
Sony has finally announced the pricing and availability of its much-anticipated PlayStation VR (PSVR) headset. Working in conjunction with Sony’s PlayStation 4 console, the PSVR will cost $400 when it hits the market in October.
That’s
relatively cheap when you consider that Facebook’s Oculus Rift and HTC
and Valve’s Vive cost $600 and $800, respectively. But price isn’t the
only significant difference between PSVR and its PC-based competitors.
Wondering which VR headset should get the nod? Here’s how they compare.
PlayStation VR

The
newest kid on the block features a combined 1920 x 1080 display OLED
resolution, with each eye seeing 960 x 1080. The screen also gets a
120Hz refresh rate and 100-degree field of view, which should translate
to smooth visuals. Sony has also announced a 90Hz refresh rate option,
for the PSVR, as well, which will allow developers to create games that
aren’t as hardware intensive.
The
headset tracks your movement via its built-in accelerometer and
gyroscope, as well as the PlayStation Camera, which follows the nine
LEDs on the exterior of the PSVR.
In
terms of controls, there’s the standard PlayStation controller (the
best one out there, in my opinion) and the PlayStation Move motion
controller.
Unfortunately,
Sony isn’t including the PlayStation Camera or PlayStation Move
controllers with the PSVR, so you’ll have to shell out an extra $160 for
those. That puts the”real” price of the PSVR at $560, which is still
cheaper than both the Rift and Vive.
The
PSVR connects to your PS4 via a special converter box. You plug the
headset’s HDMI and USB cables into the box, then the box into your PS4. A
secondary HDMI port on the box lets you send the image to your TV, so
you can wear the headset and still play your friend who doesn’t have a
headset of her own.

Outside
of its relatively low price, PSVR has two other advantages over the
Rift and Vive: its games catalogue and the fact that it runs on the
PlayStation 4.
According
to Sony, 50 games will support its headset by the end of the year. Sony
says it also has more than 100 developers working on other titles.
The
fact that the PSVR runs on a PS4 means you don’t have to go out of your
way to buy or build a hardcore gaming PC to run it. What’s more, there
are 36 million PS4s already on the market, which means the PSVR has a
healthy built-in base.
Even
if you don’t currently have a PS4, a console bundle with a game costs
$400. Couple that with the price of the PSVR and you’re paying about
$960, which is less than the price of a computer you’d need to run the
Rift or Vive.
Oculus Rift

Facebook’s
Oculus Rift is the salty old veteran of the group: It essentially
launched the current virtual reality push with its Kickstarter debut in
2012.
Available
for pre-order now for $600 (the first batch of orders are shipping on
March 28th), the Rift will be the first of its competitors to hit the
market. We’ve had ample opportunity to try the Rift over the past year and found it a joy to use.
Unlike
the PSVR, which uses a single screen to display images, the Rift uses
two displays for each eye. Both displays output at 1080 x 1200 per eye
(better than the PSVR’s 960 x 1080 per). As a result, images look a bit
sharper on the Rift.
That
said, the Rift has a slower refresh rate than the PSVR — 90Hz versus
the PSVR’s 120Hz. That means the PSVR’s games will theoretically run
more smoothly.

Like
the PSVR, the Oculus Rift features a built-in gyroscope and an onboard
accelerometer. An external head-tracking system follows your head’s
movements and translates them to Rift, similar to the way the
PlayStation Camera tracks the PSVR.
When
the Rift ships it will include an Xbox controller that players can use
to navigate their virtual worlds. Oculus has been working on wireless
touch-based controllers for some time, but won’t have them ready until
the second half of 2016.
In terms of games, Oculus says it will have 30 titles available at launch with an extra 100 coming by the end of the year.
Where
the Rift hits a snag, comparatively, is in its steeper system
requirements. Like Sony’s headset, the Rift connects to your PC via
series of HDMI, USB 3.0 and USB 2.0 cables. Don’t have the required
three USB 3.0 ports and extra USB 2.0 port? You’re out of luck. And
those are just the requirements needed to hook up the Rift.
If you actually want to run
the Rift, you’ll need a PC running an Intel Core i5-4590 processor or
better, 8 GB of RAM, and a high-end graphics card like the Nvidia GTX
970 or AMD R9 290. Those aren’t exactly low-fi PC specs. In other words,
or rather Palmer Luckey’s, don’t expect your Mac to run the Rift.
Oculus
has, however, partnered with several PC manufacturers to offer special
“Oculus Ready” PCs. Those PCs, which range from $1,000 to about $2,000,
will come both in standalone options or bundled with the headset.
HTC Vive
A
joint development by HTC and games publisher Valve, the Vive is the
most advanced of the three virtual reality headsets. That’s because it’s
able to actually track your physical movements within a 15x15′ space).But
that brings its own issue: you’ll need a big enough room in your home
to use it. If you live in an apartment, that could be tough. That said,
the Vive is modular and can go from room-scale to a simpler
head-tracking mode. So if you’re short of floor space, you can still use
it while standing or sitting.Like
the Rift, the Vive has a display resolution of 2160 x 1200, which
breaks down to 1080 x 1200 per eye. Again, that’s sharper than the
PSVR’s display, which should mean crisper graphics.And
as with the Rift, the Vive has a 90Hz refresh rate — lower than the
PSVR’s 120Hz — so games might not run as smoothly as they do on Sony’s
headset.
The
Vive also comes with a special sensor that tracks your movements, but
whereas Oculus and Sony’s headsets use single sensor boxes, the Vive
uses two that you have to place in separate areas of your room. These
boxes are what allow the Vive to follow your movements when you walk
around or move your head.One
reason the Vive is so expensive (beyond its ability to track you as you
walk) is that it includes two wireless motion-tracking controllers, so
you’ll be able to manipulate in-game items by physically moving your
hands. That’s a step ahead of Oculus, which isn’t including motiocontrollers at launch
The bottom line
As
it stands now, Sony’s PlayStation VR is easily the most attractive buy
in terms of price, even if the setup will actually cost $560 rather than
the $400. Add that to the fact that the PSVR runs on the PlayStation 4,
which is already in millions of households, and it’s likely that Sony’s
headset will be the first VR headset that many people use.
But
it won’t be the first one available, and that pole position — along
with its polished games lineup and potent Facebook backing — gives
Oculus a huge advantage. And while the Vive isn’t quite as well known,
hardcore gamers already use Valve’s Steam gaming portal, which could
make the Vive an interesting prospect indeed.
Comments
Post a Comment