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Feature Article

PlayStation VR, Oculus Rift, and Vive Comparison: Prices, Specs, & Games

Below you can find details on each major VR headset.

Now that the PlayStation VR launch is nearly upon us, every major VR headset will finally be out in the market. With each headset embracing its own unique approach to VR interactivity and hardware, consumers have a tough decision ahead if they're looking to become early adopters of the technology. To help you compare and contrast the differences between each headset, we've compiled their respective prices, specs, and bundled software.

Which VR headset are you going to purchase? Let us know in the comments below.

PlayStation VR -- $400

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Of the three major VR headsets currently out, PlayStation VR is the only one designed to specifically work on a console: the PS4. It supports head tracking, controller tracking, and mobility tracking. The headset can also be used as a second screen to play non-VR games and watch movies.

PlayStation VR's base package only comes with the headset, a processing unit, and all the necessary connection cables. Its other accessories--the PlayStation Camera (required) and Move controllers--must be purchased separately. Fortunately, Sony has confirmed that a bundle including both accessories is available in North American regions. PlayStation VR users will be able to download The Playroom VR for free at launch. PlayStation VR Worlds is also included for those who purchase the bundle.

For more details, check out our PlayStation VR review.

  • Resolution: 1920cRGBx1080
  • Refresh Rate: 120 Hz, 90 Hz
  • Field of View: Approx. 100 degrees
  • Sensors: Accelerometer, gyroscope, PlayStation Eye tracking system
  • Connections: HDMI + USB
  • Audio: 3D audio
  • Input: PlayStation Move, DualShock 4 controller
  • Platform: PlayStation 4
  • Release Date: October 2016

Included Games:

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Here's a list of every game confirmed to be in development for PlayStation VR.

Oculus Rift -- $600

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The Oculus Rift is a $600 headset that only works for PC. It comes with an Xbox One controller, a sensor, and free copies of Eve: Valkyrie and Lucky's Tale. The headset features both head tracking and controller tracking, and supports a wide variety of games through the Oculus Home software distribution platform. It's worth noting that some games are available on other software platforms as well.

For more details, check out our Oculus Rift review.

  • Resolution: 2160 x 1200
  • Refresh Rate: 90 Hz / eye display
  • Field of View: Approx. 110 degrees
  • Sensors: Accelerometer, gyroscope, magnetometer, external Constellation tracking sensor array
  • Connections: HDMI 1.3 output, three USB 3.0 ports, and a USB 2.0 port
  • Audio: Built-in headphones and mic, 3D audio
  • Input: Oculus Touch, Xbox One controller (included)
  • Platform: Oculus Home
  • Release Date: Available Now

Included Games:

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Recommended PC Specs

The Oculus Rift requires a dedicated gaming PC platform. Below are the required specs.

  • Nvidia GTX 970 / AMD 290 equivalent or greater
  • Intel i5-4590 equivalent or greater
  • 8GB+ RAM
  • Compatible HDMI 1.3 video output (required)
  • 2x USB 3.0 ports (required)
  • Windows 7 SP1 or newer (required)

Here's a list of every launch game for the Oculus Rift.

HTC Vive -- $800

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The HTC Vive takes a different approach from its competitors. In addition to offering seated VR experiences, Vive actively encourages the user to stand up and move around. It's equipped with IR emitters that allow a wide range of physical movement, and a a front-facing camera allows you to see the real world around you, thus avoiding non-VR collisions with solid objects. The package comes with the headset, two wireless motion controllers, two base stations, a link box to connect to your PC, and a pair of Vive earbuds. It only works for PC.

For more details, check out our HTC Vive review.

  • Resolution: 2160 x 1200
  • Refresh Rate: 90 Hz
  • Field of View: 110 degrees
  • Sensors: Accelerometer, gyroscope, laser position sensor, front-facing camera
  • Connections: HDMI, USB 2.0, USB 3.0
  • Audio: Built-in audio, built-in mic
  • Input: Dual Steam VR Controllers
  • Platform: Steam VR
  • Release Date: Available Now

Included Games:

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Recommended PC Specs

The Vive requires a dedicated gaming PC platform. Below are the required specs.

  • GPU: Nvidia GeForce GTX 970, AMD Radeon R9 290 equivalent or better
  • CPU: Intel i5-4590, AMD FX 8350 equivalent or better
  • RAM: 4 GB or more
  • Video Output: HDMI 1.4, DisplayPort 1.2 or newer
  • USB Port: 1x USB 2.0 or better port
  • Operating System: Windows 7 SP1, Windows 8.1 or Windows 10

Samsung Gear VR -- $100

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Samsung's Gear VR launched last year in November and is one of the lowest cost VR experiences you can get. It only works for specific models of Samsung phones and---as a result--is limited by the processing power of those devices. Rather than being a dedicated gaming headset, Gear VR is more passive with simple games and video experiences. It does have some involvement with Oculus, featuring Oculus Home support, which is the software platform the Rift uses. It also supports Samsung's Milk VR video/software distribution platform.

