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		<id>https://vrarwiki.com/index.php?title=OSVR_HDK2&amp;diff=25082</id>
		<title>OSVR HDK2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=OSVR_HDK2&amp;diff=25082"/>
		<updated>2020-06-21T14:46:48Z</updated>

		<summary type="html">&lt;p&gt;Smrss1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|4pyuJa8VnME|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]], [[DIY HMD]]&lt;br /&gt;
|Platform=[[OSVR]]&lt;br /&gt;
|Developer=[[Razer]], [[Sensics]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[OSVR HDK1]]&lt;br /&gt;
|Successor=&lt;br /&gt;
|Display=5.5 inch OLED&lt;br /&gt;
|Resolution=2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|Pixel Density=441 PPI&lt;br /&gt;
|Refresh Rate=90 Hz &amp;lt;ref&amp;gt;VRcompare. Razer OSVR HDK 2 Specs. Retrieved from https://vr-compare.com/headset/razerosvrhdk2&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Persistence=Low persistence&lt;br /&gt;
|Field of View=110 degrees&lt;br /&gt;
|Optics=Dual lens&lt;br /&gt;
|Tracking=3DOF, 6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|Positional Tracking=???&lt;br /&gt;
|Update Rate=Rotational: 400Hz, Positional: 100 Hz&lt;br /&gt;
|Latency=??&lt;br /&gt;
|Connectivity=1 external and 2 internal USB 3.0 ports &lt;br /&gt;
|Input=???&lt;br /&gt;
|Weight=&lt;br /&gt;
|Release Date=July 29, 2016&lt;br /&gt;
|Price=$399&lt;br /&gt;
|Website=[http://www.osvr.org/hdk2.html OSVR HDK2]&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[OSVR HDK2]] or &#039;&#039;&#039;Hacker Dev Kit 2&#039;&#039;&#039; is a [[Virtual Reality]] [[head-mounted display]] created by [[Razer]]. HDK2 is the [[OSVR]]&#039;s second device. It was announced in E3 2016. OSVR HDK2 has an open source and modular design that not only allows the user to replace and renew its hardware components but also build one from scratch.&lt;br /&gt;
&lt;br /&gt;
OSVR HDK2 went on sale on July 29, 2016 at the price of $399. Students and developers can apply to receive 20% discount.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Hardware==&lt;br /&gt;
The Open-Source Virtual Reality Hacker’s Development Kit (OSVR HDK) 2 is unlike any other virtual reality headset. The HDK2 kit comprises of the headset, belt clip, manuals, box adaptor, the positional tracker with a tripod, and a cluster of connecting cables and cleaning cloth.&lt;br /&gt;
&lt;br /&gt;
===Display===&lt;br /&gt;
The OSVR HDK2 has a dual display that runs 90 frames / Second and has 2160 x 1200 pixels as its combined resolution. The OSVR HDK2 has a screen with 441-PPI, RGB-OLED display. To cut the screen effect OSVR had added a silver layer to the display. &lt;br /&gt;
&lt;br /&gt;
===Lenses===&lt;br /&gt;
[[HTC Vive]] and [[Oculus Rift]] use [[fresnel lense]]s; Razer has opted a different system. It uses a dual lens system. Even though the dual lens system isn’t perfect, it’s free from the [[godrays]] issue. Furthermore, the dual lens system is heavier than the fresnel lenses. The OSVR HDK2 headset has an 110-degree [[FoV]] (Field of View). &lt;br /&gt;
&lt;br /&gt;
===Infrared Positional Tracking Camera===&lt;br /&gt;
Razer’s infrared [[positional tracking]] camera has a maximum range of 2.4 – 2.7 meters. Although the IR camera of OSVR HDK2 is a good alternative to other tracking cameras, it has certain limitations. The infrared range is sufficient to track standing experiences. The camera’s performance might greatly suffer if the users walk around too much. The infrared LEDs on the rear end of the VR headset allow the camera to capture 360-degree turns.&lt;br /&gt;
&lt;br /&gt;
===Controllers===&lt;br /&gt;
The OSVR HDK2 Kit doesn’t come with a controller. Users are free to use any suitable controller with the HDK2 kit. Most developers find the [[Razer Hydra]] controller a better choice.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Part&lt;br /&gt;
! Spec &lt;br /&gt;
|-&lt;br /&gt;
|Display || 5.5 inch OLED&amp;lt;br&amp;gt; 441 PPI at 90 FPS&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Refresh Rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110 degrees&lt;br /&gt;
|-&lt;br /&gt;
|Optics || Dual lens&lt;br /&gt;
|-&lt;br /&gt;
|Interaxial Distance || Adjustable&lt;br /&gt;
|-&lt;br /&gt;
|Tracking || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|Rotational Tracking ||  [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|Positional Tracking || IR-LED faceplate and External Infrared Camera&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 400Hz &amp;lt;br&amp;gt; Positional: 100 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Latency || ??&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || 1 external and 2 internal USB 3.0 ports &lt;br /&gt;
|-&lt;br /&gt;
|Weight || ??&lt;br /&gt;
|-&lt;br /&gt;
|Facemask || bamboo charcoal microfiber foam layer&lt;br /&gt;
|-&lt;br /&gt;
|Input || Various, such as Mouse and Keyboard, Gamepads, [[Leap Motion]], [[Nod]]&lt;br /&gt;
|-&lt;br /&gt;
| Cost || $399.99&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
===Faceplate Module===&lt;br /&gt;
*The OSVR HDK2 kit comes with an IR camera&lt;br /&gt;
*The Infrared camera operates at 100 Hz&lt;br /&gt;
*The v1.4 infrared faceplate provides positional tracking&lt;br /&gt;
*Some of the other variations included are the IR faceplate with [[Leap Motion]]. The Leap Motion tech is used to support natural interactions, like movement of hands&lt;br /&gt;
&lt;br /&gt;
===Main board===&lt;br /&gt;
*The gyroscope, accelerometer, and compass are integrated into the sensor hub &lt;br /&gt;
*To use accessories an external USB 3.0 is provided&lt;br /&gt;
*Additionally, for internal expansion 2 USB 3.0 is present&lt;br /&gt;
*To add extra functionality the main board has been made re-programmable&lt;br /&gt;
&lt;br /&gt;
===Display===&lt;br /&gt;
