicated to game play, and the rest are dedicated to system services like TimeWarp and tracking.&amp;lt;ref name=”three”&amp;gt;https://developer.oculus.com/blog/down-the-rabbit-hole-w-oculus-quest-the-hardware-software/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The GPU is a Qualcomm Adreno 540 which “cuts the scene up into a grid of tiles and renders each in sequence.”&amp;lt;ref name=”three”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Touch Controllers expand upon the design of Rift’s controllers. They have the same button layout, but the rings are placed differently to improve controller registration by the HMD.&amp;lt;ref name=”three”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
View the info box for an estimated field of view.&amp;lt;ref name=&amp;quot;seven&amp;quot;&amp;gt;https://uploadvr.com/field-of-view-tool-database/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
This is the first Oculus product to allow for both integrated and discrete HMD play. You can play VR games from your desktop or laptop via [[Oculus Link]] or similar cables.&lt;br /&gt;
&lt;br /&gt;
===PC Requirements for Oculus Link===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Processor:&#039;&#039;&#039; Intel i5-4590 / AMD Ryzen 5 1500X or greater&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Memory:&#039;&#039;&#039; 8 GB+ RAM&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating System:&#039;&#039;&#039; Windows 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USB Ports:&#039;&#039;&#039; 1x USB port&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphics:&#039;&#039;&#039;&lt;br /&gt;
*NVIDIA Titan X&lt;br /&gt;
*NVIDIA GeForce GTX 970&lt;br /&gt;
*NVIDIA GeForce GTX 1060 Desktop, 6 GB&lt;br /&gt;
*NVIDIA GeForce GTX 1070 (all)&lt;br /&gt;
*NVIDIA GeForce GTX 1080 (all)&lt;br /&gt;
*NVIDIA GeForce GTX 1650 Super&lt;br /&gt;
*NVIDIA GeForce GTX 1660&lt;br /&gt;
*NVIDIA GeForce GTX 1660 TI&lt;br /&gt;
*NVIDIA GeForce RTX 20 Series (all)&lt;br /&gt;
*NVIDIA GeForce RTX 30-series (all)&lt;br /&gt;
*AMD 400 Series&lt;br /&gt;
*AMD 500 Series&lt;br /&gt;
*AMD 5000 Series&lt;br /&gt;
*AMD 6000 Series&lt;br /&gt;
*AMD Vega Series&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ref name=”five”&amp;gt;https://support.oculus.com/444256562873335/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
Like the Quest 2, download the Oculus mobile app to configure your device. Purchase and download games through the app or while wearing your headset.&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
&lt;br /&gt;
The Quest comes with two Touch Controllers as well as the ability to use your hands for controller-free hand tracking.&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
===Oculus Link===&lt;br /&gt;
See [[Oculus Link]]. The Quest 2 is also compatible with this device.&amp;lt;ref name=”two”&amp;gt;https://www.oculus.com/quest/&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Oculus Quest in-ear Headphones===&lt;br /&gt;
If you prefer headphones instead of the Quest’s built-in speakers, you can purchase Oculus’ in-ear headphones.&amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Prescription Lenses===&lt;br /&gt;
You can purchase prescription-strength VirtuClear® Lens Inserts for your Oculus Quest. They are 1.60 Hi Index Essilor lenses with anti-reflective coating meant to make your VR experience clearer. You can purchase through Frames Direct and will be asked for a valid prescription. The prescription range is SPH: 0 to -8.0 | CYL: 0 to -2.0.&amp;lt;ref name=”one”&amp;gt;https://www.framesdirect.com/virtuclear-lens-inserts-for-oculus-quest.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&lt;br /&gt;
===Oculus Quest Store===&lt;br /&gt;
You can purchase games from the [[Oculus Quest Store]] on PC, mobile app, or from within the Store while wearing your headset.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
The Oculus Quest has full support for Unity and Unreal engines as well as the [[Oculus SDK]] for games made outside of these engines.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:oculus 14.jpeg&lt;br /&gt;
File:oculus quest 13.jpeg&lt;br /&gt;
File:oculus quest 12.jpeg&lt;br /&gt;
File:oculus quest 11.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
See Release and Pricing&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:VR headsets]]&lt;br /&gt;
[[Category:Virtual reality headsets]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Go&amp;diff=37356</id>
		<title>Oculus Go</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Go&amp;diff=37356"/>
		<updated>2026-01-07T22:25:45Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37268 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Oculus Go.jpg|400px]]&lt;br /&gt;
|VR/AR=Virtual Reality&lt;br /&gt;
|Type= Head-mounted Display&lt;br /&gt;
|Subtype=Low-end Standalone HMD&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=Oculus&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=Android&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=Fast-switch LCD&lt;br /&gt;
|Resolution=2560x1440&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=110 Degrees&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=Standing, Seated (inside-out)&lt;br /&gt;
|Rotational Tracking=Yes&lt;br /&gt;
|Positional Tracking=No&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=Integrated audio, Headphones&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=Accelerometer, Magnetometer, Gyroscope&lt;br /&gt;
|Input=Wireless Controller&lt;br /&gt;
|Connectivity=3.5mm audio jack&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=Arriving early 2018&lt;br /&gt;
|Price=Starting at $199&lt;br /&gt;
|Website=[https://www.oculus.com/go/ Oculus]&lt;br /&gt;
}}&lt;br /&gt;
Oculus Go is the new low-end [[standalone]] [[head-mounted display]] introduced by [[Facebook]] CEO Mark Zuckerberg in October 2017. Go, the third such launch from [[Oculus]], doesn’t require smartphone or a [[PC]] to power the headset. The makers are planning to release the [[headset]] in early 2018 and the device comes with a starting price tag of $199. &lt;br /&gt;
&lt;br /&gt;
==Focus on Affordability and Functionality==&lt;br /&gt;
During the [[Oculus Connect]] keynote session Mark Zukerberg announced partial details of the new [[untethered]] [[VR]] headset the company is creating with heavy focus on affordability and functionality. All the stuff – [[processor]], electronics, and [[software]] – that create the [[virtual reality]] experience are built into the Go headset. &lt;br /&gt;
&lt;br /&gt;
Go, the latest virtual reality headset from Oculus, is not the successor of [[Santa Cruz]]. But, from the details that were released, we can assume that Oculus Go is a lot closer to [[Gear VR]] than Santa Cruz. While the standalone Santa Cruz headset is equipped with 6[[DOF]] ([[Degree of Freedom]]) [[positional tracking]], the Oculus Go VR headset contains only 3DOF [[rotational tracking]], just like Gear VR. The Oculus Go headset has rotational and [[orientation tracking]], but not positional tracking.&lt;br /&gt;
&lt;br /&gt;
Oculus is promising high-quality performance of its next generation lens that’ll provide a wide [[FOV]] with reduced glare. Very similar to Gear VR, Oculus Go has adopted the same input model and same application platform. &lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
Oculus is yet to release the virtual reality headset for the experts and consumers to comment on its design, look, and feel. The company has shared some pieces of information and from the images that were released we can make some guesses. &lt;br /&gt;
&lt;br /&gt;
In terms of the shape and look of the device, Oculus Go is quite similar to the [[Oculus Rift]]. Like the Rift, Go also has a fabric wrapped around the harder exterior. The makers have worked on the comfort quotient, by adding a new ‘more breathable’ fabric and replacing the standard plastic Velcro with a soft elastic strap. &lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
The new standalone from Oculus comes with integrated [[audio]]. The wearer of the headset doesn’t require a [[headphone]] to listen to the audio because the device comes with [[built-in speakers]]. For private listening headphones can be plugged into the [[3.5mm audio jack]] in the device.&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
Designing the Go VR [[HMD]], the company has opted for [[fast-switch LCD]] instead of the [[OLED]] display. The makers are of the opinion that the 2560x1440 resolution LCD display has better fill-factor than the other display technology. It’s also believed that the [[Liquid Crystal Display]] technology would greatly help in eliminating the screen door effect. &lt;br /&gt;
&lt;br /&gt;
Learning a thing or two from its earlier releases Oculus announced that the Go headset will have the second-generation [[Fresnel lenses]]. The technology upgrade is aimed at reducing the amount of glare. &lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
It’s only natural for the users to wonder the kinds of [[applications]], [[games]], and content that the Oculus Go would support. It’s believed that the new standalone HMD will have its own library of supporting applications, games, etc. Moreover, much of the software and content that run on Gear VR will also be compatible with Oculus Go. The company has also announced that the VR headset will support [[Unreal]] and [[Unity]] engine. &lt;br /&gt;
&lt;br /&gt;
==Controller==&lt;br /&gt;
The [[controller]] offered along with the headset features a [[touchpad]] and trigger. In terms of functionality, tracking, and features the Oculus Go Controller is believed to be a lot like the [[Daydream View]] or Gear VR controllers. &lt;br /&gt;
&lt;br /&gt;
==The Rationale behind Oculus’ Third Launch==&lt;br /&gt;
There is no denying that the era of virtual reality and [[augmented reality]] has arrived. For it to be accepted by the masses, it would take quite a few years unless the technology becomes affordable. It seems Mark Zuckerberg has understood the situation and the launch of the low-cost Oculus Go is the right step in that direction. &lt;br /&gt;
&lt;br /&gt;
At the event attended by scores of computer programmers and tech enthusiasts, Zuckerberg reassured them of his commitment to the cause of virtual reality. His goal is to see a billion people use virtual reality in the days to come. The Facebook CEO also assured the crowd that the new [[low-cost standalone headset]] will offer the most accessible virtual reality experience ever. &lt;br /&gt;
&lt;br /&gt;
Oculus isn’t the only company that’s working on standalone headsets. [[Google]], which already has the Daydream View that requires a smartphone, is currently working on a [[standalone HMD]] device. But, not much is known about the product, how it works, its cost, and when it’ll be released. &lt;br /&gt;
&lt;br /&gt;
==Availability and Price== &lt;br /&gt;
The low-cost standalone HMD was announced at the Oculus event and the makers a promising an early 2018 release, though the solid roll out date is still a mystery. Even though Oculus Go isn’t the most advanced standalone virtual reality headset, the affordable price (starting at $199) has got people excited about the product.     &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.oculus.com/go/&lt;br /&gt;
&lt;br /&gt;
2. https://www.roadtovr.com/oculus-go-headset-announcement-price-release-date-oculus-connect-4/&lt;br /&gt;
&lt;br /&gt;
3. https://www.digitaltrends.com/virtual-reality/oculus-rift-vs-oculus-go/&lt;br /&gt;
&lt;br /&gt;
4. https://www.theverge.com/2017/10/11/16459442/oculus-go-standalone-vr-headset-announce-pricing&lt;br /&gt;
&lt;br /&gt;
5. http://www.techradar.com/news/oculus-go-release-date-price-news-and-features&lt;br /&gt;
&lt;br /&gt;
6. https://techcrunch.com/2017/10/11/oculus-announces-199-oculus-go-standalone-headset/&lt;br /&gt;
&lt;br /&gt;
7. https://www.engadget.com/2017/10/11/oculus-go/&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=OSVR_HDK2&amp;diff=37355</id>
		<title>OSVR HDK2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=OSVR_HDK2&amp;diff=37355"/>
		<updated>2026-01-07T22:25:32Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37267 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|4pyuJa8VnME|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[PC-Powered VR]], [[DIY HMD]]&lt;br /&gt;
|Platform=[[OSVR]]&lt;br /&gt;
|Developer=[[Razer]], [[Sensics]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[OSVR HDK1]]&lt;br /&gt;
|Successor=&lt;br /&gt;
|Display=5.5 inch OLED&lt;br /&gt;
|Resolution=2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|Pixel Density=441 PPI&lt;br /&gt;
|Refresh Rate=90 Hz &amp;lt;ref&amp;gt;VRcompare. Razer OSVR HDK 2 Specs. Retrieved from https://vr-compare.com/headset/razerosvrhdk2&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Persistence=Low persistence&lt;br /&gt;
|Field of View=110 degrees&lt;br /&gt;
|Optics=Dual lens&lt;br /&gt;
|Tracking=3DOF, 6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|Positional Tracking=???&lt;br /&gt;
|Update Rate=Rotational: 400Hz, Positional: 100 Hz&lt;br /&gt;
|Latency=??&lt;br /&gt;
|Connectivity=1 external and 2 internal USB 3.0 ports &lt;br /&gt;
|Input=???&lt;br /&gt;
|Weight=&lt;br /&gt;
|Release Date=July 29, 2016&lt;br /&gt;
|Price=$399&lt;br /&gt;
|Website=[http://www.osvr.org/hdk2.html OSVR HDK2]&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The [[OSVR HDK2]] or &#039;&#039;&#039;Hacker Dev Kit 2&#039;&#039;&#039; is a [[Virtual Reality]] [[head-mounted display]] created by [[Razer]] and [[Sensics]]. HDK2 is the [[OSVR]]&#039;s second device. It was announced in E3 2016. OSVR HDK2 has an open source and modular design that not only allows the user to replace and renew its hardware components but also build one from scratch.&lt;br /&gt;
&lt;br /&gt;
OSVR HDK2 went on sale on July 29, 2016 at the price of $399. Students and developers can apply to receive 20% discount.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Hardware==&lt;br /&gt;
The Open-Source Virtual Reality Hacker’s Development Kit (OSVR HDK) 2 is unlike any other virtual reality headset. The HDK2 kit comprises of the headset, belt clip, manuals, box adaptor, the positional tracker with a tripod, and a cluster of connecting cables and cleaning cloth.&lt;br /&gt;
&lt;br /&gt;
===Display===&lt;br /&gt;
The OSVR HDK2 has a dual display that runs 90 frames / Second and has 2160 x 1200 pixels as its combined resolution. The OSVR HDK2 has a screen with 441-PPI, RGB-OLED display. To cut the screen effect OSVR had added a silver layer to the display. &lt;br /&gt;
&lt;br /&gt;
===Lenses===&lt;br /&gt;
[[HTC Vive]] and [[Oculus Rift]] use [[fresnel lense]]s; Razer has opted a different system. It uses a dual lens system. Even though the dual lens system isn’t perfect, it’s free from the [[godrays]] issue. Furthermore, the dual lens system is heavier than the fresnel lenses. The OSVR HDK2 headset has an 110-degree [[FoV]] (Field of View). &lt;br /&gt;
&lt;br /&gt;
===Infrared Positional Tracking Camera===&lt;br /&gt;
Razer’s infrared [[positional tracking]] camera has a maximum range of 2.4 – 2.7 meters. Although the IR camera of OSVR HDK2 is a good alternative to other tracking cameras, it has certain limitations. The infrared range is sufficient to track standing experiences. The camera’s performance might greatly suffer if the users walk around too much. The infrared LEDs on the rear end of the VR headset allow the camera to capture 360-degree turns.&lt;br /&gt;
&lt;br /&gt;
===Controllers===&lt;br /&gt;
The OSVR HDK2 Kit doesn’t come with a controller. Users are free to use any suitable controller with the HDK2 kit. Most developers find the [[Razer Hydra]] controller a better choice.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Part&lt;br /&gt;
! Spec &lt;br /&gt;
|-&lt;br /&gt;
|Display || 5.5 inch OLED&amp;lt;br&amp;gt; 441 PPI at 90 FPS&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Refresh Rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110 degrees&lt;br /&gt;
|-&lt;br /&gt;
|Optics || Dual lens&lt;br /&gt;
|-&lt;br /&gt;
|Interaxial Distance || Adjustable&lt;br /&gt;
|-&lt;br /&gt;
|Tracking || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|Rotational Tracking ||  [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|Positional Tracking || IR-LED faceplate and External Infrared Camera&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 400Hz &amp;lt;br&amp;gt; Positional: 100 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Latency || ??&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || 1 external and 2 internal USB 3.0 ports &lt;br /&gt;
|-&lt;br /&gt;
|Weight || ??&lt;br /&gt;
|-&lt;br /&gt;
|Facemask || bamboo charcoal microfiber foam layer&lt;br /&gt;
|-&lt;br /&gt;
|Input || Various, such as Mouse and Keyboard, Gamepads, [[Leap Motion]], [[Nod]]&lt;br /&gt;
|-&lt;br /&gt;
| Cost || $399.99&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
===Faceplate Module===&lt;br /&gt;
*The OSVR HDK2 kit comes with an IR camera&lt;br /&gt;
*The Infrared camera operates at 100 Hz&lt;br /&gt;
*The v1.4 infrared faceplate provides positional tracking&lt;br /&gt;
*Some of the other variations included are the IR faceplate with [[Leap Motion]]. The Leap Motion tech is used to support natural interactions, like movement of hands&lt;br /&gt;
&lt;br /&gt;
===Main board===&lt;br /&gt;
*The gyroscope, accelerometer, and compass are integrated into the sensor hub &lt;br /&gt;
*To use accessories an external USB 3.0 is provided&lt;br /&gt;
*Additionally, for internal expansion 2 USB 3.0 is present&lt;br /&gt;
*To add extra functionality the main board has been made re-programmable&lt;br /&gt;
&lt;br /&gt;
===Display===&lt;br /&gt;
*A dual display system with a resolution of 2160 x 1200 has been added&lt;br /&gt;
*The OLED silver screen is low persistence, has a ppi of 441, and runs at 90 fps&lt;br /&gt;
*To reduce the screendoor effect OSVR HDK2 has used Image Quality Enhancement technology&lt;br /&gt;
&lt;br /&gt;
===Optics===&lt;br /&gt;
*Ultra-sharp image display is guaranteed with the high performing dual lens system&lt;br /&gt;
*HDK2 has a large eye-box to make the headset more comfortable&lt;br /&gt;
*OSVR ensures faster rendering with color corrected images and low geometric distortion&lt;br /&gt;
*To cater to the needs of the majority of the users HDK2 uses diopters that cover adjustments from +4.5 to -2&lt;br /&gt;
&lt;br /&gt;
===HMD Mechanical Module===&lt;br /&gt;
*The design focuses on comfort and ease of use&lt;br /&gt;
*Nose bridge with rubber nose inserts, extra padding to reduce pressure on the cheekbone, and bamboo charcoal micro-fiber foam layer makes the headset very comfortable&lt;br /&gt;
&lt;br /&gt;
===Belt Box Module ===&lt;br /&gt;
*Comes with signal boosters&lt;br /&gt;
*Surround sound audio codec has been incorporated into the system&lt;br /&gt;
*Extra USB ports&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
In this regard, Razer follows the footsteps of HTC Vive and Facebook. The PC that powers the OSVR HDK2 headset must have a graphic card that’s at least a Radeon R9 280 or NVIDIA GeForce GTX 970. The PC must use Intel Core i5-4590 or higher as the CPU. Finally, the PC must have at least one HDMI 1.3 port and two USB 2.0 port to connect the various cables from the headset.&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
To begin with, connect the belt clip and the positional tracker to the PC using the USB port. Between the belt clip and the IR camera is a 3.5 mm mini-jack, and fixed to it is the adaptor jack. The VR headset is connected to one side of the belt clip. The belt clip has a spare USB port that can be used to connect accessories like [[Leap Motion]]. Among the cables, a 3.5 mm connector for headphones is also provided. Connecting the hardware components might look tedious, but with the manual in hand and little technical understanding, the task can be accomplished without much effort.&lt;br /&gt;
&lt;br /&gt;
After downloading, install the OSVR Server on the PC. Following the installation process and before running the OSVR Server for the first time, the user needs to configure the server in the control panel.&lt;br /&gt;
The OSVR Server is the most important element of the whole system. It’s the driving force behind the Runtime Software. It initiates and manages crucial functions such as loading of various plug-ins, communications between the software and hardware, and rendering the pipeline. To use any of the applications, users are supposed to start the OSVR Server first. &lt;br /&gt;
&lt;br /&gt;
Through the control panel of the OSVR Server, a user can perform many functions including enabling the HMD, checking and upgrading the firmware, and adjust various other settings. Additionally, a user can also choose either the direct or extended mode, re-center the HDK2 headset, enter the [[Interpupillary distance]], and toggle side by side. When the direct mode is chosen, the software will communicate only with the virtual reality headset, whereas, in the case of the extended mode the VR headset acts as the supplementary display option.&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
The scripts, software, tools, and drivers needed to run the HDK 2 are on the official website (http://www.osvr.org/) of OSVR. Users can visit the website, download the installation setup and install the necessary software package in the PC. &lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;June 13, 2016&#039;&#039;&#039;: OSVR HDK2 is announced at E3 2016.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*http://www.osvr.org/hdk2.html&lt;br /&gt;
*http://www.vrbites.com/reviews/review-osvr-hdk2/&lt;br /&gt;
*http://www.in.techradar.com/reviews/gaming/gaming-accessories/Razer-OSVR-HDK-2/articleshow/52788438.cms&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Microsoft_HoloLens_2&amp;diff=37354</id>
		<title>Microsoft HoloLens 2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Microsoft_HoloLens_2&amp;diff=37354"/>
		<updated>2026-01-07T22:25:20Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37260 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image =&lt;br /&gt;
|VR/AR = [[Mixed Reality]]&lt;br /&gt;
|Type = [[AR Glasses]]&lt;br /&gt;
|Subtype = [[Enterprise AR]]&lt;br /&gt;
|Platform = [[Windows Holographic]]&lt;br /&gt;
|Developer = [[Microsoft]]&lt;br /&gt;
|Manufacturer = [[Microsoft]]&lt;br /&gt;
|Announcement Date = February 24, 2019&lt;br /&gt;
|Release Date = November 7, 2019&lt;br /&gt;
|End of Sales = Discontinued (support until December 2027)&lt;br /&gt;
|Price = $3,500 USD&lt;br /&gt;
|Website = https://www.microsoft.com/hololens&lt;br /&gt;
|Predecessor = [[Microsoft HoloLens]]&lt;br /&gt;
|Chipset = [[Qualcomm Snapdragon 850]]&lt;br /&gt;
|HPU = Microsoft Holographic Processing Unit 2.0&lt;br /&gt;
|Memory = 4 GB&lt;br /&gt;
|Storage = 64 GB&lt;br /&gt;
|Display = 2x MEMS laser scanning&lt;br /&gt;
|Resolution = 2048x1080 per eye (2K)&lt;br /&gt;
|Refresh Rate = 60 Hz&lt;br /&gt;
|PPD = 47 pixels per degree&lt;br /&gt;
|Field of View = 52° diagonal (43° H x 29° V)&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|Tracking = 6DoF (inside-out)&lt;br /&gt;
|Eye Tracking = Yes (with iris recognition)&lt;br /&gt;
|Hand Tracking = Yes (fully articulated, 21 points per hand)&lt;br /&gt;
|Controllers = None (hand and voice input)&lt;br /&gt;
|Audio = Integrated speakers, spatial audio&lt;br /&gt;
|Connectivity = Wi-Fi 5, Bluetooth 5.0, USB-C&lt;br /&gt;
|Battery = Up to 3 hours&lt;br /&gt;
|Weight = ~566g&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Microsoft HoloLens 2&#039;&#039;&#039; is an enterprise [[mixed reality]] [[head-mounted display]] developed by [[Microsoft]], announced on February 24, 2019 and released on November 7, 2019 at $3,500. The successor to the original [[Microsoft HoloLens]], the HoloLens 2 features more than double the field of view (52° diagonal), improved display quality with 47 pixels per degree, advanced articulated hand tracking with 21 points per hand, eye tracking with iris recognition, and a more comfortable flip-up visor design. Powered by the Qualcomm Snapdragon 850 and Microsoft&#039;s second-generation Holographic Processing Unit, the HoloLens 2 became the industry standard for enterprise AR applications in manufacturing, healthcare, and defense.&lt;br /&gt;
&lt;br /&gt;
== History and Development ==&lt;br /&gt;
&lt;br /&gt;
Microsoft announced the HoloLens 2 at Mobile World Congress on February 24, 2019, addressing key criticisms of the original HoloLens including its limited field of view and comfort issues. The device launched on November 7, 2019, targeting enterprise and military customers rather than consumers. Microsoft secured a significant contract with the U.S. Army for the Integrated Visual Augmentation System (IVAS) based on HoloLens technology.&amp;lt;ref name=&amp;quot;roadtovr&amp;quot;&amp;gt;{{cite web |url=https://www.roadtovr.com/hololens-2-specs-resolution-field-of-view-battery-life/ |title=HoloLens 2 Specs: Resolution, Field of View, Battery Life &amp;amp; More |publisher=Road to VR |access-date=2025-01-07}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The HoloLens 2 was discontinued but will continue receiving software updates until December 31, 2027.&amp;lt;ref name=&amp;quot;wikipedia&amp;quot;&amp;gt;{{cite web |url=https://en.wikipedia.org/wiki/HoloLens_2 |title=HoloLens 2 |publisher=Wikipedia |access-date=2025-01-07}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Design and Hardware ==&lt;br /&gt;
&lt;br /&gt;
=== Display ===&lt;br /&gt;
&lt;br /&gt;
MEMS laser scanning technology:&lt;br /&gt;
&lt;br /&gt;
* Dual MEMS (Microelectromechanical) laser scanning displays&lt;br /&gt;
* &#039;&#039;&#039;2048x1080 resolution per eye&#039;&#039;&#039; (2K)&lt;br /&gt;
* &#039;&#039;&#039;47 pixels per degree&#039;&#039;&#039; visual clarity&lt;br /&gt;
* 60 Hz refresh rate&lt;br /&gt;
* &#039;&#039;&#039;52° diagonal FOV&#039;&#039;&#039; (more than 2x original HoloLens)&lt;br /&gt;
* 43° horizontal, 29° vertical FOV&lt;br /&gt;
* See-through waveguide optics&lt;br /&gt;
&lt;br /&gt;
=== Field of View ===&lt;br /&gt;
&lt;br /&gt;
Major improvement over original:&lt;br /&gt;
&lt;br /&gt;
* Original HoloLens: ~34° diagonal&lt;br /&gt;
* &#039;&#039;&#039;HoloLens 2: 52° diagonal&#039;&#039;&#039;&lt;br /&gt;
* More than double the viewing area&lt;br /&gt;
* Maintained pixel density&lt;br /&gt;
* Larger usable hologram space&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&lt;br /&gt;
Hybrid computing architecture:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Qualcomm Snapdragon 850]]&#039;&#039;&#039; SoC&lt;br /&gt;
** Octa-core Kryo 385 CPU&lt;br /&gt;
** 4x 2.96 GHz high-performance cores&lt;br /&gt;
** 4x 1.8 GHz efficiency cores&lt;br /&gt;
** Adreno 630 GPU&lt;br /&gt;
* &#039;&#039;&#039;Microsoft HPU 2.0&#039;&#039;&#039; (Holographic Processing Unit)&lt;br /&gt;
** Custom co-processor&lt;br /&gt;
** Real-time spatial mapping&lt;br /&gt;
** Gesture recognition&lt;br /&gt;
** Holographic rendering&lt;br /&gt;
* 4 GB RAM&lt;br /&gt;
* 64 GB storage&lt;br /&gt;
&lt;br /&gt;
=== Eye Tracking ===&lt;br /&gt;
&lt;br /&gt;
Advanced eye-based features:&lt;br /&gt;
&lt;br /&gt;
* Dedicated eye-tracking cameras near nose ridge&lt;br /&gt;
* &#039;&#039;&#039;Iris recognition&#039;&#039;&#039; (Windows Hello biometric login)&lt;br /&gt;
* Gaze-based interaction&lt;br /&gt;
* Automatic IPD adjustment&lt;br /&gt;
* Foveated rendering optimization&lt;br /&gt;
* Natural UI navigation&lt;br /&gt;
&lt;br /&gt;
=== Hand Tracking ===&lt;br /&gt;
&lt;br /&gt;
Industry-leading articulated tracking:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;21 points of articulation per hand&#039;&#039;&#039;&lt;br /&gt;
* Full finger tracking&lt;br /&gt;
* No controllers required&lt;br /&gt;
* Natural manipulation of holograms&lt;br /&gt;
* Pinch, grab, and gesture recognition&lt;br /&gt;
* Works without line-of-sight constraints&lt;br /&gt;
* Improved over original HoloLens&lt;br /&gt;
&lt;br /&gt;
=== Sensors ===&lt;br /&gt;
&lt;br /&gt;
Comprehensive sensor array:&lt;br /&gt;
&lt;br /&gt;
* 4 visible light cameras (head tracking)&lt;br /&gt;
* 2 infrared cameras (eye tracking)&lt;br /&gt;
* 1 time-of-flight depth sensor&lt;br /&gt;
* IMU (accelerometer + gyroscope)&lt;br /&gt;
* Magnetometer&lt;br /&gt;
* 5-channel microphone array&lt;br /&gt;
* Ambient light sensor&lt;br /&gt;
&lt;br /&gt;
=== Build and Comfort ===&lt;br /&gt;
&lt;br /&gt;
Redesigned for extended wear:&lt;br /&gt;
&lt;br /&gt;
* ~566g weight&lt;br /&gt;
* &#039;&#039;&#039;Flip-up visor design&#039;&#039;&#039;&lt;br /&gt;
* Carbon fiber construction&lt;br /&gt;
* Dial-in fit system&lt;br /&gt;
* Improved weight distribution&lt;br /&gt;
* Brow pad for comfort&lt;br /&gt;
* Designed for 3+ hour sessions&lt;br /&gt;
* Compatible with safety helmets&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
Spatial sound system:&lt;br /&gt;
&lt;br /&gt;
* Integrated speakers above ears&lt;br /&gt;
* 3D spatial audio&lt;br /&gt;
* No headphones required&lt;br /&gt;
* Private listening&lt;br /&gt;
* Voice input via Cortana&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
&lt;br /&gt;
* Built-in battery&lt;br /&gt;
* &#039;&#039;&#039;Up to 3 hours&#039;&#039;&#039; active use&lt;br /&gt;
* 18W charger (9V/2A)&lt;br /&gt;
* USB-C charging&lt;br /&gt;
&lt;br /&gt;
== Input Methods ==&lt;br /&gt;
&lt;br /&gt;
Controller-free interaction:&lt;br /&gt;
&lt;br /&gt;
=== Hand Gestures ===&lt;br /&gt;
* Air tap (select)&lt;br /&gt;
* Pinch and drag&lt;br /&gt;
* Manipulation gestures&lt;br /&gt;
* Hand menu&lt;br /&gt;
&lt;br /&gt;
=== Voice Commands ===&lt;br /&gt;
* Cortana integration&lt;br /&gt;
* Voice control of apps&lt;br /&gt;
* Dictation support&lt;br /&gt;
&lt;br /&gt;
=== Eye Gaze ===&lt;br /&gt;
* Selection by looking&lt;br /&gt;
* Natural UI navigation&lt;br /&gt;
&lt;br /&gt;
== Enterprise Applications ==&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing ===&lt;br /&gt;
* Assembly guidance&lt;br /&gt;
* Quality inspection&lt;br /&gt;
* Training simulations&lt;br /&gt;
* Remote assist&lt;br /&gt;
&lt;br /&gt;
=== Healthcare ===&lt;br /&gt;
* Surgical planning&lt;br /&gt;
* Medical imaging&lt;br /&gt;
* Patient education&lt;br /&gt;
* Telemedicine&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
* IVAS program (U.S. Army)&lt;br /&gt;
* Training simulations&lt;br /&gt;
* Mission planning&lt;br /&gt;
* Situational awareness&lt;br /&gt;
&lt;br /&gt;
=== Design and Architecture ===&lt;br /&gt;
* 3D visualization&lt;br /&gt;
* Collaborative design review&lt;br /&gt;
* On-site holographic overlays&lt;br /&gt;
&lt;br /&gt;
== Technical Specifications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specification !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Display || MEMS laser scanning&lt;br /&gt;
|-&lt;br /&gt;
| Resolution || 2048x1080 per eye&lt;br /&gt;
|-&lt;br /&gt;
| Refresh Rate || 60 Hz&lt;br /&gt;
|-&lt;br /&gt;
| Field of View || 52° diagonal&lt;br /&gt;
|-&lt;br /&gt;
| PPD || 47 pixels per degree&lt;br /&gt;
|-&lt;br /&gt;
| Processor || Snapdragon 850 + HPU 2.0&lt;br /&gt;
|-&lt;br /&gt;
| RAM || 4 GB&lt;br /&gt;
|-&lt;br /&gt;
| Storage || 64 GB&lt;br /&gt;
|-&lt;br /&gt;
| Eye Tracking || Yes (with iris recognition)&lt;br /&gt;
|-&lt;br /&gt;
| Hand Tracking || 21 points per hand&lt;br /&gt;
|-&lt;br /&gt;
| Weight || ~566g&lt;br /&gt;
|-&lt;br /&gt;
| Battery || Up to 3 hours&lt;br /&gt;
|-&lt;br /&gt;
| Price || $3,500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Praise:&#039;&#039;&#039;&lt;br /&gt;
