HTC Vive

HTC Vive

An HTC Vive head-mounted display with a camera near the bottom rim; two wireless handheld controllers; and two 'Lighthouse' basestations
Type Virtual reality headset for room scale virtual reality
Release date 5 April 2016
Manufacturer HTC, with technology by Valve Corporation
Display technology PenTile[1] OLED
Resolution 2160×1200 (1080×1200 per eye)[2]
Refresh rate 90 Hz[2]
Field of view (Nominal) About 110 degrees[3]
Tracking system Lighthouse (2 base stations emitting pulsed IR lasers)
Input Video/data/Bluetooth
Weight 470 grams (previously 555 grams)
Platform/operating system SteamVR running on Microsoft Windows in addition to Linux support, with macOS support coming[4]
ConnectionHDMI 1.4 or DisplayPort 1.2 and 1× USB 3.0
Website www.vive.com
Introductory price US$799/£769.99
Sound
  • 3.5 mm audio jack for headphones
  • Built-in microphone
  • Headphones will be sold separately from June 2017[5]
Controller input SteamVR wireless motion tracked controllers
Camera Front-facing camera - enabling users to view the external world and a key component of the devices 'chaperone' safety system.

The HTC Vive is a virtual reality headset developed by HTC and Valve Corporation. The headset uses "room scale" tracking technology, allowing the user to move in 3D space and use motion-tracked handheld controllers to interact with the environment.[6]

The HTC Vive was unveiled during HTC's Mobile World Congress keynote in March 2015. Development kits were sent out in August and September 2015, and the first Consumer version of the device was released on April 5th, 2016.

Development

Prototypes of a Valve-produced virtual reality system were demonstrated during 2014. On 23 February 2015, Valve announced that it would demonstrate a "SteamVR hardware system" at the 2015 Game Developers Conference.[7][8][9] HTC officially unveiled its device, Vive, during its Mobile World Congress keynote on 1 March 2015.[6] Preorders started on 29 February 2016 at 10:00 a.m. EST.[10] Valve and HTC have since announced that the headset will be free for selected developers.[11]

At Consumer Electronics Show 2016, HTC and Valve unveiled a near-final hardware revision of the device, known as HTC Vive Pre.[12]

It has since been announced that that SteamVR 2.0 will feature smaller more efficient lighthouses, new controllers, higher-quality displays and a smaller and lighter wireless headset.[13]

History

During his Immersed 2015 keynote, Phil Chen, Chief Content Officer for HTC and Founder of the HTC Vive explained that he "stumbled upon VR" and later HTC met Valve, which turned out to be "serendipity".[14] Chen also explained that HTC and Valve don't have a clear dividing line between each of their responsibilities, and HTC is very much a partner in the research and development process.[15]

In November 2016, HTC announced a tether-less VR upgrade kit made by TPCAST. A public model was shown at CES 2017 and had a price of $249.[16][17]

At Google I/O in May 2017, Google announced a new, all in-built 'Standalone VR' system that would be made by the Vive team and also by Lenovo.[18]. Whilst in June 2017 Valve revealed details of a second variation of Vive controller which utilizes finger tracking called the Knuckles Vive controller.[19]

Technical specifications

The Vive has a refresh rate of 90 Hz. The device uses two screens, one per eye, each having a display resolution of 1080x1200.[20] The device uses 70 infrared sensors: 32 on the headset and 19 for each controller. In addition, it also uses a MEMS (Microelectromechanical systems) gyroscope and accelerometer. It is said to operate in a 15-by-15-foot (4.6 by 4.6 m) tracking space if used with both "Lighthouse" base stations that track the user's movement with sub-millimeter precision.[21] The Lighthouse system uses simple photosensors on any object that needs to be captured; to avoid occlusion problems this is combined with two lighthouse stations that sweep structured light lasers within a space.[22]

The front-facing camera allows the software to identify any moving or static objects in a room; this functionality can be used as part of a "Chaperone" safety system, which will automatically display a feed from the camera to the user to safely guide users from obstacles.[12][23]

The Vive initially required computers running Microsoft Windows. In February 2017, support was added for Linux[24], followed by support for MacOS in June 2017.[25]

Games

By March 2016, the time at which the pre-orders for the HTC Vive opened, 107 games were known to be coming to the virtual reality format.[26]

In February 2017 Valve CEO Gabe Newell announced via Reddit AMA 'ask me anything' session Valve is developing three AAA VR IPs alongside the forthcoming "Knuckles" controllers.