*A dual display system with a resolution of 2160 x 1200 has been added&lt;br /&gt;
*The OLED silver screen is low persistence, has a ppi of 441, and runs at 90 fps&lt;br /&gt;
*To reduce the screendoor effect OSVR HDK2 has used Image Quality Enhancement technology&lt;br /&gt;
&lt;br /&gt;
===Optics===&lt;br /&gt;
*Ultra-sharp image display is guaranteed with the high performing dual lens system&lt;br /&gt;
*HDK2 has a large eye-box to make the headset more comfortable&lt;br /&gt;
*OSVR ensures faster rendering with color corrected images and low geometric distortion&lt;br /&gt;
*To cater to the needs of the majority of the users HDK2 uses diopters that cover adjustments from +4.5 to -2&lt;br /&gt;
&lt;br /&gt;
===HMD Mechanical Module===&lt;br /&gt;
*The design focuses on comfort and ease of use&lt;br /&gt;
*Nose bridge with rubber nose inserts, extra padding to reduce pressure on the cheekbone, and bamboo charcoal micro-fiber foam layer makes the headset very comfortable&lt;br /&gt;
&lt;br /&gt;
===Belt Box Module ===&lt;br /&gt;
*Comes with signal boosters&lt;br /&gt;
*Surround sound audio codec has been incorporated into the system&lt;br /&gt;
*Extra USB ports&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
In this regard, Razer follows the footsteps of HTC Vive and Facebook. The PC that powers the OSVR HDK2 headset must have a graphic card that’s at least a Radeon R9 280 or NVIDIA GeForce GTX 970. The PC must use Intel Core i5-4590 or higher as the CPU. Finally, the PC must have at least one HDMI 1.3 port and two USB 2.0 port to connect the various cables from the headset.&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
To begin with, connect the belt clip and the positional tracker to the PC using the USB port. Between the belt clip and the IR camera is a 3.5 mm mini-jack, and fixed to it is the adaptor jack. The VR headset is connected to one side of the belt clip. The belt clip has a spare USB port that can be used to connect accessories like [[Leap Motion]]. Among the cables, a 3.5 mm connector for headphones is also provided. Connecting the hardware components might look tedious, but with the manual in hand and little technical understanding, the task can be accomplished without much effort.&lt;br /&gt;
&lt;br /&gt;
After downloading, install the OSVR Server on the PC. Following the installation process and before running the OSVR Server for the first time, the user needs to configure the server in the control panel.&lt;br /&gt;
The OSVR Server is the most important element of the whole system. It’s the driving force behind the Runtime Software. It initiates and manages crucial functions such as loading of various plug-ins, communications between the software and hardware, and rendering the pipeline. To use any of the applications, users are supposed to start the OSVR Server first. &lt;br /&gt;
&lt;br /&gt;
Through the control panel of the OSVR Server, a user can perform many functions including enabling the HMD, checking and upgrading the firmware, and adjust various other settings. Additionally, a user can also choose either the direct or extended mode, re-center the HDK2 headset, enter the [[Interpupillary distance]], and toggle side by side. When the direct mode is chosen, the software will communicate only with the virtual reality headset, whereas, in the case of the extended mode the VR headset acts as the supplementary display option.&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
The scripts, software, tools, and drivers needed to run the HDK 2 are on the official website (http://www.osvr.org/) of OSVR. Users can visit the website, download the installation setup and install the necessary software package in the PC. &lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;June 13, 2016&#039;&#039;&#039;: OSVR HDK2 is announced at E3 2016.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*http://www.osvr.org/hdk2.html&lt;br /&gt;
*http://www.vrbites.com/reviews/review-osvr-hdk2/&lt;br /&gt;
*http://www.in.techradar.com/reviews/gaming/gaming-accessories/Razer-OSVR-HDK-2/articleshow/52788438.cms&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Smrss1234</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Acer_Windows_Mixed_Reality_Headset&amp;diff=25081</id>
		<title>Acer Windows Mixed Reality Headset</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Acer_Windows_Mixed_Reality_Headset&amp;diff=25081"/>
		<updated>2020-06-21T14:45:04Z</updated>

		<summary type="html">&lt;p&gt;Smrss1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image=[[File:Acervrheadset.png|350px]]&lt;br /&gt;
|VR/AR= [[Virtual Reality]]&lt;br /&gt;
|Type= [[Head-mounted display]]&lt;br /&gt;
|Subtype= [[Discrete HMD]]&lt;br /&gt;
|Platform=[[Microsoft Windows Mixed Reality (Platform)]]&lt;br /&gt;
|Developer= [[Acer]]&lt;br /&gt;
|Operating System= [[Windows 10]]&lt;br /&gt;
|Requires= [[PC]]&lt;br /&gt;
|Display=  Dual LCD display &lt;br /&gt;
|Resolution= 2880 x 1440 (1440 x 1440 per eye)&lt;br /&gt;
|Pixel Density= 706 ppi&lt;br /&gt;
|Refresh Rate= 90Hz &amp;lt;ref&amp;gt;VRcompare. Acer AH101 Specs. Retrieved from https://vr-compare.com/headset/acerah101&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Field of View= 95 Degree Horizontal&lt;br /&gt;
|Optics= [[Fresnel lenses]]&lt;br /&gt;
|Tracking= 6DOF&lt;br /&gt;
|Rotational Tracking= [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|Positional Tracking= Inside-out tracking&lt;br /&gt;
|Latency= Motion to Photon: Less than 10ms&lt;br /&gt;
|Input= [[Keyboard/Mouse]],[[Xbox One GamePad]], [[Motion Controllers]]&lt;br /&gt;
|Connectivity= HDMI, USB&lt;br /&gt;
|Weight= 1.87 lb &lt;br /&gt;
|Size= Width : 7.7&amp;quot;x 94.3&amp;quot; x 2.9&amp;quot; &lt;br /&gt;
|Cable Length= 4 m &lt;br /&gt;
|Release Date= August 2017&lt;br /&gt;
|Price= $399 with Motion Controller&lt;br /&gt;
