Changes

Jump to: navigation, search

HTC Vive

6,701 bytes added, 09:53, 26 March 2021
no edit summary
|Requires=PC
|Predecessor=[[HTC Vive Pre]]
|Successor=[[HTC Vive CV2Pro]]
|Display=Dual Panel
|Resolution=2160 x 1200 (1080 x 1200 per eye)
|Pixel Density=455.63 PPI per eye
|Refresh Rate=90 Hz
|Persistence=1.9ms
|Field of View=110° (diagonal)
|Optics=Fresnel Lenses
|Update Rate=Rotational: 1000Hz, Positional: 60Hz
|Tracking Volume=120°H x 120°V (over 21 feet range)
|Latency=??Motion to Photon, 7ms (no load), 15ms (medium load)
|Audio=Built-in headphones, external headphones
|Camera=Pass-through camera
|Input=Controllers in both hands
|Connectivity=2 HDMI ports, 2 USB ports, 1 headphone jack
|Power=
|Weight=555g, 468g
|Cable Length=5+ meters
|Release Date=April 5, 2016
|Price=$799, €899, £689, Business Edition: $1200599
|Website=http://www.htcvr.com/
}}
{{see also|HTC Vive Developer Editions|HTC Vive Pro}}==Introduction==[[HTC Vive]] (also known as '''HTC Vive CV1''' or simply as the '''Vive''' ) is the first consumer version of the [[HTC Vive (Platform)]] [[Virtual Reality Devices|Virtual Reality HMD]] developed by [[HTC]]. It is part of the [[SteamVR]] ecosystem created by [[Valve]].Indeed, it was the partnership between the two notable technology companies that led to a quality product and made possible the integration of the VR headset with the SteamVR platform. <ref name=”one”>Teston, C. (2017). HTC Vive vs. Oculus Rift – Design and hardware battle. Retrieved from https://news4c.com/htc-vive-vs-oculus-rift-design-and-hardware-battle/</ref>__TOC__==Release and Versions==On August 21, 2017, the price of Vive was reduced to $599. ===Version History===Pre-orders for the Vive began on February 29, 2016 for $799 (€899, £689). The HTC Vive CV1 released on April 5, 2016, and it comes with the [[head-mounted display]] (HMD), two [[SteamVR Controllers|wireless motion tracked controllers]] and two [[lighthouse]] [[Base Stations]] positional sensors that enable [[room-scale VR]].  On June 9, 2016, Vive announced the Business Edition of Vive, called Vive BE, for $1200. While the only physical difference between the Vive and Vive BE is two extra face cushions, the Business Edition includes a 12-month limited warranty and a dedicated Vive BE customer support line. The HTC Vive VR headset has had a good reception with consumers, although it is more expensive than the Oculus Rift. Indeed, the HTC Vive price has remained the same since its launch, with only a few exceptions: the occasional discount of $100 during special days like Black Friday or Vive Day, that celebrated the headset’s first anniversary on April 5th, 2017. <ref name=”two”>Graham, P. (2017). The best HTC Vive games of 2017 So Far. Retrieved from https://www.vrfocus.com/2017/08/the-best-htc-vive-games-of-2017-so-far/</ref> <ref name=”three”>Bane, O. (2017). HTC VIVE price drop; monkey see monkey do? Retrieved from https://www.cosmicnovo.com/2017/04/06/htc-vive-price-drop-monkey-see-monkey/</ref> Since VR videogames are one of the allures of the VR experience, the Vive has a massive collection of titles available on Steam, and a more concentrated selection on Viveport, that has contributed to its success. <ref name=”two”></ref> At the time of launch, the HTC Vive was the only VR headset that provided motion controls and full roomscale tracking out of the box. This might have increased its initial draw on the eyes of the consumers. It also contributed to attract a significant amount of studios to develop for HTC’s headset. Initial titles such as Owlchemy Labs’ Job simulator or I-Illusions’ Space Pirate demonstrated the potential of immersive VR gaming. <ref name=”two”></ref> However, Oculus has since released its own motion controllers - the Oculus Touch controllers - in December 2016, and an update early in 2017 that provided support to 360-degree roomscale tracking. This could mean