Technological Advances in Two Generations of Consumer-Grade VR Systems: Effects on User Experience and Task Performance
Marie Luisa Fiedler, Christian Merz, Jonathan Tschanter, Carolin Wienrich, Marc Erich Latoschik

TL;DR
This study compares two generations of consumer-grade VR systems to assess how technological advances over a decade impact user experience and task performance, finding minimal differences and supporting the continued use of older hardware in research.
Contribution
It provides empirical evidence that technological improvements in VR hardware over ten years have limited effects on user experience and task performance in real-world settings.
Findings
No significant differences in presence and embodiment between systems
Small effect sizes suggest limited impact of hardware upgrades
Supports validity of prior VR research using older systems
Abstract
Integrated VR (IVR) systems consist of a head-mounted display (HMD) and body-tracking capabilities. They enable users to translate their physical movements into corresponding avatar movements in real-time, allowing them to perceive their avatars via the displays. Consumer-grade IVR systems have been available for 10 years, significantly fostering VR research worldwide. However, the effects of even apparently significant technological advances of IVR systems on user experience and the overall validity of prior embodiment research using such systems often remain unclear. We ran a user-centered study comparing two comparable IVR generations: a nearly 10-year-old hardware (HTC Vive, 6-point tracking) and a modern counterpart (HTC Vive Pro 2, 6-point tracking). To ensure ecological validity, we evaluated the systems in their commercially available, as-is configurations. In a 2x5 mixed…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Social Robot Interaction and HRI · Tactile and Sensory Interactions