  • Refresh Rate: 60 Hz
  • Field of View: 96 degrees
  • Sensors: Accelerometer, gyrometer, geomagnetic, proximity
  • Focal Adjustment: Focus adjustment wheel
  • Connections: Micro USB connection to Galaxy Note 5, S6, S6 Edge, S6 Edge+, S7, S7 Edge
  • Audio: Built-in audio, built-in mic
  • Input: Touchpad, back button, volume key
  • Platform: Samsung Phones (i.e. Galaxy Note 5, S6, S6 Edge, S6 Edge+)
  • Release Date: Available Now
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Matt Espineli

Matt Espineli is an Editor at GameSpot. He loves MGS, film noir, and westerns, but he very much loves YOU too.
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Avatar image for VeiNpl

I wanted to by a full set for gaming at about 400-500 $ but the only real set is HTC VIVE which cost twice that price. I`ll pass until the price gets better and buy a 4K monitor instead.

Avatar image for ecurl143

It's looking like it will be PSVR for me at some point down the line.

I already own a DK2 kit, so I've already experienced the VR thing and it's cool as hell but my son has a PS4. Price-wise and for the sake of convenience, PSVR seems to be a no brainer right now.

Avatar image for louie_cloud

Samsung gear vr works on VR porn, its so portable and you can bring it in your bedroom or bathroom which is the real winner of all the VR gadgets here


Avatar image for Noonewarrior

Honestly I was intrigued by VR after looking at the oculus, however seeing its only a peripheral I cannot see how they can charge so much for it. Do they want everybody to have one? If so, then they havn't made a good start. And to think editors were going on about VR being a worry to Nintendo if they decided to release the NX this year. I think unless VR has a $50 price tag its going nowhere. Price has a major influence on what people buy these days.

Avatar image for pimphand_gamer

@Noonewarrior: Price has always been a major influence for every product that has ever existed. It's not realistic for everybody to have something like this. The Rift is sold at a loss, $600 is going to be cheap for any VR with 110 degree view and 2160x1200 resolution, OR and Vive will offer the premiere experience and others will offer a less than stellar experience for cheaper but such tech will never be anywhere close to $50 for many, many years. It will certainly evolve as time goes on but the PSVR will likely stay fixed for this gen unless they release the rumored PS 4.5.

Avatar image for sodapoppimpski

Sony tells me psvr is only $399 then releases only a $500 bundle. I literally can't buy a psvr for $399 in the USA at preorder and nobody blinks an eye. Could you imagine if Microsoft pulled this

Avatar image for xantufrog

@sodapoppimpski: buy the non-bundle version for $399 when it comes out then? Why do you have to pre-order? And MS DID pull this with the X1S - you could only get certain SKUs preordered and at launch. It's not really "pulling" anything, IMO - there's no reason anyone needs to preorder these

*edit* oh jesus, this is an ancient article they bumped and I'm talking to someone who might not even come here any more :-P

Avatar image for gruntreaper

@xantufrog: That's why you shouldn't get so defensive so quick ;)

Avatar image for barom

I think it's funny how every time the PS VR's price is mentioned, they have to keep saying PS Camera and PS Move is sold separately. The PS Camera is worth mentioning but the PS Move is an optional accessory. Why is no one saying that the Oculus cost $600 and that the Oculus Touch is sold separately? Especially if this is supposed to be a "comparison".

Avatar image for 69

@pasullica: I see you use the word "fact" pretty loosely. These devices aren't even out yet, and you sound like your citing sources from exhaustive studies on them. ...Just another armchair quarterback pretending to know better than everyone else.

Avatar image for xdeathclawx

@pasullica: Well, no one cares and still enjoy it anyway :)

It's pretty awesome for something useless, though.

Avatar image for consolehaven

The article is informative, but the subheading of the title in the list of articles is kind of misleading. There's quite a bit more mass consumers need to know on these headsets than simple specs before making a purchase decision.

Avatar image for GregoryBastards

The fact the i can play normal ps4 games like Bloodborne and *ahem Dead or Alive on psvr are more than enough factors for me to buy Sony VR.

The simple fact is VR specific games are gonna suck in this stage of VR infancy....just playing already refined games on a very big virtual screen until VR gets its foothold and straightens its creases is the best way to go here IMO.

