PCMag editors independently select and review products. If you buy through affiliate links, we may earn commissions, which help support our testing.
Virtual reality (VR) has taken off in recent years. Now several hardware platforms offer extensive software libraries. At PCMag, we test every VR headset we review to determine how it compares to the competition. This is our process.
The hardware we use to test VR
For PC-only VR systems like the Valve Index, we use VR-ready gaming computers that far exceed the minimum graphics requirements of the headsets. Naturally, we connect VR headsets with all relevant game consoles, currently including the PlayStation VR2 and PlayStation 5.
Standalone VR headsets are becoming more common and we can test them without any equipment. They are primarily designed to work independently, with their own built-in interfaces and with their own software. Many of these headsets, such as the Meta Quest 3, can also work paired with optional accessories.
What we look for during VR testing
Now that the room is set up and the hardware is ready, we put on each new headset and start testing. Because there are so many differences between VR platforms, and some rely on different hardware to run, we don’t have a formal benchmarking process. Instead, we run a variety of VR software and games on each headset and take extensive notes on their performance.
Motion tracking is also critical. We evaluate how well a VR system tracks motion, which can vary based on how the headset is tracked. VR systems that use external sensors such as the Valve Index are usually the most reliable and can track the motion controller’s positions when the headset itself cannot see them. Yet they are also bulky and have specific space requirements. Most headsets, including the Meta Quest 3 and the Apple Vision Pro, now use outward-facing cameras which also work very well, but can vary depending on their placement and quality.
Design and ergonomics are also important factors. While VR affects different people in different ways, a well-built harness with the right padding and an easy-to-adjust headband can go a long way in making 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 out outside light. For motion controllers, we evaluate how natural they feel in the hand, along with the intuitiveness of the button placement.
VR software controls hardware
Software is another critical factor; different platforms offer different games and experiences. The Meta Quest platform is currently our favorite due to its massive library and support for both Quest-exclusive titles and SteamVR. HTC’s VivePort is also robust because it’s built directly around SteamVR. The Valve Index also runs on the company’s SteamVR platform, of course.
The Apple Vision Pro has an impressive app lineup for a VR platform just starting out, but not nearly as big as Meta, SteamVR, or VivePort. The PlayStation 5 has its own ecosystem with the PlayStation VR2 that includes many immersive games, but Sony’s decision not to make it backwards compatible with PlayStation VR software is unfortunate.
Standalone headsets like the Meta Quest 3 are more limited because they use mobile device hardware that isn’t nearly as powerful, but you can still find plenty of compelling experiences.
If you’re interested in setting up VR yourself, our guide to the best VR headsets explains the difference between the different platforms. And if you want a PC-driven experience, check out our guide to the best laptops for VR.