|Website= https://www.acer.com/ac/en/US/content/series/wmr&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The [[Acer Windows Mixed Reality Headset]] is one of the first [[head-mounted display|head-mounted displays]] (HMDs) developed in partnership with [[Microsoft]] for this company’s flagship operating system (OS). It is part of a new line of [[virtual reality]] (VR) headsets for the [[Windows 10 VR]], and one of the first to have a prototype ready for testing. The [[VR Headsets|VR headset]] takes advantage of the [[VR]] and [[augmented reality]] (AR) capabilities provided by the [[Windows 10 Creators Update]].&lt;br /&gt;
&lt;br /&gt;
Microsoft refers to this new range of headsets as [[mixed reality]] (MR), blurring the boundary between AR and VR. The mixed reality headset targets developers and VR/AR enthusiasts. It creates a virtual space where the user can interact with the OS by, for example, projecting Windows apps on the wall or in the middle of thin air.&lt;br /&gt;
&lt;br /&gt;
Acer’s VR headset uses positioning technology from the [[HoloLens]] project, avoiding the necessity of external infrared illuminators. Indeed, one of the core reasons for Microsoft to introduce its mixed reality headsets is the complexity of setting up virtual reality hardware, which could deter its adoption for some users. Microsoft aims to simplify the setup process - Acer’s headset is designed to be simply plug-and-play - and deliver virtual experiences to users in an affordable manner.&lt;br /&gt;
&lt;br /&gt;
There have been some issues with the early development kit; there were reports of ambient light affecting how the headset tracking works and causing the screen to black out. However, it is expected that these problems will be solved before its release to the general public.&lt;br /&gt;
&lt;br /&gt;
The first batch of the headset is scheduled to release in August 2017, at $300, and targets developers. The commercial version is expected to be available at the end of the same year.&lt;br /&gt;
&lt;br /&gt;
The headset also comes bundled with two motion controllers for $399. This means that Acer VR headset costs the same as the more advanced Oculus Rift.&lt;br /&gt;
  &lt;br /&gt;
== Features ==&lt;br /&gt;
Moving away from [[infrared tracking]] [[positional tracking]] technology that involves wall hacking or placing trackers on a crowded desk, The Acer Mixed Reality headset is built upon the evolution of Hololens [[inside-out tracking]] technology. &lt;br /&gt;
 &lt;br /&gt;
With two front facing cameras that track head position and environment, the headset is able to achieve 6[[DoF]] positional tracking without any external trackers. This easy setup made the headset attractive to VR users who find it a burden setting up trackers.&lt;br /&gt;
  &lt;br /&gt;
== Hardware ==&lt;br /&gt;
 &lt;br /&gt;
The Acer Mixed Reality Headset is considerably lighter than [[Rift]] and [[Vive]] and spots a simple sharp colored design. Unlike most headset with clear lens, the headset comes with an opaque lens where you can flip the visor up a clear view of your physical environment. &lt;br /&gt;
 &lt;br /&gt;
The headset also boasts two 2.89” HD LCD displays with 1440 x 1440 resolution per eye at 90Hz refresh rate and 95 degrees [[FOV]]. A single cable with HDMI 2.0 and [https://www.peigenesis.com/en/connectors/by-series-type/usb-connectors.html USB3.0 connectors] is all it takes to connect the headset to a high-performance PC. Rather than wand type controllers as in higher-end competitors, the mixed reality headset works with Xbox one controller.&lt;br /&gt;
&lt;br /&gt;
== Technical Specifications ==&lt;br /&gt;
&lt;br /&gt;
=== Specifications ===&lt;br /&gt;
* Two high-resolution liquid crystal displays at 1440 x 1440 &lt;br /&gt;
* 2.89” diagonal display size (x2) &lt;br /&gt;
* Front hinged display &lt;br /&gt;
* 95 degrees horizontal field of view &lt;br /&gt;
* Display refresh rate up to 90 Hz (native) &lt;br /&gt;
* Built-in audio out and microphone support through 3.5mm jack &lt;br /&gt;
* Single cable with HDMI 2.0 (display) and USB 3.0 (data) for connectivity &lt;br /&gt;
* [[Inside-out tracking]]&lt;br /&gt;
* 4.00m cable &lt;br /&gt;
  &lt;br /&gt;
=== System recommendations for app developers ===&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Operating systems||  Windows 10 – Creators Update (Developer Mode enabled)&lt;br /&gt;
|-&lt;br /&gt;
| Processor|| Desktop: Intel Desktop i7 (6+ Core) OR AMD Ryzen 7 1700 (8-Core, 16 threads)&lt;br /&gt;
|-&lt;br /&gt;
| Graphics GPU|| Desktop: NVIDIA GTX 980/1060 | AMD Radeon RX 480 (8GB) equivalent or greater | DX12 and WDDM 2.2 capable GPU&lt;br /&gt;
|-&lt;br /&gt;
| Graphics drivers|| Windows Display Driver Model (WDDM) 2.2&lt;br /&gt;
|-&lt;br /&gt;
| Thermal design power|| 15W or greater&lt;br /&gt;
|-&lt;br /&gt;
| HMD connectors|| HDMI 1.4 or Display Port 1.2 for 60 Hz HMDs&lt;br /&gt;
HDMI 2.0 or Display Port 1.2 for 90 Hz HMDs&lt;br /&gt;
1x available graphics display port for HMD&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| Resolution|| SVGA (800x600)&lt;br /&gt;
|-&lt;br /&gt;
| Bit depth || 32 bits of color per pixel&lt;br /&gt;
|-&lt;br /&gt;
| RAM|| 16GB or greater&lt;br /&gt;
|-&lt;br /&gt;
| Storage|| &amp;gt;10GB additional free space&lt;br /&gt;
|-&lt;br /&gt;
| USB|| 1x available USB port for HMD&lt;br /&gt;
USB 3.0 Type-A&lt;br /&gt;
Note: USB must supply a minimum of 900mA&lt;br /&gt;
|-&lt;br /&gt;
| Bluetooth|| &amp;gt;Bluetooth 4.0 (for accessory connectivity)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
The Acer Windows 10 Mixed Reality Headset requires the Windows 10 Creator Update to function.&lt;br /&gt;
 &lt;br /&gt;
== Apps ==&lt;br /&gt;
The Acer Windows 10 Mixed Reality Headset allows basically any apps on Windows 10 Creator Update to run. As of November 2017, selected VR software from Valve´s Steam VR catalog will be available.&lt;br /&gt;