An open source program called Revive allows for Oculus Rift games to be used with an HTC Vive. Although it has been patched out before, it came with a large public backlash that forced Facebook to reverse the decision.[27]

Adoption

An unmounted development unit.

Valve released its OpenVR software development kit (SDK), an updated version of its Steamworks VR API with documentation and examples of how to build software that supports SteamVR hardware.[28][29] It provides support for the HTC Vive Developer Edition, including the SteamVR controller and Lighthouse.[30]

SteamVR was launched with native support for Unity on its platform.[31]

On 30 April 2015, Epic Games announced support for Valve's SteamVR technology, allowing developers to create VR projects with Unreal Engine 4 for the HTC Vive.[32][33] Epic said that SteamVR is completely integrated into Unreal Engine 4 across Blueprint visual scripting and native code, meaning projects can be built without being dependent on programmer support if needed.[34] Epic's own Showdown tech demo can already be experienced on SteamVR using the Vive headset.[35][36] jMonkeyEngine, a free cross-platform 3D engine, is also getting support for OpenVR and the Vive.[37]

In July 2016, VR news website Road to VR used game session figures from the Steam VR platform to estimate that approximately 100,000 Vive headsets had been shipped since launch.[38] In the same month, SensoMotoric Instruments (SMI), a computer vision company, integrated its eye tracking technology in the HTC Vive to turn it into a dedicated eye tracking solution for research and professional applications.[39][40] In November 2016, Vive announced that it would begin the first retail sales of its headsets at JB Hi-Fi and Harvey Norman stores in Australia later that month.[41]

On 23 November 2016, HTC announced that the Vive was sold at a profit and that HTC Vive sales were "much higher" than 140,000.[42]