* 52° FOV more than doubles original&lt;br /&gt;
* Hand tracking &amp;quot;most advanced&amp;quot; in industry&lt;br /&gt;
* 21-point articulated finger tracking&lt;br /&gt;
* Eye tracking with iris recognition&lt;br /&gt;
* Flip-up visor design practical&lt;br /&gt;
* Improved comfort for extended wear&lt;br /&gt;
* Enterprise features comprehensive&lt;br /&gt;
* Qualcomm chip improves efficiency&lt;br /&gt;
* HPU 2.0 enables advanced spatial computing&lt;br /&gt;
* Windows integration seamless&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Criticism:&#039;&#039;&#039;&lt;br /&gt;
* $3,500 price limits accessibility&lt;br /&gt;
* Enterprise-only focus (no consumer version)&lt;br /&gt;
* 60 Hz refresh rate lower than VR headsets&lt;br /&gt;
* 52° FOV still limiting for some applications&lt;br /&gt;
* Heavier than consumer AR glasses&lt;br /&gt;
* Discontinued hardware&lt;br /&gt;
* Battery life limited to 3 hours&amp;lt;ref name=&amp;quot;mslearn&amp;quot;&amp;gt;{{cite web |url=https://learn.microsoft.com/en-us/hololens/hololens2-hardware |title=HoloLens 2 hardware |publisher=Microsoft Learn |access-date=2025-01-07}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ref name=&amp;quot;pureinfotech&amp;quot;&amp;gt;{{cite web |url=https://pureinfotech.com/microsoft-hololens-2-tech-specs/ |title=Microsoft HoloLens 2: tech specs and details you need to know |publisher=Pureinfotech |access-date=2025-01-07}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Microsoft HoloLens]]&lt;br /&gt;
* [[Magic Leap 2]]&lt;br /&gt;
* [[Varjo XR-4]]&lt;br /&gt;
* [[ThinkReality A3]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Mixed Reality Devices]]&lt;br /&gt;
[[Category:AR Glasses]]&lt;br /&gt;
[[Category:Enterprise AR]]&lt;br /&gt;
[[Category:Microsoft]]&lt;br /&gt;
[[Category:2019 in technology]]&lt;br /&gt;
[[Category:Discontinued AR Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Meta_Quest_Pro&amp;diff=37353</id>
		<title>Meta Quest Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Meta_Quest_Pro&amp;diff=37353"/>
		<updated>2026-01-07T22:25:08Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37258 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:meta quest pro6.jpg|300px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]], [[Mixed Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[Standalone VR]]&lt;br /&gt;
|Platform = [[Meta Quest]]&lt;br /&gt;
|Creator = [[Meta Platforms]]&lt;br /&gt;
|Developer = [[Reality Labs]]&lt;br /&gt;
|Manufacturer = [[Meta Platforms]]&lt;br /&gt;
|Announcement Date = October 28, 2021 (as Project Cambria)&lt;br /&gt;
|Release Date = October 25, 2022&lt;br /&gt;
|Price = Original: $1499 / £1499 / AU$2499, Reduced: $999 / £999 / AU$1729.99, Discontinued in January 2025&lt;br /&gt;
|Website = https://forwork.meta.com/quest/quest-pro/&lt;br /&gt;
|Versions = Single model (Black, 256GB)&lt;br /&gt;
|Requires = [[Meta account]]&lt;br /&gt;
|Predecessor = [[Meta Quest 2]]&lt;br /&gt;
|Successor = None direct (Discontinued in January 2025), [[Meta Quest 3]]&lt;br /&gt;
|Operating System = Android-based&lt;br /&gt;
|Chipset = [[Qualcomm Snapdragon XR2+]]&lt;br /&gt;
|CPU = Octa-core Kryo 585 (1 x 2.84 GHz, 3 x 2.42 GHz, 4 x 1.8 GHz)&lt;br /&gt;
|GPU = [[Adreno 650]]&lt;br /&gt;
|HPU = N/A&lt;br /&gt;
|Storage = 256 GB&lt;br /&gt;
|Memory = 12 GB LPDDR5&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = 2 x QLED (LCD with Quantum Dot layer and local dimming)&lt;br /&gt;
|Subpixel Layout = RGB stripe&lt;br /&gt;
|Peak Brightness = Not specified in sources&lt;br /&gt;
|Resolution = 1800x1920 per eye&lt;br /&gt;
|Refresh Rate = 90 Hz (72 Hz mode available)&lt;br /&gt;
|Pixel Density = Peak: 22 PPD (Panel offers 37% more pixels per inch than Quest 2)&lt;br /&gt;
|Persistence = Not specified in sources&lt;br /&gt;
|Precision = Not specified in sources&lt;br /&gt;
|Field of View = 106° horizontal, 96° vertical&lt;br /&gt;
|Horizontal FoV = 106°&lt;br /&gt;
|Vertical FoV = 96°&lt;br /&gt;
|Visible FoV = Diagonal: 95.57°&lt;br /&gt;
|Rendered FoV = Horizontal: 108°, Vertical: 95.57°, Diagonal: 111.24°&lt;br /&gt;
|Binocular Overlap = ~80°&lt;br /&gt;
|Average Pixel Density = ~19 PPD&lt;br /&gt;
|Peak Pixel Density = 22 PPD&lt;br /&gt;
|Foveated Rendering = Yes, dynamic (requires eye tracking enabled)&lt;br /&gt;
|Optics = [[Pancake lenses]]&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 55-75 mm hardware adjustable (manual slider)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Full-color Mixed Reality passthrough&lt;br /&gt;
|Tracking = [[6DoF]], [[Inside-out tracking]], with 5 external headset cameras and controller cameras&lt;br /&gt;
|Tracking Frequency = Not specified in sources&lt;br /&gt;
|Base Stations = Not required&lt;br /&gt;
|Eye Tracking = Yes, via internal cameras&lt;br /&gt;
|Face Tracking = Yes, via internal cameras&lt;br /&gt;
|Hand Tracking = Yes, improved over Quest 2&lt;br /&gt;
|Body Tracking = Yes, via AI-based API (Movement Estimation)&lt;br /&gt;
|Rotational Tracking = Yes, 6DoF&lt;br /&gt;
|Positional Tracking = Yes, 6DoF&lt;br /&gt;
|Update Rate = Not specified in sources&lt;br /&gt;
|Tracking Volume = Room-scale, defined by Guardian system&lt;br /&gt;
|Play Space = Minimum 6.5 x 6.5 feet recommended for some experiences&lt;br /&gt;
|Latency = Not specified in sources&lt;br /&gt;
|Audio = Integrated stereo speakers with Spatial audio&lt;br /&gt;
|Microphone = Yes, integrated microphone array (3 mics)&lt;br /&gt;
|3.5mm Audio Jack = Yes, dual jacks (one on each side)&lt;br /&gt;
|Camera = 5 external cameras (tracking/passthrough), 5 internal cameras (eye/face tracking)&lt;br /&gt;
|Connectivity = [[Wi-Fi 6E]], [[Bluetooth 5.2]]&lt;br /&gt;
|Ports = USB-C (for data/power), charging contacts&lt;br /&gt;
|Wired Video = Yes, via Oculus Link (USB-C cable required, sold separately for PC VR)&lt;br /&gt;
|Wireless Video = [[Air Link]], [[Virtual Desktop]]&lt;br /&gt;
|WiFi = Wi-Fi 6E (802.11ax)&lt;br /&gt;
|Bluetooth = 5.2&lt;br /&gt;
|Power = Integrated rechargeable battery, Charging dock&lt;br /&gt;
|Battery Capacity = Not officially specified&lt;br /&gt;
|Battery Life = Rated 1-2 hours or 2-3 hours depending on usage (eye/face tracking impacts duration)&lt;br /&gt;
|Charge Time = ~2 hours for headset via dock/direct cable&lt;br /&gt;
|Dimensions = 265mm x 127mm x 196mm (strap fully opened)&lt;br /&gt;
|Weight = 722 g (1.59 lbs)&lt;br /&gt;
|Material = Plastic, foam/leatherette padding&lt;br /&gt;
|Headstrap = Integrated rigid Halo strap with rear adjustment dial and battery&lt;br /&gt;
|Haptics = [[TruTouch Haptics]]&lt;br /&gt;
|Color = Black&lt;br /&gt;
|Sensors = 5 external cameras (tracking/passthrough), 5 internal cameras (eye/face tracking), IMUs, proximity sensor, controller sensors&lt;br /&gt;
|Input = Meta Quest Touch Pro Controllers, Hand Tracking&lt;br /&gt;
|Compliance = Not specified in sources&lt;br /&gt;
|Size = N/A&lt;br /&gt;
|Cable Length = Charging cable: ~2m (6.5 ft)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Meta Quest Pro&#039;&#039;&#039; (codenamed &#039;&#039;&#039;Project Cambria&#039;&#039;&#039; during development&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;), is a [[Standalone VR|standalone]] [[Virtual Reality|virtual reality]] (VR) [[head-mounted display]] (HMD) developed by [[Reality Labs]], a division of [[Meta Platforms]].&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Announced initially as Project Cambria in October 2021&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; and fully unveiled in October 2022,&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; it was released on October 25, 2022.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It represented Meta&#039;s first major push into the high-end and enterprise VR market, positioned above the consumer-focused [[Meta Quest 2]].&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Key features included [[Pancake lenses]], full-color [[passthrough]] for mixed reality, and integrated [[Eye tracking]] and [[Face tracking]].&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The headset was officially discontinued by Meta in January 2025.&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Development of the Quest Pro was first publicly mentioned under the codename &amp;quot;Project Cambria&amp;quot; at [[Meta Connect]] 2021 on October 28, 2021.&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Meta positioned it as a high-end device incorporating next-generation technologies.&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The final product, named Meta Quest Pro, was officially revealed at Meta Connect 2022 and launched on October 25, 2022.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The initial launch price was set at $1,499 / £1,499 / AU$2,499, significantly higher than the Quest 2, reflecting its target market of professionals, developers, and early adopters.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; In March 2023, Meta permanently reduced the price to $999 / £999 / AU$1,729.99, citing a desire to make the technology more accessible to businesses and professionals, likely also influenced by market competition like the [[HTC Vive XR Elite]].&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite the price reduction, the headset reportedly failed to gain significant market traction.&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; In September 2024, Meta announced it was phasing out sales of the Quest Pro alongside the Quest 2.&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; By January 2025, the Meta Quest Pro was officially listed as &amp;quot;no longer available&amp;quot; on Meta&#039;s website, with the [[Meta Quest 3]] recommended as the alternative for mixed reality experiences.&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&lt;br /&gt;
===Design and Comfort===&lt;br /&gt;
The Meta Quest Pro features a distinct design compared to the Quest 2, opting for a sleek, all-black finish with a glossy front panel housing external cameras.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It utilizes a [[Halo strap]] design, similar to the [[PlayStation VR]] or the optional Quest 2 Elite Strap, with padded cushions resting on the forehead and the back of the head.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The battery is integrated into the rear padding, counterbalancing the weight of the front visor for improved ergonomics compared to the front-heavy Quest 2.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This design makes the headset feel more balanced and secure during use for many users.&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The strap tightness is adjusted via a dial on the rear.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite the balanced design, the Quest Pro is heavier than the Quest 2, weighing 722 grams (1.59 lbs).&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Some users reported discomfort or pressure on the forehead during extended use, potentially requiring careful adjustment or leading to headaches.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; A top strap, common on other headsets for additional support, is notably absent and not offered as a first-party accessory, although third-party solutions emerged.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the Quest 2&#039;s fully enclosed design, the Quest Pro has an open periphery by default, allowing users to see their real-world surroundings below and to the sides.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This is intended to enhance mixed reality use cases and reduce feelings of claustrophobia.&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It also improves airflow around the face, reducing lens fogging and heat buildup compared to fully sealed designs.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Magnetic partial light blockers for the sides are included in the box to increase immersion.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; A separate &amp;quot;Full Light Blocker&amp;quot; accessory was sold by Meta for $50 to create a more traditional, fully sealed VR experience, though some reviews noted it needed to be removed for dock charging.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The headset accommodates users wearing glasses, featuring an adjustable lens depth dial to move the optics further from the face.&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optics and Display===&lt;br /&gt;
A key innovation in the Quest Pro is its use of [[Pancake lenses]].&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This multi-element optical design allows for a significantly thinner visor (40% slimmer optical stack than Quest 2&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;) and provides improved visual clarity across a larger portion of the lens compared to the [[Fresnel lenses]] used in Quest 2.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This results in a larger &amp;quot;sweet spot&amp;quot; and reduced edge distortion and [[god rays]].&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Text legibility is notably improved across the entire field of view.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The headset features two [[QLED]] displays (LCD panels enhanced with a [[Quantum dot]] layer) with a resolution of 1800x1920 pixels per eye.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; While the per-eye resolution is similar to Quest 2, the Quest Pro incorporates local dimming technology with 500 individual zones, significantly improving contrast and enabling deeper black levels than typical LCDs.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The Quantum Dot layer also allows for a wider color gamut (130% larger than Quest 2&#039;s according to Meta&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;), resulting in more vibrant colors.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The display refresh rate is 90 Hz, with a 72 Hz mode available.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Field of view]] (FoV) is approximately 106° horizontal and 96° vertical, an improvement over the Quest 2.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; [[Interpupillary distance]] (IPD) is manually adjustable via a continuous slider mechanism, supporting a range from 55mm to 75mm.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; While the headset uses eye tracking to guide users to the correct IPD setting, the adjustment itself is not motorized, unlike some competitors.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Some users noted the IPD slider could feel loose and occasionally shift during active use.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Processor and Memory===&lt;br /&gt;
The Quest Pro is powered by the [[Qualcomm Snapdragon XR2+]] [[System on a chip|SoC]].&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Meta claimed this offered 50% more sustained performance compared to the Snapdragon XR2 found in the Quest 2, primarily due to improved thermal dissipation allowing the chip to run faster for longer.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; However, many reviews noted that in practice, performance felt largely similar to the Quest 2 for existing applications, as the underlying GPU ([[Adreno 650]]) remained the same and most software wasn&#039;t optimized specifically for the &#039;Plus&#039; variant.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Some users did perceive a noticeable speed difference.&lt;br /&gt;
&lt;br /&gt;
The headset is equipped with 12 GB of LPDDR5 [[RAM]], double the 6 GB found in the Quest 2.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This increased memory allows for smoother multitasking, such as keeping a web browser open while running a VR application.&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It comes with a single storage option of 256 GB.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
The Quest Pro features integrated speakers built into the head strap arms, providing [[Spatial audio]].&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Reviewers generally found the audio quality to be clear, crisp, and an improvement over the Quest 2, particularly for voice clarity.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Positional audio cues were effective for immersion.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; However, some noted a lack of bass response, resulting in a &amp;quot;thin&amp;quot; sound profile for certain content.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; For users preferring external audio solutions, the headset includes dual 3.5mm headphone jacks, one on each side.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; An integrated microphone array (3 microphones&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;) is used for voice input and communication.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Controllers===&lt;br /&gt;
The Quest Pro includes redesigned controllers called &#039;&#039;&#039;Meta Quest Touch Pro Controllers&#039;&#039;&#039;.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; A major change is the removal of the tracking rings seen on previous Quest controllers.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Instead, each controller incorporates three built-in cameras and its own [[Qualcomm Snapdragon 662]] mobile processor, enabling independent [[Inside-out tracking|self-tracking]].&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This allows for full 360-degree tracking, even when the controllers are outside the headset&#039;s direct line of sight (for example behind the user&#039;s back), and prevents the controllers from occluding each other when held close together.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Tracking accuracy was generally praised as excellent and robust.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Users reported minimal issues, even in varied lighting conditions.&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The controllers feature improved [[Haptics|haptic feedback]], termed &amp;quot;TruTouch Haptics,&amp;quot; including primary motors in the handle and secondary motors under the index trigger and thumb grip area, allowing for more localized and nuanced feedback.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; They retain capacitive sensors on the buttons, thumbstick, and trigger for partial finger tracking.&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; A new pressure sensor on the thumb rest enables pinching gestures.&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The controllers have built-in rechargeable batteries, replacing the AA batteries of the Quest 2 controllers.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; They are charged via metal contacts, typically using the included charging dock.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Battery life is estimated around 8 hours.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; A minor drawback noted was a slight delay (a few seconds) for the controllers to sync their position with the headset upon pickup.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Attachable stylus tips are included, allowing the controllers to be flipped over and used for writing or drawing on virtual surfaces, with haptic feedback simulating surface resistance.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The Touch Pro controllers are also sold separately and are compatible with the Quest 2 and Quest 3 headsets.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnbc_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sensors===&lt;br /&gt;
The Quest Pro headset is equipped with a total of ten cameras/sensors.&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Five external cameras are used for [[6DoF]] [[Inside-out tracking]] of the headset&#039;s position and orientation, [[Hand tracking]], and capturing the [[Mixed Reality|mixed reality]] passthrough view.&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Five internal cameras are dedicated to [[Eye tracking]] (one per eye) and [[Face tracking]] (capturing upper and lower facial expressions).&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; These internal sensors enable features like [[Foveated rendering]] and more expressive avatars.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battery and Charging===&lt;br /&gt;
The Quest Pro&#039;s integrated battery is located in the rear of the head strap.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Battery life estimates vary between sources, with Meta and some reviews suggesting 2-3 hours,&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; while others consistently found it closer to 1-2 hours, or 1.5-2 hours, particularly when features like eye/face tracking and passthrough were active.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This was considered short, especially for a &amp;quot;Pro&amp;quot; device, and lower than the Quest 2&#039;s typical runtime.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The headset can be used while plugged in via its [[USB-C]] port for extended sessions.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A charging dock is included, designed to charge both the headset and the controllers simultaneously via contact points.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; A full charge for the headset takes approximately 2 hours.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Some users found positioning the headset and controllers correctly on the dock could be finicky.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Mixed Reality (Color Passthrough)===&lt;br /&gt;
One of the headline features of the Quest Pro is its full-color [[Mixed Reality]] [[passthrough]] capability, a significant upgrade from the monochrome passthrough on the Quest 2.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This allows users to see their real-world environment in color while wearing the headset, enabling experiences that blend virtual elements with physical surroundings.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The passthrough provides a stereoscopic, depth-correct view of the environment.&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While considered a major step forward, reviews consistently noted that the image quality of the passthrough was grainy, somewhat fuzzy, and lacked detail, especially in lower light conditions.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Reading text on phone screens or documents through passthrough was difficult or impossible.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Moving objects like hands could exhibit ghosting or lag effects.&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; While sufficient for environmental awareness and basic navigation,&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; the quality was deemed not high enough for seamless interaction with fine details in the real world.&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The headset initially lacked automatic room meshing capabilities due to the absence of a dedicated depth sensor (reportedly planned but cut before launch&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;). Users needed to manually define walls and furniture using a controller-based setup tool for room-aware MR applications, which was considered cumbersome.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eye and Face Tracking===&lt;br /&gt;
The Quest Pro was Meta&#039;s first headset to incorporate integrated [[Eye tracking]] and [[Face tracking]], utilizing five internal cameras.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Eye tracking enables [[Foveated rendering]], an optimization technique where the headset renders the area the user is directly looking at in higher detail, potentially improving performance and visual quality without increasing processing load.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Eye tracking also helps with automatic [[IPD]] calibration guidance.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Face tracking captures the user&#039;s facial expressions (mouth movements, smiles, frowns, eyebrow raises, etc.) and maps them onto their virtual avatar in real-time.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This is intended to make social interactions in VR feel more natural and expressive.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the technology was considered impressive by some,&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; its practical application at launch and throughout the headset&#039;s life was limited.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Few applications took full advantage of these features.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Some users found the avatar facial expressions could appear uncanny or inaccurate at times, especially over network connections.&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Tongue tracking was not supported at launch.&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Concerns were also raised regarding the privacy implications of collecting eye and facial data, though Meta stated this data was processed on-device and deleted, and the features were opt-in.&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hand Tracking===&lt;br /&gt;
The Quest Pro supports controller-free [[Hand tracking]], leveraging its external cameras.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The tracking quality was considered slightly improved compared to the Quest 2, likely due to better cameras.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Meta also introduced experimental interaction models like &amp;quot;Direct Touch,&amp;quot; allowing users to &amp;quot;press&amp;quot; virtual buttons and keyboards with their fingers.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; However, hand tracking performance could degrade in suboptimal lighting conditions and some found it could still feel jittery or required unnatural hand positions.&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Standalone and PC VR===&lt;br /&gt;
As a [[Standalone VR]] headset, the Quest Pro operates independently without needing a connection to a [[Personal computer|PC]].&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It runs applications downloaded from the [[Meta Quest Store]].&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It also supports connection to a PC for [[PC VR]] experiences, offering higher fidelity graphics powered by the computer&#039;s hardware.&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Connection options include:&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Link]]&#039;&#039;&#039;: A wired connection using a high-quality [[USB-C]] cable (a link-specific cable is recommended and often sold separately).&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Air Link]]&#039;&#039;&#039;: Meta&#039;s official wireless streaming solution, requiring a strong [[Wi-Fi]] connection (preferably Wi-Fi 6 or 6E) between the headset and the PC via a router.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Virtual Desktop]]&#039;&#039;&#039;: A popular third-party application enabling wireless PC VR streaming and remote desktop access.&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Quest Pro includes support for [[Wi-Fi 6E]], which utilizes the 6 GHz band for potentially faster and less congested wireless connections, benefiting Air Link and other wireless features when used with a compatible router.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Software and Ecosystem==&lt;br /&gt;
The Meta Quest Pro runs on an [[Android]]-based operating system (now referred to as [[Meta Horizon OS]]), sharing the same core platform and app store as the Meta Quest 2 and Quest 3.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It is fully backward compatible with the existing Quest library of games and applications.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While compatible with the large Quest library, a dedicated section for Quest Pro-optimized apps existed but remained sparsely populated throughout its availability.&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Few apps were specifically designed to leverage the Pro&#039;s unique features like advanced MR, eye tracking, or face tracking.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; [[Red Matter 2]] was one notable example utilizing [[Foveated rendering]] via eye tracking.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Meta heavily promoted [[Horizon Workrooms]], its virtual collaboration platform, as a key use case for the Pro.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Workrooms allows users to meet as avatars, use virtual whiteboards, and project their computer screens onto multiple virtual monitors.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; However, reviewers often found the Workrooms software clunky, unintuitive, or buggy, particularly the setup process and integration with real-world devices.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; [[Horizon Worlds]], Meta&#039;s social VR platform, also supported the Pro&#039;s face tracking features.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The user interface (UI) and user experience (UX) received some criticism for being unintuitive or buggy at times, with some long-standing issues seemingly carried over from the Quest 2 platform.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For [[PC VR]] experiences, the Quest Pro supports connectivity allowing access to PC VR content libraries like [[SteamVR]].&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Meta also offers [[Meta Quest for Business]], a subscription service aimed at enterprises for managing fleets of headsets, including the Quest Pro, which supports integration with platforms like [[Microsoft Intune]] and access to business applications.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
The Meta Quest Pro received mixed reviews upon release. Praise was commonly directed towards its hardware innovations:&lt;br /&gt;
*&#039;&#039;&#039;Display Clarity &amp;amp; Optics:&#039;&#039;&#039; The [[Pancake lenses]] and improved display quality (clarity, color, contrast) were frequently highlighted as significant upgrades over the Quest 2.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Comfort &amp;amp; Design (for some):&#039;&#039;&#039; The balanced [[Halo strap]] design was found comfortable by many, especially compared to the Quest 2&#039;s default strap.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The open periphery design was appreciated for reducing claustrophobia and improving airflow.&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Controllers:&#039;&#039;&#039; The self-tracking Touch Pro controllers were lauded for their accuracy, improved haptics, and compact design.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Standalone Performance:&#039;&#039;&#039; As a powerful standalone device without PC tethering requirements, its convenience was noted.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the headset also faced significant criticism:&lt;br /&gt;