&lt;br /&gt;
== Developer ==&lt;br /&gt;
Developers who are looking to work on the Acer Windows 10 Mixed Reality Headset could check out more resources at &lt;br /&gt;
&lt;br /&gt;
https://developer.microsoft.com/en-us/windows/projects/campaigns/windows-mixed-reality&lt;br /&gt;
  &lt;br /&gt;
==Hardware analysis and reception==&lt;br /&gt;
One of the main points that virtual reality analysts have noticed is that the Acer Windows Mixed Reality headset is not really mixed reality - at least not for now. Since the Acer Windows headset has cameras on the front that could provide video of the outside world for augmented reality, the fact is that these are - currently - only used for inside-out tracking. However, the HMD’s dual cameras provide the technical capability for augmented reality and, therefore, become a truly ‘mixed reality’ device.&lt;br /&gt;
&lt;br /&gt;
Depending on the characteristics that the user values, the Acer Windows Mixed Reality headset could be a good option for VR since it has balancing pros and cons. For example, the hardware’s setup is very easy, with Windows 10 native support and no external tracking sensors required; the inside-out head tracking is also considered top-notch but the motions controllers are not on the same level as the competition.&lt;br /&gt;
&lt;br /&gt;
Dan Ackerman, from CNET, gave an overall impression of the hardware by saying that he was “pleasantly surprised to say that it&#039;s far better than it was just a few months ago. Performance has greatly improved since those earlier demo sessions, and setting up the hardware - long a pain point for VR headsets - is quick and easy. But for now, the overall Windows Mixed Reality experience still leaves me with mixed emotions.”&lt;br /&gt;
&lt;br /&gt;
While the Acer Windows Mixed Reality headset does not break into ‘next-gent’ territory, it could become an entry-level device for VR since the minimal requirements are lower than high-end VR headsets. On the other side, the Oculus Rift costs the same as the Acer Windows HMD and has an advantage over content currently available.&lt;br /&gt;
&lt;br /&gt;
Below, the main characteristics of the hardware are evaluated regarding pros and cons.&lt;br /&gt;
&lt;br /&gt;
===Display===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - Acer’s VR headset has a display resolution of 1,440 x 1,440 per-eye and a field of view of around 100 degrees. The image quality is considered good with a noticeable increase in sharpness compared to the Rift and HTC Vive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - The ‘screen door effect’ is still visible, although reduced. This could be the result of using an LCD display that “in some ways has a more uniform screen door structure than the PenTile subpixel layout of the Rift and Vive.” However, the lack of inconsistencies in color and brightness from one pixel to the next - known as mura - results in a reasonable step up in clarity. Also, quick head movements when combined with high-contrast scene elements reveal a bit of ghosting effect, although this is not particularly noticeable unless one looks for it.&lt;br /&gt;
&lt;br /&gt;
The Acer Windows Mixed Reality headset display uses Fresnel lenses with medium grit ridges that are between the ones used in the Oculus Rift and the HTC Vive. In high contrast scenes, god ray artifacts can be seen.&lt;br /&gt;
&lt;br /&gt;
===Headset design===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The headset is light, well-balanced, and practical, allowing for long sessions in VR without weighing heavily on the head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - The design of the Acer Windows headset and the materials used give it more of a toy feeling instead of being a premium product. Also, It can be difficult to keep the eyes in the sweet spot of the lenses. Due to the weight of the headset’s cord, sometimes the device goes off-balance to the right side, needing adjustment and tightening of the headstrap.&lt;br /&gt;
&lt;br /&gt;
===Headphones===&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - There is no integrated headphones. The user will need to plug a 3.5 mm headphones or use a wireless pair. With the cord being positioned on the right side of the Acer Windows Mixed Reality headset, this could interfere with larger headphones. Earbuds might be the better option for the Acer Windows VR headset.&lt;br /&gt;
&lt;br /&gt;
===Visor===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The Acer Mixed Reality headset has a flip-up visor that has been praised for its convenience. It lets the user easily see the real world without removing the HMD. The flip-up visor also simplifies putting the headset on.&lt;br /&gt;
&lt;br /&gt;
The visor completely prevents any external light from leaking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - For some people, the foam around the nose might affect their normal air intake by pinching the nose slightly.&lt;br /&gt;
&lt;br /&gt;
===Motion Controllers===&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; -The design of the Acer Windows Mixed Reality headset motion controllers is between the Oculus Touch and the HTC Vive wand controllers but with an inferior build quality. They have also been considered large and unbalanced.&lt;br /&gt;
&lt;br /&gt;
The controllers have a trackpad and thumbstick, and their placement is not the best for how the thumb naturally wants to rest. The ‘grip button’ is small and can be difficult to press depending upon how the user is gripping the controller.&lt;br /&gt;
&lt;br /&gt;
===Acer Mixed Reality headset setup===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The setup for Acer’s Windows headset is fast; the first time setting up the HMD can take around 10 minutes or even less. A factor that contributes to this is the lack of external sensors, saving time by avoiding the setup of a tracking system.&lt;br /&gt;