Also pornhub on PSVR......

Avatar image for Huglyone

NONE !!!!

NAY !!!!!

NEVER !!!!!!

Avatar image for Slannmage

PSVR uses RGB and the others use Pentile, which means they have a third less pixels but their resolution is higher at 2160 x 1200 instead of 1920 x 1080 of the PSVR. So it means the PSVR may be a little less sharper, the resolution difference isn't massive tbh, but it means the PSVR wont have screen door effect issues that a Pentile 1920 x 1080 screen would, it'll probably end up about the same as the others.

I think Sony made all the right moves with PSVR and it's definitely more compelling than I thought it would be. The 120hrz mode is also great, but I wish it was for PC as well, that way I could play iRacing at 120hrz, I just don't see myself using it on PS4... maybe someone will hack drivers or something,

Avatar image for logicbomb_DE


THIS x 100

People just assume that since earlier versions of the Rift had a screen door effect that PSVR will certainly have it, simply due to the fact that the "tech is not as good as Rift"

Its is 100% dependent on the display technology used and its confirmed that its a full RBG display.

Even the first iPhone 4 with 960x640 display didn't have that effect even wen you had it right up in your face.

Avatar image for Slannmage

@logicbomb_DE: Yeh my iPhone 6s is only 750p but it looks every bit as clear as a Galaxy with twice the resolution. There comes a point of overkill, I'm playing games locked at 60fps with long battery life, Galaxy phones would struggle with both at full resolution, it's why most games run at 1080p on it.

Avatar image for garfield

Most interested in Vive, the fact that you can move around is *huge* for me. Almost next-next level.

Having said that, if I had PS, would have gone with PSVR, of course, it is no-brainer.

Avatar image for jflkdjs

Personally, I'll go with the PS VR since I already own a PS4 and I don't want to shell out hundreds or thousands of dollars to buy the other VR sets and a compatible PC.
Now why is PS VR taking so long, the wait is killing me :/

Avatar image for grin89

I thought the htc vive would have a better resolution than the oculus for the price is this article accurate?

Avatar image for flexy456

@grin89 They have both the SAME Oled panel, correct me if I am wrong! The main difference in the Vive is the two motion controllers which are included. (Which I think is great). Otherwise I don't care for "walking around", actually I don't plan to "walk around" in my home with a VR kit on, ever.

Avatar image for jpeezy77

Since I have an S6, I bought the GearVR and it is actually a lot cooler than I thought it would be. Not sure which of the high-end VR sets I would get but I definitely can see the potential in it. On the GearVR, watching videos made specifically for VR is pretty cool, and some of the games, even though they dont look that great graphically, have an immersive feel about them.

Avatar image for Mommas_b_o_y

I'll get the oculus. Don't know if I'll end up buying their touch controllers though. I've never wanted to use motion controls for longer than 20 minutes. Give me a gamepad,m/k, hota and driving wheel. Also, you're going to sweat a lot moving around fogging up the hmd and getting gross. No thanks

Avatar image for Gamer_4_Fun

The Samsung Gear makes me laugh everytime...

Avatar image for fidafb

Waiting for Xbox One VR.

Avatar image for Gamer_4_Fun

@fidafb: I am pretty sure they will partner with Oculus

Avatar image for hardski7676

@Gamer_4_Fun: The Xbox One doesn't meet the required specs to run Oculus. They will probably wait and release VR on their next machine which will hopefully be powerful enough. Today's consoles were weak on release and only getting older and struggling to even pump descent frames and resolution.

Avatar image for gruntreaper

@hardski7676: I think that's what he meant

Avatar image for kokakee

Ironically the cheapest one; The gear Vr has the best resolution.. .. Waiting for Trinus or some other 3d streaming app to be able to support games at higher resolution. As of now feels like playing pc games 1cm away from my eye...ouch

If you have a 60hz webcam, you could even have a positional tracking with gear vr

Avatar image for TenraiSenshi

It's nice to see a healthy amount of competition in the market already. That will fuel innovation and make prices more competitive as well. Hopefully people won't introduce as much fanboyism into VR wars as they commit to console wars and instead appreciate the fact that choice and competition is good for everyone.

Avatar image for saturatedbutter

Looks like Oculus is going to be the only clear loser here. Vive and PSVR both have their respective niche locked up. The Rift is for nobody.

Avatar image for autumnvarela

That's kind of disappointing on the resolution front. I was expecting these dedicated VR screens would have a higher resolution. My S7 is 2560 x 1440 and with a lower field of view, and you can still clearly see the pixels.

I struggle to see why I'd want these expensive VR devices over this Samsung VR Gear I received.

