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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.

 & Will Greenwald Principal Writer, Consumer Electronics

Our team tests, rates, and reviews more than 1,500 products each year to help you make better buying decisions and get more from technology.

Our Expert
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Virtual reality (VR) has really evolved over the last decade, and several different hardware platforms offer extensive software libraries. At PCMag, we put each VR headset we review through its paces to determine how it stacks up against the competition. Here's our process.


The Hardware We Use to Test VR

For exclusively PC-based VR systems like the Valve Index, we use VR-ready gaming computers that far exceed any minimum graphical requirements. Of course, we pair VR headsets with any relevant game consoles, which currently include the PlayStation VR2 and PlayStation 5.

Valve Index
(Photo: Molly Flores)

Standalone VR headsets have become increasingly common, and we can test them without any equipment. They're primarily designed to operate independently, with their own built-in interfaces and software. Many of these headsets, like the Meta Quest 3, can also work tethered with optional accessories.


Performance: Comfort, Motion Tracking, and More

With the space set up and the hardware ready, we put on each new headset and start testing. Because there are so many differences between VR platforms, and some 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.

Meta Quest 3
(Credit: Will Greenwald)

Motion tracking is vital, too. We evaluate how well a VR system tracks movement, which can vary based on the method of tracking the headset uses. VR systems that use external sensors like the Valve Index are usually the most reliable and can follow motion controller positions when the headset itself can't see them. Still, they're also bulky and have specific space requirements. Most headsets these days, including the Meta Quest 3 and the Apple Vision Pro, use outward-facing cameras that can also work very well for motion tracking, but performance depends on their placement and quality.

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: Experiences and Games

Software is another critical factor; different platforms offer different games and experiences. The Meta Quest platform is currently our favorite because of its massive library and support for both Quest-exclusive titles and 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 Apple Vision Pro has an impressive app selection, but it isn't nearly as large as Meta, SteamVR, or VivePort. The PlayStation 5 has its own ecosystem with the PlayStation VR2 that has many compelling games, but Sony's decision not to make it backward 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 many compelling experiences.

Apple Vision Pro App Store
(Credit: Will Greenwald)

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.

About Our Expert

Will Greenwald

Will Greenwald

Principal Writer, Consumer Electronics

My Experience

I’m PCMag’s home theater and AR/VR expert, and your go-to source of information and recommendations for game consoles and accessories, smart displays, smart glasses, smart speakers, soundbars, TVs, and VR headsets. I’m an ISF-certified TV calibrator and THX-certified home theater technician, I've served as a CES Innovation Awards judge, and while Bandai hasn’t officially certified me, I’m also proficient at building Gundam plastic models up to MG-class. I also enjoy genre fiction writing, and my urban fantasy novel, Alex Norton, Paranormal Technical Support, is currently available on Amazon.

The Technology I Use

Where to start? I have a standard IT-issued Lenovo Thinkpad for writing and editing, supplemented with an iPad Air and an 8Bitdo Retro Keyboard when I want to write on the go. I also have a Lenovo Legion Go as a platform for running Portrait Displays’ Calman software and controlling the Klein K-10A colorimeter, Murideo SIX-G signal generator, and Leo Bodnar 4K Video Signal Lag Tester I use for testing TVs. 

For gaming, I use a Nintendo Switch 2, PlayStation 5, and Xbox Series X, and a GeForce 5080-equipped MSI gaming laptop. I like collecting retro games as well, and have an Analogue Pocket and a ton of classic consoles and portables. Photography is another interest, and I use a Sony A7 IV when I’m shooting products and events, and a Fujifilm X-Pro3 for my own attempts at visual creativity. And for reading and writing, I’ve become partial to the Kobo Sage for books and the ReMarkable 2 with Type Folio.

When it comes to phones and tablets, I’m pretty platform-agnostic. I use a Google Pixel 8 for my phone and an iPad Air for a tablet. Android, iOS, and iPadOS are all totally fine, but I need a Windows PC. MacOS just isn’t for me.

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