that the relation between consumer adoption of the Oculus Rift and HTC Vive may change. <ref name=”two”></ref> Nevertheless, according to some publications, the Vive is considered as the best VR headset in the market. It has received praise for having the best VR experience overall, with intuitive controls and one-to-one movement tracking, an 110-degree field of view, and a good software lineup due to the partnership with Valve. On the other side, the HTC Vive price tag, the need for a high-end GPU, and the reduced comfort when compared to the Oculus Rift are some of the complaints it has received. <ref name=”four”>Pino, N. (2017). HTC Vive review. Retrieved from http://www.techradar.com/reviews/wearables/htc-vive-1286775/review</ref> A new headset to be included in the Vive family was announced at Google I/O, in May 2017 - a standalone VR headset. It aims to provide immersive VR without the need for cables, highlighting ease of use and portability. This new headset will use Daydream and Worldsense. <ref name=”five”>Vive. Retrieved from https://www.vive.com/eu/product/standalone/</ref> In July 2017, HTC announced that it would be partnering with Qualcomm to release a self-contained Vive VR headset exclusive to the Chinese market - the Vive Standalone. The new headset was described as a “premium” device based on Qualcomm’s all-in-one reference design that would run apps from the Viveport platform. While initially it was thought of as a separate product from the standalone HTC Google Daydream announced in May, a representative of the company has clarified that the HMD announced for the Chinese market is, in fact, the same. According to VRFocus, “the differences will simply be that of software distribution; the China market will receive their content via Viveport while the western audiences will have access to the Google Daydream library. This alternate distribution chain is due to Google’s lack of penetration in China, according to a HTC representative.” Also, the representative of HTC further clarified that “the two HMDs will be ‘similar’, sitting within the ‘same class of standalone VR solution.’” <ref name=”six”>Robertson, A. (2017). HTC is launching an all-in-one Vive headset just for China. Retrieved from https://www.theverge.com/2017/7/26/16036100/htc-vive-standalone-qualcomm-vr-headset-china-announce</ref> <ref name=”seven”>Joyce, K. (2017). HTC Vive Standalone will see international launch in 2017 [UPDATE]. Retrieved from https://www.vrfocus.com/2017/07/htc-vive-standalone-will-see-international-launch-in-2017/</ref>These new versions of the VR headset do not have a specific release date, although 2017 has been mentioned. <ref name=”seven”></ref>Both the HTC Vive and Steam VR are now officially, natively supported on Apple’s computing devices. <ref name=”eight”>Lynch, G. (2017). HTC Vive is coming to Mac. Retrieved from http://www.techradar.com/news/htc-vive-is-coming-to-mac</ref>
Pre-orders for the Vive begins on February 29, 2016 for $799. Vive released on April 5, 2016. HTC Vive CV1 comes with the [[head-mounted display]], 2 [[SteamVR Controllers|wireless, motion tracked controllers]] and 2 [[lighthouse]] [[Base Stations]] positional sensors that enable [[room-scale VR]].
==Features==
*[[Room-scale VR]] - Move around freely in a 12 feet by 12 feet space. Both HMD and the 2 two controllers are accurately tracked within that space.
*[[Wireless SteamVR Controllers]] - Input with 2 two motion-tracked controllers, 1 one held in each hand.
*[[Chaperone]] - Prevents the user from bumping into real life walls and other obstacles.
*Front facing camera - Allows the user to see the real life environment in front of them while wearing the HMD.
*[[#Connecting to Your Phone|Smartphone connectivity]] - Connect Connects the HMD to your a smartphone via Bluetooth, allowing the user to receive calls, messages remainders reminders and return calls.