References

  1. Hutchinson, Lee (22 March 2016). "Ask Ars: I can’t choose between Oculus Rift, HTC Vive, and PlayStation VR!". Ars Technica. Retrieved 24 September 2016.
  2. 1 2 "HTC Re Vive".
  3. "Advanced VR Rendering, Alex Vlachos, Valve" (PDF).
  4. Machkovech, Sam (5 June 2017). "SteamVR is coming to Mac—and Apple says it will actually work". Ars Technica. Retrieved 5 June 2017.
  5. http://www.pcgamer.com/htcs-deluxe-audio-strap-is-a-huge-improvement-over-the-vives-elastic-straps/
  6. 1 2 "Valve's VR headset is called the Vive and it's made by HTC". The Verge. Retrieved 1 March 2015.
  7. "Valve is making a VR headset and its own Steam Machine". Engadget. Retrieved 1 March 2015.
  8. "Valve showing off new virtual reality hardware and updated Steam controller next week". The Verge. Retrieved 1 March 2015.
  9. "Valve's VR headset revealed with Oculus-like features". The Verge. Retrieved 1 March 2015.
  10. "HTC Vive pre-orders to start on February 29". Telegraph.co.uk. Retrieved 22 January 2016.
  11. "Valve, HTC Offering Free Vive VR to Developers". The Verge. Retrieved 6 April 2015.
  12. 1 2 "HTC Vive Pre impressions: A great VR system has only gotten better". Ars Technica. Retrieved 28 January 2016.
  13. Valve News Network (2017-02-14), Interview VR Team - Gabe Newell & Others, retrieved 2017-02-24
  14. Neil Schneider (8 October 2015). MTBS-TV: Conversing With Phil Chen, Chief Content Officer, HTC. Event occurs at 11m55s via YouTube.
  15. Neil Schneider (8 October 2015). MTBS-TV: Conversing With Phil Chen, Chief Content Officer, HTC. Event occurs at 16m46s via YouTube.
  16. "Hands-on: TPCAST's Wireless Vive Kit Really Works". UploadVR. 2016-12-19. Retrieved 2017-02-24.
  17. Byford, Sam. "HTC’s wireless Vive add-on actually works". The Verge. Retrieved 2017-02-24.
  18. "Google Announces Standalone Headset to be Made by HTC and Lenovo". VRFocus. 2017-05-17. Retrieved 2017-05-17.
  19. "Valve Provides Details on Upcoming Knuckles Vive Controllers". VRFocus. 2017-06-22. Retrieved 2017-06-22.
  20. "Valve and HTC reveal Vive VR headset". GameSpot. Retrieved 1 March 2015.
  21. "HTC reveals virtual reality headset with Valve at MWC". bbc.co.uk. BBC. Retrieved 2 March 2015.
  22. Buckley, Sean. "This Is How Valve’s Amazing Lighthouse Tracking Technology Works". Gizmodo. Retrieved 2 July 2015.
  23. "HTC: Why Vive Will Beat Oculus VR at Its Own Game". Tom's Guide. Retrieved 18 July 2015.
  24. "Valve launches SteamVR support for Linux". Engadget. Retrieved 2017-06-26.
  25. Machkovech, Sam (5 June 2017). "SteamVR is coming to Mac—and Apple says it will actually work". Ars Technica. Retrieved 5 June 2017.
  26. Stead, Chris (29 March 2015). "107 games revealed ahead of HTC Vive pre-order launch". Finder. Retrieved 29 February 2016.
  27. "Oculus Reverses DRM Course After Public Backlash". Techdirt. Retrieved 2017-02-24.
  28. Takahashi, Dean (30 April 2015). "Valve launches OpenVR dev kit for virtual reality hardware makers". VentureBeat. Retrieved 3 May 2015.
  29. Wawro, Alex (30 April 2015). "Valve launches new OpenVR SDK to expand SteamVR development". Gamasutra. UBM plc. Retrieved 8 May 2015.
  30. Feltham, Jamie (1 May 2015). "Valve Launches OpenVR SDK". VRFocus. Retrieved 3 May 2015.
  31. "Valve Is Bringing Native Unity Support To SteamVR". uploadvr. Retrieved 11 February 2016.
  32. Hall, Charlie (30 April 2015). "Now anyone can build for SteamVR with Epic's Unreal Engine 4". Polygon. Vox Media. Retrieved 3 May 2015.
  33. Kastrenakes, Jacob; Robertson, Adi (30 April 2015). "Steam's virtual reality just got a boost from the maker of Unreal Tournament". The Verge. Vox Media. Retrieved 3 May 2015.
  34. Cowley, Dana (30 April 2015). "Unreal Engine 4 Releases With SteamVR Support". Unreal Engine. Epic Games. Retrieved 3 May 2015.
  35. Parrish, Kevin (30 April 2015). "Epic's Unreal Engine 4 Will Support Valve's SteamVR". Tom's Hardware. Purch. Retrieved 9 May 2015.
  36. Lang, Ben (30 April 2015). "HTC Vive-enabled Unreal Engine 4.8 Coming next Week, Devs Can Start Work with Rift DK2". Road To VR. Retrieved 3 May 2015.
  37. "jMonkeyVR". Phr00t's Software.
  38. Lang, Ben (4 July 2016). "HTC Vive Headset Nearing 100,000 Install Base, Steam Data Suggests". Road to VR. Retrieved 4 August 2016.
  39. Durbin, Joe (22 July 2016). "SMI Releases Eye Tracking Developer Kit For The HTC Vive". UploadVR. Retrieved 26 September 2016.
  40. Graham, Peter (22 July 2016). "SMI Reveals Eye Tracking Developer Kit for HTC Vive". VRFocus. Retrieved 26 September 2016.
  41. Bogle, Ariel (4 November 2016). "HTC Vive's virtual reality headset is opening stores in Australia". Mashable. Retrieved 4 November 2016.
  42. Lang, Ben (23 November 2016). "HTC Confirms Each Vive is Sold at Profit, "Much More" Than 140,000 Units in Sales".
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