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Comparison Oculus Go 32 Gb vs HTC Vive Pro

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Oculus Go 32 Gb
HTC Vive Pro
Oculus Go 32 GbHTC Vive Pro
Outdated ProductCompare prices 4
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Main
Oculus Go is a standalone VR headset that does not require connection to a computer or smartphone. Controller included. Spatial Sound Technology. 3D location tracking.
Headphones have a built-in amplifier. Dual front camera. Increased resolution of AMOLED matrices. Comfortable fit. Huge library of PC games.
Compatibilityindependent devicefor PC / game console
Specs
Screen resolution
2560x1440 px /1280x1440 by eye/
2880x1600 px /1440x1600 by eye/
Field of view100 °110 °
Built-in memory32 GB
RAM3 GB
CPUSnapdragon 821
Refresh rate60 fps90 fps
Accelerometer
Gyroscope
Lens distance adjusting
Pupillary distance adjustment
Multimedia
USB C+
DisplayPortv1.2
Bluetoothv 4.0+
Wi-FiWi-Fi 5 (802.11ac)
Microphone
 /stereo/
Headphones
 /removable/
Headphone output
General
Controller
 /for one hand/
Track camera
Battery capacity2600 mAh
Materialplasticplastic
Dimensions (HxWxD)105x190x115 mm
Weight468 g
Added to E-Catalogjanuary 2018january 2018

Compatibility

The general purpose of the glasses is specified based on which device they are to be used with:

For PC/Console. Glasses connected during operation to an external device and receiving a video signal from this device. Most often, it is supposed to be connected to a computer or game console, but there are models that can be connected to mobile gadgets, drones, etc. In general, they provide a good compromise between accessibility and functionality, and besides, quite advanced graphics can be displayed on such glasses. On the other hand, for the full use of such models, powerful video cards are often required.

For a smartphone. Models designed to turn a smartphone into a virtual reality device. To do this, the smartphone is installed in a special slot on the glasses so that its screen is turned towards the user's eyes; glasses themselves do not have screens. And the effect of virtual reality is achieved through the operation of smartphone sensors and (accelerometer, gyroscope) and the use of special applications created specifically for this format of work. The key advantage of glasses of this type is simplicity and low cost: most often these are purely mechanical devices, without built-in electronics (and even advanced models with additional hardware are much cheaper than other types of glasses). On the other hand, the quality of virtual reality directly depends on the capabilities o...f the smartphone, despite the fact that not all devices correctly process such content. In addition, the glasses must be compatible with the smartphone being used, and this is not always guaranteed (for more details, see “Maximum phone size”).

For quadcopter (FPV goggles). Video glasses used to control drones and radio-controlled unmanned aerial vehicles (UAVs) to provide a first-person view. FPV goggles allow pilots to receive a video feed from a UAV camera in real time. To do this, the design of such glasses provides two separate miniature screens for each eye and complex optics to provide binocular vision. Lenses often have adjustable focal length to suit the visual apparatus and the varying needs of the pilot. Many FPV goggles are equipped with a built-in receiver and antennas to receive signals from the video camera on board the UAV, as well as control the quadcopter. FPV systems are actively used in the segment of racing drones, aerial photography, and even in combat operations. Glasses with a first-person view provide the pilot with a more complete perception of the surrounding environment and improve the controllability of the aircraft.

Standalone device. Points that function completely autonomously and do not require the use of external devices. To do this, the design provides for its own processor, "RAM", video adapter, drive for storing content and a battery for power. Thus, with such a gadget, virtual reality becomes available literally anywhere in the world; and at a cost, such glasses are comparable to models for PC / consoles. On the other hand, the capabilities of stand-alone devices are noticeably more modest: the relatively low power of video adapters does not allow for the same advanced graphics as on PCs or consoles, the amount of internal memory is usually small, and the continuous operation time is limited by battery charge.

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.

Built-in memory

The amount of built-in storage installed in glasses.

Only independent devices are equipped with such a drive (see "Intended use") — it is used to store software firmware, as well as various additional content (applications, panoramic films, etc.). The larger the storage capacity, the more such content can be stored on the device; on the other hand, this characteristic directly affects the price. It is also worth considering that some models allow you to supplement the built-in storage with a memory card (for more details, see "Cart Reader").

For modern virtual reality glasses, the most modest volume is 16 GB — it is technically impractical to install smaller drives. In advanced models, this figure can reach 128 GB.

RAM

The amount of random access memory (RAM) installed in glasses.

This parameter is relevant only for independent devices (see "Intended use"). Theoretically, the more RAM in the gadget, the higher its power, the faster it is able to work and the better it handles with “heavy” tasks. However, in fact, this characteristic has more reference than practical value. Firstly, the capabilities of standalone glasses are also highly dependent on the processor and video adapter used. Secondly, the amount of memory is selected in such a way that the glasses are guaranteed to be able to cope with the tasks for which they were originally intended. Actually, problems can only arise with the launch of very demanding applications or resource-intensive video (for example, 4K panoramic videos); so paying attention to the amount of RAM makes sense only if you plan to use glasses for such purposes.

As for specific volumes, they in modern devices range from 2 to 4 GB.

CPU

The model of the processor installed in the glasses.

This information is indicated mainly for stand-alone devices (see "Intended use") — it is in them that the capabilities of the glasses as a whole directly depend on the processor model. And knowing the name of the chip, you can find detailed data on it and evaluate its effectiveness. At the same time, in fact, such a need arises extremely rarely: manufacturers choose processors in such a way that glasses can be used for their main purpose without any problems. So when choosing, you should pay attention to more practical parameters — display resolution, refresh rate, etc.

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 C

The presence in the glasses of the connector type USB-C. This is a relatively new type of USB port, which has a miniature size (slightly larger than microUSB) and a convenient double-sided design that allows you to connect the plug in either direction. It can be found in glasses for various purposes and, accordingly, provide different ways of application. So, in models for PC / consoles, this connector is used similarly to traditional USB — with the main connection, in parallel with the HDMI or DisplayPort video interface. In standalone devices, on the other hand, USB-C is mainly used to charge the battery and connect to a computer for direct file exchange, settings management, firmware updates, etc.

Also note that this paragraph may specify the USB version, which corresponds to the USB-C connector. Nowadays, two versions are relevant — 3.2 gen 1 and 3.2 gen 2; for VR glasses, the difference between them is generally not fundamental.

DisplayPort

Availability of DisplayPort input in glasses; the version of this interface can also be specified here.

DisplayPort is one of the most popular high-resolution digital video interfaces these days (however, audio transmission is also possible). It is especially common in computer technology, and is actually a standard in Apple PCs and laptops. Only glasses for computers and set-top boxes are equipped with this type of input (see “Purpose”) - it is used to receive a video signal (and audio signal, if necessary) from an external device. As for DisplayPort versions, the options here could be:

- v.1.2. The earliest (2010) version that is relevant today, but at the same time a more than functional version. Fully supports video quality up to 5K (30 fps), and with certain restrictions - up to 8K.
- v.1.3. Update released in 2014. It provided the opportunity to fully work with 8K resolutions at 30 fps, and with 4K and 5K at 120 and 60 fps, respectively.
- v.1.4. Updated in 2016, in which the bandwidth was further increased - up to support for 5K video at 240 fps and 8K at 120 fps. In addition, there is compatibility with HDR 10 technology, which improves color reproduction and overall picture quality.
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