*&#039;&#039;&#039;Price:&#039;&#039;&#039; The initial $1,500 price point was widely considered excessive, especially given the limited software taking advantage of its advanced features, making it poor value for most consumers.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; Even after the price cut to $1,000, it remained expensive compared to alternatives like the Quest 2 or the later Quest 3.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battery Life:&#039;&#039;&#039; The short battery life (often 1-2 hours in practice) was a frequent complaint.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mixed Reality Quality:&#039;&#039;&#039; The color passthrough, while novel, was criticized for its grainy, low-resolution image quality, limiting its practical use.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Comfort (for others):&#039;&#039;&#039; Despite the balanced design, the headset&#039;s weight and pressure on the forehead caused discomfort or headaches for some users.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Software and Use Cases:&#039;&#039;&#039; A major recurring criticism was the lack of compelling software and clear use cases that justified the Pro&#039;s advanced features and high cost. Eye/face tracking felt underutilized, and productivity software like Horizon Workrooms was often described as clunky or unfinished.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Target Audience Confusion:&#039;&#039;&#039; Many questioned who the headset was truly for, feeling it was caught between the consumer gaming market (better served by Quest 2/3) and a professional market that wasn&#039;t fully ready for its specific feature set or found its implementation lacking.&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;cnbc_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Privacy Concerns:&#039;&#039;&#039; The inclusion of eye and face tracking raised privacy concerns among some users and reviewers, given Meta&#039;s history with data collection.&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overall, the Quest Pro was seen as an technologically impressive but ultimately niche product – a showcase of future VR/MR technologies that arrived too early, at too high a price, and without the software ecosystem needed to make it essential.&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It was often described as feeling like a [[Development kit|developer kit]] or early adopter device rather than a fully realized product for its target market.&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Discontinuation==&lt;br /&gt;
In September 2024, Meta confirmed it would stop selling the Quest Pro once existing inventory ran out, alongside the original Quest 2.&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; By January 2025, the product was marked as &amp;quot;no longer available&amp;quot; on official channels.&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The [[Meta Quest 3]], launched in October 2023, incorporated some of the Pro&#039;s advancements (like pancake lenses and improved color passthrough) at a much lower price point ($499), effectively superseding the Pro for most potential users interested in mixed reality.&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; While Meta CTO [[Andrew Bosworth]] hinted a future &amp;quot;Pro&amp;quot; model wasn&#039;t entirely ruled out, reports suggested plans for a direct successor had been cancelled.&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
Despite its limited commercial success, the Meta Quest Pro served as an important technological stepping stone for Meta and the VR/MR industry.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; It introduced and helped popularize several key hardware advancements that were subsequently adopted or refined in later, more mainstream devices:&lt;br /&gt;
*&#039;&#039;&#039;[[Pancake lenses]]:&#039;&#039;&#039; Demonstrated the benefits of thinner, lighter optics with improved edge-to-edge clarity, which became a key feature of the Quest 3.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Full-Color [[Mixed Reality]] Passthrough:&#039;&#039;&#039; Paved the way for MR experiences on standalone headsets, influencing the direction of Quest 3 and competitors.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Eye tracking]] and [[Face tracking]]:&#039;&#039;&#039; Showcased the potential for more immersive social presence and performance optimizations like [[Foveated rendering]], even if widespread software adoption lagged.&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Self-Tracking Controllers:&#039;&#039;&#039; Introduced controllers that didn&#039;t rely on headset tracking rings, offering more robust tracking and a more compact design.&lt;br /&gt;
*&#039;&#039;&#039;Counterbalanced Design:&#039;&#039;&#039; Highlighted the importance of weight distribution for comfort in standalone headsets by moving the battery to the rear.&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Quest Pro acted as an important development platform, allowing creators to experiment with MR, eye tracking, and face tracking capabilities, preparing the ecosystem for future hardware iterations.&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:meta quest pro1.jpg&lt;br /&gt;
File:meta quest pro10.jpg&lt;br /&gt;
File:meta quest pro9.jpg&lt;br /&gt;
File:meta quest pro8.jpg&lt;br /&gt;
File:meta quest pro7.jpg&lt;br /&gt;
File:meta quest pro6.jpg&lt;br /&gt;
File:meta quest pro5.jpg&lt;br /&gt;
File:meta quest pro2.jpg&lt;br /&gt;
File:meta quest pro3.jpg&lt;br /&gt;
File:meta quest pro4.jpg&lt;br /&gt;
File:meta quest pro11.jpg&lt;br /&gt;
File:meta quest pro12.jpg&lt;br /&gt;
File:meta quest pro13.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Meta Quest]] (product line)&lt;br /&gt;
* [[Meta Quest 2]]&lt;br /&gt;
* [[Meta Quest 3]]&lt;br /&gt;
* [[Meta Quest 3S]]&lt;br /&gt;
* [[PlayStation VR2]]&lt;br /&gt;
* [[HTC Vive XR Elite]]&lt;br /&gt;
* [[Pico 4]]&lt;br /&gt;
* [[Virtual Reality]]&lt;br /&gt;
* [[Mixed Reality]] / [[Augmented Reality]]&lt;br /&gt;
* [[Eye tracking]]&lt;br /&gt;
* [[Face tracking]]&lt;br /&gt;
* [[Meta Platforms]]&lt;br /&gt;
* [[Reality Labs]]&lt;br /&gt;
* [[Mark Zuckerberg]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;tomsg_review&amp;quot;&amp;gt;Polanco, Tony, &amp;quot;[https://www.tomsguide.com/reviews/meta-quest-pro-review-its-awesome-but-no-way-am-i-working-in-this-thing The Meta Quest Pro is awesome, but no way am I working in this thing]&amp;quot;, &#039;&#039;Tom&#039;s Guide&#039;&#039;, Last updated July 25, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;verge_review&amp;quot;&amp;gt;Robertson, Adi, &amp;quot;[https://www.theverge.com/23451629/meta-quest-pro-vr-headset-horizon-review Meta Quest Pro review: get me out of here]&amp;quot;, &#039;&#039;The Verge&#039;&#039;, Updated November 22, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;techradar_review&amp;quot;&amp;gt;Hector, Hamish, &amp;quot;[https://www.techradar.com/reviews/meta-quest-pro Meta Quest Pro review: Meta&#039;s best VR headset yet comes at a price]&amp;quot;, &#039;&#039;TechRadar&#039;&#039;, Last updated March 3, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;community_forums_review&amp;quot;&amp;gt;DaftnDirect (and commenters), &amp;quot;[https://communityforums.atmeta.com/t5/Talk-VR/My-Quest-Pro-Review/td-p/1028432 My Quest Pro Review]&amp;quot;, &#039;&#039;Meta Community Forums&#039;&#039;, February 10, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;xrtoday_review&amp;quot;&amp;gt;Carter, Rebekah, &amp;quot;[https://www.xrtoday.com/reviews/meta-quest-pro-review-a-powerful-professional-headset/ Meta Quest Pro Review: A Powerful Professional Headset?]&amp;quot;, &#039;&#039;XR Today&#039;&#039;, January 19, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;pcmag_review&amp;quot;&amp;gt;Greenwald, Will, &amp;quot;[https://www.pcmag.com/reviews/meta-quest-pro Meta Quest Pro Review]&amp;quot;, &#039;&#039;PCMag&#039;&#039;, Updated November 14, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;cnbc_review&amp;quot;&amp;gt;Pitt, Sofia, &amp;quot;[https://www.cnbc.com/2022/11/10/meta-quest-pro-review.html Meta&#039;s new headset is a very expensive VR experiment that doesn&#039;t have a target audience]&amp;quot;, &#039;&#039;CNBC&#039;&#039;, Updated November 11, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;arstechnica_review&amp;quot;&amp;gt;Orland, Kyle, &amp;quot;[https://arstechnica.com/gaming/2022/10/meta-quest-pro-review-for-those-with-more-money-than-sense/ Meta Quest Pro review: For those with more money than sense]&amp;quot;, &#039;&#039;Ars Technica&#039;&#039;, October 28, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;gamesradar_review&amp;quot;&amp;gt;Robertson, Duncan, &amp;quot;[https://www.gamesradar.com/meta-quest-pro-review/ Meta Quest Pro review: &#039;The prologue to a cyberpunk novel&#039;]&amp;quot;, &#039;&#039;GamesRadar+&#039;&#039;, April 14, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;cnet_review&amp;quot;&amp;gt;Stein, Scott, &amp;quot;[https://www.cnet.com/tech/computing/meta-quest-pro-half-a-year-later-caught-between-quest-2-and-quest-3/ Meta Quest Pro, Half a Year Later: Caught Between Quest 2 and Quest 3]&amp;quot;, &#039;&#039;CNET&#039;&#039;, March 30, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;mashable_review&amp;quot;&amp;gt;de Luna, Elizabeth, &amp;quot;[https://mashable.com/review/meta-quest-pro-review The Meta Quest Pro is not the big fail it&#039;s made out to be]&amp;quot;, &#039;&#039;Mashable&#039;&#039;, December 3, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;phonearena_review&amp;quot;&amp;gt;Serbezov, Stanislav, &amp;quot;[https://www.phonearena.com/ar-vr/reviews/meta-quest-pro-review_id6009 Meta Quest Pro Review: the meaning of &#039;incomplete&#039;]&amp;quot;, &#039;&#039;PhoneArena&#039;&#039;, Updated April 22, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;engadget_review&amp;quot;&amp;gt;Rutherford, Sam, &amp;quot;[https://www.engadget.com/meta-quest-pro-review-a-next-gen-headset-for-the-vr-faithful-specs-price-130045313-130045431.html Meta Quest Pro review: A next-gen headset for the VR faithful]&amp;quot;, &#039;&#039;Engadget&#039;&#039;, October 31, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;nextpit_review&amp;quot;&amp;gt;Zellmer, Matthias, &amp;quot;[https://www.nextpit.com/meta-quest-pro-review Meta Quest Pro review: Discounted price makes it a bargain!]&amp;quot;, &#039;&#039;NextPit&#039;&#039;, April 10, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vrexpert_review&amp;quot;&amp;gt;Jakob, &amp;quot;[https://vrx.vr-expert.com/meta-quest-pro-review/ Meta Quest Pro Review]&amp;quot;, &#039;&#039;VR Expert&#039;&#039;, Updated March 15, 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr_discontinued&amp;quot;&amp;gt;Hayden, Scott, &amp;quot;[https://www.roadtovr.com/meta-discontinues-quest-pro/ Meta Officially Discontinues Quest Pro, Its First (and most expensive) Mixed Reality Headset]&amp;quot;, &#039;&#039;Road to VR&#039;&#039;, January 6, 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;gamesindustry_discontinued&amp;quot;&amp;gt;Blake, Vikki, &amp;quot;[https://www.gamesindustry.biz/metas-quest-pro-headset-now-no-longer-available Meta&#039;s Quest Pro headset now no longer available]&amp;quot;, &#039;&#039;GamesIndustry.biz&#039;&#039;, January 6, 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;forwork_page&amp;quot;&amp;gt;&amp;quot;[https://forwork.meta.com/quest/quest-pro/ Meta Quest Pro for Business]&amp;quot;, &#039;&#039;Meta for Work&#039;&#039;, Accessed May 3, 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vrcompare_specs&amp;quot;&amp;gt;&amp;quot;[https://vr-compare.com/headset/metaquestpro Meta Quest Pro specs]&amp;quot;, &#039;&#039;VR Compare&#039;&#039;, Accessed May 3, 2025.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr_review&amp;quot;&amp;gt;Heaney, David, &amp;quot;[https://www.uploadvr.com/meta-quest-pro-review/ Meta Quest Pro Review: New Features For Developers &amp;amp; Early Adopters]&amp;quot;, &#039;&#039;UploadVR&#039;&#039;, October 25, 2022.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Meta_Quest_3S&amp;diff=37352</id>
		<title>Meta Quest 3S</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Meta_Quest_3S&amp;diff=37352"/>
		<updated>2026-01-07T22:24:56Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37257 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:meta quest s320.png|350px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[Standalone VR]]&lt;br /&gt;
|Platform = [[Meta Quest]]&lt;br /&gt;
|Creator = [[Meta]]&lt;br /&gt;
|Developer = [[Meta]]&lt;br /&gt;
|Manufacturer = [[Meta]]&lt;br /&gt;
|Announcement Date = September 25, 2024&lt;br /&gt;
|Release Date = October 15, 2024&lt;br /&gt;
|Price = $299 (128GB), $399 (256GB)&lt;br /&gt;
|Website = https://www.meta.com/quest/quest-3s/&lt;br /&gt;
|Versions = 128GB, 256GB&lt;br /&gt;
|Requires = Meta account&lt;br /&gt;
|Predecessor = [[Meta Quest 2]]&lt;br /&gt;
|Successor = &lt;br /&gt;
|Operating System = [[Meta Horizon OS]]&lt;br /&gt;
|Chipset = [[Qualcomm Snapdragon XR2 Gen 2]]&lt;br /&gt;
|CPU = Octa-core Kryo (1 x 3.19 GHz, 4 x 2.8 GHz, 3 x 2.0 GHz)&lt;br /&gt;
|GPU = Adreno 740&lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = 128GB or 256GB&lt;br /&gt;
|Memory = 8GB RAM&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = Single LCD&lt;br /&gt;
|Subpixel Layout = RGB stripe&lt;br /&gt;
|Peak Brightness = 100 nits&lt;br /&gt;
|Resolution = 1832 x 1920 pixels per eye&lt;br /&gt;
|Refresh Rate = Up to 120Hz&lt;br /&gt;
|Pixel Density = 773 PPI&lt;br /&gt;
|Persistence = &lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = &lt;br /&gt;
|Horizontal FoV = ~96 degrees&lt;br /&gt;
|Vertical FoV = ~90 degrees&lt;br /&gt;
|Visible FoV = &lt;br /&gt;
|Rendered FoV = 104° horizontal, 98° vertical&lt;br /&gt;
|Binocular Overlap = 90 degrees&lt;br /&gt;
|Average Pixel Density = ~20 PPD&lt;br /&gt;
|Peak Pixel Density = 20 PPD&lt;br /&gt;
|Foveated Rendering = No&lt;br /&gt;
|Optics = Fresnel lenses&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 58-68mm (3 fixed positions: 58mm, 63mm, 68mm)&lt;br /&gt;
|Adjustable Diopter = No&lt;br /&gt;
|Passthrough = Color, 18 PPD&lt;br /&gt;
|Tracking = 6DoF, [[inside-out tracking]]&lt;br /&gt;
|Tracking Frequency = &lt;br /&gt;
|Base Stations = None&lt;br /&gt;
|Eye Tracking = No&lt;br /&gt;
|Face Tracking = No&lt;br /&gt;
|Hand Tracking = Yes&lt;br /&gt;
|Body Tracking = Upper body tracking with leg position estimation&lt;br /&gt;
|Rotational Tracking = Yes&lt;br /&gt;
|Positional Tracking = Yes&lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = &lt;br /&gt;
|Play Space = &lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = Integrated spatial audio speakers&lt;br /&gt;
|Microphone = Yes&lt;br /&gt;
|3.5mm Audio Jack = No&lt;br /&gt;
|Camera = 2x 4MP (18 PPD) RGB passthrough cameras, 4x tracking cameras&lt;br /&gt;
|Connectivity = Wi-Fi 6E, Bluetooth&lt;br /&gt;
|Ports = USB-C&lt;br /&gt;
|Wired Video = USB-C (Link cable)&lt;br /&gt;
|Wireless Video = Wi-Fi streaming&lt;br /&gt;
|WiFi = Wi-Fi 6E&lt;br /&gt;
|Bluetooth = Yes&lt;br /&gt;
|Power = &lt;br /&gt;
|Battery Capacity = 4324 mAh&lt;br /&gt;
|Battery Life = ~2.5 hours&lt;br /&gt;
|Charge Time = ~1.8 hours (110 minutes)&lt;br /&gt;
|Dimensions = 191.5 x 102 x 142.5 mm (without headstrap)&lt;br /&gt;
|Weight = 514g (with headstrap)&lt;br /&gt;
|Material = Plastic, foam facial interface&lt;br /&gt;
|Headstrap = Flexible fabric strap&lt;br /&gt;
|Haptics = &lt;br /&gt;
|Color = White&lt;br /&gt;
|Sensors = 2x RGB sensors, 4x VGA sensors, 2x IR Flood LEDs&lt;br /&gt;
|Input = [[Touch Plus controllers]], [[hand tracking]]&lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = &lt;br /&gt;
}}&lt;br /&gt;
[[Meta Quest 3S]] is a [[standalone]] [[virtual reality headset]] developed by [[Meta]]. Released on October 15, 2024&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;, it was announced during [[Meta Connect 2024]] on September 25, 2024&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;. The Quest 3S is Meta&#039;s entry-level VR headset, positioned as a more affordable alternative to the [[Meta Quest 3]] with some scaled-back features while maintaining the same processing power&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== History and Development ==&lt;br /&gt;
The Meta Quest 3S was officially announced by Meta on September 25, 2024, during the Meta Connect 2024 [[event]], with preorders opening the same day&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;. It began shipping on October 15, 2024&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;. The headset was developed to replace the aging [[Meta Quest 2]] as the company&#039;s affordable entry point into VR and MR, sitting below the flagship Meta Quest 3 in the product lineup&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot;&amp;gt;{{cite web |url=https://www.theverge.com/24340948/meta-quest-3s-vr-headset-review |title=Meta Quest 3S review: probably the one we&#039;ve been waiting for |last=Peters |first=Jay |date=January 14, 2025 |website=The Verge |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;. This marked a shift for Meta, offering two distinct tiers within the same generation of Quest headsets&amp;lt;ref name=&amp;quot;wired&amp;quot;&amp;gt;{{cite web |url=https://www.wired.com/review/meta-quest-3s/ |title=Review: Meta Quest 3S |last=Unknown |first= |date=November 2, 2024 |website=Wired |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;. The existence and name of the device were leaked prior to the official announcement&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Hardware ==&lt;br /&gt;
&lt;br /&gt;
=== Design and Ergonomics ===&lt;br /&gt;
The Quest 3S features a white plastic body similar in overall shape to the Quest 2&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;, but with redesigned sensor arrays on the front panel, featuring two triangular clusters instead of the Quest 3&#039;s vertical pill shapes&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;. Although physically similar in weight to the Quest 3 at 514 grams (including the default strap)&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;, its use of bulkier Fresnel lenses means the center of gravity is further from the face, which some reviewers found slightly less comfortable or secure compared to the Quest 3&amp;lt;ref name=&amp;quot;techradar&amp;quot;&amp;gt;{{cite web |url=https://www.techradar.com/computing/virtual-reality-augmented-reality/meta-quest-3s-review-an-affordable-mixed-reality-headset-that-everyone-might-want |title=Meta Quest 3S review: the world&#039;s best affordable VR headset |last=Hector |first=Hamish |date=October 14, 2024 |website=TechRadar |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It ships with a basic fabric Y-style headstrap, similar to the one included with the Quest 2 and Quest 3&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;, which many reviewers found lacked adequate support or counterweight for the front-heavy design, often recommending an upgrade to an [[Elite Strap]] style accessory&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot;&amp;gt;{{cite web |url=https://mixed-news.com/en/meta-quest-3s-review/ |title=Meta Quest 3S Review: An entry-level VR headset that doesn&#039;t always make things easy for beginners |last=Erl |first=Josef |date=December 15, 2024 |website=MIXED Reality News |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;. Notably, the Quest 3S strap attachment points are compatible with most existing Quest 3 headstraps&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;ign&amp;quot;&amp;gt;{{cite web |url=https://www.ign.com/articles/meta-quest-3s-review |title=Meta Quest 3S Review |last=Moss |first=Gabriel |date=October 24, 2024 |website=IGN |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;. A new physical &amp;quot;Action Button&amp;quot; is located on the underside of the headset, allowing users to quickly toggle between immersive VR and the passthrough view&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;, replacing the double-tap gesture used on Quest 3&amp;lt;ref name=&amp;quot;tomsguide&amp;quot;&amp;gt;{{cite web |url=https://www.tomsguide.com/computing/vr-ar/meta-quest-3s-review |title=Meta Quest 3S review: The best VR headset for the money |last=Polanco |first=Tony |date=October 14, 2024 |website=Tom&#039;s Guide |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt; (though the double-tap gesture may still function). Unlike the Quest 2 and Quest 3, the Quest 3S lacks an internal [[proximity sensor]], meaning the display doesn&#039;t automatically turn on or off when the headset is put on or removed; users must press the power button&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Display and Optics ===&lt;br /&gt;
The most significant cost-saving measure and point of differentiation from the Quest 3 lies in the Quest 3S&#039;s display and optical system, which is largely repurposed from the Meta Quest 2&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;. It uses a single fast-switch [[LCD]] panel providing a resolution of 1832 x 1920 pixels per eye, identical to the Quest 2&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;. This results in a lower pixel density (approximately 20 [[Pixels Per Degree]] or PPD)&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt; compared to the Quest 3&#039;s 25 PPD (2064 x 2208 per eye)&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;. While the resolution difference wasn&#039;t always drastically noticeable in games due to rendering limitations, reviewers consistently noted that the Quest 3 offered a significantly sharper and clearer image, especially for text or fine details&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Quest 3S employs [[Fresnel lenses]], also inherited from the Quest 2&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;. These lenses are known for having a smaller &amp;quot;sweet spot&amp;quot; (the central area of maximum clarity) compared to the [[pancake lenses]] used in the Quest 3&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;. Image sharpness noticeably decreases towards the edges of the field of view&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;, and Fresnel lenses are more prone to [[glare]] and god rays (internal reflections) in high-contrast scenes&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;. The [[field of view]] (FoV) is also narrower than the Quest 3, measured at approximately 96-97° horizontal and 90-93° vertical&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;, compared to the Quest 3&#039;s 110° horizontal and 96° vertical&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Interpupillary distance]] (IPD) adjustment is limited to three fixed hardware positions: 58mm, 63mm, and 68mm, similar to the Quest 2&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;. Users manually shift the lenses between these preset grooves&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;. This contrasts with the Quest 3&#039;s continuous IPD adjustment wheel (53-75mm range)&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;, potentially making it harder for some Quest 3S users to achieve optimal visual clarity and comfort if their IPD falls between the presets&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;. The headset includes a glasses spacer&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;, and is compatible with Quest 2 prescription lens inserts&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Processor and Performance ===&lt;br /&gt;
The Quest 3S is powered by the [[Qualcomm]] [[Snapdragon XR2 Gen 2]] system-on-chip, paired with 8GB of [[RAM]]&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;. This is the same processor and memory configuration found in the more expensive Quest 3, representing a significant performance upgrade over the Quest 2&#039;s Snapdragon XR2 Gen 1 processor (Meta claims roughly double the GPU performance)&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;meta&amp;quot; /&amp;gt;. This allows the Quest 3S to run all existing Quest Store games and apps, including titles designed with enhanced graphics for the Quest 3 platform, such as &#039;&#039;[[Batman: Arkham Shadow]]&#039;&#039; (which was bundled free with the headset for a promotional period)&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;. Reviewers noted that the headset felt responsive and smooth in operation, with faster load times compared to the Quest 2&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Tracking and Controllers ===&lt;br /&gt;
The Quest 3S utilizes [[inside-out tracking]] with 6 [[degrees of freedom]] (DoF) via four integrated monochrome tracking cameras located on the front and sides of the headset&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;. Meta&#039;s inside-out tracking is generally considered robust and class-leading for standalone headsets&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;. The headset includes two [[Infrared]] (IR) flood illuminators, which improve hand tracking and controller tracking performance in low-light conditions, allowing tracking to function even in complete darkness in some scenarios – an area where it potentially outperforms the Quest 3&amp;lt;ref name=&amp;quot;uploadvr2&amp;quot;&amp;gt;{{cite web |url=https://www.uploadvr.com/quest3s-hand-tracking-better-than-quest-3/ |title=Quest 3S Has Better Low-Light Head &amp;amp; Hand Tracking Than Quest 3 |last=Heaney |first=David |date=October 10, 2024 |website=UploadVR |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;. The Quest 3S lacks the dedicated [[depth sensor]] found on the Quest 3, which is used by the latter to improve the speed and accuracy of automatic room scanning (scene meshing) for mixed reality setup&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The headset comes bundled with the same Meta Quest Touch Plus controllers used by the Quest 3&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;. These controllers feature a more compact design without the tracking rings found on the Quest 2&#039;s controllers&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;, incorporate [[haptics]] (branded as TruTouch Haptics)&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;, and use capacitive sensors on the buttons, thumbsticks, and triggers for basic finger presence detection&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;. They are powered by standard AA batteries&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. While generally praised for their ergonomics and tracking accuracy&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;, some tracking issues can occur if the controllers are held outside the headset cameras&#039; view for extended periods (for example behind the back)&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;. Hand tracking is supported and benefits from the IR illuminators in low light&amp;lt;ref name=&amp;quot;uploadvr2&amp;quot; /&amp;gt;, though its accuracy and usability within the [[Horizon OS]] interface were still critiqued by some reviewers as occasionally frustrating&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
Audio is delivered via integrated [[spatial audio]] speakers built into the headstrap arms, similar to the Quest 3&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. Reviewers generally found the audio quality to be good enough that external headphones aren&#039;t strictly necessary for most users&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. However, the Quest 3S notably omits the 3.5mm headphone jack found on the Quest 2 and Quest 3&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. Users wanting to use private audio must rely on [[USB-C]] headphones or [[Bluetooth]] wireless headphones&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Passthrough and Mixed Reality ===&lt;br /&gt;
A key upgrade over the Quest 2 is the inclusion of full-color stereo [[passthrough]] cameras (dual RGB sensors), enabling [[mixed reality]] experiences where virtual elements are overlaid onto the user&#039;s real-world surroundings&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;. Meta states the passthrough resolution is 4.5 times higher than the Quest 2&#039;s&amp;lt;ref name=&amp;quot;meta&amp;quot; /&amp;gt;. While a significant improvement over the Quest 2&#039;s low-resolution black-and-white passthrough&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;, reviewers noted that the Quest 3S&#039;s passthrough quality, while usable and beneficial, appeared grainier, noisier, and less sharp compared to the Quest 3&#039;s passthrough view, likely exacerbated by the lower-resolution display and Fresnel optics&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot; /&amp;gt;. It allows users to see their environment for setup, finding controllers, or brief interactions, but reading fine text on a phone or computer screen through passthrough remains difficult&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot; /&amp;gt;. The headset supports automatic room scanning and boundary setup&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Battery ===&lt;br /&gt;
The Quest 3S contains a 4324 [[mAh]] battery&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;. Meta rates the average battery life at approximately 2.5 hours of general use, slightly longer than the Quest 3&#039;s 2.2-hour rating&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;. Real-world testing by reviewers typically found battery life to be around 2 hours or slightly less, especially during intensive gaming or mixed reality use&amp;lt;ref name=&amp;quot;ign&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;. The headset charges via [[USB-C]], with a full charge taking approximately 1.8 hours (110 minutes)&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. Due to the lack of pogo pins found on the Quest 3, the Quest 3S is not compatible with the original Quest 3 Charging Dock, though Meta released a separate &amp;quot;Compact Charging Dock&amp;quot; for the 3S&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
&lt;br /&gt;
=== Operating System ===&lt;br /&gt;
The Quest 3S runs on [[Horizon OS]], Meta&#039;s proprietary operating system based on [[Android]]&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;. It provides the interface for launching games and apps, managing settings, and accessing system features&amp;lt;ref name=&amp;quot;wired&amp;quot; /&amp;gt;. Horizon OS supports features like multi-window multitasking, allowing users to run multiple 2D apps (like browsers or media players) simultaneously in floating windows&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. It also includes features for setting up play boundaries (Guardian) and managing user accounts&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;. While acknowledged as the most feature-rich OS for standalone VR headsets, Horizon OS has faced criticism for perceived clunkiness, occasional bugs, and usability issues&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;. System software updates are released regularly by Meta, adding features and refinements&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;. Security updates are planned until at least October 2029&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Content Library ===&lt;br /&gt;
