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Oculus Rift S vs Valve Index

Both devices below are described from their manufacturers’ own specification pages. Where a row does not apply to one of them, it says so rather than showing a dash — that is a different statement from “the maker does not publish it”.

Differences you can see

Pictures first, table second. Every chart is computed from the same published fields you can read below it — nothing here is an illustration.

  • Oculus Rift S
  • Valve Index

Resolution per eye

Panels at true pixel scale, one inside the other.

The sharpest panel here has 25% more pixels per eye than the softest — that is what you gain on small text inside a scene.

Field of view

Seen from above. The grey area is roughly the human binocular field (~200°).

  • Valve Index108° horizontal
  • Oculus Rift S88° horizontal

The widest field here is 108°, the narrowest 88°. A pair of human eyes covers about 200° — even the best of these shows less than two thirds of that.

Launch price

On the whole catalogue’s scale, from $199 to $3499; a handful of outliers, up to $38500, sit beyond it.

Oculus Rift S$399
Valve Index$999
$199$3499

IPD range

Against the 54–74 mm range most adults fall into.

Oculus Rift S61.5–65.5 mm
Valve Index58–70 mm
52 mm76 mm

The grey band is people, not hardware. Where a coloured bar stops short of it, that share of a team cannot set the headset to their eyes — and a badly set distance is the usual cause of headaches after twenty minutes.

On sale, and supported

Two different questions: how long you can still buy it new, and how long the manufacturer keeps updating it. The dashed line is the end of a three-year training programme (2029).

Oculus Rift S sold 2019–2021 · no published end of support

Valve Index on sale since 2019 · no published end of support

20182030

Sold and supported are not the same thing. A model can leave the shelves while its maker keeps shipping software to the units you already own — and it can stay on the shelves with no published support commitment at all.

What actually differs

Computed from the two records, most decisive first.

  • Price band

    Oculus Rift S
    Mid range
    Valve Index
    Premium
  • Launch price

    Oculus Rift S
    $399
    Valve Index
    $999
  • Resolution per eye

    Oculus Rift S
    1280x1440
    Valve Index
    1440x1600
  • Pixel density

    Oculus Rift S
    14 PPD
    Valve Index
  • Field of view

    Oculus Rift S
    88° horizontal
    Valve Index
    108° horizontal
  • Refresh rate

    Oculus Rift S
    80 Hz
    Valve Index
    80/90/120/144 Hz
  • Weight

    Oculus Rift S
    357 g
    Valve Index
  • Availability

    Oculus Rift S
    Discontinued in 2021
    Valve Index
    On sale
  • Manufacturer

    Oculus Rift S
    Meta (Oculus)
    Valve Index
    Valve
  • Announced

    Oculus Rift S
    2019-03-20
    Valve Index
    2019-04-30
  • Swappable facial interface

    Oculus Rift S
    Valve Index
    No
  • Optics

    Oculus Rift S
    Fresnel lenses
    Valve Index
    Canted dual-element

They match on 21 further specifications.

Full specification, row by row

40 of 76 rows differ.

Specifications of the selected headsets, one column per model
Specification
Oculus Rift S

Meta (Oculus)

