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Comparison HTC Vive Pro 2 vs Valve Index Headset

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HTC Vive Pro 2
Valve Index Headset
HTC Vive Pro 2Valve Index Headset
from $842.00 
Expecting restock
Outdated Product
TOP sellers
Headphones have a built-in amplifier. Dual front camera. Increased resolution of AMOLED matrices. Comfortable fit. Huge library of PC games.
Requires a relatively powerful PC and a lot of free space in the room.
Display refresh rate of 144 Hz in experimental mode. The response time of the matrix is from 0.330 ms to 0.530 ms.
The front cameras are not designed for tracking, you will need external sensors to track in space.
Device typeVR glassesVR glasses
Purpose (compatibility)
Windows
Windows
Specs
Screen resolution4896x2448 px2880x1600 px
Field of view120 °130 °
Refresh rate120 fps144 fps
6DoF motion tracking
Accelerometer
Gyroscope
Lens distance adjusting
Pupillary distance adjustment
Multimedia
USB-A
USB-C+
DisplayPortv1.2v1.2
Bluetooth+
Microphone
Headphones
Headphone output
General
Track camera
Materialplasticplastic
Added to E-Catalogfebruary 2022november 2019
Compare HTC Vive Pro 2 and Valve Index Headset
Comparing HTC Vive Pro 2 and Valve Index, several key differences can be highlighted. Vive Pro 2 offers a higher display resolution — 4896x2448 pixels against 2880x1600 pixels for the Index, which provides a clearer image. However, the Valve Index has a wider field of view — 130° compared to 120° on the Vive Pro 2. The refresh rate on the Index reaches 144 Hz in experimental mode, which can offer a smoother gaming experience. At the same time, Vive Pro 2 requires a powerful PC and more space for installation, while Index can run with older graphics cards. Both devices have their features, but the choice depends on the user's preferences regarding image quality and ease of use.
HTC Vive Pro 2 often compared
Valve Index Headset often compared
Glossary

Screen resolution

Resolution of built-in displays in glasses equipped with such equipment — that is, models for PC / consoles, as well as standalone devices (see "Intended use").

The higher the resolution, the more smooth and detailed the “picture” is given out by glasses, all other things being equal. Thanks to the development of technology nowadays, models with Full HD (1920x1080) screens and even higher resolutions are not uncommon. On the other hand, this parameter significantly affects the cost of points. In addition, it is worth remembering that in order to fully work with high-resolution displays, you need powerful graphics capable of playing relevant content. In the case of glasses for PCs and set-top boxes, this puts forward corresponding requirements for external devices, and in standalone models you have to use advanced integrated video adapters (which affects the cost even more).

Field of view

The viewing angle provided by virtual reality glasses is the angular size of the space that falls into the user's field of view. Usually, the characteristics indicate the size of this space horizontally; however, if you need the most accurate information, this point needs to be specified separately.

The wider the viewing angle — the more the game space the user can see without turning his head, the more powerful the immersion effect and the less likely that the image will be subject to the "tunnel vision" effect. On the other hand, making the field of view too wide also does not make sense, given the characteristics of the human eye. In general, a large viewing angle is considered to be an angle of 100° or more. On the other hand, there are models where this indicator is 30° or even less — these are, usually, specific devices (for example, drone piloting glasses and augmented reality glasses), where such characteristics are quite justified given the overall functionality.

Refresh rate

The refresh rate supported by the glasses' built-in screens, in simple terms, is the maximum frame rate that the screens are capable of delivering.

Recall that screens are provided in models for PC / consoles and in stand-alone devices (see "Intended use"). And the quality of the picture directly depends on this indicator: other things being equal, a higher frame rate provides a smoother image, without jerks and with good detail in dynamic scenes. The flip side of these benefits is an increase in price.

It is also worth considering that in some cases the actual frame rate will not be limited by the capabilities of the glasses, but by the characteristics of the external device or the properties of the content being played. For example, a relatively weak PC graphics card may not be able to pull out a high frame rate signal, or a certain frame rate may be set in the game and not provide boosting. Therefore, you should not chase after large values and points with a frequency of 90 fps will be enough.

USB-A

The presence of at least one USB-A port in the glasses. This is a full-sized USB port, the same type as standard USB ports on computers and laptops. However, its functions may vary depending on the functionality of the glasses (see "Purpose"). For models for PCs and consoles, USB-A is one of the connection ports used in conjunction with a video interface like HDMI or DisplayPort: the video interface transmits the image, while the USB connection transmits data from sensors on the glasses necessary for changing the picture and creating an "immersion effect". In standalone devices, USB-A is used for connecting various additional accessories — for example, flash drives with applications or other content. This port may also be used for charging the battery, although such use is generally not typical for it.

USB-C

Presence of a USB-C port in glasses. This is a relatively new type of USB port, with miniature size (slightly larger than microUSB) and a convenient reversible design, allowing the plug to be connected either way. It can be found in glasses of different purposes and, accordingly, designed for various applications. For example, in models for PCs/consoles, this port is used similarly to traditional USB-A — for main connection, alongside HDMI or DisplayPort interfaces. In standalone devices, in turn, USB-C is mainly intended for battery charging and connection to a computer for direct file exchange, settings management, firmware updates, etc.

It should also be noted that this section might specify the USB version that the USB-C port corresponds to. Currently, two versions are relevant — 5Gbps and 10Gbps; for VR glasses, the difference between them is generally not significant.

Bluetooth

The presence of a Bluetooth module in the glasses; The Bluetooth version to which this module corresponds can also be specified here.

Bluetooth is a technology created for direct wireless connection between various devices. This technology is found in all types of VR glasses (see “Purpose”), although most models with its support are independent devices. In any case, the most popular way to use Bluetooth in virtual reality glasses is to broadcast sound wirelessly. Moreover, the format of such a broadcast may be different, depending on the specifics of the glasses themselves. Thus, standalone devices broadcast the reproduced sound to external headphones. Models for PCs and smartphones may have built-in headphones, and here the sound is transmitted via Bluetooth to the glasses from an external device; Audio from the built-in microphone can be transmitted in the opposite direction.

In addition, there are other possible ways to use Bluetooth, such as directly exchanging files with another device or connecting game controllers. Such capabilities are found exclusively in stand-alone glasses; the specific functionality for each model should be clarified separately.

As for the versions, the oldest one used in VR glasses today is Bluetooth 3.0, the newest is Bluetooth 5.0. However, the differences between different versions for such devices are not fundamental; this information is provided mainly for reference purposes.

Headphone output

Availability in points of an exit for connection of earphones. Most often, the role of such a connector is played by a standard 3.5 mm mini-jack socket.

A full-fledged "immersion" in the virtual world requires not only a picture on the screen, but also an appropriate sound accompaniment, for which headphones are the best option. Its own headphone output allows you to connect wired "ears" directly to the glasses — it is much more convenient and safer during use than connecting headphones to a computer or set-top box. However, independent devices can also have such a connector (see "Purpose").

Note that there are VR glasses with their own built-in headphones, but this option is more convenient: it allows you to select the “ears” separately, according to the user’s own preferences.

Track camera

The presence of a special external camera in the glasses; often several such cameras are installed at once, for a more complete coverage of the surrounding space.

The main function of the track camera is to track the movement of game controllers held by the user. This makes it possible to perform various game actions with the help of appropriate hand movements — for example, to strike or shoot from a bow. In addition, the track camera can be used to "perceive" the environment — for example, building a "safe zone" in virtual space based on data on the size of the room, so that the user can see right in the game how far he can move without collisions.