Table 1.
The most commonly virtual reality (VR) systems.
| VR systems | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| CAVE | PC based | Mobile based | Console based | Standalone | ||||||
| User mobility required | Low/medium/high | Low/medium | Low/medium/high | Low/medium | Low | Low | Low | Low | Low | Low/medium |
| System name (cost) | Proprietary (>100,000 $) | Oculus Rift (500–1,000 $) | HTC Vive (500–1,000 $) | Microsoft (200–500 $) | Samsung Gear VR (<200 $) | Google Cardboard (<100 $) | Google Daydream (<200 $) | Playstation VR (200–500 $) | Oculus Go (<200 $) | Mirage Solo (400–500 $) |
| Hardware requirements (cost) | High end PCs (>1,000 $) | High end PC (>1,000 $) | High end PC (>1,000 $) | Mid level PC (500–1,000$) | High end Samsung phone (500–1,000 $) | Middle/high end Android phone or iPhone (<500 $) | High end Android phone (<500 $) | PS4 or PS4 Pro (<500 $) | None | None |
| Body tracking | High | Medium | High | Medium | Low | Low | Low | Medium | Low | Medium |
| User interaction with VR | High | High | High | High | Medium | Low | Medium | High | Medium | Medium |
| Software availability | Custom build applications | Oculus store | Steam store | Windows store | Oculus store | Google Play or IOS store | Google Play | Playstation store | Oculus store | Google Play |
The costs are based on information provided by system vendors in most European and North-American countries and they are expressed in USA dollars. User mobility required: low: static position, medium: limited movements in the space, high: active movements in the space. Body tracking: low: head tracking (rotation), medium: head tracking and positional tracking (forward and backward), high: head tracking and volumetric tracking (up to full room size movements). User interaction with VR: high: using joystick and/or controllers, medium: using gaze, a built in pad or joystick, low: using gaze or a bottom.
CAVE, cave automatic virtual environment; PC, personal computer.