Skillsive

Free tool

Meta Quest 3 vs VIVE Focus Vision

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.

  • Meta Quest 3
  • VIVE Focus Vision

Resolution per eye

Panels at true pixel scale, one inside the other.

The sharpest panel here has 31% 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°).

  • VIVE Focus Vision120° horizontal
  • Meta Quest 3110° horizontal

The widest field here is 120°, the narrowest 110°. A pair of human eyes covers about 200° — even the best of these shows less than two thirds of that.

Weight

On the whole catalogue’s scale, from 30 g to 830 g.

Meta Quest 3515 g
VIVE Focus Vision785 g*
30 g830 g

Battery

On the whole catalogue’s scale, from 45 min to 540 min; a handful of outliers, up to 2880 min, sit beyond it.

Meta Quest 3132 min
VIVE Focus Vision120 min
45 min540 min

Launch price

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

Meta Quest 3$499
VIVE Focus Vision$999
$199$3499

IPD range

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

Meta Quest 353–75 mm
VIVE Focus Vision57–72 mm
51 mm77 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.

A training day

Runtime against charge time, with modules counted at 20 minutes each.

Meta Quest 36 modules per charge
In use132 min
Charging138 min
VIVE Focus Vision6 modules per charge
In use120 min
Charging90 min

Two hours of use means something different if the headset is back on the shelf in forty minutes than if it needs half the morning. The module length is ours, not the manufacturer’s — divide again if your sessions run longer.

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).

Meta Quest 3 on sale since 2023 · support until 2028

VIVE Focus Vision on sale since 2024 · no published end of support

available newmanufacturer support after the last sale

20222030

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

    Meta Quest 3
    Mid range
    VIVE Focus Vision
    Enterprise
  • Launch price

    Meta Quest 3
    $499
    VIVE Focus Vision
    $999
  • Performance

    Meta Quest 3
    4 / 5 — current flagship
    VIVE Focus Vision
    3 / 5 — mid-range
  • Resolution per eye

    Meta Quest 3
    2064x2208
    VIVE Focus Vision
    2448x2448
  • Field of view

    Meta Quest 3
    110° horizontal
    VIVE Focus Vision
    120° horizontal
  • Brightness

    Meta Quest 3
    100 nits
    VIVE Focus Vision
  • Refresh rate

    Meta Quest 3
    72/90/120 Hz
    VIVE Focus Vision
    90/120 Hz
  • Weight

    Meta Quest 3
    515 g
    VIVE Focus Vision
    785 g
  • Battery

    Meta Quest 3
    132 min
    VIVE Focus Vision
    120 min
  • Kiosk mode / MDM

    Meta Quest 3
    No
    VIVE Focus Vision
    Yes
  • Manufacturer

    Meta Quest 3
    Meta
    VIVE Focus Vision
    HTC VIVE
  • Announced

    Meta Quest 3
    2023-06-01
    VIVE Focus Vision
    2024-09-18

They match on 29 further specifications.

Full specification, row by row

59 of 95 rows differ.

