I finished my degree in Sociology with a minor in History, and since I work at a University that will let me receive more education for free, I have decided to pursue a new degree in Information Technology. I am currently taking an entry-level tech class where I am exploring different types of technology and how it interacts with various fields, environments, and workplaces. This course is surprisingly heavy when it comes to shorter papers (2-5 pages), and so I will be uploading new content to this blog that will have a technology vibe to it.
The Meta Quest 3 is a standalone headset but can also be tethered to a PC. The display quality is high-resolution with a wide field of view and color passthrough for mixed reality. The headset is lightweight and well-balanced, and has an adjustable IPD, but some users have reported strap discomfort and that it has been known to snag hair. (Palmer, 2025) IPD refers to interpupillary distance, which is the distance between the centers of your eyes. Aligning the headset’s lenses to match your IPD will reduce eye strain, dizziness or discomfort and give you better clarity, which is important. This headset is extremely easy to set up and does not require eternal sensors or a console. Some of its strengths lie in the excellent value for money, the backwards compatibility with Quest 2 apps, and the powerful Snapdragon Gen 2 processor. Its weaknesses are a short battery life, no eye-tracking. This headset is used mainly by casual gamers, fitness enthusiasts, and users who want a portable, all-in-one VR experience without needing a PC. (Greenwald, 2025)
The Valve Index is a tethered headset that requires a powerful PC. The display quality provides excellent visuals with a high refresh rate and wide field of vision. It is extremely comfortable for long sessions and fits well even if you wear glasses. The setting up is more complex as it requires an eternal base station for tracking. Its strengths include industry-leading tracking accuracy, high-quality controllers with finger tracking, and that it is great for room-scale VR. Its weaknesses are that it is more expensive, the set-up is time consuming, and it requires a high-end PC. This headset is great for enthusiasts, developers, and simulation gamers who want the most immersive and precise experience. (Greenwald, 2025)
The PlayStation VR2 is a tethered headset that requires a PlayStation 5 to work. The display quality is excellent as it uses an OLED display with 4K resolution and HDR. OLED means Organic Light Emitting Diode and is a type of screen technology where each pixel emits its own light unlike LCDs which require a backlight. You get vivid colors this way and high-contrast ratios. Having an OLED display in VR can make night scenes more immersive and give you better depth perception. (Heaney, 2023) The comfort on this headset was improved from the previous model with an adjustable headband and good weight
distribution. It is easy to set up as you just plug it into the PS5 to use it, no external sensors are needed. Its strength lies in that it is optimized for PS5 games, it has eye-tracking and haptic feedback, and great exclusive titles not available anywhere else. Its weaknesses are that it is limited only to the PS5 system which has a smaller software library compared to PC VR. This headset is best for console gamers who already own a PS5 and want high-quality VR gaming with minimal setup. (Greenwald, 2025)
Feature |
Meta Quest 3 |
Valve Index |
PlayStation VR2 |
Display Quality |
High-res, Color Passthrough |
Excellent Visuals, wide Field-of-Vision |
4K OLED, HDR |
Comfort |
Lightweight, Adjustable IPD |
Comfortable, Glasses Friendly |
Improved Comfort, Balanced |
Ease of Setup |
Very Easy |
Complex |
Easy with PS5 |
Standalone/Tethered |
Standalone (PC optional) |
Tethered to PC |
Tethered to PS5 |
Strengths |
Affordable, Portable, Backwards Compatible |
Top-Tier Tracking, Finger Controllers |
Eye-Tracking, Haptics |
Weaknesses |
Short Battery Life, No Eye Tracking |
Expensive, Set-Up-Intensive |
PS5 only, Smaller Library |
Best For |
Casual User, Fitness, Mobile
Users |
Enthusiast, Sim Gamer, Developer |
Console Gamers with PS5 |
Personally, I have only used a VR headset with the PlayStation. My brother owns the original VR headset released by PlayStation to work with the game titled Beat Saber. In this game you wear the headset and hold two motion controllers that look like lightsabers on the screen. You slice through blocks that fly towards you in sync to music, so it requires timing and coordination to play this game. Other obstacles come in your way as the levels progress requiring you to duck and dodge as well, making it a completely immersive game. The levels of difficulty go up as you get better and you can pick from many different music genres like pop, rock, electronic, and much more. I remember playing this when it first came out almost 10 years ago and the technology being impressive and fun. After playing the game for a bit, your eyes would need to adjust to reality again as the headset was different and made you close off from the real world.
Virtual Reality (VR) is profoundly reshaping society by enhancing how we learn, work, play, and connect with others. However, its growing influence brings important accessibility and ethical challenges. While fields like education and healthcare stand to benefit greatly from VR, access to this high-cost technology remains limited for many. Physical and economic barriers – such as the need for precise hand movements, full mobility, and reliable vision and hearing – can exclude users with disabilities. Although hardware continues to improve with lighter, more ergonomic designs, significant progress is still needed to make VR truly inclusive. Because VR heavily relies on sight and sound, individuals with low vision or hearing impairments often cannot fully engage with current experiences. (Öncüler, 2024) Similarly many VR applications assume full physical mobility, leaving out users with motor impairments. As the technology evolves, there is hope that VR will become not only more physically accessible but also more affordable – ensuring that its benefits can be shared by all.
Virtual Reality (VR) is profoundly reshaping society by enhancing how we learn, work, play, and connect with others. However, its growing influence brings important accessibility and ethical challenges. While fields like education and healthcare stand to benefit greatly from VR, access to this high-cost technology remains limited for many. Physical and economic barriers – such as the need for precise hand movements, full mobility, and reliable vision and hearing – can exclude users with disabilities. Although hardware continues to improve with lighter, more ergonomic designs, significant progress is still needed to make VR truly inclusive. Because VR heavily relies on sight and sound, individuals with low vision or hearing impairments often cannot fully engage with current experiences. (Öncüler, 2024) Similarly many VR applications assume full physical mobility, leaving out users with motor impairments. As the technology evolves, there is hope that VR will become not only more physically accessible but also more affordable – ensuring that its benefits can be shared by all.
References:
Greenwald, W. (2025, July 4). The best VR headsets we've tested (July 2025). PCMag. https://www.pcmag.com/picks/the-best-vr-headsets
Heaney, D. (2023, February 21). PSVR 2 specs & technical analysis: Displays, lenses, reprojection, and more. UploadVR. https://www.uploadvr.com/psvr2-technical-analysis/
Öncüler, U. (2024, March 1). Future of virtual reality and web accessibility. 618Media. https://618media.com/en/blog/virtual-reality-and-web-accessibility/
Palmer, A., Wise, D., & Stout, A. (2025, June 11). The 3 best VR headsets of 2025 | Tested & rated. TechGearLab. https://www.techgearlab.com/topics/cool-gadgets/best-vr-headset
Greenwald, W. (2025, July 4). The best VR headsets we've tested (July 2025). PCMag. https://www.pcmag.com/picks/the-best-vr-headsets
Heaney, D. (2023, February 21). PSVR 2 specs & technical analysis: Displays, lenses, reprojection, and more. UploadVR. https://www.uploadvr.com/psvr2-technical-analysis/
Öncüler, U. (2024, March 1). Future of virtual reality and web accessibility. 618Media. https://618media.com/en/blog/virtual-reality-and-web-accessibility/
Palmer, A., Wise, D., & Stout, A. (2025, June 11). The 3 best VR headsets of 2025 | Tested & rated. TechGearLab. https://www.techgearlab.com/topics/cool-gadgets/best-vr-headset
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