&lt;br /&gt;
===Head tracking===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The inside-out head-tracking technology of Acer Windows Mixed Reality headset is one of the best, being robust and precise. Occasionally, the system loses tracking and a message is shown asking the user to look around in order to reestablish tracking. The inside-out tracking system seems to work fine even at low levels of light.&lt;br /&gt;
&lt;br /&gt;
===Controller tracking===&lt;br /&gt;
&#039;&#039;&#039;Mixed&#039;&#039;&#039; - The inside-out tracking system for the motion controllers is not on the same level than the head tracking. Good positional tracking is only obtained when the controllers are in the field of view of the headset’s cameras, which is larger than the FOV of the HMD. When the controllers are out of the cameras’ FOV, location is only assessed by the controllers&#039; internal sensors. In this case, tracking becomes inaccurate quickly. However, when the motion controllers are in front of the cameras, they work closer to what can be expected from the Oculus Rift or HTC Vive. For casual users of VR, the Windows Mixed Reality controllers can be satisfactory, but for hardcore gamers, or users, the inside-out tracking might not be the best.&lt;br /&gt;
&lt;br /&gt;
===Operating system===&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; - The Windows 10 is the foundation for the Mixed Reality experiences that can be accessed by the Acer Windows Mixed Reality headset. Ben Lang, from Road to VR, wrote that it “is an impressive immersive computing foundation that Microsoft has built into Windows 10. Not only is essentially every piece of software on your computer available inside of VR, the Mixed Reality environment also employs robust voice control via Cortona which can help you quickly execute common actions.”&lt;br /&gt;
&lt;br /&gt;
The VR content is presented in a virtual reality environment called ‘Windows Cliff House’ - a hub for Windows’ VR content which includes flat desktop apps and proper VR apps. The Cliff House is functional and can be customized to the user’s liking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - While the Cliff House is polished and has a sound concept, it still needs to mature and improve the method of controlling traditional apps.&lt;br /&gt;
&lt;br /&gt;
===Content===&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; - Currently, there are only 47 VR apps available to the Windows Mixed Reality headsets. Microsoft will need to improve the content library in order for the headset to become a viable option when compared to its competition.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* October 2016: Microsoft announced a partnership with Acer for the development of a mixed reality headset.&lt;br /&gt;
* January 2017: Acer Mixed Reality Headset revealed to attendees at CES 2017.&lt;br /&gt;
* August 2017: Developer Version release date.&lt;br /&gt;
* October 2017: Consumer Version release date.&lt;br /&gt;
 &lt;br /&gt;
== References ==&lt;br /&gt;
* http://sea.pcmag.com/consumer-electronics-reviews-ratings-comparisons/15364/news/hands-on-acers-windows-10-mixed-reality-headset&lt;br /&gt;
* https://www.vrfocus.com/2017/04/acer-reveal-upcoming-windows-10-vr-headset/&lt;br /&gt;
* https://www.engadget.com/2017/04/12/acer-microsoft-vr-mixed-reality/&lt;br /&gt;
* https://www.cnet.com/au/products/acer-windows-mixed-reality-headset/preview/&lt;br /&gt;
* https://www.theverge.com/2017/3/1/14779706/microsoft-acer-windows-holographic-mixed-reality-headset&lt;br /&gt;
* http://www.pcworld.com/article/3194877/virtual-reality/pc-makers-will-ship-windows-10-mixed-reality-headsets-in-q4.html&lt;br /&gt;
* https://uploadvr.com/full-specs-revealed-hp-acer-windows-10-headsets-releasing-august/&lt;br /&gt;
* https://www.microsoft.com/en-us/store/d/acer-windows-mixed-reality-headset-developer-edition/8pb4twx13m2n&lt;br /&gt;
* https://www.vrheads.com/windows-mixed-reality&lt;br /&gt;
* http://www.pcmag.com/news/353384/hands-on-acers-windows-10-mixed-reality-headset&lt;br /&gt;
* https://www.cnet.com/products/acer-windows-mixed-reality-headset/review/&lt;br /&gt;
* https://www.cnet.com/news/youll-be-able-to-play-steam-games-in-windows-vr-next-week/&lt;br /&gt;
* https://www.roadtovr.com/acer-windows-mixed-reality-vr-headset-review-ah101/&lt;br /&gt;
* https://www.wareable.com/acer/acer-windows-mixed-reality-hmd-headset-review&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Smrss1234</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Rift_DK2&amp;diff=25080</id>
		<title>Oculus Rift DK2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Rift_DK2&amp;diff=25080"/>
		<updated>2020-06-18T01:59:27Z</updated>

		<summary type="html">&lt;p&gt;Smrss1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:oculus rift dk21.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Developer=[[Oculus VR]]&lt;br /&gt;
|Operating System=[[Windows]], [[Mac]], [[Linux]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[Oculus Rift DK1]]&lt;br /&gt;
|Successor=[[Oculus Rift CV1]]&lt;br /&gt;
|Display=5.7 inch OLED (PenTile)&lt;br /&gt;
|Resolution=1920 x 1080, 960 x 1080 per eye&lt;br /&gt;
|Refresh Rate=75 Hz, 72 Hz, 60 Hz &amp;lt;ref&amp;gt;VRcompare. Oculus Rift DK2 Specs. Retrieved from https://vr-compare.com/headset/oculusriftdk2&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Pixel Density=386 PPI&lt;br /&gt;
|Persistence=2 ms, 3 ms, full&lt;br /&gt;
|Field of View=100° (nominal)&lt;br /&gt;
|Optics=??&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|Positional Tracking=Separate Camera, [[Near Infrared CMOS Sensor]]&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz, Positional: 60 Hz&lt;br /&gt;
|Tracking Volume=72°H x 52°V (8.2 feet range)&lt;br /&gt;