Specifications of the selected headsets, one column per model
Specification
ManufacturerWho makes it — and who you buy support from.MetaHTC VIVE
CategoryWhich kind of product this is. It decides which rows below make sense at all.VR — standaloneVR — standalone
Device typeWhere the computing happens, and therefore what you need to run it.Standalone VR, also PC-poweredStandalone VR, also PC-powered
AnnouncedThe day it was shown, which is not the day it shipped.2023-06-012024-09-18
ReleasedYear the model went on sale. Older is not automatically worse in this category.20232024
AvailabilityWhether you can still order it new today.On saleOn sale
Support endsThe date the manufacturer stops supporting it. Decisive for a fleet you are about to buy.2028-10-10Support 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.Pancake lensesOptics: not published by the manufacturer
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.2064x22082448x2448
Refresh rateImages per second. Higher feels smoother and helps people prone to motion discomfort.72/90/120 Hz90/120 Hz
Field of viewHow much of your view the image covers. Bigger is more immersive, not automatically better for work.110° horizontal120° horizontal
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.Pixel density: not published by the manufacturerPixel density: not published by the manufacturer
BrightnessIn a plant or outdoors, brightness decides legibility more than resolution does.100 nitsBrightness: not published by the manufacturer
WeightThe device alone. Anything above roughly 150 g is felt within an hour.515 g785 g*UploadVR hands-on
Visible field of viewWhat the eye actually sees through the optics, by axis.Visible field of view: not published by the manufacturer114° horizontal · 90° vertical*MRTV, measured through the lens
Rendered field of viewWhat the device draws. Never smaller than what you see.108° horizontal · 98.25° vertical · 113.3° diagonal117.22° horizontal · 96.46° vertical
Binocular overlapWhere both eyes see the same thing — this is where depth happens.80°79.13°
Average pixel densityPixels per degree across the image. More is sharper.18.8 PPD horizontal (computed)20.4 PPD horizontal (computed)
Peak pixel densityThe sharpest point, usually the centre of the lens.25 PPDPeak 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.FixedEye-tracked
PassthroughWhat the front cameras give you: colour, grayscale, or nothing.ColourColour
Passthrough camerasResolution, density and frame rate of that camera feed.18 PPDPassthrough cameras: not published by the manufacturer
IPD adjustmentMatching lens spacing to the eyes. Motorised is fastest when one headset passes between people.ManualMotorised
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.53–75 mm57–72 mm
Works with glassesWhether people who wear glasses can use it — fits over them, or takes prescription lens inserts.YesYes
Vision correctionHow somebody who wears glasses uses it, and in what dioptre range.Official lens inserts · -10 to 6 DFits over glasses
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.Weight with strap: not published by the manufacturerWeight with strap: not published by the manufacturer
Head strapSoft band or a rigid one. Decides how the weight sits over an hour.Soft strapRigid strap with a dial
MaterialsShell and facial interface, in the vendor’s words.Plastic · foam facial interfaceMagnesium alloy frame · PU leather trim
ColoursColours the manufacturer sells it in.WhiteBlack
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 6DoFinside-out 6DoF
Base stationsWhether boxes have to be mounted on the walls before it works.Not neededNot needed
Tracking camerasHow many cameras it uses to know where it is.44
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.YesYes
Hand trackingWhether bare hands can operate the interface, without a controller or the phone.YesYes
Hand tracking detailHow much of the hand reaches the application: a pinch, or a jointed hand pose a scenario can read.Full hand skeletonFull hand skeleton
Hands and controllers at onceWhether a controller in one hand and a bare hand in the other work at the same time.YesHands and controllers at once: not published by the manufacturer
Hand tracking SDKThe SDK an application reaches the hand tracking through, and any named modes that change how it behaves.Meta Interaction SDK / OpenXR hand skeleton (Fast + Wide Motion Mode)Hand tracking SDK: not published by the manufacturer
Eye trackingThe headset knows where the trainee is looking. Enables sharper rendering where they look, and attention analytics.NoYes
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.Upper body, legs estimatedNone
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.Meta Quest Touch Plus ControllersVive Focus 3 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 camerasHeadset cameras
Other controllersWhether the headset works with controllers other than the ones it ships with.Other controllers from the same maker — Meta Quest Touch ProThis headset’s own controllers only
Finger tracking on the controllerWhether the controller senses individual fingers, and how.Capacitive (partial)Capacitive (partial)
Controller inputsButtons, sticks and triggers the controller offers.Capacitive face buttons · capacitive joystick · capacitive touch pad · capacitive index trigger · middle finger triggerCapacitive face buttons · capacitive joystick · capacitive touch pad · capacitive index trigger · middle finger trigger
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.Controller weight: not published by the manufacturer142 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
PerformanceHow much the headset can run — sharper scenes, more objects, smoother mixed reality. Higher is better.
Very good
Good
ProcessorThe processor and memory inside. This is what the performance grade above is derived from.Snapdragon XR2 Gen 2Snapdragon XR2
