In a world where technology is evolving at a dizzying pace, standalone virtual reality (VR) headsets are becoming increasingly popular with cultural operators and institutions. For places visited by the public, the choice must be made between several manufacturers, depending on the desired content and operations. It’s a complex choice, and one that requires a few clarifications, at a time when equipment is becoming increasingly easy to use. Here’s a look at the most popular autonomous headsets for 2024 when the next generation is around the corner.
What does “standalone” actually mean?
This new term seems to fit all the newcomers to the market. Quite simply, it means that the headset is autonomous. In other words, it doesn’t need to be connected to a computer or games console to function. It integrates everything it needs to function on its own, including processor, memory, motion sensors, and possibly an internal power source such as a battery. Basically, it’s an all-in-one VR system. And yes, headsets now come with their own computing capacity, which is no mean feat, since it means unprecedented freedom of movement and ease of use. Autonomy is particularly valuable in environments and other spaces where users explore virtual worlds while physically moving within a defined space, sometimes more or less restricted, but always under control.
Standalone VR removes the technical barriers that once limited access to these advanced technologies. Without the cables and complexity of traditional PC-connected VR systems, users can fully immerse themselves in interactive experiences with minimal preparation. This ease of installation makes VR more accessible and less intimidating for the general public. On the other hand, this evolution in hardware makes deployment, costs and technical support considerably easier for venues, which can then easily multiply the number of VR headsets, welcome greater visitor traffic and thus generate more operating revenue.
We’re presenting a mixed-reality experience, “L’Épopée du Hangar Y”, lasting 30 minutes and running on Pico 4. We’re managing 90 headsets, and can accommodate 40 people (aged 8 and over) every 30 minutes in the Hangar Y’s large nave. Public feedback on this system has been excellent, both in terms of content and headset use. We had tested several headsets, and the Pico 4 proved to be light, comfortable and… less expensive to buy! In the end, it was important to offer an experience that didn’t cut visitors off from the hangar environment, and for mixed reality it was the perfect headset.
Martin Bourguignat, Audience manager at Hangar Y
A look back at the most popular standalone VR headsets
The following paragraph highlights the latest and hottest models on the standalone VR headset market:
- Quest 2 / Quest 3 by Meta : These market-leading models combine high performance with competitive pricing. Meta’s privileged position within the XR market encourages producers and studios to adapt their productions first and foremost for these headsets, and the technical standards that go with them. As a result, the range of content on offer is greater, offering a wider choice of exploitable experiences. Nevertheless, these are mass-market headsets that require a few adaptations for intensive use in LBE, and notably the purchase of complementary accessories, such as a headband (with adjustable knob) and silicone protection to facilitate disinfection of the headsets between each user.
- Vive Focus 3 / XR Elite by HTC : headset models clearly positioned in the high-end segment, with devices specifically targeted at professionals and businesses. These are headsets with advanced features and superior build quality, giving them a clear advantage for large-scale multi-user experiences (for example) and other types of long-term operation. In the cultural segment, HTC’s support for market players (producers or cultural institutions) also plays an important role in the deployment of certain exhibitions…
- Pico 4 / Neo 3 by Pico Interactive : These headsets stand out for their ergonomics and value for money, offering a robust alternative to Meta models. With real comfort in use, Pico offers lightweight, modular headsets that can be adapted to short-term deployments.
The Oculus Quest 2 quickly conquered the market thanks to its ease of use and affordable price, making it particularly attractive to the general public… Equipped with a powerful processor, this headset offers a fluid experience, although its battery limits sessions to 2-3 hours. In anticipation, the Meta Quest 3 promises significant improvements in terms of power and autonomy, auguring longer sessions and more captivating experiences. The design also reveals a 40% reduction in the size of the front panel, which is adorned with several high-quality optics that considerably improve passthrough rendering, offering improved integration and perception of the real world (colorimetry & distortion).
Meanwhile, Pico is emerging as a serious contender with its models 4 and Neo 3. The Pico 4, in particular, shines with its higher-resolution screen and comfort-oriented design, a significant advantage for users who have to wear these headsets for long periods. The robust, well-balanced Neo 3 is ideal for graphics-intensive applications typical of modern gaming environments.
We have a stock of virtual reality headsets for use at the Louvre-Lens or outside the museum (in shopping malls or on mobile devices) to broadcast VR content associated with certain exhibitions. We have equipped ourselves with 16 Vive Focus 3 headsets, to accommodate 8 to 10 people per session, and to ensure ease of use, with our mediators and receptionists supervising. We prefer hand-tracking-based experiences to avoid the use of controllers. Feedback from the public is always positive: the headset is light and they can intuitively get to grips with it…
Noël Rouvrais, in charge of digital mediation at Louvre-Lens
With its Vive Focus 3 and XR Elite models, HTC is targeting the top end of the entertainment market. The Vive Focus 3 stands out for its build quality, high resolution and wide field of view, guaranteeing unparalleled immersion. The XR Elite goes even further, integrating mixed reality capabilities that allow users to navigate between virtual worlds and tangible reality thanks to advanced passthrough technologies.
These technologies, though varied in their offerings, share a common goal: they remove technical barriers and democratize access to eXtended Reality experiences (a term used to refer to AR,VR,MR in a combined way).
When it comes to choosing a headset, it all comes down to a balancing act between cost, performance, comfort and ease of use, with each model having its own strengths depending on the specific needs of the environment.
At GIFF, we offer an exhibition of over 30 works each year during the festival, as well as year-round mobile deployment with our XR “Roadshow” caravan. Here, standalone headsets are ideal for mediation in schools, or for very short operating times (2-3 days). The use of Meta headsets, 80% of which are favored by producers, is still hampered by an OS geared towards the general public, which has to be adapted for collective use. The arrival of Apple and new manufacturers may motivate them to open up their hardware software a little more.
Alex Schuhmann dos Santos, Operational and technical manager for the digital program at Geneva International Film Festival – GIFF
VR, AR, MR… This is just the beginning of the story…
When we say “standalone”, many of these devices are actually hybrids – a bit like today’s cars. They combine the best of both worlds. When applications require heavier calculations, the headset can be connected to a PC, enabling the computing load to be transferred to a much more powerful machine. This brings us into the category of wired PCVR headsets, with the possibility of connecting a Meta Quest (for example) with an AirLink cable to a larger machine. The modularity of this approach is interesting, as it requires very little new hardware.
Rest assured, everything we’ve discussed remains true. Mixed reality allows you to be both completely immersed (VR) and in visual contact with the real world, thanks to passthrough. Behind this technical term simply lies the ability to “see through”. But through what, exactly? Thanks to cameras mounted on the front of the headset, users can perceive their immediate environment, transcribed onto the headset’s inner screen, establishing a fascinating bridge between virtual and tangible reality.
As immersive experiences attract ever more audiences, these VR headsets are not just entertainment tools; they are the forerunners of a new era of user experience, fusing the real and the imaginary to create experiences with unforgettable memories. The future of entertainment is here, and it’s ready to be explored, one headset at a time.
At the end of September 2024, Meta announced the Quest 3S, an intermediate version of its range of VR headsets. While there’s no real improvement on the technical side (it’s still somewhere between the Quest 2 and 3), it’s the price – under €300 – that is likely to get the general public interested in this mid-range headset. An affordable headset that isn’t necessarily revolutionary, but can provide enough power to enjoy the latest virtual or mixed reality experiences on the market. Available soon in France.