==Hardware==
===Review===
'''Design and Ergonomics''':
The all-black HMD is sleek and sturdy. It is secured to the user's head with a harness-like series of straps. The user's face contacts the HMD with a soft and comfortable facial interface. The foam gasket part of the interface can be removed and replaced by lifting it from the velcro. The Vive comes with 2 two foam gaskets: the larger "Wide Face" and the smaller "Thin Face". The You user can change the distance between the [[lenses]] to fit your his [[IPD]] (Interpupillary Distance) with the dial on the right side of the HMD. [[Eye relief]], the distance between the lenses and your eyes, can be adjusted with 2 two gray knobs that you the user can pull out and rotate to extend or retract the sides of the HMD. While this function allows the Vive to accommodate most glasses, please it has to be aware noted that increasing the eye relief does negatively affect the [[FOV]](Field of View).
'''Display and Optics''':
The Vive features dual OLED panel displays of 1080 x 1200 per eye. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is minimal. The only glaring flaw of Vive's display and optics system is the [[god rays]]. The god rays are caused by [[Fresnel lenses]]' ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high contract contrast elements on the screen i.e. white text on a black background.
'''Front facing camera''':
A camera is located in on the front, bottom lower half of the HMD. The camera can bring up a wide [[FOV]] view of the environment that is in front of you. Players can activate the camera by double tapping of the SteamVR controller's "System" button or set it to automatically activate when you wander too close to the [[Chaperone]] boundaries. Working in conjunction with Chaperone, the camera create creates another layer that keeps the player safe while moving around wearing the HMD.
'''Tracking''':
[[Tracking]] in Vive has no visible [[latency]]. The [[Tracking#Systems|tracking system]] employed by HTC Vive is called [[Lighthouse]]. While [[rotational tracking]] is achieved with [[IMUs]](inertial measuring units), [[positional tracking]] is accomplish accomplished with 2 two IR base stations called (infrared) [[Base Stations]]. The Base Stations would constantly flood the room with IR that are is detected by sensors on the HMD and [[SteamVR Controllers]]. The HMD and controllers would figure out where they are ' position in relation to the Base Stations is then obtained ([[inside-out tracking]]). The Vive's tracking is designed for both [[Seated VR|seated]], [[standing VR|standing]] , and most importantly [[Room-scale VR]] experiences.
The HTC Vive headset is designed to accurately track the position and orientation of the HMD and [[SteamVR Controllers|controllers]] within a 12 by 12 feet space.
'''Voice and Audio''':
Vive has a built-in mic but does not have built-in headphones. It comes with a set of earbuds that can be plugged into a headphone jack extending from the HMD.
'''Cables and Ports''':
===In The Box===
[[File:htc vive cv1 in the box1.jpg|400px|right]]
A. 2 Two [[Base Stations]];
B. Sync cable - optional;
C. 2 Two Base station power adapter ;
D. Mount kit;
E. Link box;
F. Link box mounting pad;
G. Link box power adapter;
H. HDMI cable;
I. USB cable;
J. Earbuds;
K. Alternate face cushion (narrow) - ;
L. Cleaning cloth;
M. Documentation;
N. Headset with 3-in-1 cable and audio cable;
O. 2 Two Controllers (with lanyard);
P. 2 Two Micro-USB charger.
===Specifications===
|Connectivity || Multi-part cable with HDMI, USB and power that is connected to a junction box
|-
|Weight || At release: 555 grams (1.2 pounds)<br>April 2017: 468 grams (1.03 pounds)
|-
|}
==Play Area Requirements==
{{see also|#Play Area Setup}}
The play area sets the virtual boundaries of the HTC Vive. Your The interaction with VR objects happen happens within the play area. *Make sure your the play area is free of furniture and other obstacles. *Place your the PC next to the play area because the cable of your the HMD connecting to your PC is 5 five meters long. *Make sure your the base stations are mounted near power outlets.
