I had a strange feeling the first time I packed the Acer VR headset into a bag with two hand controllers, a laptop and earbuds, and realized that’s all I needed to enjoy a walk-around virtual world. It was a bit like when you pat your pockets for your phone only to realize you’re already holding it in your hand — panic, followed by intense relief.

No cameras or base stations to lug around and arrange is certainly a huge step forward for VR and a major selling point of headsets like Acer’s based on Microsoft’s tracking technology. But there are other considerations as well. Here’s what I encountered with Acer’s entry level consumer VR headset running on Microsoft’s Windows Mixed Reality platform.

Comfort and Fitting

I found it difficult to get the Acer headset fitting as snugly on my head as a Vive or a Rift.

I pushed the lenses up to my eyes holding the headset in my hands so everything looked crisp and wide, but couldn’t recreate that seemingly perfect fit using just the headband and dial behind my head to tighten it. I couldn’t seem to get the perfect fit that maximized both the sweet focused spot on the lenses as well as my field of view. Getting the headband resting at just the right position though provided a good enough sweet spot and wide angle. Every face is different, of course, and so your mileage may vary here. There’s also notably no adjustment with this headset to space the screens out so they are centered in front of each of your eyes.

Acer lists the headset’s weight as 1.35 pounds, which is more than a Rift, but Acer balances the weight more on the forehead than the face compared with Rift and Vive. That seems to make the weight less noticeable overall. All around where the headset touches your face and head there’s soft fabric meant to absorb sweat. I didn’t notice too much light leaking in from the outside.


The Windows tracking system requires decent lighting during the setup process. In daylight hours I could get reliable tracking in my home with just light coming in from the unblocked windows.

The Microsoft Windows platform has players define their play space using the headset itself to trace the edges — much the same way Rift and Vive users do using their controllers. With Acer headset in hand, you keep it pointed at the computer as you walk around the play space. When  it is time to enter VR, you put on the headset and look around until the system recognizes your space and puts you into the cliff house home area.

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