|Latency=~30 ms&lt;br /&gt;
|Connectivity=USB, HDMI&lt;br /&gt;
|Weight=.97 lbs (440g)&lt;br /&gt;
|Cable Length=3 meters&lt;br /&gt;
|Release Date=July 24, 2014&lt;br /&gt;
|Price=$350&lt;br /&gt;
|Website=[https://www.oculus.com/dk2/ DK2 Website]&lt;br /&gt;
}}&lt;br /&gt;
[[Oculus Rift DK2]] or Development Kit 2 is the 2nd version of [[Oculus Rift (Platform)|Oculus Rift]] [[Virtual Reality]] [[head-mounted display]] developed by [[Oculus VR]]. It was released on July 24, 2014 for 350 dollars. Released a year after [[DK1]], DK2 is the second version of Oculus Rift intended for developers of [[VR]] content. It is followed by [[CV1]], the first consumer version.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
DK2&#039;s display is an OLED Pentile panel with a resolution of 1920 x 1080 (1080p). It has higher resolution, lower persistence, more vibrant colors and less [[screen door effect]] than DK1&#039;s display. OLED&#039;s advantage over LCD (used by DK1) is that it does emits light and does not require backlight. It allows OLED to produce darker black and more vivid colors. Additionally, the Pentile matrix reduces some of the &amp;quot;screen door&amp;quot; effect while the low persistence display eliminates [[motion blur]] and [[judder]] almost completely. The only negative aspect DK2 when compared to DK1 is that DK2&#039;s field of view is a bit lower than that of DK1&#039;s.&lt;br /&gt;
&lt;br /&gt;
DK2 has an external camera that tracks your position. Within the camera&#039;s view, it tracks IR LED array in the front part of the headset to capture your head&#039;s position and movement within the 3D space. The CMOS camera is able to capture your movements up to 60 times per second.&lt;br /&gt;
&lt;br /&gt;
DK2 has a built-in latency tester that allows developers to quickly and precisely measure the motion-to-photon latency of their apps and games. &lt;br /&gt;
&lt;br /&gt;
Note that the DK2&#039;s display is literally the [[Samsung Galaxy Note 3]]&#039;s display. If you disassemble the product and remove the display from its casing, you&#039;ll even find Samsung&#039;s branding on the display.&lt;br /&gt;
===Specifications===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || 5.7 inch OLED (PenTile)&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 1920 x 1080, 960 x 1080 per eye&lt;br /&gt;
|-&lt;br /&gt;
|Refresh Rate || 75 Hz, 72 Hz, 60 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || 2 ms, 3 ms, full&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 100° (nominal)&lt;br /&gt;
|-&lt;br /&gt;
|Interaxial Distance || 63.5mm&lt;br /&gt;
|-&lt;br /&gt;
|Tracking || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|Rotational Tracking || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|Positional Tracking || Separate Camera &amp;lt;br&amp;gt; Near Infrared [[CMOS Sensor]]&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 1000 Hz &amp;lt;br&amp;gt; Positional: 60 Hz&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || 72°H x 52°V (8.2 feet range)&lt;br /&gt;
|-&lt;br /&gt;
|Latency || ~30 ms&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || USB, HDMI&lt;br /&gt;
|-&lt;br /&gt;
|Weight || .97 lbs (440g)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Specs From Oculus DK2 Website&amp;lt;ref&amp;gt;https://www.oculus.com/dk2/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Minimum===&lt;br /&gt;
*Windows: 7, 8 or 8.1 / Mac: 10.8+ / Linux: Ubuntu 12.04 LTS&lt;br /&gt;
*2.5+ GHz processor&lt;br /&gt;
*4 GB system RAM&lt;br /&gt;
*DirectX 10 or OpenGL 3 compatible Video Card&amp;lt;ref&amp;gt;http://static.oculus.com/sdk-downloads/documents/Oculus_Getting_Started_Guide_0.5.0.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
#Open the cover on the top, front part of the DK2 headset to make sure that the cable is securely inserted into the 2 ports.&lt;br /&gt;
#There are 2 connectors, HMDI and USB, at the end of the cable attached the the headset. Plug the HDMI and USB connectors into the correct ports on your computer. If your computer has only a DVI port instead of HDMI, use the DVI to HDMI adapter.&lt;br /&gt;
#Attach the Sync cable and the USB cable to the right side of the Camera (Sync Cable connector is on top and microUSB connector is on bottom). Connect the other end of the Sync cable to the connector box on the headset cable (where it says Sync Out). Connect the other end of the USB cable to a USB port on your computer.&lt;br /&gt;
#Place the Camera on a monitor, desk or tripod. The Camera tracks the position of your headset in 3D space. Make sure the lens of the Camera is facing you and there is nothing obstructing the line-of-sight between your head and the camera. The Camera should be placed about 1.5 meters or 5 feet away from you.&lt;br /&gt;
#Adjust the 2 headset straps so the headset fit comfortably in front of your face.&lt;br /&gt;
#There are 2 pairs of lenses. The taller lenses (A) are for users with normal and slightly nearsighted visions. The short lenses (B) are for users that are very nearsighted. A Lenses are installed in a new headset. You can switch the lenses with turn and lock-in mechanism. Note that, use A Lenses if you plan to wear glasses or contacts while using the headset.&lt;br /&gt;
#Adjust the distances between your eyes and the lenses, called [[eye relief]], by turning the screw on the sides of the headset with a coin. Adjust both sides equally.&lt;br /&gt;
#(Optional) The power adapter is only used to power the USB accessory port (top right) on the headset, you don&#039;t need it otherwise. To use it, plug the barrel connector of the power cord to the connector box on the headset cable then attach the power adapter end to an appropriate country&#039;s plug then to a power source. &#039;&#039;&#039;Make sure you use only the power adapter supplied with your headset.&#039;&#039;&#039;&amp;lt;ref&amp;gt;http://static.oculus.com/sdk-downloads/documents/Oculus_Rift_DK2_Instruction_Manual.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
