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Comparison Acer Windows Mixed Reality Headset vs Sony PlayStation VR + Camera

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Acer Windows Mixed Reality Headset
Sony PlayStation VR + Camera
Acer Windows Mixed Reality HeadsetSony PlayStation VR + Camera
Outdated ProductCompare prices 3
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Compatibilityfor PC / game console
for PC / game console /OLED 5.7"/
Specs
Screen resolution
2880x1440 px /1440x1400 per eye/
1920x1080 px /960x1080 by eye/
Field of view100 °100 °
Refresh rate90 fps120 fps
Accelerometer
Gyroscope
Proximity sensor
Multimedia
USB A
HDMIv2.0+
Bluetooth+
Microphone
Headphone output
General
Controlpush-button
Controller
Track camera
Materialplasticplastic
Dimensions (HxWxD)143x196x384 mm
187x185x277 mm /excluding protrusions, headband - minimum size/
Weight440 g610 g
Added to E-Catalogmay 2019march 2018

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).

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.

Proximity sensor

The presence of a sensor in the glasses that reacts to approaching the user's face.

A similar sensor is used to automatically switch between operating and standby modes: for example, when the user takes off the glasses, the sensor turns off the built-in screens (or the phone, if it is connected to the glasses via a connector), saving battery power and equipment life, and when put on, it turns on points for full functionality.

HDMI

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

HDMI is the most common interface for high-definition video and multi-channel audio today; it is widely used in both computers and video equipment. In VR glasses, this type of connector is responsible for receiving video and audio signals from an external device; accordingly, only models for PC / consoles have such a connector (see "Intended use"). As for HDMI versions, the options may be as follows:

— v.1.4. The earliest of the current standards, the 2009 model (with subsequent updates). Allows you to work with Full HD video at a frame rate of up to 120 fps, but with 4K content, the speed is limited to 24 fps.

— v.2.0. Standard introduced in 2013. Also known as HDMI UHD, thanks to full support for UltraHD 4K (provides frame rates up to 60 fps). And in further updates of this standard, support for HDR was added.

— v.2.1. Version released to the market in 2017. It allows you to achieve a frame rate of 120 fps even at 8K resolutions, not to mention more modest ones. HDMI Ultra High Speed cables are required for full use, but the features of earlier versions are available with regular cables.

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.

Microphone

The presence of a microphone in the design of VR glasses.

This function is mainly equipped with models for PC / consoles (see "Intended use"). The built-in microphone is mainly used for voice communication in online games. At the same time, it often turns out to be more convenient than a desktop microphone or a microphone built into a headset: glasses can interfere with the comfortable wearing of a headset, and a desktop device is not applicable because at least the user’s head (or even the whole body) is constantly moving in VR games, and constantly it is impossible to be at the optimal distance from the microphone.

For added convenience, your own microphone can be made retractable or removable.

Control

The type of control provided in the design of the glasses.

Note that in this case we are talking exclusively about our own controls installed directly on the body of the glasses; many models are equipped with external controllers (see "Remote control"), but they are not taken into account in this case.

- Button. Control with classic buttons. The main advantage of this option is simplicity and low cost, while its functionality is quite enough to work with basic functions like menu navigation. On the other hand, the buttons require some effort when pressed, which can be somewhat inconvenient, especially when using the controls intensively. However, most often this disadvantage is still not fundamental.

- Touch. Control using sensors that are sensitive to touch and do not require pressing (unlike buttons). In the simplest models, these are separate sensors, the functions of which are similar to the same buttons. In more advanced devices, entire touch panels can be provided, for example, allowing you to control the cursor visible through the glasses and use special gestures. Anyway, this type of control is more advanced than push-button, however, it is more expensive, and therefore less common.

Controller

The presence of a controller — an additional control device — is included in the delivery of glasses.

The design and functionality of such an accessory may be different. So, the most popular option is specialized game controllers with a characteristic look — a handle with an analogue lever and buttons. There can be two such handles at once, under both hands; and in some models they are also used to control gestures. The movement of the hands can be tracked both by sensors in the controllers themselves and by cameras on the glasses. There are also simpler solutions — for example, portable gamepads or remote controls for controlling video playback.
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