The Quest 3S has access to the full [[Meta Quest Store]], which contains hundreds of VR games, mixed reality applications, fitness programs, social experiences, entertainment apps, and productivity tools&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;ign&amp;quot; /&amp;gt;. Because it shares the same processor as the Quest 3, it can run all titles available on the platform, including graphically demanding games and newer releases optimized for or exclusive to the Quest 3 generation hardware, such as &#039;&#039;[[Batman: Arkham Shadow]]&#039;&#039;, &#039;&#039;[[Asgard&#039;s Wrath 2]]&#039;&#039;, and &#039;&#039;[[Assassin&#039;s Creed Nexus VR]]&#039;&#039;&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;ign&amp;quot; /&amp;gt;. Popular longstanding titles like &#039;&#039;[[Beat Saber]]&#039;&#039;, &#039;&#039;[[Superhot VR]]&#039;&#039;, and &#039;&#039;[[Resident Evil 4 VR]]&#039;&#039; are also available&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The headset also supports [[PC VR]] gaming when connected to a compatible gaming PC&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;. This can be done via a wired connection using a [[USB-C]] [[Link Cable]] or wirelessly over [[Wi-Fi]] using [[Air Link]] or third-party apps like [[Virtual Desktop]]&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;. This grants access to PC VR platforms like [[SteamVR]] and their respective libraries, including titles like &#039;&#039;[[Half-Life: Alyx]]&#039;&#039;&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;ign&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Meta Quest 3S vs Meta Quest 3 Specifications Comparison&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;vr-compare&amp;quot; /&amp;gt;&lt;br /&gt;
! Feature !! Meta Quest 3S !! Meta Quest 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Processor&#039;&#039;&#039; || [[Qualcomm]] [[Snapdragon XR2 Gen 2]] || Qualcomm Snapdragon XR2 Gen 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RAM&#039;&#039;&#039; || 8GB || 8GB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storage&#039;&#039;&#039; || 128GB / 256GB || 512GB&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Display Type&#039;&#039;&#039; || Single Fast switch [[LCD]] || Dual LCD&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resolution (per eye)&#039;&#039;&#039; || 1832 x 1920 || 2064 x 2208&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Refresh Rate&#039;&#039;&#039; || Up to 120 [[Hz]] || Up to 120 Hz&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lens Type&#039;&#039;&#039; || [[Fresnel]] || [[Pancake]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Field of View&#039;&#039;&#039; || ~96° × 90° || ~110° × 96°&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;IPD Adjustment&#039;&#039;&#039; || 3 fixed positions (58, 63, 68mm) || Continuous slider (53-75mm)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Passthrough&#039;&#039;&#039; || Full-color stereo (18 PPD) || Full-color stereo (18 PPD)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Depth Sensor&#039;&#039;&#039; || No (Uses IR Illuminators) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Weight (with strap)&#039;&#039;&#039; || 514g || 515g&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Audio Jack (3.5mm)&#039;&#039;&#039; || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battery Capacity&#039;&#039;&#039; || 4324 [[mAh]] || 5060 mAh&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rated Battery Life&#039;&#039;&#039; || ~2.5 hours || ~2.2 hours&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Controllers&#039;&#039;&#039; || [[Touch Plus]] (Ringless) || Touch Plus (Ringless)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price (USD)&#039;&#039;&#039; || $299 (128GB) / $399 (256GB) || $499 (512GB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
The Meta Quest 3S received generally positive reviews, primarily praised for its strong value proposition and performance capabilities at its $299 starting price&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;. It was widely regarded as the best entry-level VR headset available and a worthy successor to the Quest 2&#039;s market position, making modern standalone VR and mixed reality more accessible&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot; /&amp;gt;. The inclusion of the powerful Snapdragon XR2 Gen 2 chip, identical to the Quest 3&#039;s, was highlighted as a major strength, ensuring compatibility with the latest Quest games and smooth performance&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;. The addition of full-color passthrough was seen as a significant upgrade over the Quest 2, enhancing usability and enabling mixed reality experiences, even if the quality wasn&#039;t as high as the Quest 3&#039;s&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;. The improved low-light hand tracking due to IR illuminators was also noted as a positive&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr2&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
However, the primary criticisms centered on the compromises made to achieve the lower price, particularly the reuse of the Quest 2&#039;s display and Fresnel lens system&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;. Reviewers consistently pointed out the lower resolution, narrower field of view, smaller sweet spot, and increased edge blurriness compared to the Quest 3&#039;s pancake lenses, which impacted visual clarity, especially for reading text or watching media&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;. The limited 3-step IPD adjustment was also criticized as potentially problematic for users whose IPD didn&#039;t align well with the presets&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;. Other drawbacks mentioned included the basic comfort of the default headstrap (requiring an accessory purchase for many users)&amp;lt;ref name=&amp;quot;guardian&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;, the omission of the 3.5mm headphone jack&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;, the relatively short battery life&amp;lt;ref name=&amp;quot;wired&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;, and the ongoing usability critiques of Horizon OS&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Overall, the Quest 3S was recommended as an excellent choice for VR newcomers or budget-conscious buyers wanting access to the Quest ecosystem&amp;lt;ref name=&amp;quot;tomsguide&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;wired&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;verge&amp;quot; /&amp;gt;. For users prioritizing the best visual quality, wider field of view, and comfort features, or those upgrading from a Quest 2 seeking a more significant leap, the Meta Quest 3 was frequently recommended as worth the additional cost&amp;lt;ref name=&amp;quot;pcmag&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;. The 256GB Quest 3S model at $399 was sometimes seen as poor value compared to the $499 Quest 3 (which offered 512GB storage alongside better optics)&amp;lt;ref name=&amp;quot;pcgamer&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;mixed-news&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:meta quest s310.jpg&lt;br /&gt;
File:meta quest s311.jpg&lt;br /&gt;
File:meta quest s312.jpg&lt;br /&gt;
File:meta quest s313.jpg&lt;br /&gt;
File:meta quest s314.jpg&lt;br /&gt;
File:meta quest s315.jpg&lt;br /&gt;
File:meta quest s316.jpg&lt;br /&gt;
File:meta quest s31.jpg&lt;br /&gt;
File:meta quest s37.png&lt;br /&gt;
File:meta quest s36.jpeg&lt;br /&gt;
File:meta quest s35.png&lt;br /&gt;
File:meta quest s34.png&lt;br /&gt;
File:meta quest s33.png&lt;br /&gt;
File:meta quest s32.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr1&amp;quot;&amp;gt;{{cite web |url=https://www.uploadvr.com/meta-quest-3s-officially-announced/ |title=Quest 3S Is Official: XR2 Gen 2 Chipset, Mixed Reality And Fresnel Lenses For $300 |last=Heaney |first=David |date=September 25, 2024 |website=UploadVR |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtoVR&amp;quot;&amp;gt;{{cite web |url=https://www.roadtovr.com/meta-quest-3s-review-value-that-cant-be-beat/ |title=Quest 3S Review – Value That Can&#039;t Be Beat, With the Same Rough Edges as Its Siblings |last=Lang |first=Ben |date=October 17, 2024 |website=Road to VR |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;guardian&amp;quot;&amp;gt;{{cite web |url=https://www.theguardian.com/technology/2024/nov/25/meta-quest-3s-review-the-best-bang-for-your-buck-in-vr |title=Meta Quest 3S review: the best bang for your buck in VR |last=Gibbs |first=Samuel |date=November 25, 2024 |website=The Guardian |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vr-compare&amp;quot;&amp;gt;{{cite web |url=https://vr-compare.com/headset/metaquest3s |title=Meta Quest 3S Specs |website=VR Compare |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;pcmag&amp;quot;&amp;gt;{{cite web |url=https://www.pcmag.com/comparisons/meta-quest-3-vs-meta-quest-3s-whats-the-difference |title=Meta Quest 3 vs. Meta Quest 3S: What&#039;s the Difference? |last=Greenwald |first=Will |date=November 21, 2024 |website=PCMag |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;pcgamer&amp;quot;&amp;gt;{{cite web |url=https://www.pcgamer.com/hardware/vr-hardware/meta-quest-3s-review/ |title=Meta Quest 3S review |last=Ridley |first=Jacob |date=November 14, 2024 |website=PC Gamer |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;meta&amp;quot;&amp;gt;{{cite web |url=https://www.meta.com/quest/quest-3s/ |title=Meta Quest 3S |website=Meta |accessdate=May 4, 2025}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:Virtual Reality Headsets]]&lt;br /&gt;
[[Category:Meta Products]]&lt;br /&gt;
[[Category:Standalone VR Headsets]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Meta_Quest_2&amp;diff=37351</id>
		<title>Meta Quest 2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Meta_Quest_2&amp;diff=37351"/>
		<updated>2026-01-07T22:24:46Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37256 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:oculus quest 24.png|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Standalone VR]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Developer=[[Oculus VR/Meta]]&lt;br /&gt;
|Operating System=[[Oculus Mobile]], [[Windows]]&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=[[Oculus Quest]]&lt;br /&gt;
|Successor=[[Oculus Quest 3]]&lt;br /&gt;
|CPU=[[Qualcomm Snapdragon XR2]]&lt;br /&gt;
|GPU=[[Adreno 650]]&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=6 GB&lt;br /&gt;
|Storage=64GB, 128GB,  256GB&lt;br /&gt;
|Display=IPS LCD&lt;br /&gt;
|Resolution=1832 x 1920 per eye&lt;br /&gt;
|Pixel Density=773 PPI per eye&lt;br /&gt;
|Refresh Rate=72Hz, 90 Hz&lt;br /&gt;
|Persistence=?.?ms&lt;br /&gt;
|Field of View=90° (estimated)&lt;br /&gt;
|Optics=[[Fresnel lens]]&lt;br /&gt;
|IPD Range=58mm or 63mm or 68mm&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]]&lt;br /&gt;
|Positional Tracking=[[Oculus Insight]]&lt;br /&gt;
|Update Rate=Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|Tracking Volume=??&lt;br /&gt;
|Play Space=20m x 20m&lt;br /&gt;
|Latency=Motion to Photon: less than 5ms&lt;br /&gt;
|Audio=built-in headphones, built-in microphone, 3.5mm audio jack&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=[[Redesigned Oculus Touch]]&lt;br /&gt;
|Connectivity=[[Oculus Link]], USB-C&lt;br /&gt;
|Power=3,640 mAh lithium-ion battery&lt;br /&gt;
|Battery Life=2 to 3 hours&lt;br /&gt;
|Weight=503g&lt;br /&gt;
|Size=191.5mm x 102mm x 142.5mm&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=October 13, 2020&lt;br /&gt;
|Price=$299 (128GB), $399 (256GB)&lt;br /&gt;
|Website=https://www.oculus.com/quest-2/&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Meta Quest 2&#039;&#039;&#039; (Also known as Oculus Quest 2) is a [[virtual reality headset]] created by [[Oculus VR]]. It is a mass-market VR device that is a successor to the original [[Oculus Quest]]. Compared to the Quest 1, the Quest 2 has 50% more pixels, better battery life, faster processing, and more memory. The headset is 10% lighter, though the controllers are slightly larger. Add-ons like the [[Elite Strap]] and [[Fit Pack]] are intended to improve ergonomics for players with differently-sized facial features.&amp;lt;ref name=”one”&amp;gt;https://about.fb.com/news/2020/09/introducing-oculus-quest-2-the-next-generation-of-all-in-one-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Oculus Quest 2 is the first of the [[Oculus]] [[headsets]] to experiment with multi-user support and app sharing. You can share your apps with 3 accounts beyond your own. Each user must log in to their own [[Facebook]] account to play. App sharing is not automatically possible for all games made before this feature was deployed.&amp;lt;ref name=”two”&amp;gt;https://about.fb.com/news/2021/02/share-your-oculus-quest/&amp;lt;/ref&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Release and Pricing==&lt;br /&gt;
The Oculus Quest 2 started shipping in October 2020. It is available worldwide through global and regional companies. For the first time, you can purchase a Quest product from Japan, too. This will soon be the only Oculus headset available for purchase; Facebook announced they will focus on stand-alone VR headsets moving forward. Facebook will stop selling the Oculus Rift S as well as Quest in 2021 but will continue to support their platforms.&amp;lt;ref name=”one”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s been noted that the distrust of Facebook&#039;s data practices could negatively impact the sale of Quest 2, now that you must log in with a Facebook account and as it becomes the sole headset available from Oculus.&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;https://www.polygon.com/reviews/2020/9/16/21437762/oculus-quest-2-review-virtual-reality-vr-facebook-oculus-power-resolution-tracking&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In October of 2021, Facebook rebranded to Meta, and in March of 2022, starting in Japan, Oculus Quest 2s were silently rebranded as Meta Quest 2s in their box branding along with branding on the hardware itself. Oculus branded Quests have no difference to Meta branded Quests other than the branding itself.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
The Oculus Quest 2 comes with a wireless HMD, built-in speakers, two Touch controllers, USB-C charging cable, power adapter, and spacer for glasses. Depending on the version you purchase, you can store 64 GB or 256 GB on your device. The Quest 2 uses the Qualcomm® Snapdragon™ XR2 Platform which enables a more expansive virtual world along with high-fidelity sound. The Touch controllers may last up to 4 times the battery life of the previous generation.&amp;lt;ref name=”one”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=&amp;quot;three&amp;quot;&amp;gt;https://www.oculus.com/quest-2/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Oculus Quest 2 comes with a head strap, softer than the plastic band of the Quest. This makes the headset more comfortable.&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It comes with 4 cameras, like the Quest, as well as comparable hand-tracking capabilities.&amp;lt;ref name=&amp;quot;six&amp;quot;&amp;gt;https://www.roadtovr.com/oculus-quest-2-review-better-in-almost-every-way/2/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
While Quest 2 is an [[integrated HMD]], it can also run as a [[discrete HMD]] by connecting to a PC with a [[Oculus Link]]. By connecting to the PC, you&#039;ll be able to play games from [[Oculus PC]] or [[SteamVR]]. Your PC needs to meet certain requirements in order for the Oculus Link to work.&lt;br /&gt;
&lt;br /&gt;
===PC Requirements for Oculus Link===&lt;br /&gt;
&#039;&#039;&#039;Processor:&#039;&#039;&#039; Intel i5-4590 / AMD Ryzen 5 1500X or greater&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Memory:&#039;&#039;&#039; 8 GB+ RAM&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating System:&#039;&#039;&#039; Windows 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USB Ports:&#039;&#039;&#039; 1x USB port&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphics:&#039;&#039;&#039; &lt;br /&gt;
*NVIDIA Titan X&lt;br /&gt;
*NVIDIA GeForce GTX 970&lt;br /&gt;
*NVIDIA GeForce GTX 1060 Desktop, 6 GB&lt;br /&gt;
*NVIDIA GeForce GTX 1070 (all)&lt;br /&gt;
*NVIDIA GeForce GTX 1080 (all)&lt;br /&gt;
*NVIDIA GeForce GTX 1660&lt;br /&gt;
*NVIDIA GeForce GTX 1650 Super&lt;br /&gt;
*NVIDIA GeForce GTX 1660 TI&lt;br /&gt;
*NVIDIA GeForce RTX 20 Series (all)&lt;br /&gt;
*AMD 400 Series&lt;br /&gt;
*AMD 500 Series&lt;br /&gt;
*AMD 5000 Series&lt;br /&gt;
*AMD Vega Series&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
You can adjust the IPD of the lenses with 3 built-in settings.&amp;lt;ref name=&amp;quot;five&amp;quot;&amp;gt;https://uploadvr.com/oculus-quest-2-specs/&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Quest 2 comes with what Facebook calls Guardian and Passthrough. The Guardian enables you to draw borders for your play zone while the Passthrough alerts you when you have done just that, passed through your boundary.&amp;lt;ref name=&amp;quot;seven&amp;quot;&amp;gt;https://www.oculus.com/quest-2/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[Redesigned Touch Controllers]] - one for each hand, similar to previous Touch controllers with haptic feedback&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
===Elite Strap===&lt;br /&gt;
The Elite Strap is a head strap you can use instead of the factory default. It provides additional comfort and allows you to twist a wheel to secure your fit. The Elite Strap with Battery extends your play time, in addition to improving ergonomics.&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;seven&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Elite Strap can even withstand a more passionate playing session.&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Logitech Headphones===&lt;br /&gt;
Facebook partnered with Logitech to make headphones better suited for VR, an alternative to the Oculus Quest 2&#039;s built-in speakers. Logitech produced two models with shorter auxiliary cables for a less clunky play, compared to standard headsets. One model is Logitech G333 VR In-Ear Headphones, and the other is Logitech G PRO VR, over-ear headphones.&amp;lt;ref name=&amp;quot;five&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Oculus Link===&lt;br /&gt;
No longer in beta, the [[Oculus Link]] enables you to connect the Quest 2 to your PC to stream VR games.&lt;br /&gt;
&lt;br /&gt;
===Face Fit Masks===&lt;br /&gt;
You can purchase masks to improve the fit of your headset. Facebook&#039;s Fit Pack is intended for players with nose bridges or cheekbones that don&#039;t fit as well in the standard set up.&amp;lt;ref name=&amp;quot;four&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;eight&amp;quot;&amp;gt;https://www.oculus.com/accessories/quest-2-fit-pack/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
===Oculus Quest Store===&lt;br /&gt;
You can purchase games from the Oculus Quest store on PC, mobile app, or from within the Store while wearing your headset.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
Visit [[Oculus SDK]]&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
If using Roomscale, players should have at least 6.5 x 6.5 ft (2m x 2m) of free space. &amp;lt;ref name=&amp;quot;nine&amp;quot;&amp;gt;https://support.oculus.com/277256989868300/&amp;lt;/ref&amp;gt; Use the Quest 2 Guardian and mobile app to set up your play area.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:oculus quest 25.jpeg&lt;br /&gt;
File:oculus quest 24.png&lt;br /&gt;
File:oculus quest 23.png&lt;br /&gt;
File:oculus quest 22.jpeg&lt;br /&gt;
File:oculus quest 21.jpeg&lt;br /&gt;
File:User oculuswebsite.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Sept 16, 2020: Quest 2 unveiled.&lt;br /&gt;
*Oct 13, 2020: Shipping began for Quest 2.&lt;br /&gt;
*Feb 28, 2021: Facebook announced multi-user support and app sharing.&lt;br /&gt;
*~March-April 2022: Oculus Quest 2 rebranded to Meta Quest 2&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Lenovo_Explorer&amp;diff=37350</id>
		<title>Lenovo Explorer</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Lenovo_Explorer&amp;diff=37350"/>
		<updated>2026-01-07T22:24:36Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Lenovoexplorer.jpg|350px]]&lt;br /&gt;
|VR/AR= [[Virtual Reality]]&lt;br /&gt;
|Type= [[Head-mounted display]]&lt;br /&gt;
|Subtype= [[PC-Powered VR]]&lt;br /&gt;
|Platform=[[Microsoft Windows Mixed Reality (Platform)]]&lt;br /&gt;
|Developer= [[Lenovo]]&lt;br /&gt;
|Operating System= [[Windows 10]]&lt;br /&gt;
|Requires= [[PC]]&lt;br /&gt;
|Display=  Dual LCD display &lt;br /&gt;
|Resolution= 2880 x 1440 (1440 x 1440 per eye)&lt;br /&gt;
|Refresh Rate= 90Hz&lt;br /&gt;
|Field of View= 110 Degree&lt;br /&gt;
|Optics= [[Fresnel lenses]]&lt;br /&gt;
|Tracking= 6DOF&lt;br /&gt;
|Rotational Tracking= [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|Positional Tracking= Inside-out tracking&lt;br /&gt;
|Tracking Volume= 3.5m x 3.5m&lt;br /&gt;
|Latency= Low&lt;br /&gt;
|Input= [[Keyboard/Mouse]],[[Xbox One GamePad]], [[Lenovo Explorer Motion Controller]]&lt;br /&gt;
|Connectivity= HDMI, USB&lt;br /&gt;
|Weight= 380 g &lt;br /&gt;
|Size= Width : &lt;br /&gt;
185.1 mm x 94.8 mm x 102.1 mm&lt;br /&gt;
|Cable Length= 4 m &lt;br /&gt;
|Release Date= October 2017&lt;br /&gt;
|Price= $399 with Motion Controller&lt;br /&gt;
|Website= https://www3.lenovo.com/gb/en/smart-devices/virtual-reality/lenovo-explorer/Lenovo-Explorer/p/G10NREAG0A2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In a bid to deliver immersive virtual reality experience without complicated setup, various vendors have been developing [[Windows Mixed Reality]] compliant headsets. Lenovo Explorer is one of the latest devices to join the fray after being revealed at IFA 2017. Developed by computing giant Lenovo, this virtual reality headset is released for purchase in October 2017 and is priced at $399 for a set of Lenovo explorer headset and a couple of motion controllers.&lt;br /&gt;
&lt;br /&gt;
== The Lenovo Explorer Headset ==&lt;br /&gt;
&lt;br /&gt;
Built with plastic material and spotting dark grey on black, the Lenovo Explorer only weight 380g making it comfortably light. The headset is worn against the forehead where a strap is fastened just above the top of the neck. At a glance, it bears similarity to [[Oculus Rift]] and [[HTC Vive]]. But what differentiates the Lenovo Explorer headset from its competitor is the ability to flip the visor up, giving the user instant access to the physical world. The headset requires only a USB3.0 and HDMI connection to the PC to function.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of the Lenovo Explorer is the two front-facing camera built into the headset. This is vital in scanning and relaying the wearer’s location for Microsoft’s beaconless tracking technology similar to those used for [[Hololens]]. The headset’s visual came from a couple of 2.9 Inches display with a resolution of 1440 x1440. With a native refresh rate of 90Hz, the headset provides the user with a smooth immersive visual experience. The headset allows user 110 fields of view and is packed with various sensors. &lt;br /&gt;
&lt;br /&gt;
== The Lenovo Explorer Motion Controller ==&lt;br /&gt;
&lt;br /&gt;
There are various choices of navigation that works with the Lenovo Explorer. Users can use keyboard and mouse or an [[XBox gamepad]]. But for a total virtual reality experience, the Lenovo Explorer came with its own 6 DoF motion controller. Built with Microsoft’s Mixed Reality guideline, the motion controller features a direction pad, analog stick, Windows key, menu button, rear trigger and a bumper style button on the inside of each. The motion controller is powered by non-rechargeable AA batteries and connects to the PC via Bluetooth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Apps For The Lenovo Explorer ==&lt;br /&gt;
&lt;br /&gt;
While the Lenovo Explorer doesn’t require any special software to work, it does require the Windows 10 Fall Creators Update. WIth the Explorer headset, you’ll be able to access the Windows Mixed Reality home. This is where users get access to system information and launch apps, except it’s in a virtual environment.&lt;br /&gt;
&lt;br /&gt;
Besides applications like Words and Skype for Windows Mixed Reality, the first batch of games built for the platform has hit the Store. Titles like Arizona Sunshine, Halo Recruit, and Superhot VR are some of the top VR games made available for the platform.  There are also free apps like Littlstar and Silver.TV available for download.&lt;br /&gt;
&lt;br /&gt;
== Technical Specifications ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Display|| &lt;br /&gt;
1440 x 1440 per eye LCD&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Refresh rate	|| 90Hz&lt;br /&gt;
|-&lt;br /&gt;
| Field of view	|| 110 degrees&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Optics|| Fresnel lens&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sensor|| 6DoF motion tracking&lt;br /&gt;
Accelerometer, gyroscope, magnetometer, and proximity sensor.&lt;br /&gt;
&lt;br /&gt;
Inside-out sensor (B+W VGA x2)&lt;br /&gt;
|-&lt;br /&gt;
| Connectivity|| USB 3.0, HDMI&lt;br /&gt;
|-&lt;br /&gt;
| Audio|| 3.5mm headset jack&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Cable length	|| 4m&lt;br /&gt;
|-&lt;br /&gt;
| Weight|| 380g&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Developer ==&lt;br /&gt;
Game and app developers who are keen on leveraging Microsoft Mixed Reality platform can find more resources at Windows Dev Center&lt;br /&gt;
&lt;br /&gt;
https://developer.microsoft.com/en-us/windows/mixed-reality&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* Sept, 2017 - Revealed IFA 2017&lt;br /&gt;
* Oct,2017 - Lenovo Explorer Released &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* http://www.trustedreviews.com/reviews/lenovo-explorer&lt;br /&gt;
* https://www.theverge.com/2017/8/31/16219544/lenovo-explorer-windows-mixed-reality-vr-headset&lt;br /&gt;
* http://www.techradar.com/reviews/lenovo-explorer&lt;br /&gt;
* https://www.engadget.com/2017/08/31/lenovo-explorer-windows-mixed-reality-headset/&lt;br /&gt;
* https://www.slashgear.com/lenovo-explorer-windows-mixed-reality-headset-hands-on-31497061/&lt;br /&gt;
* https://www3.lenovo.com/us/en/lenovo-explorer/&lt;br /&gt;
* https://www.windowscentral.com/lenovo-explorer-review&lt;br /&gt;
* https://www.windowscentral.com/first-batch-windows-mixed-reality-apps-and-games-hits-store&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=37349</id>
		<title>HTC Vive</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=37349"/>
		<updated>2026-01-07T22:24:30Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37244 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:htv vive cv1 hmd1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[PC-Powered VR]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Developer=[[HTC]], [[Valve]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[HTC Vive Pre]]&lt;br /&gt;
|Successor=[[HTC Vive Pro]]&lt;br /&gt;
|Display=Dual Panel&lt;br /&gt;
|Resolution=2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|Pixel Density=455.63 PPI per eye&lt;br /&gt;
|Refresh Rate=90 Hz&lt;br /&gt;
|Persistence=1.9ms&lt;br /&gt;
|Field of View=110° (diagonal)&lt;br /&gt;
|Optics=Fresnel Lenses&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], Laser Position Sensor&lt;br /&gt;
|Positional Tracking=[[Base Stations]]&lt;br /&gt;
|Update Rate=Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|Tracking Volume=120°H x 120°V (over 21 feet range)&lt;br /&gt;
|Latency=Motion to Photon, 7ms (no load), 15ms (medium load)&lt;br /&gt;
|Audio=Built-in headphones, external headphones&lt;br /&gt;
|Camera=Pass-through camera&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Controllers in both hands&lt;br /&gt;
|Connectivity=2 HDMI ports, 2 USB ports, 1 headphone jack&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=555g, 468g&lt;br /&gt;
|Cable Length=5+ meters&lt;br /&gt;
|Release Date=April 5, 2016&lt;br /&gt;
|Price=$599&lt;br /&gt;
|Website=http://www.htcvr.com/&lt;br /&gt;
}}&lt;br /&gt;
{{see also|HTC Vive Developer Editions|HTC Vive Pro}}&lt;br /&gt;
[[HTC Vive]] (also known as &#039;&#039;&#039;HTC Vive CV1&#039;&#039;&#039; or simply as the &#039;&#039;&#039;Vive&#039;&#039;&#039;) is the first consumer version of the [[HTC Vive (Platform)]] [[Virtual Reality Devices|Virtual Reality HMD]] developed by [[HTC]]. It is part of the [[SteamVR]] ecosystem created by [[Valve]]. Indeed, it was the partnership between the two notable technology companies that led to a quality product and made possible the integration of the VR headset with the SteamVR platform. &amp;lt;ref name=”one”&amp;gt;Teston, C. (2017). HTC Vive vs. Oculus Rift – Design and hardware battle. Retrieved from https://news4c.com/htc-vive-vs-oculus-rift-design-and-hardware-battle/&amp;lt;/ref&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Release and Versions==&lt;br /&gt;
On August 21, 2017, the price of Vive was reduced to $599.&lt;br /&gt;
&lt;br /&gt;
===Version History===&lt;br /&gt;
Pre-orders for the Vive began on February 29, 2016 for $799 (€899, £689). The HTC Vive CV1 released on April 5, 2016, and it comes with the [[head-mounted display]] (HMD), two [[SteamVR Controllers|wireless motion tracked controllers]] and two [[lighthouse]] [[Base Stations]] positional sensors that enable [[room-scale VR]]. &lt;br /&gt;
&lt;br /&gt;
On June 9, 2016, Vive announced the Business Edition of Vive, called Vive BE, for $1200. While the only physical difference between the Vive and Vive BE is two extra face cushions, the Business Edition includes a 12-month limited warranty and a dedicated Vive BE customer support line.&lt;br /&gt;
&lt;br /&gt;
The HTC Vive VR headset has had a good reception with consumers, although it is more expensive than the Oculus Rift. Indeed, the HTC Vive price has remained the same since its launch, with only a few exceptions: the occasional discount of $100 during special days like Black Friday or Vive Day, that celebrated the headset’s first anniversary on April 5th, 2017. &amp;lt;ref name=”two”&amp;gt;Graham, P. (2017). The best HTC Vive games of 2017 So Far. Retrieved from https://www.vrfocus.com/2017/08/the-best-htc-vive-games-of-2017-so-far/&amp;lt;/ref&amp;gt; &amp;lt;ref name=”three”&amp;gt;Bane, O. (2017). HTC VIVE price drop; monkey see monkey do? Retrieved from https://www.cosmicnovo.com/2017/04/06/htc-vive-price-drop-monkey-see-monkey/&amp;lt;/ref&amp;gt; Since VR videogames are one of the allures of the VR experience, the Vive has a massive collection of titles available on Steam, and a more concentrated selection on Viveport, that has contributed to its success. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the time of launch, the HTC Vive was the only VR headset that provided motion controls and full roomscale tracking out of the box. This might have increased its initial draw on the eyes of the consumers. It also contributed to attract a significant amount of studios to develop for HTC’s headset. Initial titles such as Owlchemy Labs’ Job simulator or I-Illusions’ Space Pirate demonstrated the potential of immersive VR gaming. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, Oculus has since released its own motion controllers - the Oculus Touch controllers - in December 2016, and an update early in 2017 that provided support to 360-degree roomscale tracking. This could mean that the relation between consumer adoption of the Oculus Rift and HTC Vive may change. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, according to some publications, the Vive is considered as the best VR headset in the market. It has received praise for having the best VR experience overall, with intuitive controls and one-to-one movement tracking, an 110-degree field of view, and a good software lineup due to the partnership with Valve. On the other side, the HTC Vive price tag, the need for a high-end GPU, and the reduced comfort when compared to the Oculus Rift are some of the complaints it has received. &amp;lt;ref name=”four”&amp;gt;Pino, N. (2017). HTC Vive review. Retrieved from http://www.techradar.com/reviews/wearables/htc-vive-1286775/review&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A new headset to be included in the Vive family was announced at Google I/O, in May 2017 - a standalone VR headset. It aims to provide immersive VR without the need for cables, highlighting ease of use and portability. This new headset will use Daydream and Worldsense. &amp;lt;ref name=”five”&amp;gt;Vive. Retrieved from https://www.vive.com/eu/product/standalone/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In July 2017, HTC announced that it would be partnering with Qualcomm to release a self-contained Vive VR headset exclusive to the Chinese market - the Vive Standalone. The new headset was described as a “premium” device based on Qualcomm’s all-in-one reference design that would run apps from the Viveport platform. While initially it was thought of as a separate product from the standalone HTC Google Daydream announced in May, a representative of the company has clarified that the HMD announced for the Chinese market is, in fact, the same. According to VRFocus, “the differences will simply be that of software distribution; the China market will receive their content via Viveport while the western audiences will have access to the Google Daydream library. This alternate distribution chain is due to Google’s lack of penetration in China, according to a HTC representative.” Also, the representative of HTC further clarified that “the two HMDs will be ‘similar’, sitting within the ‘same class of standalone VR solution.’” &amp;lt;ref name=”six”&amp;gt;Robertson, A. (2017). HTC is launching an all-in-one Vive headset just for China. Retrieved from https://www.theverge.com/2017/7/26/16036100/htc-vive-standalone-qualcomm-vr-headset-china-announce&amp;lt;/ref&amp;gt; &amp;lt;ref name=”seven”&amp;gt;Joyce, K. (2017). HTC Vive Standalone will see international launch in 2017 [UPDATE]. Retrieved from https://www.vrfocus.com/2017/07/htc-vive-standalone-will-see-international-launch-in-2017/&amp;lt;/ref&amp;gt;&lt;br /&gt;