===Room-scale VR Requirements===
For [[Room-scale VR]], you need it is required a space where you the user can move freely.
*Minimum room size: 2 m x 1.5 m (6 feet 6 inches x 5 feet)
*Maximum between base stations: 5 m (16 feet), Room size: 3.5 m x 3.5 m (11 feet 7 inches x 11 feet 7 inches)
==Setup Tutorial==
===HMD Setup===
'''Putting the HMD on''':
#Pull the HMD down over your eyes.
#Slide the straps around the back of your head, and adjust them so that the headset fits.
#Make sure that the 3-in-1 cables pass through the sleeve at the back of the headset, and are positioned straight down your back.
'''Adjusting the Head Straps to Fit Perfectly''':
#Walk towards your chaperone boundaries with the Vive on. Get really close to them.
#Adjust the Vive left and right until the vertical lines don't have "god rays". They should become solid and not look smudgy. Once you find a good placement tighten down the side straps.
#Turn the IPD all the way up, you'll probably notice the chaperone lines getting blurry. Once it's at max, bring it back down and they'll become more in focus. Once they start getting blurry again just open the IPD up a bit, like focusing binoculars.
'''Adjust IPD''': [[IPD]] is the distance between the center of the pupils of in your the eyes. You can adjust the distance between the [[lenses]] to match the distance between your pupils by turning the knob on the right side of HMD.
'''Adjust Eye relief''': [[Eye-relief]] is the distance between the lenses and your eyes. Keep the lenses as close as possible because increasing the eye-relief lowers the [[field of view]]. Only increase it if you really need to, such as fitting eye glasses. You can adjust your eye-relief with the 2 two large, circular knobs on the sides of HMD. Pull the knobs out then rotate them to increase or decrease the distance. Press them back in to lock the HMD in place.
'''Replace face cushion''': If the face cushion is too wide, replace it with the thin cushion cushion. You can exchange the cushions by peeling the velcro off from the two ends.
'''Replace nose rest''': Remove the nose rest by peeling the flap too. Replace the nose rest by pressing the tabs into their slots and make sure that the flaps are behind the face cushion.
===Controllers Setup===
'''Charging''': Charge the Controller with the microUSB cable and/or power adapter. You can check the battery level of the controllers when no apps are running, or when the System Dashboard is up.
Dashboard is up.
'''On/Off''': To turn the Controller on, press the System button until you hear a beep. To turn the Controller off, press and hold the System button until you hear a beep. Controller The controller automatically turns off when it is idled for a long time or when you exit SteamVR.
'''Pairing with HMD''': Controller pairs with the HMD automatically when it is on. To manually pair, launch the SteamVR app, tap Down, and then select Devices then , and finally Pair Controller.
'''Updating Firmware''': When SteamVR notifies you about outdated firmware. Connect , connect the Controller controller to your PC with the microUSB cable to update automatically.
===Base Stations Setup===
'''Placing the base stations''':
#Mount the base stations diagonally at the opposite corners of your [[#Play Area Requirements|play area]], ideally more than 2m (6 ft 6in) above ground.
#Use the mounting kits, tripods, book shelves, poles and light stands to mount the base stations. Find stable places and secure them so they cannot be easily moved or jostled.
#Make sure the front of the base stations are is facing the center of the play area. Each base station has 120 degrees [[FOV]], tilt . Tilt them about 30 to 45 degrees to fully cover the play area.
#Connect the base stations to power outlets with power cables.
#Connect the base stations and set channels:
#Connect the power cables to each base station and its power outlet.
'''Update base station firmware''': When SteamVR indicates that base station firmware is out of date, unplug and unmount the base stations. Connect the base stations to the PC with a microUSB cable, one at a time. While pressing the Channel button at the back of the base station, plug in the base station’s power adapter. Update The update should start automatically once SteamVR detects the base station.
===Play Area Setup===
*The minimum space for a room-scale VR experience is 2m x 1.5m (6ft 6in x 5ft). Standing and seated VR experiences do not require much space.