#Download and install the Oculus Runtime for your OS from https://developer.oculus.com/downloads/.&lt;br /&gt;
#Run Oculus Configuration Utility (&#039;&#039;OculusConfigUtil&#039;&#039;) and configure the headset to your specifications. &lt;br /&gt;
#Click &#039;&#039;Tools&#039;&#039; tab then &#039;&#039;Advanced&#039;&#039; tab then &#039;&#039;Update Firmware&#039;&#039;. Select and Open the DK2Firmware file to update the firmware of the headset.&lt;br /&gt;
#Click on &#039;&#039;Show Demo Scene&#039;&#039; to make sure everything is positioned correctly.&amp;lt;ref&amp;gt;http://static.oculus.com/sdk-downloads/documents/Oculus_User_Guide_0.4.4.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
[[VR Apps]] from [[Oculus Share]] and other [[App Stores]]&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
===Oculus SDK===&lt;br /&gt;
[[Oculus SDK]]&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:oculus rift dk2 tracking volume1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Smrss1234</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=PlayStation_VR&amp;diff=25079</id>
		<title>PlayStation VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=PlayStation_VR&amp;diff=25079"/>
		<updated>2020-06-17T01:25:13Z</updated>

		<summary type="html">&lt;p&gt;Smrss1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|LMq8gQkljMw|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[PlayStation VR]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Sony]]&lt;br /&gt;
|Manufacturer=Sony&lt;br /&gt;
|Operating System=[[PlayStation 4]], [[PlayStation Vita]]&lt;br /&gt;
|Requires=[[PlayStation 4]]&lt;br /&gt;
|Predecessor=[[Project Morpheus]]&lt;br /&gt;
|Successor=[[PlayStation VR 2]]&lt;br /&gt;
|Display=5.7 inch OLED&lt;br /&gt;
|Resolution=1920 x 1080, 960 x 1080 per eye&lt;br /&gt;
|Pixel Density=386 PPI&lt;br /&gt;
|Refresh Rate=90 Hz, 120 Hz &amp;lt;ref&amp;gt;VRcompare. PlayStation VR Specs. Retrieved from https://vr-compare.com/headset/playstationvr&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Persistence=2.5ms&lt;br /&gt;
|Field of View=100°&lt;br /&gt;
|Optics=??&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Accelerometer]], [[Gyroscope]]&lt;br /&gt;
|Positional Tracking=[[PlayStation Camera]]&lt;br /&gt;
|Update Rate=?&lt;br /&gt;
|Tracking Volume=72°H x 45°V (15 feet range estimated)&lt;br /&gt;
|Latency=Less than 18ms&lt;br /&gt;
|Audio=[[3D audio]]&lt;br /&gt;
|Input=[[DualShock 4 Wireless Controller]], [[PlayStation Move Motion Controller]], [[PlayStation VR Aim]]&lt;br /&gt;
|Connectivity=HDMI, USB&lt;br /&gt;
|Weight=&lt;br /&gt;
|Cable Length=??&lt;br /&gt;
|Release Date=October 13, 2016&lt;br /&gt;
|Price=$399&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[PlayStation VR]], formerly known as &#039;&#039;&#039;Project Morpheus&#039;&#039;&#039;, is a [[Virtual Reality]] [[head-mounted display]] developed by [[Sony]]. Initially unveiled in GDC 2014, PlayStation VR is designed to be compatible with PlayStation 4 and PlayStation Vita. PlayStation VR features include a stylish and sleek visor with wide field of view display, 6 degrees of freedom head tracker and a [[3D audio]] output. &lt;br /&gt;
&lt;br /&gt;
PlayStation VR was released in the October 13, 2016 for $399. [[PlayStation Camera]], which is required, is sold separately. Users can purchase PlayStation VR Launch bundle for $499 that includes not only the [[HMD]], but also the PlayStation Camera, 2 [[PlayStation Move]] controllers and [[PlayStation VR Worlds]] game.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Advantages and Features==&lt;br /&gt;
*Fixed spec platform - PS4&lt;br /&gt;
*Established controller interface - DualShock 4 controller and PlayStation Move with PlayStation Camera&lt;br /&gt;
*Large PS4 player base - over 20 million &lt;br /&gt;
*Established content marketplace and ecosystem&lt;br /&gt;
*Popular, intuitive and motion tracked controllers&lt;br /&gt;
&lt;br /&gt;
===Technical Features===&lt;br /&gt;
*Low [[latency]]&lt;br /&gt;
*High [[framerate]] - 120 Hz - renders at 60 Hz, [[reprojection|reprojects]] at 120 Hz&lt;br /&gt;
*More pixels on the center of view to match human visual system.&lt;br /&gt;
*Unified tracking support for all PS VR and Input devices such as the HMD, [[DualShock 4]], [[Move]] and [[Move Navigation]].&lt;br /&gt;
*Multiple devices are tracked in the same coordinate space in any combination.&lt;br /&gt;
*VR players and non-VR players playing together.&lt;br /&gt;
*[[3D audio]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3RNbZpcfAhE|350|right|PSVR presentation}}&lt;br /&gt;
&lt;br /&gt;
==Bundles==&lt;br /&gt;
Core Bundle retails for $399 while the Launch Bundle retails for $499.&lt;br /&gt;
===Core Bundle===&lt;br /&gt;
*PSVR HMD&lt;br /&gt;
*[[PSVR External Processing Unit|Processor unit]]&lt;br /&gt;
*HMD connection cable&lt;br /&gt;
*HDMI cable&lt;br /&gt;
*USB cable&lt;br /&gt;
*Stereo headphones&lt;br /&gt;
*AC power cord&lt;br /&gt;
*AC adaptor&lt;br /&gt;
*PlayStation VR Demo game&lt;br /&gt;
&lt;br /&gt;
===Launch Bundle===&lt;br /&gt;
*Everything in the Core Bundle&lt;br /&gt;
*PlayStation Camera&lt;br /&gt;
*2 [[PlayStation Move]] controllers&lt;br /&gt;
*[[PlayStation VR Worlds]] game&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
PlayStation VR&#039; curved, stylish black visor is worn over your eyes. The black visor features a 1080p HD OLED display with 960 x 1080 resolution for each eye. It&#039;s edges consist of LED lights that emit a glowing blue light when the device is in use. A white, headband-like apparatus extrudes from top of the visor. The headband-like apparatus is worn over your head to securely and comfortably attach the visor over your eyes. Additional black strap is worn around your head to further adhere the visor to your face. Because of the sensor placed at the back of your head, you can make 180 degree turns and allow PSVR to accurately detect your line of sight. &lt;br /&gt;