These new versions of the VR headset do not have a specific release date, although 2017 has been mentioned. &amp;lt;ref name=”seven”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
Both the HTC Vive and Steam VR are now officially, natively supported on Apple’s computing devices. &amp;lt;ref name=”eight”&amp;gt;Lynch, G. (2017). HTC Vive is coming to Mac. Retrieved from http://www.techradar.com/news/htc-vive-is-coming-to-mac&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
*[[Room-scale VR]] - Move around freely in a 12 feet by 12 feet space. Both HMD and the two controllers are accurately tracked within that space.&lt;br /&gt;
&lt;br /&gt;
*[[Wireless SteamVR Controllers]] - Input with two motion-tracked controllers, one held in each hand. &lt;br /&gt;
&lt;br /&gt;
*[[Chaperone]] - Prevents the user from bumping into real life walls and other obstacles.&lt;br /&gt;
&lt;br /&gt;
*Front facing camera - Allows the user to see the real life environment in front of them while wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
*[[#Connecting to Your Phone|Smartphone connectivity]] - Connects the HMD to a smartphone via Bluetooth, allowing the user to receive calls, messages reminders and return calls.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Review===&lt;br /&gt;
&#039;&#039;&#039;Design and Ergonomics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The all-black HMD is sleek and sturdy. It is secured to the user&#039;s head with a harness-like series of straps. The user&#039;s face contacts the HMD with a soft and comfortable facial interface. The foam gasket part of the interface can be removed and replaced by lifting it from the velcro. The Vive comes with two foam gaskets: the larger &amp;quot;Wide Face&amp;quot; and the smaller &amp;quot;Thin Face&amp;quot;. The user can change the distance between the [[lenses]] to fit his [[IPD]] (Interpupillary Distance) with the dial on the right side of the HMD. [[Eye relief]], the distance between the lenses and your eyes, can be adjusted with two gray knobs that the user can pull out and rotate to extend or retract the sides of the HMD. While this function allows the Vive to accommodate most glasses, it has to be noted that increasing the eye relief does negatively affect the [[FOV]] (Field of View).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display and Optics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vive features dual OLED panel displays of 1080 x 1200 per eye. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is minimal. The only glaring flaw of Vive&#039;s display and optics system is the [[god rays]]. The god rays are caused by [[Fresnel lenses]]&#039; ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high contrast elements on the screen i.e. white text on a black background. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Front facing camera&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera is located on the front lower half of the HMD. The camera can bring up a wide [[FOV]] of the environment that is in front of you. Players can activate the camera by double tapping the SteamVR controller&#039;s &amp;quot;System&amp;quot; button or set it to automatically activate when you wander too close to the [[Chaperone]] boundaries. Working in conjunction with Chaperone, the camera creates another layer that keeps the player safe while moving around wearing the HMD. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Tracking]] in Vive has no visible [[latency]]. The [[Tracking#Systems|tracking system]] employed by HTC Vive is called [[Lighthouse]]. While [[rotational tracking]] is achieved with [[IMUs]] (inertial measuring units), [[positional tracking]] is accomplished with two IR (infrared) [[Base Stations]]. The Base Stations constantly flood the room with IR that is detected by sensors on the HMD and [[SteamVR Controllers]]. The HMD and controllers&#039; position in relation to the Base Stations is then obtained ([[inside-out tracking]]). The Vive&#039;s tracking is designed for both [[Seated VR|seated]],  [[standing VR|standing]], and most importantly [[Room-scale VR]] experiences. &lt;br /&gt;
&lt;br /&gt;
The HTC Vive headset is designed to accurately track the position and orientation of the HMD and [[SteamVR Controllers|controllers]] within a 12 by 12 feet space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice and Audio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vive has a built-in mic but does not have built-in headphones. It comes with a set of earbuds that can be plugged into a headphone jack extending from the HMD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cables and Ports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===In The Box===&lt;br /&gt;
[[File:htc vive cv1 in the box1.jpg|400px|right]]&lt;br /&gt;
A. Two [[Base Stations]];&lt;br /&gt;
&lt;br /&gt;
B. Sync cable - optional;&lt;br /&gt;
&lt;br /&gt;
C. Two Base station power adapter; &lt;br /&gt;
&lt;br /&gt;
D. Mount kit;&lt;br /&gt;
&lt;br /&gt;
E. Link box;&lt;br /&gt;
&lt;br /&gt;
F. Link box mounting pad;&lt;br /&gt;
&lt;br /&gt;
G. Link box power adapter;&lt;br /&gt;
&lt;br /&gt;
H. HDMI cable;&lt;br /&gt;
&lt;br /&gt;
I. USB cable;&lt;br /&gt;
&lt;br /&gt;
J. Earbuds;&lt;br /&gt;
&lt;br /&gt;
K. Alternate face cushion (narrow);&lt;br /&gt;
&lt;br /&gt;
L. Cleaning cloth;&lt;br /&gt;
&lt;br /&gt;
M. Documentation;&lt;br /&gt;
&lt;br /&gt;
N. Headset with 3-in-1 cable and audio cable;&lt;br /&gt;
&lt;br /&gt;
O. Two Controllers (with lanyard);&lt;br /&gt;
&lt;br /&gt;
P. Two Micro-USB charger.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || Dual OLED Panels&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Pixel density || ???&lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || Low&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110° (diagonal)&lt;br /&gt;
|-&lt;br /&gt;
|Optics || [[Fresnel lenses]]&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || 60.2-74.5mm &lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || [[Base Stations]]&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || 120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || Multi-part cable with HDMI, USB and power that is connected to a junction box&lt;br /&gt;
|-&lt;br /&gt;
|Weight || At release: 555 grams (1.2 pounds)&amp;lt;br&amp;gt;April 2017: 468 grams (1.03 pounds)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Recommended===&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA® GeForce® GTX 970, AMD Radeon™ R9 290 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel® i5-4590 / AMD FX 8350 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 4 GB or more&lt;br /&gt;
*&#039;&#039;&#039;Video Output&#039;&#039;&#039;: HDMI 1.4, DisplayPort 1.2 or newer&lt;br /&gt;
*&#039;&#039;&#039;USB Port&#039;&#039;&#039;: 1x USB 2.0 or better port&lt;br /&gt;
*&#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 7 SP1, Windows 8.1 or later, Windows 10&lt;br /&gt;
&lt;br /&gt;
===SteamVR Performance Test===&lt;br /&gt;
[http://store.steampowered.com/app/323910 SteamVR Performance Test] is a benchmark software that checks if your system is ready for Vive. It checks your system&#039;s OS, GPU and CPU to see if it has the capability of running VR at 90 FPS and whether VR content can tune the visual fidelity up to the recommended level.&lt;br /&gt;
&lt;br /&gt;
==Play Area Requirements==&lt;br /&gt;
{{see also|#Play Area Setup}}&lt;br /&gt;
The play area sets the virtual boundaries of the HTC Vive. The interaction with VR objects happens within the play area. &lt;br /&gt;
*Make sure the play area is free of furniture and other obstacles. &lt;br /&gt;
*Place the PC next to the play area because the cable of the HMD connecting to your PC is five meters long. &lt;br /&gt;
*Make sure the base stations are mounted near power outlets.&lt;br /&gt;
===Room-scale VR Requirements===&lt;br /&gt;
For [[Room-scale VR]], it is required a space where the user can move freely.&lt;br /&gt;
*Minimum room size: 2 m x 1.5 m (6 feet 6 inches x 5 feet)&lt;br /&gt;
*Maximum between base stations: 5 m (16 feet), Room size: 3.5 m x 3.5 m (11 feet 7 inches x 11 feet 7 inches)&lt;br /&gt;
**Base stations can track further but the length of headset cable is 5 meters.&lt;br /&gt;
&lt;br /&gt;
===Standing/Seated VR Requirements===&lt;br /&gt;
*No minimum space requirements&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
===HMD Setup===&lt;br /&gt;
&#039;&#039;&#039;Putting the HMD on&#039;&#039;&#039;&lt;br /&gt;
#Pull the HMD down over your eyes.&lt;br /&gt;
#Slide the straps around the back of your head and adjust them so that the headset fits.&lt;br /&gt;
#Make sure that the 3-in-1 cables pass through the sleeve at the back of the headset, and are positioned straight down your back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjusting the Head Straps to Fit Perfectly&#039;&#039;&#039;&lt;br /&gt;
#Walk towards your chaperone boundaries with the Vive on. Get really close to them.&lt;br /&gt;
#Adjust the Vive left and right until the vertical lines don&#039;t have &amp;quot;god rays&amp;quot;. They should become solid and not look smudgy. Once you find a good placement tighten down the side straps.&lt;br /&gt;
#Adjust the Vive up and down until the horizontal chaperone lines don&#039;t look blurry/smudged and don&#039;t have god rays. Tighten the top strap until it&#039;s a nice snug fit.&lt;br /&gt;
#Turn the IPD all the way up, you&#039;ll probably notice the chaperone lines getting blurry. Once it&#039;s at max, bring it back down and they&#039;ll become more in focus. Once they start getting blurry again just open the IPD up a bit, like focusing binoculars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust IPD&#039;&#039;&#039;: [[IPD]] is the distance between the center of the pupils of the eyes. You can adjust the distance between the [[lenses]] to match the distance between your pupils by turning the knob on the right side of HMD.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust Eye relief&#039;&#039;&#039;: [[Eye-relief]] is the distance between the lenses and your eyes. Keep the lenses as close as possible because increasing the eye-relief lowers the [[field of view]]. Only increase it if you really need to, such as fitting eye glasses. You can adjust your eye-relief with the two large, circular knobs on the sides of HMD. Pull the knobs out then rotate them to increase or decrease the distance. Press them back in to lock the HMD in place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace face cushion&#039;&#039;&#039;: If the face cushion is too wide, replace it with the thin cushion. You can exchange the cushions by peeling the velcro off from the two ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace nose rest&#039;&#039;&#039;: Remove the nose rest by peeling the flap too. Replace the nose rest by pressing the tabs into their slots and make sure that the flaps are behind the face cushion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unplugging the 3-in-1 cable&#039;&#039;&#039;: Slide open the small compartment on top to reveal the cables. Pull the tag to unplug the HDMI cable. Unplug the other cables (USB and power). Slide the cover back on to close the compartment.&lt;br /&gt;
&lt;br /&gt;
===Link Box Setup===&lt;br /&gt;
#Connect the 3-in-1 cable from the HMD to the orange trim side of the link box.&lt;br /&gt;
#Connect the power adapter cable to its corresponding port on the link box, then plug the other side of the cable to an electrical outlet.&lt;br /&gt;
#Insert the HDMI cable to the HDMI port on the link box, and then insert the other end to the HDMI port on your computer&#039;s graphic card.&lt;br /&gt;
#Insert the USB cable on the USB port on the link box, and then insert the opposite end on your computer&#039;s USB port.&lt;br /&gt;
#You can permanently secure the link box to an area by using the adhesive pad.&lt;br /&gt;
&lt;br /&gt;
===Controllers Setup===&lt;br /&gt;
&#039;&#039;&#039;Charging&#039;&#039;&#039;: Charge the Controller with the microUSB cable and/or power adapter. You can check the battery level of the controllers when no apps are running, or when the System Dashboard is up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On/Off&#039;&#039;&#039;: To turn the Controller on, press the System button until you hear a beep. To turn the Controller off, press and hold the System button until you hear a beep. The controller automatically turns off when it is idled for a long time or when you exit SteamVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pairing with HMD&#039;&#039;&#039;: Controller pairs with the HMD automatically when it is on. To manually pair,  launch the SteamVR app, tap Down, then select Devices, and finally Pair Controller. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updating Firmware&#039;&#039;&#039;: When SteamVR notifies you about outdated firmware, connect the controller to your PC with the microUSB cable to update automatically.&lt;br /&gt;
&lt;br /&gt;
===Base Stations Setup===&lt;br /&gt;
&#039;&#039;&#039;Placing the base stations&#039;&#039;&#039; &lt;br /&gt;
#Mount the base stations diagonally at the opposite corners of your [[#Play Area Requirements|play area]], ideally more than 2m (6 ft 6in) above ground.&lt;br /&gt;
#Use the mounting kits, tripods, book shelves, poles and light stands to mount the base stations. Find stable places and secure them so they cannot be easily moved or jostled. &lt;br /&gt;
#Make sure the front of the base stations is facing the center of the play area. Each base station has 120 degrees [[FOV]]. Tilt them about 30 to 45 degrees to fully cover the play area.&lt;br /&gt;
#Connect the base stations to power outlets with power cables. &lt;br /&gt;
#Connect the base stations and set channels:&lt;br /&gt;
##Without Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “b”, while the other is set to channel “c”.&lt;br /&gt;
##With Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “A”, while the other is set to channel “b”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the mounting kits&#039;&#039;&#039;:&lt;br /&gt;
#Mark where you want to install each of the mounts on your wall, and then screw the mounts in. &lt;br /&gt;
#Rotate the base station to screw it onto the threaded ball joint. Do not screw the base station all the way in, only enough to be stable and oriented correctly.&lt;br /&gt;
#Tighten the wingnut to the base station to secure it in place.&lt;br /&gt;
#To adjust the angle of the base station, loosen the clamping ring while carefully holding the base station to prevent it from falling.&lt;br /&gt;
#Tilt the base station toward the play area.&lt;br /&gt;
#Connect the power cables to each base station and its power outlet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update base station firmware&#039;&#039;&#039;: When SteamVR indicates that base station firmware is out of date, unplug and unmount the base stations. Connect the base stations to the PC with a microUSB cable, one at a time. While pressing the Channel button at the back of the base station, plug in the base station’s power adapter. The update should start automatically once SteamVR detects the base station.&lt;br /&gt;
&lt;br /&gt;
===Play Area Setup===&lt;br /&gt;
{{see also|#Play Area Requirements}}&lt;br /&gt;
*The minimum space for a room-scale VR experience is 2m x 1.5m (6ft 6in x 5ft). Standing and seated VR experiences do not require much space. &lt;br /&gt;
&lt;br /&gt;
*Clear off furniture and other obstacles in the play area. &lt;br /&gt;
&lt;br /&gt;
*Place the PC near the play area. The HMD cable is 5m (16ft 4in) long.&lt;br /&gt;
&lt;br /&gt;
*Place the base stations diagonal to each other, on the opposite corners of the play area space. Make sure there are power outlets near the base stations. Use 12V extension cords as needed.&lt;br /&gt;
&lt;br /&gt;
*Do not leave your HMD in direct sunlight, since the display can be damaged.&lt;br /&gt;
&lt;br /&gt;
===Software Setup===&lt;br /&gt;
#Download the setup from http://www.htcvive.com/SETUP&lt;br /&gt;
#Install Vive software&lt;br /&gt;
#Install Steam software&lt;br /&gt;
#Install SteamVR&lt;br /&gt;
#Launch SteamVR&lt;br /&gt;
#Pair HMD and Controllers from the SteamVR menu.&lt;br /&gt;
&lt;br /&gt;
===Setup Tips and Tricks===&lt;br /&gt;
*During Play Area Setup, the system asks you to point your controller at your computer monitor. The system performs this because it wants to establish the forward position in VR about 180 degrees from the monitor. It assumes that your computer is in the direction of the monitor and wants you to face opposite of the computer so your cables will go smoothly from the back of your head to the computer.&lt;br /&gt;
&lt;br /&gt;
*During the Play Area Setup, If you have trouble setting up the floor area, try placing your controllers upside down. It can give more accurate readings.&lt;br /&gt;
&lt;br /&gt;
*Be sure to turn on &#039;&#039;Enable Bluetooth communication&#039;&#039; in the General tab of the Settings. It not only allows you to connect your HMD to your phone but also makes your Base Stations &amp;quot;smarter&amp;quot;. Now, when you don&#039;t have SteamVR on, your Base Stations will power down and go to stand by mode. You will no longer hear the humming noise created by the spinning gyroscopes inside the Base Stations.&lt;br /&gt;
&lt;br /&gt;
*Take a look at the Audio tab in the Settings. You can do things such as mirror your audio from VR in the speakers.&lt;br /&gt;
&lt;br /&gt;
*In Settings, you can enable the front facing camera in your HMD.&lt;br /&gt;
&lt;br /&gt;
*In VR, at the bottom of your controller, you not only have battery indicators but also left and right-hand signs to show which controller is for which hand.&lt;br /&gt;
&lt;br /&gt;
*[[SteamVR Desktop Theater Mode]], which you can activate only in VR, allows you to play non-VR Steam games on a big screen in VR.&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[SteamVR Controllers]] - One held in each hand. These controllers are tracked by the same system as the HMD ([[Lighthouse]]). &lt;br /&gt;
&lt;br /&gt;
Other devices compatible with [[Steam]]&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Accessory&lt;br /&gt;
! Cost When&amp;lt;br&amp;gt;Purchased Separately&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Base Stations|Base Station]] with AC || $135&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Controllers|Controller]] with AC || $130&lt;br /&gt;
|-&lt;br /&gt;
|HDMI 3-in-1 Cable || $40&lt;br /&gt;
|-&lt;br /&gt;
|Control Box (no AC) || $30&lt;br /&gt;
|-&lt;br /&gt;
|USB 2.0 Cable (AA) 4.5mm || $10&lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Narrow) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Wide) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Narrow) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Wide) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|[[HTC Vive Deluxe Audio Strap|Deluxe Audio Strap]] || $99&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive Apps]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Second Bundle (August 12, 2016 and onward): HTC Vive CV1 is shipped with three free games: [[Tilt Brush]] by [[Google]], [[The Gallery - Episode 1: Call of the Starseed]] by [[Cloudhead Games]] and [[Zombie Training Simulator]] by [[Acceleroto]].&lt;br /&gt;
&lt;br /&gt;
First Bundle (no longer available): HTC Vive CV1 is shipped with three free games: [[Job Simulator: The 2050 Archives]] by [[Owlchemy Labs]], [[Fantastic Contraption]] by [[Northway Games]] and [[Tilt Brush]] by [[Google]].&lt;br /&gt;
&lt;br /&gt;
[[The Lab]] by [[Valve]] is available for free to all Vive users.&lt;br /&gt;
&lt;br /&gt;
==Connecting to Your Phone==&lt;br /&gt;
Users can install the Vive mobile app on their phone from the App Store &amp;lt;ref&amp;gt;iTunes. HTC Vive. Retrieved from https://itunes.apple.com/us/app/htc-vive/id1091173853?mt=8&amp;lt;/ref&amp;gt; or Google Play&amp;lt;ref&amp;gt;Google Play. Vive. Retrieved from https://play.google.com/store/apps/details?id=com.htc.vivephoneservice&amp;amp;hl=en&amp;lt;/ref&amp;gt;. The apps enable the HTC Vive HMD to connect to mobile phones through Bluetooth. It allows the Vive HMD to receive calls, texts and calendar reminders while the user is in the [[VR]] experience.&lt;br /&gt;
&lt;br /&gt;
To make phone calls, users need to download the Vive software package &amp;lt;ref&amp;gt;Vive. Welcome to Vive - Let&#039;s get you set up. Retrieved from https://www.htcvive.com/us/setup/&amp;lt;/ref&amp;gt; for their PC. Now when they receive a call or text, they will be able to call back the individual through the Vive menu.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:htc vive tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;February 29, 2016&#039;&#039;&#039; - Pre-orders for HTC Vive CV1 begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 5, 2016&#039;&#039;&#039; - HTC Vive CV1 is officially released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 26, 2016&#039;&#039;&#039; - [[Vive X]], $100 million [[HTC Vive]] accelerator program was announced. Vive X will be involved in Seed and Series A investments and are located in Beijing, Taipei and San Francisco.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June 9, 2016&#039;&#039;&#039; - Business Edition of Vive is announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 26, 2016&#039;&#039;&#039; - Hundreds of Vive VR cafes are scheduled to roll out in China in 2016 and 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 29, 2017&#039;&#039;&#039; - New HTC Vive purchases are bundled with [[Star Trek: Bridge Crew]].&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:htc vive cv1 set1.jpg|300px]] [[File:htc vive cv1 hmd2.jpg|300px]] [[File:htc vive cv1 controllers1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HP_Windows_Mixed_Reality_Headset&amp;diff=37348</id>
		<title>HP Windows Mixed Reality Headset</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HP_Windows_Mixed_Reality_Headset&amp;diff=37348"/>
		<updated>2026-01-07T22:24:18Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37243 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:hpwmrh1.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Mixed Reality]]&lt;br /&gt;
|Type=Head-mounted Display&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=HP&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=Windows 10 – Creators Update (Developer Mode enabled)&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=Intel Core i7, AMD Ryzen 7 1700 (6 Core, 12 threads)&lt;br /&gt;
|GPU=NVIDIA GTX 965Ml AMD Radeon RX 480M (2GB) equivalent or greater DX12 and WDDM 2.2 capable GPU (Laptop); NVIDIA® GTX 980/1060 AMD Radeon RX 480 (2GB) equivalent or greater DX12 and WDDM 2.2 capable GPU (Desktop)&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=16GB or greater (Both LAPTOP PC, DESKTOP PC)&lt;br /&gt;
|Storage=10 GB additional free space (Both LAPTOP PC, DESKTOP PC)&lt;br /&gt;
|Display=2.89&amp;quot; diagonal (x2)&lt;br /&gt;
|Resolution=1440x1440 per eye (2880x1440 combined)&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=90Hz when paired to HDMI 2.0 port / 60Hz when paired to HDMI 1.4 port&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=95 degrees horizontal (Fresnel-Aspherical)&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=6 degrees of freedom plus inside-out tracking&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=3.5mm combo audio jack&lt;br /&gt;
|Camera=2 front-facing cameras&lt;br /&gt;
|Sensors=Accelerometer, gyroscope, and proximity sensor&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=HDMI, USB&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=834 grams&lt;br /&gt;
|Size=338.84 mm (W) x 176.02 mm (L) x 127.76 mm (H)&lt;br /&gt;
|Cable Length=4.0 meter (Long) / 0.6 meters (short)&lt;br /&gt;
|Release Date=October 17, 2017&lt;br /&gt;
|Price=$329 standlone, $449 with controllers&lt;br /&gt;
|Website=http://store.hp.com/us/en/cv/mixed-reality-headset&lt;br /&gt;
}}&lt;br /&gt;
[[HP Windows Mixed Reality Headset]] is part of the [[HP VR]]. In October last year, Microsoft announced that it has partnered with tech giants like Acer, HP, Asus, Dell, and Lenovo, to create virtual reality headsets. The developer version of the HP Windows Mixed Reality Headset is ready, and developers can pre-order from the Microsoft Store. &lt;br /&gt;
&lt;br /&gt;
==Introducing the HP Windows MR Headset==&lt;br /&gt;
&lt;br /&gt;
The HP Windows Mixed Reality Headset isn’t the only hybrid reality headset that is soon to be released. Many other tech companies such as [[Acer]], [[Lenovo]], [[Dell]], and [[Asus]] are also working along similar lines. Interestingly, there are many similarities between the three gadgets. That’s because, all three [[mixed reality headsets]] are being built using the same [[virtual reality]] and [[mixed reality software]], with the same technical specifications, and based on the same reference design given by [[Microsoft]].   &lt;br /&gt;
&lt;br /&gt;
The HP Windows Mixed Reality Headset is available for pre-order, but only for developers. Microsoft also provides the necessary tools for developers to create apps and games for the headset. The developer edition of the HP Windows MR Headset is available for $329.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&lt;br /&gt;
The HP Windows Mixed Reality Headset uses the double-padded headband design, instead of the three-way strap design, that most people are familiar. The headset is designed to ensure convenience and comfort. The headband design, foam pad on the segment that rests on the forehead, easy adjustment knob, and the hinge mechanism to hold the display component, offer the best immersive experience without straining the neck or head. The headset can be worn for many hours without pain or stress on the muscles. &lt;br /&gt;
&lt;br /&gt;
The mixed reality headset comes with two 1440 x 1440 high-resolution displays. The biggest benefit of using the high-resolution display is that the risk of experiencing the [[screen door effect]] is quite minimal.    &lt;br /&gt;
&lt;br /&gt;
The HP Windows MR Headset costs slightly more than the Acer model. That’s because HP has made a few changes of its own to the standard design. The HP headband features a knob to adjust the grip of the headset. Furthermore, the HP [[Windows]] design offers increased nose space and head strap padding. &lt;br /&gt;
&lt;br /&gt;
The [[HTC Vive]] and [[Oculus Rift]] – two of the best [[HMD headsets]] – use external sensors to capture the surrounding. On the other hand, the HP Windows MR Headset comes fitted with front-facing cameras. These embedded, room-sensing, cameras offer 6 [[degrees of freedom]]. Now, the users can move left, right, up, down, forward and back. HP Window offers truly immersive mixed reality experience using both positional and rotational (orientation) tracking.&lt;br /&gt;
&lt;br /&gt;
==Apps and Games==&lt;br /&gt;
&lt;br /&gt;
Many interesting concepts have seen premature deaths because there was not enough encouragement and incentive for their adoption. To encourage rapid adoption of this relatively new technology, the makers are planning to introduce numerous Windows Mixed Realty games and apps that can run on a wide range of HMD headsets and [[personal computers (PC)]].&lt;br /&gt;
&lt;br /&gt;
==Input Options==&lt;br /&gt;
&lt;br /&gt;
The HP Windows Mixed Reality Headset comes with a wide range of input options such as keyboards, mice, gamepads, and gaze, gestures, motion, and voice controller input options. The [[positional tracking]] and [[rotational tracking]] features built-in the headset and motion controllers offer the users the freedom to give form to their imagination. Users can create the content they envision; the only limitation is the user’s imagination.&lt;br /&gt;
&lt;br /&gt;
==Development Kit==&lt;br /&gt;
&lt;br /&gt;
Microsoft’s [[Universal Windows Platform]] is a boon to the developers. Developing new apps and games has never been easier and simpler. With the necessary skill set and a single set of APIs that Microsoft offers, developers can create amazing apps and games in no time. To join the community of developers, access the developer tools, check the system recommendation, and read the documentation, developers can visit the [[Windows Dev Center]]. &lt;br /&gt;
&lt;br /&gt;
==Release Date and Cost==&lt;br /&gt;
&lt;br /&gt;
HP Windows Mixed Reality Headset is set for release in August 2017. For now, the mixed reality headset is meant only for developers. The consumer version isn’t far behind. Microsoft plans to roll out the consumer versions of the MR headset before the holiday season. The developer version of the HP Windows Mixed Reality Headset is priced at $329. It’s posted on the Microsoft website that the personal computer (PC) specifications for the headset given on the website might vary.  &lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Display || 2 x High-resolution liquid crystal display (1440 x 1440)&lt;br /&gt;
|-&lt;br /&gt;
| Display Size || 2 x 2.89-inch diagonal display&lt;br /&gt;
|-&lt;br /&gt;
| Headset Design || Headband with front hinged display&lt;br /&gt;
|-&lt;br /&gt;
| Field of View (FOV) || 95 degrees FOV&lt;br /&gt;
|-&lt;br /&gt;
| Refresh Rate || Up to 90Hz&lt;br /&gt;
|-&lt;br /&gt;
| Audio (Output) || Built-in audio out feature&lt;br /&gt;
|-&lt;br /&gt;
| Audio (Input) || 3.5mm jack mic input&lt;br /&gt;
|-&lt;br /&gt;