I really do enjoy the experiences that VR offers, particularly the more whimsical adventures, but I think I'm just gonna hold off until the next generation. The games all seem kind of contrived and boring.

As much as people talk about VR being the future of games and porn, neither really seem improved on by 3D/360 degrees. But nature and art, and crazy fantastical journeys, those are just brilliant on VR. Travel/exploration seems like a far superior fit for VR in the future than games/porn. Some things just work better on a flat screen.

Avatar image for squall_83

@autumnvarela: There are actually many factors that make a difference between the GearVR and high end VR devices. Yes, the resolution is lower, but you wouldn't know it if you didn't see the specs. Both the Rift and the VIve have a much higher pixel fill rate (how close each pixel is to one another) and this helps to eliminate the screen door effect. The GearVR may have a very high resolution screen but it isn't capable of actually rendering games that high. Most games render a significantly lower resolution than even the PSVR. The Gear only renders at 60fps, whereas high end VR is 90 or above and the biggest difference is the lack of positional tracking. All of these things combined put high end VR devices miles away from something like the Gear.

Avatar image for Stesilaus

$400? $600? $800? That's ridiculous! If you have an Android 'phone or an iPhone, you can experience VR for $15.

Avatar image for louixiii

@Stesilaus: But you have to worry about paper cuts lol

Avatar image for flexy456

@StesilausI am sure the $15 will give you an amazing VR experience and immersion...uh...wait...NOT

Avatar image for squall_83

@Stesilaus: Comparing cardboard to high end VR is like comparing an 80s era station waggon to a new Corvette. It's not even in the same ballpark.

Avatar image for consolehaven

@squall_83: I still don't get why people don't see this as purchasing a dedicated game display. As far as new display technology goes, this is the cheapest it's ever been!

Avatar image for Pyromk1

@squall_83: Have to say I agree, I've just gotten cardboard and whilst it is a great novelty it's not really advanced enough to support extended use.

Avatar image for fartypants

@Pyromk1: Yeah, without phone the cardboard is not that good. I need to draw a lot of pictures for smooth movement but changing the papers in the VR takes forever...

Avatar image for FooFighter145

Have the Samsung Gear VR...Vive on pre-order...heck gonna buy'em all!!!

Avatar image for megawalrus

Anyone else think 110 degrees seems inadequate? I'd expect 130 degrees for it to be fully immersive. What about up and down? Is there a cutoff in your field of vision? Normal field of vision for a human being is 150 degrees vertically, 160 degrees for each eye horizontally. That would potentially break the whole experience for me. I haven't tried it, just speculating.

Avatar image for squall_83

@megawalrus: This is definitely a big factor with VR as we know it now. It does only give you a small percentage of your peripheral vision and it feels like viewing the world through a pair of scuba goggles. This will improve over time, though. They are doing the best they can with the tech that's available right now. Some people have issues with it, but it really isn't as bad as you might think. 110 degrees is plenty enough to be immersed. 90 is bare minimum.

Avatar image for lionheartssj1

@megawalrus: I was thinking that too. I think average field of view is around 130 degrees, maybe? Normal up is 50 degrees, down is 70 degrees. I feel like it will seem like tunnel vision for most people.

Avatar image for nikon133

@lionheartssj1: Well, 1st generation, right? I will not be surprised if 2nd gen gives us 16:9 per eye, and 3rd gen brings in curved displays, each 21:9 format. Well something like that. At this stage, though, such improvements would make VR even more expensive, not to mention much higher host hardware requirements, too.

While tech already exists (beside PS4 limitations), 1st gen has to be as affordable as it possibly can, as you want technology to win market share and secure developers. Once you have critical mass (of customers), you can gun for further improvements.

That is why I think PSVR will do really good here. It is cheap. Host requirements are basically covered for everyone who already has PS4. And Sony has much tighter control over devs (in general) than anyone has on PC side. I don't expect that Steam will be enforcing Vive support on devs who use Steam for distribution. Sony just might, at least in some cases.

Avatar image for megawalrus

@lionheartssj1: Total field of view accounting for both eyes is about 220 degrees horizontally.

Avatar image for patrick833

Lucky's Tale isn't even first person game. It's Super Mario 64 style plat-former. I thought the whole point to VR is to feel like you're actually in the video game, but third person perspective defeat that purpose. It would feel lame and not realistic at all!

Avatar image for squall_83

@patrick833: Just because you aren't looking through the eyes of the character doesn't mean that it doesn't feel realistic or you aren't in VR. You're still in the game. You're just an outside spectator. Think of it like you being a god over the little world that the game takes place in and you are viewing it almost like it were a diorama. 3rd person VR games are actually some of my favorite.