Version 1 date 01.2024
Before you actually start with any Virtual Reality, you will need to make a choice for a headset. At the HMI-lab we have a number of different Headsets available. The word Headset and HMD (Head-Mounted Display) tend to be used interchangeably for these items.
All of these headsets were released around different times and have different pro's and con's for certain usages. The following is a list of all available headsets in no apparent order with links to their respective pages:
The specifications down below are according to the pages referenced.
Fove | Valve Index | HTC Vive | HTC Vive Pro | HTC Vive Pro Eye | Oculus Quest 1 | Oculus Quest 2 | Meta Quest 3 | Meta Quest Pro | HP Reverb G2 | |
---|---|---|---|---|---|---|---|---|---|---|
Resolution per Eye | 1280 × 1440 | 1440 × 1600 | 1080 x 1200 | 1440 × 1600 | 1440 x 1600 | 1440 × 1600 | 1832 × 1920 | 2064×2208 | 1800×1920 | 2160×2160 |
Refresh Rate (Hz) | 70 Hz | 144 Hz | 90 Hz | 90 Hz | 90 Hz | 72 Hz | 72 Hz | 120 Hz | 90 Hz | 90 Hz |
Field of View (degrees) | 100 | 130 | 110 | 110 | 110 | 90 | 90 | 110 | 106 | 98 |
Tethered | Yes | Yes | Yes | Yes | Yes | Yes | No | No | No | Yes |
Tracking Method | Fove/SteamVR Stations | SteamVR 2.0 Stations | SteamVR 1.0 Stations | SteamVR 2.0 Station | SteamVR 2.0 Stations | Integrated | Integrated | Integrated | Integrated | Integrated |
Tracking Area (These are published specs, real world experience may vary based on size of tracking space) | Seated | 5mx5m (2), up to 10mx10m (4) | 5mx5m (2), up to 10mx10m (4) | 5mx5m (2), up to 10mx10m (4) | 5mx5m (2), up to 10mx10m (4) | 2mx2m for room-scale | 2mx2m for room scale | unpublished | unpublished | unpublished |
Release Date (YYYY-MM-DD) | 2017-01-22 | 2019-05-01 | 2016-04-05 | 2018-04-05 | 2019-06-06 | 2019-11-18 | 2020-10-13 | October 10, 2023 | October 25, 2022 | November 1, 2020 |
Depending on what the goal of your research is going to be, a few choices can be made. Not every headset given above is a good pick for every kind of research, as their design differs. Not all of these choices will be clear from the table up above, therefore we have made a small list.
A few of the most common selection criteria:
Usually, multiple options are still available after looking at these selection criteria. After this the next best option is to ask your supervisor and people around you if they have any knowledge or experience.
Most VR devices have integrations available with either Unreal or Unity. Both of these are widely used game engines with editors in which a visual representation of the environment is visible. Both have a drag-and-drop method of creating things, but more powerful functions are hidden in their scripting/programming interactions.
For scripting the choice between Unity and Unreal is slighly different. Unity supports C# (C-sharp), while Unreal supports C++ (C-plus-plus). In general, C# tends to be more friendly for new programmers, although it's learning curve is still quite steep.
Other integrations might exist or be created, but these two are the most supported engines out there right now.