Getting started with a Virtual Reality Headset

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up to 10mx10m (4) 5mx5m (2), up to 10mx10m (4) 5mx5m (2), up to 10mx10m (4) 2mx2m for room-scale 2mx2m for room scale unpublished unpublished unpublished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

For more info see VRcompare and wikipedia

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:

  • Set-up anywhere: Oculus Quest 2, Meta Quest 3, Meta Quest Pro (HTC Vive Pro could technically do this, but HMI does not have the required parts;
  • Tracking extra objects: Any SteamVR connectable HMD, such as the HTC Vive and Valve Index and their variants;
  • Eye-tracking: FOVE, HTC Vive Pro Eye, or Meta Quest Pro.
  • Room-size free movement: Any HMD should work, see table for size. FOVE is exception
  • Integration with other devices: Some other devices only work on specific environments and/or integrations. Often at least SteamVR and Oculus integrations are offered. Check the manufacturers websites/manuals for precise details.

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.

  • When starting, try finding a 'how to set up' video or guide. This can help figuring out how to best approach
  • When starting with a HMD it is okay to just play around with it. This will give you a feel of what the device can do, but also what VR itself can do. The HMI steam account has some VR games.
  • Don't be afraid to play with the focus distance and between-eye distance of the HMD, this might with finding a comfortable experience.
  • Keep your accessories charged when you expect you will need them. They don't have large batteries.
  • Don't change the core of your developing set-up too often. It might be tempting to try out a new update of a piece of software, but in the case of VR integrations this generally causes a lot of headaches and fixing problems. Stick with the versions available when you started developing something
  • Make back-ups! VR is sometimes finicky and you can loose progress or break something with a few wrongly placed clicks.
  • Explore what other people have done on the internet!
  • Learn Unity Basics: A tutorial about Unity (not VR) that goes over all the essential basic skills and knowledge for setting up and developing games in Unity with C#
  • Kodeco (Ray Wenderlich): A programming website which can be helpful for a lot of general progamming/implementation topics in VR.
  • Virtual reality subreddit: Community full of VR enthusiasts, can give a good grasp on experiences which exist/are possible.
  • Youtube: Fairly self-explanatory, but most games video's of people playing them on Youtube. Easy to check out. Also useful for developing