ManufacturerWho makes it — and who you buy support from.Meta (Oculus)Valve
CategoryWhich kind of product this is. It decides which rows below make sense at all.VR — PC-tetheredVR — PC-tethered
Device typeWhere the computing happens, and therefore what you need to run it.PC-powered VRPC-powered VR
AnnouncedThe day it was shown, which is not the day it shipped.2019-03-202019-04-30
ReleasedYear the model went on sale. Older is not automatically worse in this category.20192019
AvailabilityWhether you can still order it new today.Discontinued in 2021On sale
Support endsThe date the manufacturer stops supporting it. Decisive for a fleet you are about to buy.Support ends: not published by the manufacturerSupport ends: not published by the manufacturer
PanelThe screen type. micro-OLED gives deeper blacks and higher contrast; LCD is brighter and cheaper.LCDLCD
OpticsThe lenses in front of the panel. Pancake stays sharp closer to the edges than older Fresnel, which decides how much a trainee has to aim their head to read something.Fresnel lensesCanted dual-element
Eyes coveredOne eye or both. Over a full shift this is a real difference in fatigue.Both eyesBoth eyes
Resolution per eyePixels delivered to each eye. Higher means small text and labels stay readable.1280x14401440x1600*VRcompare
Refresh rateImages per second. Higher feels smoother and helps people prone to motion discomfort.80 Hz80/90/120/144 Hz
Field of viewHow much of your view the image covers. Bigger is more immersive, not automatically better for work.88° horizontal*VRcompare estimate108° horizontal*VRcompare
Pixel densityPixels per degree of view — the honest way to compare sharpness between a headset and a pair of glasses. Higher is sharper. Only shown where somebody published it; we never compute it ourselves.14 PPD*VRcompare (peak)Pixel density: not published by the manufacturer
BrightnessIn a plant or outdoors, brightness decides legibility more than resolution does.Brightness: not published by the manufacturerBrightness: not published by the manufacturer
WeightThe device alone. Anything above roughly 150 g is felt within an hour.357 g*VRcompareWeight: not published by the manufacturer
Visible field of viewWhat the eye actually sees through the optics, by axis.88° horizontal · 88° vertical108° horizontal · 104° vertical
Rendered field of viewWhat the device draws. Never smaller than what you see.88° horizontal · 94° vertical · 101.95° diagonal108.06° horizontal · 109.16° vertical · 114.43° diagonal
Binocular overlapWhere both eyes see the same thing — this is where depth happens.Binocular overlap: not published by the manufacturer85.93°
Average pixel densityPixels per degree across the image. More is sharper.Average pixel density: not published by the manufacturer13.3 PPD horizontal · 15.4 PPD vertical (computed)
Peak pixel densityThe sharpest point, usually the centre of the lens.Peak pixel density: not published by the manufacturerPeak pixel density: not published by the manufacturer
Subpixel layoutHow the coloured dots sit in a pixel. A stripe looks cleaner on text than PenTile.RGB stripe · 3 subpixels per pixelRGB stripe · 3 subpixels per pixel
Foveated renderingWhether detail is dropped outside where you look, to save performance.Foveated rendering: not published by the manufacturerFoveated rendering: not published by the manufacturer
PassthroughWhat the front cameras give you: colour, grayscale, or nothing.Grayscale*VRcompareNone
Passthrough camerasResolution, density and frame rate of that camera feed.Passthrough cameras: not published by the manufacturerPassthrough cameras: not published by the manufacturer
IPD adjustmentMatching lens spacing to the eyes. Motorised is fastest when one headset passes between people.SoftwareManual
IPD rangeHow far the lenses travel to match eye spacing. A narrow range excludes part of any group of adults, which matters when one headset is shared.61.5–65.5 mm58–70 mm
Works with glassesWhether people who wear glasses can use it — fits over them, or takes prescription lens inserts.YesWorks with glasses: not published by the manufacturer
Vision correctionHow somebody who wears glasses uses it, and in what dioptre range.Fits over glassesVision correction: not published by the manufacturer
DimensionsWidth, height and depth of the device itself.Dimensions: not published by the manufacturerDimensions: not published by the manufacturer
Weight with strapWith the strap it ships with — the weight you actually wear.590 g*VRcompare809 g*VRcompare
Head strapSoft band or a rigid one. Decides how the weight sits over an hour.Rigid halo strapRigid strap with a dial
MaterialsShell and facial interface, in the vendor’s words.plastic · foam facial interfacePlastic · foam facial interface
ColoursColours the manufacturer sells it in.BlackBlack
Haptics in the headsetVibration in the headset itself, not in the controllers.NoNo
TrackingWhether content stays put in the room (6DoF), follows head rotation (3DoF) or is simply fixed.inside-out 6DoF, 5 Oculus Insight camerasoutside-in 6DoF (SteamVR base stations)
Base stationsWhether boxes have to be mounted on the walls before it works.Not neededRequired
Tracking camerasHow many cameras it uses to know where it is.5Tracking cameras: not published by the manufacturer
Tracking rateHow often position is recalculated. Higher is steadier.Tracking rate: not published by the manufacturerTracking rate: not published by the manufacturer
Depth sensorA dedicated sensor for distance, on top of the cameras.NoDepth sensor: not published by the manufacturer
Hand trackingWhether bare hands can operate the interface, without a controller or the phone.NoNo
Eye trackingThe headset knows where the trainee is looking. Enables sharper rendering where they look, and attention analytics.NoNo
Face trackingTracks facial expression — for avatars, not for training scenarios.NoNo
Body trackingHow much of the body the device knows about. Estimated legs are not tracked legs.NoneNone