CPUCores and clocks, where the manufacturer publishes them.Octa-core Kryo (1 x 3.19 GHz, 4 x 2.8 GHz, 3 x 2.0 GHz)Octa-core Kryo 585 (1 x 2.84 GHz, 3 x 2.42 GHz, 4 x 1.8 GHz)
GPUThe graphics part of the chip.Adreno 740Adreno 650
MemoryRAM on the device. Together with the chipset it sets how complex a scene can be.8 GB12 GB
PlatformThe platform an application is built against — and what an MDM has to speak.Meta Horizon OSAndroid
StorageOn-board space for downloaded courses. More matters for an offline library in several languages.512 GB128 GB
SD card slotWhether storage can be added with a card.NoYes
BatteryRuntime as the manufacturer states it. A hot-swappable pack matters more than the figure.132 min120 min
Battery capacity (Wh)Energy in the cell. Bigger is longer, given the same power draw.19.44 Wh*iFixit teardown, reported by UploadVRBattery capacity (Wh): not published by the manufacturer
Battery capacity (mAh)The same fact in the other unit vendors use. We never convert between the two.5060 mAh7000 mAh
Charge timeFrom empty to full. Rarely stated by the manufacturer, so it usually comes from whoever timed it.138 min90 min
ChargerPower of the supplied charger — it decides the charge time above.18 W30 W
External batteryBattery on a cable or a puck instead of on the head.NoExternal battery: not published by the manufacturer
Charging caseExtra runtime carried in the case the glasses ship with.Charging case: not published by the manufacturerCharging case: not published by the manufacturer
Hot-swap batteryWhether a charged battery can replace the empty one without ending the session. This is what decides if a headset can hold an all-day training station.NoYes
Runs Skillsive appsOur own statement about whether Skillsive training applications run on it today.YesYes
Suitable for trainingOur judgement on whether it survives real deployment: comfort, hygiene, fleet management.YesYes
Kiosk mode / MDMVendor tooling to enrol devices, push an app and lock the headset to it. Practically required above ten devices.NoYes
Business tierAn official business tier, so devices belong to the company rather than to employees’ personal accounts.NoYes
Swappable facial interfaceRemovable, wipeable face padding. A consumable, and the difference between shared use and complaints.YesYes
CertificationsIndustrial certifications stated on the manufacturer's own page. Empty means unconfirmed, never "probably fine".CEManufactured in a TAA-designated region · NDAA Section 889 compliant
PortsPhysical sockets and charging contacts.USB Type-C · charging contacts2 x USB 3.2 Gen 1 Type-C
Wi-FiThe Wi-Fi generation — it decides how well wireless streaming holds up.6E6E
BluetoothFor controllers, headphones and accessories.5.25.2 LE
Video from a computerWhether a computer can drive it, over a cable or wirelessly.Over a cable · Wireless (Oculus Link)Over a cable · Wireless
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 rangeEnterprise
Launch priceThe manufacturer's launch price. Fixed history, so it never goes stale.$499$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.$599.99$1149
Comfort (from reviews)How it wears over a full session. Scored from agreement between independent reviewers, not from our own testing.3 / 5Reviewers agree the centre of mass sits closer to the face than on Quest 2, so it feels lighter than its 515 g suggests. They split on the bundled soft strap: UploadVR found it fine for about an hour, Road to VR called it as poor as Quest 2's. For shared training, budget for a rigid strap.Road to VR review,UploadVR review3 / 5Both outlets find it comfortable and both bound their claim explicitly: MIXED notes the target audience wears it about 30 minutes at a time, UploadVR did not exceed 45. They agree on the mechanism — the rear battery balances a device of nearly 800 g rather than hanging it off the face. A 3 and no higher, because neither has tested the hour-plus case this axis actually asks about.MIXED hands-on,UploadVR hands-on
Edge clarity (from reviews)Sharpness away from the centre of the lens. Scored from agreement between independent reviewers.4 / 5Rated on agreement, not our own testing: UploadVR calls the edge-to-edge clarity of the pancake lenses “almost total”, and an independent optical review finds the sweet spot wide enough that the headset stops needing constant adjustment. The cost named alongside it is lower light efficiency through the lens stack.UploadVR review,Lenseland optical review2 / 5Full agreement: Fresnel lenses with a small sweet spot, noticeable blur beyond the centre, and — UploadVR alone covers this — significant glare lighting up the Fresnel rings in dark scenes with bright objects. Both note the eye-tracked motorised IPD auto-centres the sweet spot on your pupils, and neither claims that fixes the falloff.UploadVR hands-on,MIXED hands-on
Tracking reliability (from reviews)How tracking holds up in poor light and fast movement. Scored from agreement between independent reviewers.5 / 5Both outlets find the headset side faultless — MIXED calls the 6DoF tracking beyond reproach, UploadVR had it holding in almost total darkness. They part on the ring-less Touch Plus: MIXED reads it as more precise than Quest 2’s, UploadVR reports occasional loss when a hand goes behind the back.MIXED review,UploadVR reviewTracking reliability (from reviews): not published by the manufacturer
Hand tracking quality (from reviews)How usable controller-free hand tracking is in a training scenario. Scored from agreement between reviewers.4 / 5Rated on agreement rather than our own testing: UploadVR finds less jitter, better accuracy and better handling of overlapping hands than PSVR2, and Road to VR reports Meta still shipping measurable improvements. Not a 5 because fast motion and low light still cost tracking.UploadVR, Quest 3 vs PSVR2 hand tracking,Road to VR, hand-tracking upgradeHand 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.