*Clear of furnitures off furniture and other obstacles in the play area.
*Place the PC near the play area. The HMD cable is 5m (16ft 4in) long.
*Place the base stations diagonal to each other, on the opposite corners of the play area space. Make sure there are power outlets near the base stations. Use 12V extension cords as needed.
*Do not leave your HMD in direct sunlight, since the display can be damaged.
===Software Setup===
*During the Play Area Setup, If you have trouble setting up the floor area, try placing your controllers upside down. It can give more accurate readings.
*Be sure to turn on ''Enable Bluetooth communication'' in the General tab of the Settings. It not only allows you to connect your HMD to your phone but also makes your Base Stations "smarter". Now , when you don't have SteamVR on, your Base Stations will power down and go to stand by mode. You will no longer hear the humming noise created by the spinning gyroscopes inside the Base Stations.
*Take a look at the Audio tab in the Settings. You can do things such as mirror your audio from VR in the speakers.
*In Settings, you can enable the front facing camera in your HMD.
*In VR, at the bottom of your controller , you not only have battery indicators but also left and right -hand signs to show which controller is for which hand.
*[[SteamVR Desktop Theater Mode]], which you can activate only in VR, allows you to play non-VR Steam games on a big screen in VR.
==Input Devices==
[[SteamVR Controllers]] - 1 One held in each hand, these . These controllers are tracked by the same system as the HMD ([[Lighthouse]]).
Other devices compatible with [[Steam]]
|-
|Nose Rest Set of 3 (Wide) || $13
|-
|[[HTC Vive Deluxe Audio Strap|Deluxe Audio Strap]] || $99
|-
|}
==Apps==
'''[[HTC Vive Apps]]''' Second Bundle (August 12, 2016 and onward): HTC Vive CV1 is shipped with three free games: [[Tilt Brush]] by [[Google]], [[The Gallery - Episode 1: Call of the Starseed]] by [[Cloudhead Games]] and [[Zombie Training Simulator]] by [[Acceleroto]]. First Bundle (no longer available): HTC Vive CV1 is shipped with 3 three free games: [[Job Simulator: The 2050 Archives]] by [[Owlchemy Labs]], [[Fantastic Contraption]] by [[Northway Games]] and [[Tilt Brush]] by [[Google]].
[[The Lab]] by [[Valve]] is available for free to all Vive users.
==Connecting to Your Phone==
Users can install the Vive mobile app on their phone from the App Store<ref>iTunes. HTC Vive. Retrieved from https://itunes.apple.com/us/app/htc-vive/id1091173853?mt=8</ref> or Google Play<ref>Google Play. Vive. Retrieved from https://play.google.com/store/apps/details?id=com.htc.vivephoneservice&hl=en</ref>. The apps enable your the HTC Vive HMD to connect to your mobile phones through Bluetooth. It allows your the Vive HMD to receive calls, texts and calendar reminders while your are the user is in the [[VR]]experience.
To make phone calls, users need to download the Vive software package <ref>Vive. Welcome to Vive - Let's get you set up. Retrieved from https://www.htcvive.com/us/setup/</ref> for their PC. Now when you they receive a call or text, you'll they will be able to call back the individual through the Vive menu.
==Developer==
'''April 5, 2016''' - HTC Vive CV1 is officially released.
 
'''April 26, 2016''' - [[Vive X]], $100 million [[HTC Vive]] accelerator program was announced. Vive X will be involved in Seed and Series A investments and are located in Beijing, Taipei and San Francisco.
 
'''June 9, 2016''' - Business Edition of Vive is announced.
 
'''October 26, 2016''' - Hundreds of Vive VR cafes are scheduled to roll out in China in 2016 and 2017.
 
'''May 29, 2017''' - New HTC Vive purchases are bundled with [[Star Trek: Bridge Crew]].
==Images==

Navigation menu