Controllers includedWhether motion controllers come in the box, or are bought separately — or the device is hands-only.YesYes
Controller modelThe manufacturer's own name for the controller.Oculus Touch (second generation)Index Controller
Controller tracking6DoF controllers track position and rotation, so a hand reaches in space; 3DoF only point. “None” means hands only.6DoF6DoF
Controller tracking methodWhat establishes where the controller is. It decides whether the controller keeps working behind your back or down at your hip — “6DoF” on its own does not say.Headset camerasBase stations (Lighthouse)
Other controllersWhether the headset works with controllers other than the ones it ships with.Other controllers from the same maker — the identical Touch controllers sold for Oculus Quest (first generation)Any SteamVR (Lighthouse) controller — HTC Vive controller · Vive Pro controller
Finger tracking on the controllerWhether the controller senses individual fingers, and how.Capacitive (partial)Full
Controller inputsButtons, sticks and triggers the controller offers.capacitive face buttons · capacitive joystick · capacitive thumb rest · capacitive index trigger · middle finger triggerCapacitive thumbstick · trackpad · capacitive face buttons · capacitive index trigger · pressure sensitive grip
Controller hapticsVibration feedback in the hand.YesYes
Controller powerDisposable cells or a built-in rechargeable — a fleet question.AA batteriesBuilt-in rechargeable
Controller weightOne controller, as the vendor weighs it.135 g196 g
Other input methodsWays in beyond controllers and bare hands.Other input methods: not published by the manufacturerOther input methods: not published by the manufacturer
Runs Skillsive appsOur own statement about whether Skillsive training applications run on it today.NoNo
Suitable for trainingOur judgement on whether it survives real deployment: comfort, hygiene, fleet management.NoNo
Kiosk mode / MDMVendor tooling to enrol devices, push an app and lock the headset to it. Practically required above ten devices.NoNo
Business tierAn official business tier, so devices belong to the company rather than to employees’ personal accounts.NoNo
Swappable facial interfaceRemovable, wipeable face padding. A consumable, and the difference between shared use and complaints.Swappable facial interface: not published by the manufacturerNo
CertificationsIndustrial certifications stated on the manufacturer's own page. Empty means unconfirmed, never "probably fine".Certifications: not published by the manufacturerCertifications: not published by the manufacturer
PortsPhysical sockets and charging contacts.DisplayPort 1.2 · USB 3.0 · headphone jackFront USB port
Wi-FiThe Wi-Fi generation — it decides how well wireless streaming holds up.Wi-Fi: not published by the manufacturerWi-Fi: not published by the manufacturer
BluetoothFor controllers, headphones and accessories.Bluetooth: not published by the manufacturerBluetooth: not published by the manufacturer
Video from a computerWhether a computer can drive it, over a cable or wirelessly.Over a cable (DisplayPort 1.2, USB 3.0)Over a cable
AudioBuilt-in sound. Matters most where somebody has to hear a remote expert while working.Built-in speakers · Headphone jackBuilt-in speakers · Headphone jack
MicrophoneBuilt-in microphone — the other half of talking to a remote expert.YesYes
MicrophonesHow many. An array picks a voice out of a noisy hall; one does not.Microphones: not published by the manufacturer2
Price bandThe band it sits in, rather than a price that goes stale.Mid rangePremium
Launch priceThe manufacturer's launch price. Fixed history, so it never goes stale.$399$999
Price by configurationWhat each configuration cost at launch.Price by configuration: not published by the manufacturerPrice by configuration: not published by the manufacturer
Price todayApproximate current net price in USD — a general figure, since these barely differ between regions once tax is stripped out. A snapshot from the date shown, not an offer.Price today: not published by the manufacturer$999
Comfort (from reviews)How it wears over a full session. Scored from agreement between independent reviewers, not from our own testing.Comfort (from reviews): not published by the manufacturerComfort (from reviews): not published by the manufacturer
Edge clarity (from reviews)Sharpness away from the centre of the lens. Scored from agreement between independent reviewers.Edge clarity (from reviews): not published by the manufacturerEdge clarity (from reviews): not published by the manufacturer
Tracking reliability (from reviews)How tracking holds up in poor light and fast movement. Scored from agreement between independent reviewers.Tracking reliability (from reviews): not published by the manufacturer5 / 5Both credit the base stations rather than the headset, and neither reports jitter, drift or dropouts. MIXED calls it the most accurate on the market and notes it holds the controllers above the head and behind the back alike — the coverage you buy by mounting hardware on the walls.Road to VR review,MIXED review
Hand tracking quality (from reviews)How usable controller-free hand tracking is in a training scenario. Scored from agreement between reviewers.Hand tracking quality (from reviews): not published by the manufacturerHand tracking quality (from reviews): not published by the manufacturer

“—” means the manufacturer does not publish that figure. “≈” with an asterisk means it was measured by somebody else — follow the asterisk for who. Prices are an indicative net figure in USD, a snapshot from the date on each model page, not an offer.

Product and company names used here are the trademarks of their respective owners and appear only to identify the hardware being compared. We are not affiliated with, sponsored by or endorsed by any of these manufacturers. Illustrations are our own.