| Connectivity || USB 3.0 for data connectivity and HDMI 2.0 for display connectivity&lt;br /&gt;
|-&lt;br /&gt;
| Cable Type || 4.00m/0.60m cable (removable)&lt;br /&gt;
|-&lt;br /&gt;
| Tracking Technology || [[Inside-out tracking]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended System Requirements (for developers)==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 10 – Creator Update (Developer Mode enabled)&lt;br /&gt;
*&#039;&#039;&#039;Processor&#039;&#039;&#039;: Desktop: Intel Core i7 (6+ Core) or AMD Ryzen 7 1700 (8 Core, 16 threads) | Laptop: Intel Core i7 OR AMD Ryzen 7 1700 (6 Core, 12 threads)&lt;br /&gt;
*&#039;&#039;&#039;Graphic GPU&#039;&#039;&#039;: Desktop: NVIDIA GTX 980/1060, AMD Radeon RX 480 (2GB) equivalent or greater, DX12 and WDDM 2.2 capable GPU | Laptop: NVIDIA GTX 965Ml, AMD Radeon RX 480M (2GB) equivalent or greater, DX12 and WDDM 2.2 capable GPU&lt;br /&gt;
*&#039;&#039;&#039;Graphic Drivers&#039;&#039;&#039;: Windows Display Driver Model (WDDM) 2.2&lt;br /&gt;
*&#039;&#039;&#039;Thermal Design Power&#039;&#039;&#039;: 15W or greater&lt;br /&gt;
*&#039;&#039;&#039;HMD Connectors&#039;&#039;&#039;: HDMI 1.4 or Display Port 1.2 for 60 Hz HMDs | HDMI 2.0 or Display Port 1.2 for 90 Hz HMDs | 1x available graphics display port for HMD&lt;br /&gt;
*&#039;&#039;&#039;Resolution&#039;&#039;&#039;: SVGA (800 x 600)&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 16 GB or greater&lt;br /&gt;
*&#039;&#039;&#039;Bit Depth&#039;&#039;&#039;: 32 bits of color/pixel&lt;br /&gt;
*&#039;&#039;&#039;Storage&#039;&#039;&#039;: More than 10 GB of additional free space&lt;br /&gt;
*&#039;&#039;&#039;Connectivity&#039;&#039;&#039;: USB: 1 x USB port for HMD | USB 3.0 (Type A) | min. 900mA USB power supply; Bluetooth 4.0 or greater for connecting accessories&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.microsoft.com/en-us/store/d/hp-windows-mixed-reality-headset-developer-edition/91thzqtvgspf&lt;br /&gt;
&lt;br /&gt;
2. https://www.cnet.com/products/hp-windows-mixed-reality-headset/preview/&lt;br /&gt;
&lt;br /&gt;
3. http://store.hp.com/us/en/cv/mixed-reality-headset&lt;br /&gt;
&lt;br /&gt;
4. https://www.neowin.net/news/windows-mixed-reality-headsets-from-acer-and-hp-get-companion-apps-in-the-windows-store&lt;br /&gt;
&lt;br /&gt;
5. https://www.roadtovr.com/acer-and-hp-windows-holographic-mixed-reality-vr-dev-kits-now-available-for-purchase-starting-at-300/&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HP_Reverb_G2&amp;diff=37347</id>
		<title>HP Reverb G2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HP_Reverb_G2&amp;diff=37347"/>
		<updated>2026-01-07T22:24:08Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37241 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image =&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC VR]]&lt;br /&gt;
|Platform = [[Windows Mixed Reality]], [[SteamVR]]&lt;br /&gt;
|Developer = [[HP]], [[Valve]], [[Microsoft]]&lt;br /&gt;
|Manufacturer = [[HP]]&lt;br /&gt;
|Release Date = November 2020&lt;br /&gt;
|Price = $599 USD&lt;br /&gt;
|Website = https://www.hp.com/us-en/vr/reverb-g2-vr-headset.html&lt;br /&gt;
|Predecessor = [[HP Reverb G1]]&lt;br /&gt;
|Display = 2× 2.89&amp;quot; LCD&lt;br /&gt;
|Resolution = 2160×2160 per eye (4320×2160 combined)&lt;br /&gt;
|Refresh Rate = 90 Hz&lt;br /&gt;
|Field of View = 114°&lt;br /&gt;
|PPD = ~24 PPD&lt;br /&gt;
|IPD Range = Mechanical adjustment&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|Optics = Fresnel (Valve-designed)&lt;br /&gt;
|Tracking = Inside-out 6DoF (4 cameras)&lt;br /&gt;
|Eye Tracking = No&lt;br /&gt;
|Hand Tracking = No&lt;br /&gt;
|Controllers = Windows Mixed Reality controllers (6DoF)&lt;br /&gt;
|Audio = Valve Index off-ear speakers&lt;br /&gt;
|Microphone = Dual&lt;br /&gt;
|Connectivity = DisplayPort, USB 3.0&lt;br /&gt;
|Cable Length = 6m (19.69 ft)&lt;br /&gt;
|Weight = ~498g (without cable)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;HP Reverb G2&#039;&#039;&#039; is a [[PC VR]] [[head-mounted display]] developed in collaboration between [[HP]], [[Valve]], and [[Microsoft]], released in November 2020. The headset features industry-leading resolution at 2160×2160 per eye with full RGB subpixel stripe displays, Valve-designed lenses and off-ear speakers, and 4-camera inside-out tracking. Compatible with both [[Windows Mixed Reality]] and [[SteamVR]], the Reverb G2 was designed to deliver the sharpest visuals available at its price point, effectively eliminating the screen door effect.&lt;br /&gt;
&lt;br /&gt;
== History and Development ==&lt;br /&gt;
&lt;br /&gt;
HP announced the Reverb G2 in May 2020 as a collaborative effort with Valve and Microsoft. Valve contributed the lens and audio design (mirroring the [[Valve Index]]), while Microsoft provided the Windows Mixed Reality platform. This was the first WMR headset to feature 4 cameras instead of 2, significantly improving controller tracking coverage.&amp;lt;ref name=&amp;quot;uploadvr&amp;quot;&amp;gt;{{cite web |url=https://www.uploadvr.com/new-hp-reverb-g2-specs/ |title=HP&#039;s Next-Gen Reverb G2 Specifications And Price Revealed |publisher=UploadVR |access-date=2025-01-07}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The headset shipped in November 2020 at $599, positioned as a high-resolution option below the $999 [[Valve Index]] but above consumer headsets like the [[Oculus Rift S]].&lt;br /&gt;
&lt;br /&gt;
== Design and Hardware ==&lt;br /&gt;
&lt;br /&gt;
=== Display ===&lt;br /&gt;
&lt;br /&gt;
The Reverb G2 features best-in-class resolution:&lt;br /&gt;
&lt;br /&gt;
* Dual 2.89-inch LCD panels&lt;br /&gt;
* &#039;&#039;&#039;2160×2160 resolution per eye&#039;&#039;&#039; (4320×2160 combined)&lt;br /&gt;
* Full RGB subpixel stripe technology&lt;br /&gt;
* 90 Hz refresh rate&lt;br /&gt;
* 114° field of view&lt;br /&gt;
* ~24 pixels per degree&lt;br /&gt;
* Effectively eliminates screen door effect&lt;br /&gt;
* Superior text readability&lt;br /&gt;
&lt;br /&gt;
=== Optics ===&lt;br /&gt;
&lt;br /&gt;
Valve-designed lens system:&lt;br /&gt;
&lt;br /&gt;
* Fresnel lenses designed by Valve&lt;br /&gt;
* Same optical expertise as [[Valve Index]]&lt;br /&gt;
* Wide sweet spot&lt;br /&gt;
* Reduced god rays compared to competitors&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
Premium audio from Valve:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Valve Index-style off-ear speakers&#039;&#039;&#039;&lt;br /&gt;
* 10mm offset from ears for comfort&lt;br /&gt;
* No pressure on ears during extended sessions&lt;br /&gt;
* Powerful spatial audio&lt;br /&gt;
* No headphones required&lt;br /&gt;
* Open-back design for ambient awareness&lt;br /&gt;
&lt;br /&gt;
=== Tracking ===&lt;br /&gt;
&lt;br /&gt;
First WMR headset with 4-camera tracking:&lt;br /&gt;
&lt;br /&gt;
* 4 cameras (2 front, 2 side-facing)&lt;br /&gt;
* 6 Degrees of Freedom&lt;br /&gt;
* Inside-out tracking—no base stations&lt;br /&gt;
* Improved arm tracking coverage vs 2-camera WMR&lt;br /&gt;
* Internal IMU sensors&lt;br /&gt;
&lt;br /&gt;
=== Controllers ===&lt;br /&gt;
&lt;br /&gt;
Redesigned Windows Mixed Reality controllers:&lt;br /&gt;
&lt;br /&gt;
* 6DoF tracking&lt;br /&gt;
* Bluetooth connection to headset&lt;br /&gt;
* Smaller, more ergonomic design than previous WMR controllers&lt;br /&gt;
* Backwards compatible with other WMR headsets&lt;br /&gt;
* Sold separately for older WMR headset upgrades&lt;br /&gt;
&lt;br /&gt;
=== Build and Comfort ===&lt;br /&gt;
&lt;br /&gt;
* ~498g weight (without cable)&lt;br /&gt;
* Mechanical IPD adjustment&lt;br /&gt;
* Replaceable magnetic fabric face cushions&lt;br /&gt;
* Velcro adjustment system&lt;br /&gt;
* 6m (19.69 ft) cable—thinner and lighter than predecessor&lt;br /&gt;
* Single cable design (DisplayPort + USB 3.0 combined)&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Windows Mixed Reality:&#039;&#039;&#039; Native support&lt;br /&gt;
* &#039;&#039;&#039;SteamVR:&#039;&#039;&#039; Full compatibility&lt;br /&gt;
* Developed with Microsoft and Valve collaboration&lt;br /&gt;
&lt;br /&gt;
=== System Requirements ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;GPU (Consumer):&#039;&#039;&#039; NVIDIA GTX 1080 or AMD RX 5700&lt;br /&gt;
* &#039;&#039;&#039;GPU (Professional):&#039;&#039;&#039; NVIDIA Quadro P5200 or AMD Radeon Pro WX 8200&lt;br /&gt;
* &#039;&#039;&#039;CPU:&#039;&#039;&#039; Intel Core i5/i7, Xeon E3-1240 v5, or AMD Ryzen 5 equivalent&lt;br /&gt;
* &#039;&#039;&#039;OS:&#039;&#039;&#039; Windows 10 May 2019 Update or later&lt;br /&gt;
* &#039;&#039;&#039;Ports:&#039;&#039;&#039; DisplayPort 1.3, USB 3.0&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specification !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Resolution || 2160×2160 per eye (4320×2160 combined)&lt;br /&gt;
|-&lt;br /&gt;
| Refresh Rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
| Field of View || 114°&lt;br /&gt;
|-&lt;br /&gt;
| Tracking || Inside-out 6DoF (4 cameras)&lt;br /&gt;
|-&lt;br /&gt;
| Audio || Valve off-ear speakers&lt;br /&gt;
|-&lt;br /&gt;
| Cable || 6m DisplayPort + USB 3.0&lt;br /&gt;
|-&lt;br /&gt;
| Weight || ~498g&lt;br /&gt;
|-&lt;br /&gt;
| Price || $599 USD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Praise:&#039;&#039;&#039;&lt;br /&gt;
* Industry-leading resolution (2160×2160 per eye)&lt;br /&gt;
* Screen door effect virtually eliminated&lt;br /&gt;
* Excellent clarity for text and simulations&lt;br /&gt;
* Valve-designed lenses and audio&lt;br /&gt;
* Comfortable off-ear speakers&lt;br /&gt;
* 4-camera tracking improvement over 2-camera WMR&lt;br /&gt;
* $599 price point below Valve Index&lt;br /&gt;
* Full SteamVR and WMR compatibility&lt;br /&gt;
* Thinner, lighter cable&lt;br /&gt;
* Good value for resolution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Criticism:&#039;&#039;&#039;&lt;br /&gt;
* WMR controller tracking still limited compared to Lighthouse&lt;br /&gt;
* 90 Hz only (Index offers 144 Hz)&lt;br /&gt;
* Some tracking dead zones for controllers&lt;br /&gt;
* LCD displays (not OLED—less contrast)&lt;br /&gt;
* Cable tethered (no wireless option)&lt;br /&gt;
* Fresnel lens god rays in dark scenes&amp;lt;ref name=&amp;quot;gamingnexus&amp;quot;&amp;gt;{{cite web |url=https://www.gamingnexus.com/Article/7490/HP-Reverb-G2 |title=HP Reverb G2 Review |publisher=Gaming Nexus |access-date=2025-01-07}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ref name=&amp;quot;techradar&amp;quot;&amp;gt;{{cite web |url=https://www.techradar.com/reviews/hp-reverb-g2 |title=HP Reverb G2 review |publisher=TechRadar |access-date=2025-01-07}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[HP Reverb G1]]&lt;br /&gt;
* [[Valve Index]]&lt;br /&gt;
* [[Meta Quest 2]]&lt;br /&gt;
* [[Samsung Odyssey+]]&lt;br /&gt;
* [[Windows Mixed Reality]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:PC VR Headsets]]&lt;br /&gt;
[[Category:Windows Mixed Reality]]&lt;br /&gt;
[[Category:HP]]&lt;br /&gt;
[[Category:2020 in technology]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HP_Reverb_G1&amp;diff=37346</id>
		<title>HP Reverb G1</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HP_Reverb_G1&amp;diff=37346"/>
		<updated>2026-01-07T22:23:52Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37240 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:HP Reverb G16.jpg|300px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[Windows Mixed Reality]], [[SteamVR]] &lt;br /&gt;
|Creator = [[HP Inc.]]&lt;br /&gt;
|Developer = [[HP Inc.]], [[Microsoft]], [[Valve]] &lt;br /&gt;
|Manufacturer = [[HP Inc.]] &lt;br /&gt;
|Announcement Date = March 19, 2019&lt;br /&gt;
|Release Date = May 1, 2019&lt;br /&gt;
|Price = $599 (Consumer Edition with controllers), $649 (Professional Edition with controllers) &lt;br /&gt;
|Website = https://support.hp.com/th-en/product/details/hp-reverb-g1-virtual-reality-headset/28341578&lt;br /&gt;
|Versions = Consumer Edition, Professional Edition &lt;br /&gt;
|Requires = VR-Ready PC&lt;br /&gt;
|Predecessor = [[HP VR1000]] &lt;br /&gt;
|Successor = [[HP Reverb G2]] &lt;br /&gt;
|Operating System = [[Windows 10]]&lt;br /&gt;
|Display = 2 x LCD&lt;br /&gt;
|Subpixel Layout = RGB stripe &lt;br /&gt;
|Resolution = 2160 x 2160 per eye (4320 x 2160 total) &lt;br /&gt;
|Refresh Rate = 90 Hz&lt;br /&gt;
|Field of View = Approx. 114° diagonal  (Visible FoV: 95° H / 90° V )&lt;br /&gt;
|Optics = Fresnel-Aspherical &lt;br /&gt;
|Ocularity = Binocular &lt;br /&gt;
|IPD Range = Software adjustment, 63mm fixed physical lenses (+/- 8mm software adjustment, approx. 55-71mm range) &lt;br /&gt;
|Passthrough = Yes, via tracking cameras (&amp;quot;Mixed Reality Flashlight&amp;quot; mode) &lt;br /&gt;
|Tracking = [[Inside-out tracking]], [[6DoF]]&lt;br /&gt;
|Base Stations = None required &lt;br /&gt;
|Eye Tracking = No &lt;br /&gt;
|Hand Tracking = No &lt;br /&gt;
|Rotational Tracking = Yes &lt;br /&gt;
|Positional Tracking = Yes &lt;br /&gt;
|Play Space = Up to 5m x 5m supported &lt;br /&gt;
|Audio = Integrated off-ear spatial audio headphones (removable) &lt;br /&gt;
|Microphone = Yes, dual integrated microphones &lt;br /&gt;
|3.5mm Audio Jack = Yes &lt;br /&gt;
|Camera = 2 front-facing cameras for tracking and passthrough &lt;br /&gt;
|Connectivity = Bluetooth (built into headset for controllers) &lt;br /&gt;
|Ports = Headset connector (proprietary), 3.5mm audio jack &lt;br /&gt;
|Wired Video = DisplayPort 1.3, USB 3.0 &lt;br /&gt;
|Wireless Video = No&lt;br /&gt;
|Bluetooth = Yes (for controllers) &lt;br /&gt;
|Power = Via PC connection and cable  &amp;lt;!-- G1 also uses tethered power --&amp;gt;&lt;br /&gt;
|Dimensions = 55 x 177 x 84 mm (without headstrap)  / 5.5 x 17.7 x 8.4 cm &lt;br /&gt;
|Weight = 433 g (without headstrap), 498 g (with headstrap)  / Approx. 500g &lt;br /&gt;
|Material = Plastic, fabric front, foam facial interface &lt;br /&gt;
|Headstrap = Elastic padded plastic straps with rear padded ring &lt;br /&gt;
|Color = Gray/Black &lt;br /&gt;
|Sensors = [[Gyroscope]], [[Accelerometer]], [[Magnetometer]] &lt;br /&gt;
|Input = [[Windows Mixed Reality Motion Controllers]] &lt;br /&gt;
|Cable Length = 4m (standard), 0.6m (for Z VR Backpack PC), quick-release connector  / 3.5m (11.5 ft)  &amp;lt;!-- Sources conflict, using multiple values --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;HP Reverb G1&#039;&#039;&#039; (often referred to simply as &#039;&#039;&#039;HP Reverb&#039;&#039;&#039;) is a [[Virtual Reality|VR]] [[Head-mounted display|headset]] developed and manufactured by [[HP Inc.]]. &amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt; Announced in March 2019 and released shortly after in May 2019, it represented HP&#039;s second major entry into the VR market, succeeding the [[HP VR1000]]. &amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;r2vr-g2announce&amp;quot;/&amp;gt; It was primarily known for its high [[resolution]] [[LCD]] panels, aiming to reduce the [[Screen-door effect|screen-door effect]] common in headsets of its time. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt; The Reverb G1 operates on the [[Windows Mixed Reality]] platform but is also compatible with [[SteamVR]]. &amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; It has since been discontinued and succeeded by the [[HP Reverb G2]]. &amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;btr-review&amp;quot;&amp;gt;{{cite web |url=https://babeltechreviews.com/testing-benchmarking-the-hp-reverb-g2-vs-the-hp-g1-and-htc-vive-pro/ |title=Testing &amp;amp; Benchmarking the HP Reverb G2 vs. the HP G1 and HTC Vive Pro |date=2021-02-05 |website=BabelTechReviews |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;frontier&amp;quot;&amp;gt;{{cite web |url=https://forums.frontier.co.uk/threads/vr-headset-to-replace-g2-reverb.624685/post-10314740 |title=VR headset to replace G2 reverb - Response |date=2024-03-06 |website=Frontier Forums |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Design and Comfort ==&lt;br /&gt;
The HP Reverb G1 features a design reminiscent of the original [[Oculus Rift]] and [[Google Daydream View]], with a blend of plastic and fabric materials on the exterior. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt; It utilizes a three-point harness system with Velcro straps on the sides and top, connecting to a padded ring that rests against the back of the user&#039;s head, similar to the Oculus Rift series. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; The headset itself is relatively lightweight, weighing approximately 498 grams with the headstrap (433g without). &amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt; This light weight generally contributes to comfort during use, reducing neck strain. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The face mask uses foam padding covered in fabric (Consumer Edition) or an easier-to-clean [[Polyurethane#Artificial leather|pleather]]-style material (Professional Edition) and is removable for cleaning. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;yt-oasis&amp;quot;/&amp;gt; It provides a good seal around the nose to block external light. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt; However, some users found the headset could become warm and sweaty during active use, despite some venting. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt; Compatibility with glasses can be challenging; larger frames may struggle to fit, and the headset might pull glasses off when removed. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A thick, somewhat heavy cable connects the headset to the PC via [[DisplayPort]] 1.3 and [[USB]] 3.0. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; This cable was noted by some reviewers as being bulky and hard to ignore during use. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt; It features a quick-release connector near the headset. &amp;lt;ref name=&amp;quot;boxthislap&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;hpspecs&amp;quot;/&amp;gt; The Professional Edition included both a standard 4-meter cable and a shorter 0.6-meter cable designed for use with HP&#039;s Z VR Backpack PC. &amp;lt;ref name=&amp;quot;boxthislap&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;hpspecs&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Display and Optics ==&lt;br /&gt;
The standout feature of the Reverb G1 is its display. It utilizes two 2.89-inch [[LCD]] panels, each with a resolution of 2160 x 2160 pixels, providing a combined resolution of 4320 x 2160. &amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;bnh&amp;quot;/&amp;gt; This was significantly higher than most contemporary consumer VR headsets like the [[HTC Vive Pro]] or [[Oculus Quest]]. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; The high resolution, combined with an [[RGB]] stripe subpixel layout, drastically reduces the [[Screen-door effect]], resulting in a very sharp and clear image. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;zestsys&amp;quot;/&amp;gt; The displays operate at a [[Refresh rate|refresh rate]] of 90 [[Hertz|Hz]]. &amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The headset employs [[Fresnel lens]]es and offers a [[Field of view|field of view]] (FoV) of approximately 114 degrees diagonally. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;hpspecs&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;bnh&amp;quot;/&amp;gt; The visible horizontal FoV is around 95 degrees, and the vertical FoV is about 90 degrees. &amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt; While the visuals are generally praised for sharpness and color, some reviewers noted occasional issues with the right display flickering or struggling with brightness consistency, potentially related to power delivery. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Reverb G1 lacks a hardware [[Interpupillary distance|IPD]] adjustment mechanism. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; The lenses are physically fixed at a spacing suitable for an IPD of around 63mm. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;hpspecs&amp;quot;/&amp;gt; Software-based IPD adjustment is available, allowing compensation of +/- 8mm, accommodating an approximate range of 55mm to 71mm. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;hpspecs&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;yt-oasis&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tracking and Passthrough ==&lt;br /&gt;
The Reverb G1 uses the [[Windows Mixed Reality]] [[Inside-out tracking]] system. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; It features two front-facing cameras mounted on the headset visor to track the headset&#039;s position and orientation in [[Degrees of freedom (mechanics)|6 degrees of freedom]] (6DoF), as well as the included motion controllers. &amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; This system eliminates the need for external sensors or base stations, simplifying setup. &amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reviewers found the rotational tracking to be smooth and accurate. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt; However, positional tracking (moving side-to-side or around the play space) and controller tracking were sometimes described as rougher or exhibiting noticeable jitter compared to systems with external tracking or more cameras (like the [[Oculus Rift S]] or subsequent [[HP Reverb G2]]). &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; Tracking could be lost if controllers were held outside the cameras&#039; view, such as behind the back or sometimes during fast throwing motions. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The front cameras also enable a video [[Passthrough|passthrough]] feature called &amp;quot;Mixed Reality Flashlight,&amp;quot; allowing users to see their real-world surroundings in black and white without removing the headset. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;amazon-pro&amp;quot;/&amp;gt; The quality was described as low-resolution. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Controllers ==&lt;br /&gt;
The HP Reverb G1 shipped with the standard first-generation [[Windows Mixed Reality#Motion controllers|WMR motion controllers]]. &amp;lt;ref name=&amp;quot;vrcompare&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;btr-review&amp;quot;/&amp;gt; These controllers offer 6DoF tracking via visible [[Light-emitting diode|LED]] rings tracked by the headset&#039;s cameras. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt; Each controller features a thumbstick, a clickable trackpad, a menu button, a Windows button, an analog trigger, and a grip button. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;yt-oasis&amp;quot;/&amp;gt; They are powered by two AA batteries each. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;hpspecs&amp;quot;/&amp;gt; Unlike some earlier WMR headsets that required pairing controllers to a PC&#039;s Bluetooth, the Reverb G1 features built-in Bluetooth in the headset for a direct connection. &amp;lt;ref name=&amp;quot;boxthislap&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;hpspecs&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;yt-oasis&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;hp-g2-faq&amp;quot;&amp;gt;{{cite web |url=https://h30434.www3.hp.com/t5/Gaming-Accessories/HP-Reverb-G2-Available-Pre-orders-UP-Novembe/td-p/7683877/page/68 |title=Re: HP Reverb G2 Available Pre-orders UP - Novembe... - Page 68 |website=HP Support Community |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ergonomics of these controllers were often criticized as being less comfortable than competitors like the Oculus Touch controllers, featuring a somewhat rectangular grip. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; Some users also reported issues with the battery covers coming loose during active gameplay, and the haptic feedback (vibration) was described as weak or &amp;quot;anemic&amp;quot;. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;reddit-g1g2q2&amp;quot;&amp;gt;{{cite web |url=https://www.reddit.com/r/HPReverb/comments/jyep0t/our_take_hp_reverb_g1_v_g2_v_quest_2/ |title=Our Take: HP Reverb G1 v G2 v Quest 2 |date=2020-11-21 |website=Reddit |access-date=2025-05-03}}&amp;lt;/ref&amp;gt; These controllers are not compatible with the successor HP Reverb G2 headset. &amp;lt;ref name=&amp;quot;xplane-forum&amp;quot;&amp;gt;{{cite web |url=https://forums.x-plane.org/index.php?/forums/topic/232855-reverb-controllers/&amp;amp;do=findComment&amp;amp;comment=2069389 |title=Reverb controllers - VR in X-Plane 11 |date=2021-01-25 |website=X-Plane.org Forums |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Audio ==&lt;br /&gt;
The Reverb G1 includes integrated off-ear headphones, similar in style to those on the original Oculus Rift. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;yt-oasis&amp;quot;/&amp;gt; These headphones deliver spatial audio and can be adjusted, flipped up, or removed entirely if users prefer to use their own headphones via the headset&#039;s 3.5mm audio jack. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;hpspecs&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;yt-oasis&amp;quot;/&amp;gt; The headset also features dual integrated microphones for voice input and communication. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;amazon-pro&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Software and Compatibility ==&lt;br /&gt;
As a [[Windows Mixed Reality]] (WMR) headset, the Reverb G1 integrates directly with [[Windows 10]]. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; The primary interface is the [[Windows Mixed Reality#Software|WMR Portal]] and the [[Windows Mixed Reality#Cliff House|Cliff House]], a customizable virtual environment where users can launch [[Application software|apps]] and access [[Windows 10|Windows]] functions. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;r2vr-g2specs&amp;quot;/&amp;gt; The [[Microsoft Store]] provides native WMR applications, though its library was considered limited compared to other platforms at the time. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crucially, the Reverb G1 is also compatible with [[SteamVR]] via the &amp;quot;Windows Mixed Reality for SteamVR&amp;quot; software bridge. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;zestsys&amp;quot;/&amp;gt; This allows access to a much larger library of VR games and applications available on [[Steam (service)|Steam]]. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;zestsys&amp;quot;/&amp;gt; Setting up and running SteamVR content sometimes required extra steps or troubleshooting compared to native WMR apps. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Microsoft has announced the deprecation of Windows Mixed Reality, with support ending for consumers on November 1, 2026. After this date, the WMR Portal software and SteamVR driver may become unavailable, potentially rendering WMR headsets like the Reverb G1 unusable, especially on future Windows updates (like Windows 11 24H2 and later) that remove the platform. &amp;lt;ref name=&amp;quot;reddit-g2-disc&amp;quot;&amp;gt;{{cite web |url=https://www.reddit.com/r/SteamVR/comments/18p4gcr/goodbye_hp_reverb_g2_what_happened_and_whats_next/ |title=Goodbye HP Reverb G2 – What Happened and What&#039;s Next? |date=2024-12-23 |website=Reddit |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;ms-community&amp;quot;&amp;gt;{{cite web |url=https://answers.microsoft.com/en-us/windows/forum/all/hp-reverb-g2-windows-11-24h2-not-working-need/c0b2d706-8a8e-4e26-a554-a95c8a769a47 |title=HP Reverb G2 + Windows 11 24H2 Not Working Need Help |date=2024-11-18 |website=Microsoft Community |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;frontier&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;tomshardware-forum&amp;quot;&amp;gt;{{cite web |url=https://forums.tomshardware.com/threads/if-you-have-the-vr-headset-hp-reverb-g2-its-been-removed-with-the-latest-windows-update-24h2-being-release-in-october-of-2024.3874946/ |title=If you have the VR headset HP reverb G2 it&#039;s been removed with the latest windows update 24H2 being release in October of 2024. |date=2024-10-07 |website=Tom&#039;s Hardware Forum |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== System Requirements ==&lt;br /&gt;
Due to its high resolution, the Reverb G1 required a relatively powerful PC compared to lower-resolution headsets of the time. Recommended specifications included:&lt;br /&gt;
*&#039;&#039;&#039;[[GPU]]&#039;&#039;&#039;: [[Nvidia GeForce|NVIDIA GeForce GTX 1080]], [[Nvidia Quadro|NVIDIA Quadro P5200]], [[AMD Radeon Pro|AMD Radeon Pro WX 8200]], or better (DirectX 12 capable). &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;boxthislap&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;bnh&amp;quot;/&amp;gt; Some sources list RX 5700 as an alternative AMD recommendation. &amp;lt;ref name=&amp;quot;unbound-specs&amp;quot;&amp;gt;{{cite web |url=https://www.unboundxr.com/blogs/news/is-your-pc-ready-for-vr |title=Is your PC ready for VR? |website=Unbound XR |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[CPU]]&#039;&#039;&#039;: [[Intel Core i7]], [[Intel Xeon|Intel Xeon E3-1240 v5]], or better. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;boxthislap&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;bnh&amp;quot;/&amp;gt; Some sources list Core i5 or Ryzen 5 as alternatives. &amp;lt;ref name=&amp;quot;unbound-specs&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[RAM]]&#039;&#039;&#039;: 16GB RAM or more. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;boxthislap&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;bnh&amp;quot;/&amp;gt; Some sources list 8GB as minimum/recommended. &amp;lt;ref name=&amp;quot;unbound-specs&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Video Output&#039;&#039;&#039;: [[DisplayPort]] 1.3. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;boxthislap&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;unbound-specs&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[USB]] Ports&#039;&#039;&#039;: 1x USB 3.0. &amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;boxthislap&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;unbound-specs&amp;quot;/&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Operating System]]&#039;&#039;&#039;: [[Windows 10]] (October 2018 update or later). &amp;lt;ref name=&amp;quot;boxthislap&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;unbound-specs&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
The HP Reverb G1 received mixed reviews. Its high-resolution display was widely praised as its strongest feature, offering excellent visual clarity and significantly reducing the screen-door effect, making it particularly appealing for simulation games (like flight or racing sims) and professional applications where detail is important. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;btr-review&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;amazon-pro&amp;quot;/&amp;gt; The headset&#039;s comfort due to its light weight and the simplicity of the inside-out tracking setup were also noted as positives. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the headset faced criticism for several aspects. The Windows Mixed Reality platform and software were often seen as less refined and having a smaller content library compared to Oculus or SteamVR ecosystems. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; The inside-out tracking, while convenient, was considered less robust and prone to more jitter and controller occlusion issues than competing systems, particularly impacting experiences requiring fast or wide arm movements. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; The first-generation WMR controllers were criticized for their ergonomics and occasionally loose battery covers. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; The lack of hardware IPD adjustment was a drawback for users outside the optimal range, and the thick cable was cumbersome. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt; Some users also reported reliability issues. &amp;lt;ref name=&amp;quot;amazon-pro&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overall, it was seen as a headset offering best-in-class visual fidelity for its time, but compromised by limitations in tracking, controller design, and the WMR software environment. &amp;lt;ref name=&amp;quot;techradar&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;pcmag&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;btr-review&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:HP Reverb G11.jpg&lt;br /&gt;
