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How We Test VR Headsets

Curious about virtual reality? From PC-tethered systems to standalone headsets, this is how we test VR tech in the PCMag Labs.

How We Test VR Headsets Image HTC Vive Pro (Photo: Molly Flores)

Virtual reality (VR) has really taken off over the last few years. Now, several different hardware platforms offer extensive software libraries. At PCMag, we put each new and updated VR headset through its paces to determine how it stacks up against the competition. Here's our process.


Our VR Test Space

We perform most VR testing in a 225-square-foot room that is isolated from the rest of our lab. In addition to giving us the space to test whole-room VR systems, it also means we can swing motion controllers around wildly without knocking over expensive electronics. Another benefit is that other people in the lab can't surreptitiously take pictures and post them online; no one looks cool in a VR headset, after all.

A tall table sits against one wall, at a suitable height for our test PC. A shorter table sits against another wall and provides enough space for a large TV and any game console we want to test. This setup is useful for the PlayStation VR and the upcoming PS VR 2 for the PlayStation 5, plus ensures that we can test any potential Xbox VR systems in the future.

Valve Index
Valve Index (Photo: Molly Flores)

The Hardware We Use to Test VR

For tethered PC-based VR systems, like the HP Reverb G2, HTC Vive Pro 2, and Valve Index, we use VR-ready gaming computers that far exceed the minimum graphical requirements of the headsets. We, of course, pair VR headsets with any relevant game consoles, such as the PS VR with a PlayStation.

We use standalone VR headsets, like the Oculus Quest 2, without any additional equipment. That is, after all, what standalone means: no PC, game system, or smartphone is necessary.


What We Look for During VR Tests

With the space set up and the hardware ready, we put on each new headset and start testing. Because there are so many different factors between VR platforms and most are reliant on other hardware to run, we don't have a formal benchmarking process in place. Instead, we run a variety of VR software and games on each headset and take extensive notes about their performance.

Oculus Quest 2
Oculus Quest 2 (Photo: Will Greenwald)

Motion tracking is vital, too. We evaluate how well a VR system tracks movement, including whether the headset and any included controllers offer three degrees of freedom (3DOF) or six degrees of freedom (6DOF). The former is capable only of determining the direction you are facing, though the latter tracks both your orientation and position. At this point, the vast majority of VR systems use 6DOF for both head and controller tracking.

Design and ergonomics are also important factors. Although VR affects different people in different ways, a well-built harness with proper padding and an easy-to-adjust headband can go a long way to make the experience enjoyable. We note if the headset is particularly heavy, if the device puts uncomfortable pressure on parts of the head, and if the face mask forms a good seal against your eyes to block outside light. For motion controllers, we evaluate how naturally they feel in the hand, along with the intuitiveness of the button placement.


VR Software Drives Hardware

Software is another critical factor; different platforms offer different games and experiences. The Oculus platform is currently our favorite because it supports both Oculus-exclusive titles as well as SteamVR. HTC's VivePort is also robust since it's built directly around SteamVR. The Valve Index, of course, runs on the company's SteamVR platform, too.

The PlayStation VR ecosystem is also very well-developed, with lots of compelling titles. And we presume that the PS VR 2 will be backward compatible with any PS VR software because the PlayStation 5 is backward compatible with the PlayStation 4 and already supports the PS VR via an adapter.

Standalone headsets like the Oculus Quest are more limited because they use mobile device hardware that isn't nearly as powerful, but you can still find many compelling experiences for those platforms as well.

Oculus Quest Interface
Oculus Quest interface

If you're interested in setting up VR for yourself, our guide to the top VR headsets explains the difference between the various platforms. And if you want a PC-driven experience, check out our guide to the best laptops for VR. Choose the platform that has the games you want and enjoy your experience in an alternate reality.

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About Will Greenwald

Will Greenwald

My Experience

I’ve been PCMag’s home entertainment expert for over 10 years, covering both TVs and everything you might want to connect to them. I’ve reviewed more than a thousand different consumer electronics products including headphones, speakers, TVs, and every major game system and VR headset of the last decade. I’m an ISF-certified TV calibrator and a THX-certified home theater professional, and I’m here to help you understand 4K, HDR, Dolby Vision, Dolby Atmos, and even 8K (and to reassure you that you don’t need to worry about 8K at all for at least a few more years).

My Areas of Expertise

  • Home theater technology (TVs, media streamers, and soundbars)

  • Smart speakers and smart displays

  • Game consoles and peripherals

  • AR and VR technology

The Technology I Use

I test TVs with a Klein K-80 colorimeter, a Murideo SIX-G signal generator, a HDFury Diva 4K HDMI matrix, and Portrait Displays’ Calman software. That’s a lot of complicated equipment specifically for screens, but that doesn’t cover what I run on a daily basis.

I use an Asus ROG Zephyr 14 gaming laptop as my primary system for both work and PC gaming (and both, when I review gaming headsets and controllers), along with an aging Samsung Notebook 7 as my portable writing station. I keep the Asus laptop in my home office, with a Das Keyboard 4S and an LG ultrawide monitor attached to it. The Samsung laptop stays in my bag, along with a Keychron K8 mechanical keyboard, because I’m the sort of person who will sit down in a coffee shop and bust out not only a laptop, but a separate keyboard. Mechanical just feels better.

For my own home theater, I have a modest but bright and accurate TCL 55R635 TV and a Roku Streambar Pro; bigger and louder would usually be better, but not in a Brooklyn apartment. I keep a Nintendo Switch dock connected to it, along with a PlayStation 5 and Xbox Series X so I can test any peripheral that comes out no matter what system it’s for. I also have a Chromecast With Google TV for general content streaming.

As for mobile gear, I’m surprisingly phone-ambivalent and have swapped between iPhones and Pixels from generation to generation. I favor the iPhone for general snapshots when I need to take pictures of products or cover events, but I also have a Sony Alpha A6000 camera for when I feel like photo walking.

Read the latest from Will Greenwald