File:HP Reverb G12.jpg&lt;br /&gt;
File:HP Reverb G13.jpg&lt;br /&gt;
File:HP Reverb G14.jpg&lt;br /&gt;
File:HP Reverb G16.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;vrcompare&amp;quot;&amp;gt;{{cite web |url=https://vr-compare.com/headset/hpreverb |title=HP Reverb Specs |website=VR Compare |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;techradar&amp;quot;&amp;gt;{{cite web |url=https://www.techradar.com/reviews/hp-reverb-vr-headset |title=HP Reverb VR Headset review |last=Knapp |first=Mark |date=2019-07-18 |website=TechRadar |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;pcmag&amp;quot;&amp;gt;{{cite web |url=https://www.pcmag.com/reviews/hp-reverb |title=HP Reverb Review |last=Greenwald |first=Will |date=2019-05-22 |website=PCMag |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;hpspecs&amp;quot;&amp;gt;{{cite web |url=https://h20195.www2.hp.com/v2/GetDocument.aspx?docname=c06227520 |title=QuickSpecs HP Reverb Virtual Reality Headset - Professional Edition |date=2019-10-08 |website=HP Inc. |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;boxthislap&amp;quot;&amp;gt;{{cite web |url=https://boxthislap.org/hp-reverb-g1/ |title=HP Reverb G1 |last=Gonzalo |date=2020-07-18 |website=BoxThisLap |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;bnh&amp;quot;&amp;gt;{{cite web |url=https://www.bhphotovideo.com/c/product/1495009-REG/hp_7dh40ut_aba_reverb_virtual_reality_headset.html/specs |title=HP Reverb Virtual Reality Headset (Professional Edition) Specs |website=B&amp;amp;H Photo Video |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;r2vr-g2announce&amp;quot;&amp;gt;{{cite web |url=https://www.roadtovr.com/hp-reverb-g2-price-release-date-pre-order/ |title=HP Announces Reverb G2 – Price, Pre-orders, and Release Date |last=Lang |first=Ben |date=2020-07-09 |website=Road to VR |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;zestsys&amp;quot;&amp;gt;{{cite web |url=https://zestsystems.com/product/hp-reverb-virtual-reality-headset-7fu78pa/ |title=HP Reverb VR Headset G1 |website=Zest Systems |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;yt-oasis&amp;quot;&amp;gt;{{cite web |url=https://www.youtube.com/watch?v=3Vtsqf47hOQ&amp;amp;t=1s |title=HP Reverb - Everything you NEED to know |last=Virtual Reality Oasis |date=2019-03-26 |website=YouTube |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;amazon-pro&amp;quot;&amp;gt;{{cite web |url=https://www.amazon.com/HP-Reverb-Virtual-Reality-Headset-Professional/dp/B07WCX76C7 |title=HP Reverb Virtual Reality Headset - Professional Edition |website=Amazon.com |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;r2vr-g2specs&amp;quot;&amp;gt;{{cite web |url=https://www.roadtovr.com/hp-reverb-g2-review-specs-windows-vr/ |title=HP Reverb G2 Review – Screen Door No More |last=Lang |first=Ben |date=2020-11-18 |website=Road to VR |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;btr-review&amp;quot;&amp;gt;{{cite web |url=https://babeltechreviews.com/testing-benchmarking-the-hp-reverb-g2-vs-the-hp-g1-and-htc-vive-pro/ |title=Testing &amp;amp; Benchmarking the HP Reverb G2 vs. the HP G1 and HTC Vive Pro |date=2021-02-05 |website=BabelTechReviews |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;frontier&amp;quot;&amp;gt;{{cite web |url=https://forums.frontier.co.uk/threads/vr-headset-to-replace-g2-reverb.624685/post-10314740 |title=VR headset to replace G2 reverb - Response |date=2024-03-06 |website=Frontier Forums |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;hp-g2-faq&amp;quot;&amp;gt;{{cite web |url=https://h30434.www3.hp.com/t5/Gaming-Accessories/HP-Reverb-G2-Available-Pre-orders-UP-Novembe/td-p/7683877/page/68 |title=Re: HP Reverb G2 Available Pre-orders UP - Novembe... - Page 68 |website=HP Support Community |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;reddit-g1g2q2&amp;quot;&amp;gt;{{cite web |url=https://www.reddit.com/r/HPReverb/comments/jyep0t/our_take_hp_reverb_g1_v_g2_v_quest_2/ |title=Our Take: HP Reverb G1 v G2 v Quest 2 |date=2020-11-21 |website=Reddit |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;xplane-forum&amp;quot;&amp;gt;{{cite web |url=https://forums.x-plane.org/index.php?/forums/topic/232855-reverb-controllers/&amp;amp;do=findComment&amp;amp;comment=2069389 |title=Reverb controllers - VR in X-Plane 11 |date=2021-01-25 |website=X-Plane.org Forums |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;reddit-g2-disc&amp;quot;&amp;gt;{{cite web |url=https://www.reddit.com/r/SteamVR/comments/18p4gcr/goodbye_hp_reverb_g2_what_happened_and_whats_next/ |title=Goodbye HP Reverb G2 – What Happened and What&#039;s Next? |date=2024-12-23 |website=Reddit |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;ms-community&amp;quot;&amp;gt;{{cite web |url=https://answers.microsoft.com/en-us/windows/forum/all/hp-reverb-g2-windows-11-24h2-not-working-need/c0b2d706-8a8e-4e26-a554-a95c8a769a47 |title=HP Reverb G2 + Windows 11 24H2 Not Working Need Help |date=2024-11-18 |website=Microsoft Community |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;tomshardware-forum&amp;quot;&amp;gt;{{cite web |url=https://forums.tomshardware.com/threads/if-you-have-the-vr-headset-hp-reverb-g2-its-been-removed-with-the-latest-windows-update-24h2-being-release-in-october-of-2024.3874946/ |title=If you have the VR headset HP reverb G2 it&#039;s been removed with the latest windows update 24H2 being release in October of 2024. |date=2024-10-07 |website=Tom&#039;s Hardware Forum |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;unbound-specs&amp;quot;&amp;gt;{{cite web |url=https://www.unboundxr.com/blogs/news/is-your-pc-ready-for-vr |title=Is your PC ready for VR? |website=Unbound XR |access-date=2025-05-03}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:VR Headsets]]&lt;br /&gt;
[[Category:Head-mounted displays]]&lt;br /&gt;
[[Category:HP Inc.]]&lt;br /&gt;
[[Category:Windows Mixed Reality]]&lt;br /&gt;
[[Category:Discontinued products]]&lt;br /&gt;
[[Category:Virtual Reality]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Google_Cardboard&amp;diff=37345</id>
		<title>Google Cardboard</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Google_Cardboard&amp;diff=37345"/>
		<updated>2026-01-07T22:23:42Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37239 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Google Cardboard.png|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Slide-on HMD]], [[DIY HMD]]&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=[[David Coz]], [[Damien Henry]]&lt;br /&gt;
|Developer=[[Google]]&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[Android]], [[iOS]]&lt;br /&gt;
|Requires=Smartphone&lt;br /&gt;
|Predecessor=None&lt;br /&gt;
|Successor=[[Google Cardboard 2]]&lt;br /&gt;
|Display=Depends on the smartphone&lt;br /&gt;
|Resolution=Depends on the smartphone&lt;br /&gt;
|Pixel Density=Depends on the smartphone&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Tracking=3DOF&lt;br /&gt;
|Rotational Tracking=IMUs in Smartphone&lt;br /&gt;
|Positional Tracking=None&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Release Date=June 2014&lt;br /&gt;
|Website=[https://www.google.com/get/cardboard/ Google Cardboard]&lt;br /&gt;
}}&lt;br /&gt;
Google Cardboard, announced in Google I/O on June 25, 2014, is a DIY, cardboard cut-out, smartphone mount developed by [[Google]]. With a smartphone inserted, Google Cardboard allows the user to have a [[Virtual Reality]] experience by holding it close to his or her face..&lt;br /&gt;
&lt;br /&gt;
While Google Cardboard requires a smartphone with stereoscopic display software, this simple and affordable device is constructed with lenses, a magnet, a piece of hook-and-loop fastener and a rubber band. With no official manufacturer, Google has listed the schematics and instructions for the device on its website. Users can either construct one themselves or purchase them from a number of unofficial vendors. [[#Version 2|2nd version]] of Google Cardboard was released on May 28, 2015. It supports larger smartphones and replaced the magnetic ring with a universal input button.&lt;br /&gt;
&lt;br /&gt;
[[Apps]] such as immersive games and concert experiences are available in the Google Play store. Developers familiar with [[OpenGL]] can use [[Cardboard SDK]] for [[Android]] and [[iOS]] to rapidly create VR apps for the device.&lt;br /&gt;
&lt;br /&gt;
Cardboard is [[Google VR]]&#039;s low-end mobile VR platform while Daydream is the high-end.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Version 1===&lt;br /&gt;
The core of Google Cardboard is a folded piece of cardboard cutout. The cardboard container serves to mount your smartphone in front of your eyes similar to a set of goggles. Two circular lenses are placed in front of where your eyes should be and used to concentrate your field of view to create immersion. User can slide one of the two magnets placed at the side of the device to interact with the smartphone through the magnetometer. Additionally, an NFC tag can be placed in the device to allow the smartphone app to know when it should be in VR mode and when it should not.&lt;br /&gt;
&lt;br /&gt;
====Parts====&lt;br /&gt;
&#039;&#039;&#039;Cardboard&#039;&#039;&#039; - Corrugated cardboard sheet, preferably E Flute (corrugated cardboard comes in a variety of thicknesses called &amp;quot;flutes&amp;quot;), available at many art supply stores and online . For best results, you should look for strong, thin cardboard (sturdy shoe box rather than moving box). Minimum size: 8.75in (22cm) by 22in (56cm), and 0.06in (1.5mm) thickness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 Lenses&#039;&#039;&#039; - This is the trickiest component. Lenses that have a 45mm focal distance might work. Biconvex lenses work best because they prevent distortion around the edges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 Magnets&#039;&#039;&#039; - One neodymium ring magnet and one ceramic disk magnet. Approximate size: 0.75in (19mm) diameter and 0.12in (3mm) thickness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 Velcro&#039;&#039;&#039; - Two strips of regular strength adhesive-backed velcro. Approximate size: 0.75in (20mm) by 1.25in (30mm).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Rubberband&#039;&#039;&#039; - One rubber band, to prevent the phone from sliding out. Minimum length of 3.2in (8cm).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 NFC Tag&#039;&#039;&#039; (Optional) - One sticker NFC tag. Program it with the URL cardboard://v1.0.0&lt;br /&gt;
&lt;br /&gt;
====Instructions====&lt;br /&gt;
The following are 3 images. Please print the images then glue the images onto cardboard. Next cut out the cardboard based on the images and construct the device.&lt;br /&gt;
[[File:google cardboard instruction1.jpg|300px]] [[File:google cardboard instruction2.jpg|300px]] [[File:google cardboard instruction3.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
===Version 2===&lt;br /&gt;
Announced and released on May 28, 2015 during Google I/O 2015. It improved upon the original design by allowing smartphone with screens as large as 6 inches to fit inside. Additionally, it replaced the magnetic ring with a universal input button made out of conductive foam. The button uses an interior hinge mechanism to tap the phone&#039;s screen as if you are tapping it with your finger. The new button not only works with every phone but also frees up the phone&#039;s magnetometer for drift correction. The new Cardboard can be assembled in 3 steps instead of 12, making it easier to build.&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
===Google Cardboard (App)===&lt;br /&gt;
[[Google Cardboard (App)]] is the official Cardboard app developed by Google. It is available for both Android and iOS.&lt;br /&gt;
&lt;br /&gt;
===Android Apps===&lt;br /&gt;
[[Cardboard Design Lab]]&lt;br /&gt;
&lt;br /&gt;
===iOS Apps===&lt;br /&gt;
&lt;br /&gt;
===Access Cardboard Apps with Other HMDs===&lt;br /&gt;
[[Samsung Gear VR]] users can download the [[CB Enabler for Gear VR]]&amp;lt;ref&amp;gt;https://play.google.com/store/apps/details?id=com.youtopiavr.cbenabler&amp;lt;/ref&amp;gt; to access Cardboard Apps.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
===Cardboard SDK for Android===&lt;br /&gt;
[[Cardboard SDK for Android]] simplifies various VR development tasks such as lens distortion correction, head tracking, 3D calibration, side-by-side rendering, stereo geometry configuration and user input event handling.&lt;br /&gt;
&lt;br /&gt;
===Cardboard SDK for Unity===&lt;br /&gt;
[[Cardboard SDK for Unity]] allows the user to use [[Unity]] to create an VR world from scratch, adapt an existing Unity 3D app or build an app that can effortlessly switch between VR and non-VR modes. Unity support for iOS was announced on May 28, 2015 during the Google I/O 2015.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Google Cardboard was announced and released in Google I/O 2014.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 28, 2015&#039;&#039;&#039;: Google announced a newer, larger and improved [[#Version 2|Cardboard]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 28, 2015&#039;&#039;&#039;: Google Cardboard support for iOS was released in Google I/O 2015.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 28, 2015&#039;&#039;&#039;: [[YouTube]]&#039;s [[360 Videos]] will support Cardboard. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;November 7, 2015&#039;&#039;&#039;: New York Times shipped over 1 million Google Cardboard to their subscribers. In addition to Cardboard, Times also released a VR App on November 5th and a series of VR films.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 13, 2016&#039;&#039;&#039;: [[Spatial audio]] is supported by [[Cardboard SDK for Android]] and [[Cardboard SDK for Unity|Unity]]&amp;lt;ref&amp;gt;http://googledevelopers.blogspot.co.uk/2016/01/spatial-audio-comes-to-cardboard-sdk.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 27, 2016&#039;&#039;&#039;: Google announced that 5 million Cardboard viewers were shipped and 25 million Cardboard apps were installed from Google Play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February 10, 2016&#039;&#039;&#039;: Google announced native support for [[Unity]] during the [[Vision Summit 2016]] [[event]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 2, 2017&#039;&#039;&#039;: Google announced that 10 million cardboards were shipped, 160 million downloads of cardboard apps were downloaded from Google Play and the 30 most popular apps have more than 1 million downloads.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=FOVE_0&amp;diff=37344</id>
		<title>FOVE 0</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=FOVE_0&amp;diff=37344"/>
		<updated>2026-01-07T22:23:27Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37237 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[FOVE]]&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=[[PC]]&lt;br /&gt;
|Predecessor=[[FOVE]]&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=[[WQHD OLED]] &lt;br /&gt;
|Resolution=2560 X 1440&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=Up to 100 degrees&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=Orientation tracking IMU&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=[[IR-based position tracking]]&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=[[Position Tracking]]&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=[[HDMI 1.4]], [[USB 3.0]], [[USB 2.0]] (power only)&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=[[520g]]&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Intro==&lt;br /&gt;
At a glance, FOVE 0 looks like one of the many typical VR headsets you could get online. That changes when you plugged it on and start blasting off enemies with your eyes. You’ll be amazed by its eye tracking technology. Available for order now at $599, this first version of FOVE VR headset is primarily designed for VR developers and hobbyists alike with game plugins supporting popular platforms like Unity, Unreal and Xenko.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
The ultra low latency stereo eye tracking technology puts FOVE’s maiden VR headset as one of the first VR headset released with eye tracking capabilities.The accuracy of its eye tracking technology allowed FOVE to implement the “foveated rendering” on its headset that allows more details on the area that are focused upon.&lt;br /&gt;
&lt;br /&gt;
The FOVE 0’s 2560 x 1440 display resolution is arguably one of the highest within its peer, edging out established competitors like Occulus Rift and HTC Vive by 40% per eye. The frame rate of 70Hz, however, puts it significantly below popular competitors.  &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
Weighing 520g and built with adjustable velcro straps, and with two arrays of 6 IR sensors and one infrared camera in front of each eye, FOVE 0 sports a simple design in white but may go through refinement as the company planned to release a consumer version down the line. &lt;br /&gt;
&lt;br /&gt;
According to the company, FOVE 0 may not work well with colored contacts or glasses as it may affect the eye tracking capabilities. FOVE 0 may not be the most comfortable VR headset around, but it’s cutting-edge eye tracking technology made it worth the wait for the next improvised version.&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
HEADSET&lt;br /&gt;
*Weight: 520g&lt;br /&gt;
*Adjustable velcro straps&lt;br /&gt;
CONNECTIONS&lt;br /&gt;
*HDMI 1.4&lt;br /&gt;
*USB 3.0&lt;br /&gt;
*USB 2.0 (power only)&lt;br /&gt;
TRACKING SYSTEM&lt;br /&gt;
*Orientation tracking IMU&lt;br /&gt;
*IR-based position tracking&lt;br /&gt;
DISPLAY&lt;br /&gt;
*WQHD OLED (2560 X 1440)&lt;br /&gt;
*Frame rate: 70fps&lt;br /&gt;
*Field of view: Up to 100 degrees &lt;br /&gt;
EYE TRACKING SENSORS&lt;br /&gt;
*Infrared eye tracking system x 2&lt;br /&gt;
*Tracking accuracy: less than 1 degree&lt;br /&gt;
*Frame rate: 120fps&lt;br /&gt;
ACCESSORIES&lt;br /&gt;
*Position tracking camera&lt;br /&gt;
*Replacement face cushion&lt;br /&gt;
PC REQUIREMENTS&lt;br /&gt;
*GPU: NVIDIA GeForce GTX 970 / AMD R9 290 or greater&lt;br /&gt;
*CPU: Intel Core i5-4590 or greater&lt;br /&gt;
*Memory: 8GB or greater&lt;br /&gt;
*Interface: HDMI 1.4 / USB 3.0 / USB 2.0 x 2&lt;br /&gt;
*OS: Windows 8.1 64-bit or Windows 10 64-bit&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
To get started with FOVE 0, you’ll need to install the FOVE_Setup provided at their site &lt;br /&gt;
https://www.getfove.com/developers/ . You will also need to download plugins for Unreal, Unity and SteamVR to integrate FOVE 0 to the VR platforms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
FOVE is currently preparing drivers for SteamVR and OSVR that will integrate FOVE 0 to the popular VR platform.&lt;br /&gt;
&lt;br /&gt;
In the meantime, FOVE has published in their blog that you can experience FOVE 0 with Lumens,  a VR software created by Framestore and Time Inc’s LIFE VR platform. Here’s the link for more information.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
If you’re a developer looking to integrate your content with FOVE, you’ll want to install the FOVE SDK and check out their developer forum here https://support.getfove.com/hc/en-us/community/topics&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
FOVE Inc. is founded by Yuka Kojima and Lochlainn Wilson, a former game producer at Sony Interactive Entertainment and a developer with deep background in virtual reality respectively.&lt;br /&gt;
&lt;br /&gt;
FOVE started out from the University of Tokyo, and managed to raise $480,650 for the Kickstarter campaign it started in May 2015. &lt;br /&gt;
&lt;br /&gt;
In last year’s Tokyo Game Show 2016, FOVE showcased 3 new demos that highlight the eye tracking capabilities of the FOVE 0, building up momentum for the maiden shipping of the VR headsets in January, 2017&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
May, 2014 - FOVE Inc, founded&lt;br /&gt;
&lt;br /&gt;
May, 2015 - Kickstarter campaign start&lt;br /&gt;
&lt;br /&gt;
July, 2015,  Kickstarter campaign end, Raised $480,650&lt;br /&gt;
&lt;br /&gt;
Oct, 2015, - Pre-alpha Unity SDK released&lt;br /&gt;
&lt;br /&gt;
March, 2016 - Raised $11M in VC fundraising.&lt;br /&gt;
&lt;br /&gt;
May, 2016 - Fove SDK v0.4.0 Released&lt;br /&gt;
&lt;br /&gt;
September, 2016 - Tokyo Game Show 2016, live demo of eye tracking games.&lt;br /&gt;
&lt;br /&gt;
November, 2016 -  FOVE 0 preorder open to public&lt;br /&gt;
&lt;br /&gt;
January, 2017 - First shipment of FOVE 0&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*https://www.getfove.com&lt;br /&gt;
*https://www.cnet.com/products/fove-0/preview/&lt;br /&gt;
*https://www.wareable.com/vr/fove-review&lt;br /&gt;
*http://www.roadtovr.com/fove-0-eye-tracking-vr-headset-final-specs-pre-order-date/&lt;br /&gt;
*https://www.vrfocus.com/2016/09/fove-to-showcase-3-new-demos-at-tokyo-game-show-2016/&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Dell_Visor&amp;diff=37343</id>
		<title>Dell Visor</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Dell_Visor&amp;diff=37343"/>
		<updated>2026-01-07T22:23:14Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37229 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image=[[File:Dellvisor.png|thumb]]&lt;br /&gt;
|VR/AR= [[Virtual Reality]]&lt;br /&gt;
|Type= [[Head-mounted display]]&lt;br /&gt;
|Subtype= [[PC-Powered VR]]&lt;br /&gt;
|Platform=[[Microsoft Windows Mixed Reality (Platform)]]&lt;br /&gt;
|Developer= [[Dell]]&lt;br /&gt;
|Operating System= [[Windows 10]]&lt;br /&gt;
|Requires= [[PC]]&lt;br /&gt;
|Display=  Dual LCD display &lt;br /&gt;
|Resolution= 2880 x 1440 (1440 x 1440 per eye)&lt;br /&gt;
|Refresh Rate= 90Hz&lt;br /&gt;
|Field of View= 110 Degree&lt;br /&gt;
|Optics= [[Fresnel lenses]]&lt;br /&gt;
|Tracking= 6DOF&lt;br /&gt;
|Rotational Tracking= [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|Positional Tracking= Inside-out tracking&lt;br /&gt;
|Latency= Low&lt;br /&gt;
|Input=  [[Keyboard/Mouse]],[[Xbox One GamePad]], [[Dell Visor Motion Controller]]&lt;br /&gt;
|Connectivity= HDMI, USB&lt;br /&gt;
|Release Date= October 2017&lt;br /&gt;
|Price= $350 (HeadSet Only), $450 (Headset W Controllers)&lt;br /&gt;
|Website= http://www.dell.com/en-us/shop/the-dell-visor/apd/536-bbbr/gaming&lt;br /&gt;
}}&lt;br /&gt;
== Intro ==&lt;br /&gt;
The landscape of virtual reality that has long been dominated by Oculus Rift and HTC Vive may just about to change. On Oct 17, 2017, the Dell Visor, a Microsoft Windows Mixed Reality headset was released in a further attempt to wrest control away from the top competitors. The Dell Visor is priced at $350 for the headset alone and keen VR users will need to fork out another $100 for a pair of motion controllers.&lt;br /&gt;
&lt;br /&gt;
== Dell Visor Headset ==&lt;br /&gt;
Dell has placed great effort on the ergonomics aspect of the headset with the Dell Visor spotting an elegant white and features the best ideas from Playstation VR. That includes the front of the visor that can be flipped up, allowing the user convenience in switching between digital and the real world. The design is made so that the Dell Visor can be worn comfortably over your glasses.&lt;br /&gt;
&lt;br /&gt;
A dual 1440 x 1440 resolution 2.89” LCD Display provides a clear and pleasing virtual reality environment for the user. A 90 Hz refresh rate and 110 degree field of view puts it on par with competing VR headsets. Clear and sharp visuals are reported from users who have tried out the Dell Visor. As with any Microsoft Windows Mixed Reality headset, it features a dual camera that is used for positional tracking. Without the complication of having an external tracker, the Dell Visor only requires a USB and HDMI connection to the PC to be functional. &lt;br /&gt;
&lt;br /&gt;
== Dell Visor Motion Controller ==&lt;br /&gt;
To get the best of Windows Mixed Reality experience, users would have to get the Dell Visor Motion Controllers. Spotting a slight similarity to the Oculus Touch, the motion controllers is packed with an array of tracking sensors that include gyroscope, accelerometer, magnetometer. Gamers can expect the usual triggers, grip buttons and analog sticks on the motion controller. Gaming experience is also emphasized by the haptic feedback the pair of motion controller provides. It also sports an array of LED marker for tracking purposes.&lt;br /&gt;
&lt;br /&gt;
== Dell Visor Experience ==&lt;br /&gt;
The Dell Visor does not require any specific software to operate but does require a Windows 10 Creator Fall update on a PC with decent gaming requirement. Placing on the Dell Visor allows access to Microsoft Virtual Hub where users could launch games or pin apps to the virtual wall. With the first batch of apps and games hitting Microsoft Store, users could start their Windows Mixed Reality experience with titles like Arizona Sunshine, Halo Recruit, and Superhot VR.&lt;br /&gt;
&lt;br /&gt;
== Technical Specifications ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Panel|| 2.89 Inches LCD (RGB subpixel)&lt;br /&gt;
|-&lt;br /&gt;
| Resolution|| 1440 x 1440 per eye, 706ppi&lt;br /&gt;
|-&lt;br /&gt;
| Refresh Rate|| 90Hz&lt;br /&gt;
|-&lt;br /&gt;
| Lens Type&lt;br /&gt;
|| Fresnel&lt;br /&gt;
|-&lt;br /&gt;
| Field of view&lt;br /&gt;
|| 110 degrees&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Lens Adjustment&lt;br /&gt;
|| Software IPD&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tracking Architecture&lt;br /&gt;
|| 6DoF, &amp;quot;Inside-out&amp;quot; tracking&lt;br /&gt;
|-&lt;br /&gt;
| Tracking Sensors&lt;br /&gt;
|| Gyroscope, Accelerometer, Magnetomer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Headset Tracking Hardware&lt;br /&gt;
|| Dual B+W VGA Camera for mapping&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Compatible with&lt;br /&gt;
|| Inspiron 5000 15/17&lt;br /&gt;
Inspiron 15&lt;br /&gt;
&lt;br /&gt;
Inspiron 27 All-in-one&lt;br /&gt;
&lt;br /&gt;
Inspiron 24 All-in-one&lt;br /&gt;
&lt;br /&gt;
Inspiron Gaming Tower&lt;br /&gt;
&lt;br /&gt;
Inspiron Tower&lt;br /&gt;
&lt;br /&gt;
XPS Tower VMAX&lt;br /&gt;
&lt;br /&gt;
XPS 27&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Developer ==&lt;br /&gt;
As Windows Mixed Reality is a platform established by Microsoft, developers could find useful resources and guide at the Windows Dev Center.&lt;br /&gt;
&lt;br /&gt;
https://developer.microsoft.com/en-us/windows/mixed-reality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* Sept 17 -Dell Visor Revealed at IFA 2017&lt;br /&gt;
* Oct 17 - Dell Visor Released&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* https://www.engadget.com/2017/09/14/dell-windows-mixed-reality-visor-pre-order/&lt;br /&gt;
* https://www.pcworld.com/article/3222871/virtual-reality/dells-visor-is-a-gorgeous-vr-headset-but-windows-mixed-reality-still-needs-polish.html&lt;br /&gt;
* https://www.stuff.tv/dell/visor/review&lt;br /&gt;
* https://www.theverge.com/2017/8/28/16202464/dell-visor-windows-mixed-reality-headset-pricing-release-announced&lt;br /&gt;
* http://www.trustedreviews.com/reviews/dell-visor&lt;br /&gt;
* http://www.dell.com/en-us/shop/the-dell-visor/apd/536-bbbr/gaming&lt;br /&gt;
* https://www.windowscentral.com/first-batch-windows-mixed-reality-apps-and-games-hits-store&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Bigscreen_Beyond_2&amp;diff=37342</id>
		<title>Bigscreen Beyond 2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Bigscreen_Beyond_2&amp;diff=37342"/>
		<updated>2026-01-07T22:23:03Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37220 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[File:Bigscreen beyond 21.jpg|350px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-Powered VR]]&lt;br /&gt;
|Platform = [[SteamVR]]&lt;br /&gt;
|Creator = [[Darshan Shankar]]&lt;br /&gt;
|Developer = [[Bigscreen Inc.]]&lt;br /&gt;
|Manufacturer = [[Bigscreen Inc.]]&lt;br /&gt;
|Announcement Date = 21 March 2025&lt;br /&gt;
|Release Date = June 2025 (first shipments expected)&lt;br /&gt;
|Price = $1,019 USD (Beyond 2), $1,219 USD (Beyond 2e)&lt;br /&gt;
|Website = https://store.bigscreenvr.com/products/bigscreen-beyond-2&lt;br /&gt;
|Versions = Beyond 2, Beyond 2e (with eye-tracking)&lt;br /&gt;
|Requires = [[VR-ready PC]], [[SteamVR Base Stations]], [[VR Controllers]]&lt;br /&gt;
|Predecessor = [[Bigscreen Beyond]]&lt;br /&gt;
|Successor = &lt;br /&gt;
|Operating System = Windows 10 or 11 (PC requirement), Headset is a PC peripheral&lt;br /&gt;
|Chipset = &lt;br /&gt;
|CPU = &lt;br /&gt;
|GPU = &lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = &lt;br /&gt;
|Memory = &lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = Dual 1-inch Micro-OLED&lt;br /&gt;
|Subpixel Layout = [[RGB stripe]]&lt;br /&gt;
|Peak Brightness = Improved over Bigscreen Beyond&lt;br /&gt;
|Resolution = 2560 × 2560 per eye (5120 × 2560 total)&lt;br /&gt;
|Refresh Rate = 75 Hz (native), 90 Hz (upscaled via DSC from 1920 × 1920)&lt;br /&gt;
|Pixel Density = Each pixel 7.2 μm wide&lt;br /&gt;
|Persistence = Nanoseconds response times&lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = 116° diagonal&lt;br /&gt;
|Horizontal FoV = 108°&lt;br /&gt;
|Vertical FoV = 96°&lt;br /&gt;
|Visible FoV = &lt;br /&gt;
|Rendered FoV = &lt;br /&gt;
|Binocular Overlap = &lt;br /&gt;
|Average Pixel Density = &lt;br /&gt;
|Peak Pixel Density = &lt;br /&gt;
|Foveated Rendering = Yes (Beyond 2e only, via eye tracking)&lt;br /&gt;
|Optics = Custom single-element pancake lenses&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 53mm – 70mm mechanical adjustment (accommodates 48mm – 75mm user IPD)&lt;br /&gt;
|Adjustable Diopter = &lt;br /&gt;
|Passthrough = No&lt;br /&gt;
|Tracking = [[SteamVR Tracking]], (Outside-in via SteamVR 1.0 or 2.0 base stations, 6DoF)&lt;br /&gt;
|Tracking Frequency = &lt;br /&gt;
|Base Stations = Required (SteamVR 1.0 or 2.0, not included)&lt;br /&gt;
|Eye Tracking = Yes (Beyond 2e only)&lt;br /&gt;
|Face Tracking = &lt;br /&gt;
|Hand Tracking = Supported via SteamVR compatible controllers&lt;br /&gt;
|Body Tracking = &lt;br /&gt;
|Rotational Tracking = Yes&lt;br /&gt;
|Positional Tracking = Yes&lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = Dependent on SteamVR Base Stations setup&lt;br /&gt;
|Play Space = Dependent on SteamVR Base Stations setup&lt;br /&gt;
|Latency = Low-latency eye-tracking (on Beyond 2e)&lt;br /&gt;
|Audio = [[Bigscreen Audio Strap]], or user&#039;s own headphones&lt;br /&gt;
|Microphone = Not included (available with optional Audio Strap or user&#039;s setup)&lt;br /&gt;
|3.5mm Audio Jack = No (on headset; Link Box may feature one)&lt;br /&gt;
|Camera = No (Beyond 2e has tiny infrared cameras for eye-tracking)&lt;br /&gt;
|Connectivity = 5 m fiber-optic tether to Link Box&lt;br /&gt;
|Ports = Link Box: 1x DisplayPort 1.4, 2x USB 3.0; Headset: USB-C accessory port&lt;br /&gt;
|Wired Video = DisplayPort&lt;br /&gt;
|Wireless Video = &lt;br /&gt;
|WiFi = &lt;br /&gt;
|Bluetooth = &lt;br /&gt;
|Power = USB powered from PC&lt;br /&gt;
|Battery Capacity = &lt;br /&gt;
|Battery Life = &lt;br /&gt;
|Charge Time = &lt;br /&gt;
|Dimensions = 143.1 mm (L) x 52.4 mm (W) x 24 mm - 49.2 mm (D) (headset only)&lt;br /&gt;
|Weight = 107 grams (headset only, without straps or face pad)&lt;br /&gt;
|Material = Carbon-fiber-reinforced polymer shell&lt;br /&gt;
|Headstrap = Soft strap (included), Audio Strap (optional), Halo Mount (optional, Q3 2025)&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = Carbon Black, Crystal Clear, Nuclear Orange&lt;br /&gt;
|Sensors = [[Gyroscope]], [[Accelerometer]], Eye-tracking sensors (on Beyond 2e)&lt;br /&gt;
|Input = Requires separate VR controllers, [[Valve Index Controllers]]&lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = 5 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bigscreen Beyond 2&#039;&#039;&#039; is a lightweight [[PC-Powered VR|PC-powered]] [[virtual reality]] (VR) [[head-mounted display]] (HMD) developed and manufactured by [[Bigscreen Inc.]].&amp;lt;ref name=&amp;quot;uploadvr-announcement&amp;quot;&amp;gt;UploadVR. &amp;quot;Bigscreen Beyond 2 Has Clearer, Wider, Adjustable Lenses And Optional Eye Tracking&amp;quot;. March 21, 2025. https://www.uploadvr.com/bigscreen-beyond-2-and-beyond-2e-announced/&amp;lt;/ref&amp;gt; Announced on March 21, 2025, it is the successor to the custom-molded [[Bigscreen Beyond]] (2023).&amp;lt;ref name=&amp;quot;verge-announce&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; The second-generation headset retains the company’s “smallest and lightest” design philosophy while adding adjustable optics, a wider [[field of view]] (FOV), improved brightness, and an optional eye-tracking edition called the &#039;&#039;&#039;Beyond 2e&#039;&#039;&#039;.&amp;lt;ref name=&amp;quot;verge-announce&amp;quot;/&amp;gt; At 107 grams, around one quarter the mass of a [[Meta Quest 3]], it is marketed as one of the lightest commercially announced PC VR headsets.&amp;lt;ref name=&amp;quot;flatpanelshd-weight&amp;quot;&amp;gt;FlatpanelsHD. &amp;quot;Bigscreen Beyond 2 headset debuts with micro-OLED, weighing only 107g&amp;quot;. March 21, 2025. https://www.flatpanelshd.com/news.php?subaction=showfull&amp;amp;id=1742549361&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Bigscreen Beyond 2 is a high-end [[virtual reality headset]] designed for enthusiasts and professionals who prioritize visual quality and comfort in extended VR sessions. The headset features dual [[Micro-OLED]] displays with a resolution of 2560 × 2560 pixels per eye and weighs only 107 grams without straps or face pad, making it significantly lighter than most consumer VR headsets.&amp;lt;ref name=&amp;quot;techeblog&amp;quot;&amp;gt;TechEBlog. &amp;quot;Bigscreen Beyond 2 takes virtual reality to the next level, and weighs just 107g&amp;quot;. March 21, 2025. https://www.techeblog.com/bigscreen-beyond-2-virtual-reality-headset-price-review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The device comes in two variants: the standard Beyond 2 and the Beyond 2e, which includes [[eye tracking]] capabilities.&amp;lt;ref name=&amp;quot;uploadvr-announcement&amp;quot;/&amp;gt; Both models require [[SteamVR]] base stations for [[6DoF]] tracking and a [[VR-ready PC]] to operate, as they do not include onboard processing capabilities.&lt;br /&gt;
&lt;br /&gt;
==History and Development==&lt;br /&gt;
[[Bigscreen Inc.]], founded by [[Darshan Shankar]] in 2014, initially focused on developing [[social VR]] software before entering the hardware market.&amp;lt;ref name=&amp;quot;crunchbase&amp;quot;&amp;gt;Crunchbase. &amp;quot;Bigscreen - Company Profile &amp;amp; Funding&amp;quot;. Accessed March 2025. https://www.crunchbase.com/organization/bigscreen&amp;lt;/ref&amp;gt; The company, with fewer than 40 employees, released the original [[Bigscreen Beyond]] in 2023, which gained attention for being the smallest and lightest VR headset available at the time.&amp;lt;ref name=&amp;quot;uploadvr-handson-dev&amp;quot;&amp;gt;UploadVR. &amp;quot;Bigscreen Beyond 2 Hands-On: Refining A Vision For VR Enthusiasts&amp;quot;. March 21, 2025. https://www.uploadvr.com/bigscreen-beyond-2-hands-on-impressions/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Following the launch of the first Bigscreen Beyond, the company aimed to address community feedback and further push the boundaries of VR immersion. The Beyond 2 was developed with a focus on significantly enhancing visual clarity and FOV through new [[pancake lenses]], while also making the headset more shareable and comfortable.&amp;lt;ref name=&amp;quot;uploadvr-announcement&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Key Milestones&lt;br /&gt;
! Date !! Milestone&lt;br /&gt;
|-&lt;br /&gt;
| September 26, 2023 || Original &#039;&#039;Bigscreen Beyond&#039;&#039; ships worldwide&lt;br /&gt;
|-&lt;br /&gt;
| March 21, 2025 || &#039;&#039;Bigscreen Beyond 2&#039;&#039; and eye-tracking &#039;&#039;Beyond 2e&#039;&#039; announced&amp;lt;ref name=&amp;quot;verge-announce&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| April 2025 || Pre-orders open internationally&amp;lt;ref name=&amp;quot;store-page&amp;quot;&amp;gt;Bigscreen Store. &amp;quot;Bigscreen Beyond 2&amp;quot;. Accessed March 2025. https://store.bigscreenvr.com/products/bigscreen-beyond-2&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| June 2025 || First customer units scheduled to ship (North America &amp;amp; Europe)&amp;lt;ref name=&amp;quot;verge-announce&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Launch and Delays===&lt;br /&gt;
Initial shipping was scheduled for April 2025 for the Beyond 2 and May 2025 for the Beyond 2e. However, due to a [[printed circuit board]] (PCB) design flaw affecting controller tracking, the first shipments were delayed to June 2025.&amp;lt;ref name=&amp;quot;uploadvr-delay&amp;quot;&amp;gt;UploadVR. &amp;quot;Bigscreen Beyond 2 Shipping Delayed Due To Design Flaw&amp;quot;. April 27, 2025. https://www.uploadvr.com/bigscreen-beyond-2-shipping-delayed-to-june/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite the delay, the Beyond 2 experienced exceptional initial sales, with Bigscreen reporting that it sold more units in the first 24 hours than the original Beyond sold in its first six months.&amp;lt;ref name=&amp;quot;uploadvr-sales&amp;quot;&amp;gt;UploadVR. &amp;quot;Bigscreen Beyond 2 Is Selling Impressively Fast Already&amp;quot;. March 21, 2025. https://www.uploadvr.com/bigscreen-beyond-2-selling-fast-already/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design and Features==&lt;br /&gt;
===Form Factor and Comfort===&lt;br /&gt;
The Bigscreen Beyond 2 is notable for its extremely small form factor, with the headset body measuring 143.1 mm (L) x 52.4 mm (W) x 24 mm - 49.2 mm (D).&amp;lt;ref name=&amp;quot;bigscreen-specs&amp;quot;&amp;gt;Bigscreen Official Website. &amp;quot;Bigscreen Beyond 2 - Tech Specs&amp;quot;. Accessed June 2025. https://store.bigscreenvr.com/products/bigscreen-beyond-2&amp;lt;/ref&amp;gt; It is CNC-milled from a [[carbon-fiber-reinforced polymer]] shell.&amp;lt;ref name=&amp;quot;uploadvr-handson-dev&amp;quot;/&amp;gt; The headset weighs 107 grams (without straps or face pad), a 16% reduction from the original Beyond.&amp;lt;ref name=&amp;quot;flatpanelshd-weight&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A custom-fit cushion, generated from an [[iPhone]] face scan, is required for optimal fit, similar to its predecessor.&amp;lt;ref name=&amp;quot;uploadvr-announcement&amp;quot;/&amp;gt; For improved shareability and users without a compatible phone, Bigscreen plans to release an optional universal-fit &#039;&#039;Halo Mount&#039;&#039; in Q3 2025. This mount is designed to rest on the forehead, potentially eliminating the need for a custom face scan and allowing for eye relief and tilt adjustments.&amp;lt;ref name=&amp;quot;roadtovr-halo&amp;quot;&amp;gt;Road to VR. &amp;quot;PC VR Headset Bigscreen Beyond 2 Promises Big Boost to Field-of-view &amp;amp; Clarity, Launching Next Month&amp;quot;. March 21, 2025. https://www.roadtovr.com/pc-vr-bigscreen-beyond-2-fov-boost-release-date-price/&amp;lt;/ref&amp;gt; The headset is available in three colorways: Carbon Black, Crystal Clear, and Nuclear Orange.&amp;lt;ref name=&amp;quot;bigscreen-specs&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optics and Display===&lt;br /&gt;
The Beyond 2 features a new custom single-element [[pancake lens]] design. Bigscreen states these provide &amp;quot;dramatic improvements over Beyond 1 with total edge-to-edge clarity and a very large sweet spot.&amp;quot;&amp;lt;ref name=&amp;quot;uploadvr-announcement&amp;quot;/&amp;gt; The new optics also aim to reduce lens glare and enhance brightness.&amp;lt;ref name=&amp;quot;uploadvr-handson-dev&amp;quot;/&amp;gt; The headset boasts a 116° diagonal FOV (108° horizontal, 96° vertical).&amp;lt;ref name=&amp;quot;uploadvr-announcement&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It utilizes two 1-inch [[Micro-OLED]] displays, each with a resolution of 2560x2560 pixels per eye (over 13.1 million pixels total) and an [[RGB stripe]] subpixel layout.&amp;lt;ref name=&amp;quot;flatpanelshd-display&amp;quot;&amp;gt;FlatpanelsHD. &amp;quot;Over 13.1 million pixels are packed into two 1-inch OLED displays in an RGB striped layout&amp;quot;. Accessed March 2025. https://www.flatpanelshd.com/news.php?subaction=showfull&amp;amp;id=1742549361&amp;lt;/ref&amp;gt; Each pixel is 7.2 μm wide, and the displays feature nanosecond response times.&amp;lt;ref name=&amp;quot;bigscreen-specs&amp;quot;/&amp;gt;&lt;br /&gt;
The headset supports two refresh rate modes:&lt;br /&gt;
* &#039;&#039;&#039;75 Hz mode&#039;&#039;&#039;: Displays native 2560 × 2560 resolution per eye.&lt;br /&gt;
* &#039;&#039;&#039;90 Hz mode&#039;&#039;&#039;: Uses [[Display Stream Compression]] (DSC) to compress the signal to 1920 × 1920 per eye, then upscales to 2560 × 2560.&amp;lt;ref name=&amp;quot;uploadvr-announcement&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Interpupillary Distance (IPD) Adjustment===&lt;br /&gt;
Unlike the original Beyond, which was manufactured in 18 different fixed [[IPD]] sizes, the Beyond 2 features mechanical IPD adjustment. This is accomplished using a small hex tool (the &amp;quot;IPD Tool&amp;quot;) that allows users to independently adjust each lens position. The mechanical adjustment range is 53mm to 70mm, accommodating users with IPDs from 48mm to 75mm due to the large sweet spot of the lenses.&amp;lt;ref name=&amp;quot;uploadvr-handson-dev&amp;quot;/&amp;gt; This adjustment mechanism is designed to be ultralight.&lt;br /&gt;
&lt;br /&gt;
===Tracking===&lt;br /&gt;
The Bigscreen Beyond 2 uses the [[SteamVR Tracking]] standard (Version 1.0 or 2.0) for [[6DoF]] [[rotational tracking]] and [[positional tracking]]. This requires external [[SteamVR Base Stations]], which are not included.&amp;lt;ref name=&amp;quot;store-page&amp;quot;/&amp;gt; It supports standard SteamVR accessories, such as body trackers and controllers like [[Valve Index Controllers]].&lt;br /&gt;
&lt;br /&gt;
===Eye Tracking (Beyond 2e)===&lt;br /&gt;
The Beyond 2e variant includes integrated [[eye tracking]]. This system adds only 1.05 grams to the headset&#039;s weight and uses AI-powered computer vision with tiny, grain-of-sand-sized infrared cameras for low-latency, privacy-focused tracking.&amp;lt;ref name=&amp;quot;uploadvr-sales&amp;quot;/&amp;gt; It is integrated with [[SteamVR]], [[OpenXR]], and platforms like [[VRChat]], enabling features like avatar eye-gaze. A beta program for foveated rendering in collaboration with [[Valve]] and [[Nvidia]] is planned for Summer 2025.&amp;lt;ref name=&amp;quot;verge-announce&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weight Comparison==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Headset Weight Comparison (without straps/face pads)&lt;br /&gt;
! Headset !! Weight&lt;br /&gt;
|-&lt;br /&gt;
| Bigscreen Beyond 2 || 107 grams&lt;br /&gt;
|-&lt;br /&gt;
| Bigscreen Beyond (original) || 127 grams&lt;br /&gt;
|-&lt;br /&gt;
| [[Meta Quest 3]] || Approx. 397 grams (headset only, estimated from total weight)&lt;br /&gt;
|-&lt;br /&gt;
| [[Apple Vision Pro]] || Approx. 478 grams (headset only, estimated from total weight)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Beyond 2===&lt;br /&gt;
The standard Beyond 2 model includes all core features except eye tracking. It is priced at $1,019 USD, with a discounted price of $849 for owners of the original Beyond.&amp;lt;ref name=&amp;quot;roadtovr-price&amp;quot;&amp;gt;Road to VR. &amp;quot;The headsets are priced at $1,019 (Beyond 2) and $1,219 (Beyond 2e), although Bigscreen is discounting that for previous owners of the original Beyond&amp;quot;. March 21, 2025. https://www.roadtovr.com/pc-vr-bigscreen-beyond-2-fov-boost-release-date-price/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Beyond 2e===&lt;br /&gt;
The Beyond 2e variant includes all features of the standard model plus integrated [[eye tracking]]. It is priced at $1,219 USD, or $1,049 for Beyond 1 owners.&amp;lt;ref name=&amp;quot;roadtovr-price&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
===Audio Solutions===&lt;br /&gt;
The Beyond 2 does not include built-in audio. Users can choose from:&lt;br /&gt;
* &#039;&#039;&#039;[[Bigscreen Audio Strap]]&#039;&#039;&#039;: An optional strap with integrated on-ear speakers.&lt;br /&gt;
* Third-party headphones or earbuds (can be connected to the PC or potentially a 3.5mm jack on the Link Box).&lt;br /&gt;
&lt;br /&gt;
===Mounting Options===&lt;br /&gt;
* &#039;&#039;&#039;Soft Strap&#039;&#039;&#039;: Included with the headset.&lt;br /&gt;
* &#039;&#039;&#039;Halo Mount&#039;&#039;&#039;: An optional accessory launching in Q3 2025, inspired by [[night vision goggles]], featuring fine-tuned controls for tilt and eye relief.&amp;lt;ref name=&amp;quot;roadtovr-halo&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Accessories===&lt;br /&gt;
* Custom-fit cushions (require iPhone face scan)&lt;br /&gt;
* Prescription lens inserts&lt;br /&gt;
* 5-meter fiber optic cable (included)&lt;br /&gt;
* Link box (included)&lt;br /&gt;
* IPD Adjustment Tool (included)&lt;br /&gt;
* Cleaning Cloth (included)&lt;br /&gt;
&lt;br /&gt;
==What&#039;s in the Box==&lt;br /&gt;
The standard Bigscreen Beyond 2 package includes:&amp;lt;ref name=&amp;quot;bigscreen-specs&amp;quot;/&amp;gt;&lt;br /&gt;
* Bigscreen Beyond 2 Headset&lt;br /&gt;
* Soft Strap&lt;br /&gt;
* IPD Adjustment Tool&lt;br /&gt;
* [[Fiber Optic Cable]] (5 meters)&lt;br /&gt;
* Link Box&lt;br /&gt;
* Cleaning Cloth&lt;br /&gt;
&lt;br /&gt;
==Compatibility==&lt;br /&gt;
The Beyond 2 maintains full compatibility with accessories from the original Beyond, including:&amp;lt;ref name=&amp;quot;store-upgrade&amp;quot;&amp;gt;Bigscreen Store. &amp;quot;Bigscreen Beyond 2 Upgrade&amp;quot;. Accessed March 2025. https://store.bigscreenvr.com/products/bigscreen-beyond-2-upgrade&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Straps&lt;br /&gt;
* Cushions&lt;br /&gt;
* Cables&lt;br /&gt;
* Prescription lenses (Prescription lens inserts manufactured before 2025 are compatible with the Beyond 2 but not the Beyond 2e, while inserts manufactured in 2025 and later are compatible with all models).&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
* [[VR-ready PC]]&lt;br /&gt;
** OS: [[Windows]] 10 or 11&lt;br /&gt;
** CPU: Quad Core Intel or AMD (minimum)&lt;br /&gt;
** RAM: 16GB (minimum)&lt;br /&gt;
** GPU: [[NVIDIA GeForce RTX 2070]] or [[AMD Radeon RX 5700 XT]] (or newer, must support [[DisplayPort]] 1.4 and DSC)&lt;br /&gt;
** Ports: 1 x [[DisplayPort]] 1.4, 2 x [[USB]] 3.0&lt;br /&gt;
* [[SteamVR Base Stations]] (1.0 or 2.0, required, not included)&lt;br /&gt;
* Compatible [[VR controllers]] (such as [[Valve Index Controllers]], not included)&lt;br /&gt;
&lt;br /&gt;
==Target Audience==&lt;br /&gt;
The Bigscreen Beyond 2 is designed for VR enthusiasts and professionals who prioritize high-quality visuals, a wide field of view, and an exceptionally lightweight form factor for extended comfort. It is particularly suited for applications such as [[flight simulation]], [[sim racing]], gaming, and virtual collaboration where visual fidelity and low weight are paramount. The reliance on external [[SteamVR Tracking]] and the need for users to provide their own controllers and audio solution make it ideal for those with existing SteamVR setups or those seeking a highly customizable, high-performance PC VR experience.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
Early hands-on impressions praised the Beyond 2&#039;s improved optics, wider field of view, and reduced weight. [[UploadVR]]&#039;s Ian Hamilton noted the lenses were &amp;quot;clear to the edges with fewer distracting internal reflections&amp;quot; and called them &amp;quot;the world’s best pancake optics&amp;quot; with a &amp;quot;very large sweet spot.&amp;quot;&amp;lt;ref name=&amp;quot;uploadvr-announcement&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;uploadvr-handson-dev&amp;quot;/&amp;gt; [[Road to VR]] highlighted the reduced glare compared to the original Beyond.&amp;lt;ref name=&amp;quot;roadtovr-price&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The headset&#039;s sales performance exceeded expectations, with the company reporting record-breaking pre-orders that led to initial batches selling out within hours.&amp;lt;ref name=&amp;quot;ghost-howls&amp;quot;&amp;gt;The Ghost Howls. &amp;quot;The XR Week Peek (2025.03.25): Bigscreen Beyond 2 is a hit, new reports on Valve Deckard, and more!&amp;quot;. March 26, 2025. https://skarredghost.com/2025/03/26/bigscreen-beyond-2-valve/&amp;lt;/ref&amp;gt;&lt;br /&gt;
Some users and reviewers have noted the ongoing reliance on external base stations and controllers (which add to the overall cost if not already owned) and the 90 Hz mode&#039;s use of upscaling as potential drawbacks for some users, especially when compared to standalone headsets with inside-out tracking.&amp;lt;ref name=&amp;quot;dcs-forum-discussion&amp;quot;&amp;gt;DCS World Forums. &amp;quot;Big Screen Beyond 2 Discussion.&amp;quot; Accessed June 2025. [https://forum.dcs.world/topic/370872-big-screen-beyond-2/ Example Forum Discussion]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Bigscreen beyond 21.jpg&lt;br /&gt;
File:Bigscreen beyond 22.jpg&lt;br /&gt;
File:Bigscreen beyond 23.jpg&lt;br /&gt;
File:Bigscreen beyond 24.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Bigscreen Beyond]]&lt;br /&gt;
* [[Micro-OLED]]&lt;br /&gt;
* [[SteamVR]]&lt;br /&gt;
* [[PC VR]]&lt;br /&gt;
* [[Pancake lens]]&lt;br /&gt;
* [[Valve Index]]&lt;br /&gt;
* [[Meta Quest 3]]&lt;br /&gt;
* [[Apple Vision Pro]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr-announcement&amp;quot;&amp;gt;UploadVR. &amp;quot;Bigscreen Beyond 2 Has Clearer, Wider, Adjustable Lenses And Optional Eye Tracking&amp;quot;. March 21, 2025. https://www.uploadvr.com/bigscreen-beyond-2-and-beyond-2e-announced/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;verge-announce&amp;quot;&amp;gt;Porter, Jon. “Bigscreen’s Super-Light Beyond 2 Headset Adds Optional Eye-Tracking.” &#039;&#039;The Verge&#039;&#039;, 21 Mar 2025. https://www.theverge.com/news/633820/bigscreen-beyond-2-lightweight-eye-tracking-vr-headset&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;flatpanelshd-weight&amp;quot;&amp;gt;FlatpanelsHD. &amp;quot;Bigscreen Beyond 2 headset debuts with micro-OLED, weighing only 107g&amp;quot;. March 21, 2025. https://www.flatpanelshd.com/news.php?subaction=showfull&amp;amp;id=1742549361&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;techeblog&amp;quot;&amp;gt;TechEBlog. &amp;quot;Bigscreen Beyond 2 takes virtual reality to the next level, and weighs just 107g&amp;quot;. March 21, 2025. https://www.techeblog.com/bigscreen-beyond-2-virtual-reality-headset-price-review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;crunchbase&amp;quot;&amp;gt;Crunchbase. &amp;quot;Bigscreen - Company Profile &amp;amp; Funding&amp;quot;. Accessed March 2025. https://www.crunchbase.com/organization/bigscreen&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr-handson-dev&amp;quot;&amp;gt;UploadVR. &amp;quot;Bigscreen Beyond 2 Hands-On: Refining A Vision For VR Enthusiasts&amp;quot;. March 21, 2025. https://www.uploadvr.com/bigscreen-beyond-2-hands-on-impressions/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;store-page&amp;quot;&amp;gt;Bigscreen Store. &amp;quot;Bigscreen Beyond 2&amp;quot;. Accessed March 2025. https://store.bigscreenvr.com/products/bigscreen-beyond-2&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr-delay&amp;quot;&amp;gt;UploadVR. &amp;quot;Bigscreen Beyond 2 Shipping Delayed Due To Design Flaw&amp;quot;. April 27, 2025. https://www.uploadvr.com/bigscreen-beyond-2-shipping-delayed-to-june/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;uploadvr-sales&amp;quot;&amp;gt;UploadVR. &amp;quot;Bigscreen Beyond 2 Is Selling Impressively Fast Already&amp;quot;. March 21, 2025. https://www.uploadvr.com/bigscreen-beyond-2-selling-fast-already/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;bigscreen-specs&amp;quot;&amp;gt;Bigscreen Official Website. &amp;quot;Bigscreen Beyond 2 - Tech Specs&amp;quot;. Accessed June 2025. https://store.bigscreenvr.com/products/bigscreen-beyond-2&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr-halo&amp;quot;&amp;gt;Road to VR. &amp;quot;PC VR Headset Bigscreen Beyond 2 Promises Big Boost to Field-of-view &amp;amp; Clarity, Launching Next Month&amp;quot;. March 21, 2025. https://www.roadtovr.com/pc-vr-bigscreen-beyond-2-fov-boost-release-date-price/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;flatpanelshd-display&amp;quot;&amp;gt;FlatpanelsHD. &amp;quot;Over 13.1 million pixels are packed into two 1-inch OLED displays in an RGB striped layout&amp;quot;. Accessed March 2025. https://www.flatpanelshd.com/news.php?subaction=showfull&amp;amp;id=1742549361&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;roadtovr-price&amp;quot;&amp;gt;Road to VR. &amp;quot;The headsets are priced at $1,019 (Beyond 2) and $1,219 (Beyond 2e), although Bigscreen is discounting that for previous owners of the original Beyond&amp;quot;. March 21, 2025. https://www.roadtovr.com/pc-vr-bigscreen-beyond-2-fov-boost-release-date-price/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;store-upgrade&amp;quot;&amp;gt;Bigscreen Store. &amp;quot;Bigscreen Beyond 2 Upgrade&amp;quot;. Accessed March 2025. https://store.bigscreenvr.com/products/bigscreen-beyond-2-upgrade&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;ghost-howls&amp;quot;&amp;gt;The Ghost Howls. &amp;quot;The XR Week Peek (2025.03.25): Bigscreen Beyond 2 is a hit, new reports on Valve Deckard, and more!&amp;quot;. March 26, 2025. https://skarredghost.com/2025/03/26/bigscreen-beyond-2-valve/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;dcs-forum-discussion&amp;quot;&amp;gt;DCS World Forums. &amp;quot;Big Screen Beyond 2 Discussion.&amp;quot; Accessed June 2025. [https://forum.dcs.world/topic/370872-big-screen-beyond-2/ Example Forum Discussion]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;br /&gt;
[[Category:VR Headsets]]&lt;br /&gt;
[[Category:Virtual Reality Headsets]]&lt;br /&gt;
[[Category:Head-mounted displays]]&lt;br /&gt;
[[Category:PC peripherals]]&lt;br /&gt;
[[Category:2025 in technology]]&lt;br /&gt;
[[Category:Products introduced in 2025]]&lt;br /&gt;
[[Category:Bigscreen (company) products]]&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Bigscreen_Beyond&amp;diff=37341</id>
		<title>Bigscreen Beyond</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Bigscreen_Beyond&amp;diff=37341"/>
		<updated>2026-01-07T22:22:52Z</updated>

		<summary type="html">&lt;p&gt;Xinreality: Undo revision 37219 by Betabot (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image = [[file:bigscreen beyond5.jpg|350px]]&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[head-mounted display]]&lt;br /&gt;
|Subtype = [[PC-powered VR]]&lt;br /&gt;
|Platform = [[SteamVR]]&lt;br /&gt;
|Creator = &lt;br /&gt;
|Developer = &lt;br /&gt;
|Manufacturer = [[Bigscreen]]&lt;br /&gt;
|Announcement Date = February 13, 2023&lt;br /&gt;
|Release Date = September 8, 2023&lt;br /&gt;
|Price = $999&lt;br /&gt;
|Website = bigscreenvr.com &lt;br /&gt;
|Versions = &lt;br /&gt;
|Requires = &lt;br /&gt;
|Predecessor = &lt;br /&gt;
|Successor = [[Bigscreen Beyond 2]]&lt;br /&gt;
|Operating System = &lt;br /&gt;
|Chipset = &lt;br /&gt;
|CPU = &lt;br /&gt;
|GPU = &lt;br /&gt;
|HPU = &lt;br /&gt;
|Storage = &lt;br /&gt;
|Memory = &lt;br /&gt;
|SD Card Slot = &lt;br /&gt;
|Display = 2 x Micro-OLED&lt;br /&gt;
|Subpixel Layout = [[RGB stripe]]&lt;br /&gt;
|Peak Brightness = &lt;br /&gt;
|Resolution = 2560x2560 per-eye&lt;br /&gt;
|Refresh Rate = 90 Hz&lt;br /&gt;
|Pixel Density = &lt;br /&gt;
|Persistence = &lt;br /&gt;
|Precision = &lt;br /&gt;
|Field of View = &lt;br /&gt;
|Horizontal FoV = 102°&lt;br /&gt;
|Vertical FoV = &lt;br /&gt;
|Visible FoV = 102° (horizontal), 90° (vertical)&lt;br /&gt;
|Rendered FoV = &lt;br /&gt;
|Binocular Overlap = &lt;br /&gt;
|Average Pixel Density = &lt;br /&gt;
|Peak Pixel Density = 32 PPD&lt;br /&gt;
|Foveated Rendering = No&lt;br /&gt;
|Optics = [[Pancake lenses]]&lt;br /&gt;
|Ocularity =  Binocular&lt;br /&gt;
|IPD Range = 55-72 mm&lt;br /&gt;
|Adjustable Diopter = &lt;br /&gt;
|Passthrough = No&lt;br /&gt;
|Tracking = 6 DoF Marker-based&lt;br /&gt;
|Tracking Frequency = &lt;br /&gt;
|Base Stations = 2 x SteamVR 2.0&lt;br /&gt;
|Eye Tracking = No&lt;br /&gt;
|Face Tracking = No&lt;br /&gt;
|Hand Tracking = No&lt;br /&gt;
|Body Tracking = No&lt;br /&gt;
|Rotational Tracking = &lt;br /&gt;
|Positional Tracking = &lt;br /&gt;
|Update Rate = &lt;br /&gt;
|Tracking Volume = &lt;br /&gt;
|Play Space = &lt;br /&gt;
|Latency = &lt;br /&gt;
|Audio = &lt;br /&gt;
|Microphone = Yes&lt;br /&gt;
|3.5mm Audio Jack = &lt;br /&gt;
|Camera = &lt;br /&gt;
|Connectivity = &lt;br /&gt;
|Ports = USB Type-C&lt;br /&gt;
|Wired Video = DisplayPort 1.4, 2 x USB 3.0&lt;br /&gt;
|Wireless Video = No&lt;br /&gt;
|WiFi = No&lt;br /&gt;
|Bluetooth = No&lt;br /&gt;
|Power = &lt;br /&gt;
|Battery Capacity = &lt;br /&gt;
|Battery Life = &lt;br /&gt;
|Charge Time = &lt;br /&gt;
|Dimensions = 143.1 x 52.4 x 24 mm&lt;br /&gt;
|Weight = 127g (without headstrap), 155g (with headstrap)&lt;br /&gt;
|Material = Plastic, foam facial interface&lt;br /&gt;
|Headstrap = Flexible fabric strap&lt;br /&gt;
|Haptics = No&lt;br /&gt;
|Color = Black&lt;br /&gt;
|Sensors = &lt;br /&gt;
|Input = &lt;br /&gt;
|Compliance = &lt;br /&gt;
|Size = &lt;br /&gt;
|Cable Length = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Bigscreen Beyond]] is aninnovative and compact [[PC-powered VR|dedicated PC]] [[VR headset]]. It was developed by [[Bigscreen]], a company primarily known for its [[VR software solutions]], and represents their first foray into hardware. The headset is designed with the primary goal of minimizing size while maximizing [[image quality]].&lt;br /&gt;
&lt;br /&gt;
==Design and Features==&lt;br /&gt;
The [[Bigscreen Beyond VR headset]] is notable for its extremely compact design, being significantly smaller and lighter than most other [[PC VR headsets]]. It weighs approximately 127g and comes with a custom-fit [[facepad]], made for each customer using a [[3D face scan]]. This custom fit ensures a perfect seal against [[light leakage]] and optimal comfort during extended use.&lt;br /&gt;
&lt;br /&gt;
===Technical Specifications===&lt;br /&gt;
*[[Resolution]]: 2,560 × 2,560 ([[6.5MP]]) per eye&lt;br /&gt;
*[[Display]]: [[MicroOLED]] with [[RGB stripe]]&lt;br /&gt;
*[[Refresh Rate]]: 75Hz, 90Hz&lt;br /&gt;
*[[Field of View]]: 102° diagonal&lt;br /&gt;
*[[Optical]] Adjustments: [[IPD]] (customized per headset)&lt;br /&gt;
*[[Connector]]s: [[DisplayPort]] 1.4, [[USB]] 3.0&lt;br /&gt;
*[[Tracking]]: [[SteamVR Tracking]] 1.0 or 2.0&lt;br /&gt;
* Weight: 170–185g&lt;br /&gt;
* Price: $1,000 (basic), $1,580 (with tracking &amp;amp; controllers)&lt;br /&gt;
&lt;br /&gt;
==User Experience==&lt;br /&gt;
The Bigscreen Beyond VR headset has been praised for its visual clarity, comfort, and tracking quality. However, there are some concerns regarding the lack of built-in audio and its bright-light performance. The headset also requires a powerful [[gaming PC]] and compatible [[VR accessories]], which could add to the total cost of ownership.&lt;br /&gt;
&lt;br /&gt;
===Visual Performance===&lt;br /&gt;
The headset&#039;s [[microOLED]] displays provide deep blacks and high resolution, with minimal [[screen-door effect]]. Users have noted that the clarity and comfort of the visuals are exceptional. However, there is some glare and &#039;[[God Rays]]&#039; effect in high-contrast scenes, and the clarity decreases at the edges.&lt;br /&gt;
&lt;br /&gt;
===Comfort and Fit===&lt;br /&gt;
One of the standout features of the Bigscreen Beyond is its comfort. The custom-fit facepad and light weight of the headset allow for extended periods of use without discomfort. However, some users have reported discomfort in hot weather.&lt;br /&gt;
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===Audio and Usability===&lt;br /&gt;
The headset currently lacks built-in audio, which has been a point of contention among users. An official deluxe audio strap is expected to be released to address this issue. The headset&#039;s lack of a nose gap and pass-through camera means users are completely isolated from the real world when wearing the headset, which can be inconvenient.&lt;br /&gt;
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==Market Position and Reception==&lt;br /&gt;
The Bigscreen Beyond is positioned as a high-end, premium VR headset, with its price reflecting this status. It has received mixed reviews, with many users praising its innovative design and comfort, while others have highlighted its limitations and the need for additional accessories for the best experience.&lt;br /&gt;
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===Target Audience===&lt;br /&gt;
The Bigscreen Beyond is best suited for [[VR enthusiasts]] and early adopters within the [[PC VR market]] who value comfort and visual clarity. It is less recommended for first-time VR users due to the required additional investments and the technical knowledge needed for optimal setup.&lt;br /&gt;
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===Future Developments===&lt;br /&gt;
Bigscreen has announced updates to the headset&#039;s optical components and is working on additional accessories, such as the deluxe audio strap, to enhance the user experience. There is potential for further improvements and additional features in future iterations of the product.&lt;br /&gt;
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==Images==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:bigscreen beyond1.jpg&lt;br /&gt;
File:bigscreen beyond2.jpg&lt;br /&gt;
File:bigscreen beyond3.jpg&lt;br /&gt;
File:bigscreen beyond4.jpg&lt;br /&gt;
File:bigscreen beyond5.jpg&lt;br /&gt;
File:bigscreen beyond6.jpg&lt;br /&gt;
File:bigscreen beyond7.jpg&lt;br /&gt;
File:bigscreen beyond8.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
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