&lt;br /&gt;
PlayStation VR connects to a PlayStation 4 for information processing and streaming. A small, black box called [[PSVR External Processing Unit|External Processing Unit]] (EPU) also called Breakout Box is required to be connected to the PS4. EPU handles the output of HMD view to a monitor, [[3D audio]] processing, and display PS4&#039;s software interface in the [[Cinematic mode]]. Note that EPU does NOT provide extra GPU, CPU or help PS to distort the HMD output.&lt;br /&gt;
&lt;br /&gt;
PlayStation VR integrates with various other products in the PlayStation universe such as PlayStation Camera, PS Move and PS4 Controller. PSVR integrates with the PlayStation Camera to accurately track the user&#039;s head movements and positions. With help of the 9 [[LED]]s on the HMD, the PS Camera tracks the user up to 1000 times per second. The camera allows more precise tracking when combined with in-helmet sensors.&lt;br /&gt;
&lt;br /&gt;
PlayStation VR uses the 3D audio technology developed by Sony. Users will not only experience sound from left, right, front and back but also hear sound from above and below.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
&#039;&#039;&#039;HMD&#039;&#039;&#039;:&lt;br /&gt;
*Note that these are prototype specs released on 3/18/2014 in GDC 2014.&amp;lt;ref&amp;gt;http://www.sony.com/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2014/sony-computer-entertainment-announces-project-morp.shtml&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Component || Processor unit, head-mounted unit&lt;br /&gt;
|-&lt;br /&gt;
|Display || 5.7 inch OLED, low persistence (2.5ms)&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 1920 x 1080  (960 x 1080 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Frame Rate || 90 Hz, 120 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 100°&lt;br /&gt;
|-&lt;br /&gt;
|Tracking || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|Rotational Tracking || [[Accelerometer]], [[Gyroscope]]&lt;br /&gt;
|-&lt;br /&gt;
|Positional Tracking || PlayStation Camera and 9 LEDs on the HMD&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &amp;lt;18ms&lt;br /&gt;
|-&lt;br /&gt;
|Input || [[DualShock 4 Wireless Controller]]* &amp;lt;br&amp;gt; [[PlayStation Move Motion Controller]]*&lt;br /&gt;
|-&lt;br /&gt;
|Output|| To both VR headset and TV screen &amp;lt;br&amp;gt; Mirrored and Separate Modes&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || HDMI, USB&lt;br /&gt;
|-&lt;br /&gt;
|Audio || [[3D audio]] with stereo mini jack and mic input&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;These items are sold separately, they are not part of PSVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EPU&#039;&#039;&#039;:&lt;br /&gt;
*Size: 140x140x35mm&lt;br /&gt;
*Connectivity: HDMI input and output, USB&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[PlayStation Move Motion Controller]]&lt;br /&gt;
&lt;br /&gt;
[[PlayStation VR Aim]]&lt;br /&gt;
&lt;br /&gt;
[[DualShock 4 Wireless Controller]]&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
{{#ev:youtube|peT_qtnatsc|350|right|PSVR games trailer from PlayStation Experience 2015}}&lt;br /&gt;
Various games for PlayStation 4 will be compatible with PSVR. &lt;br /&gt;
&lt;br /&gt;
{{see also|PSVR Games}}&lt;br /&gt;
{{:PSVR Games}}&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
PlayStation VR SDK is under development.&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:playstation vr tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
72°H x 45°V (15 feet range estimate)&lt;br /&gt;
&lt;br /&gt;
Room size: 15 feet by 15 feet&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===Asynchronous Reprojection===&lt;br /&gt;
[[Asynchronous Reprojection]] aka [[Timewarp]] - developers can render their game at 60 fps then use Asynchronous Reprojection to increase the fps to 120.&lt;br /&gt;
&lt;br /&gt;
===Cinematic Mode===&lt;br /&gt;
Cinematic Mode allows the user to play all the PS4 games wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;March 22, 2016&#039;&#039;&#039; - Pre-orders for PlayStation VR began for various retailers such as Amazon, Best Buy, Target, GameStop, Walmart etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June 16, 2016&#039;&#039;&#039; - Sony announced that PlayStation VR Demos will be available in 30 GameStop and Best Buy in North America starting from June 17 and 18. Starting from June 24, PlayStation VR Demos will be available in 300 locations across U.S. and Canada.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 13, 2016&#039;&#039;&#039; - PlayStation VR is released for $399 for the core HMD and $499 for the HMD and the camera and controller.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February 19, 2017&#039;&#039;&#039; - 915,000 units of PlayStation VR have been sold worldwide.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:project morpheus1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
Image of Project Morpheus, prototype of PlayStation VR. Notice the lack of positional tracking LEDs&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Smrss1234</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=25078</id>
		<title>HTC Vive</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=25078"/>
		<updated>2020-06-17T01:25:06Z</updated>

		<summary type="html">&lt;p&gt;Smrss1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:htv vive cv1 hmd1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Developer=[[HTC]], [[Valve]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[HTC Vive Pre]]&lt;br /&gt;
|Successor=[[HTC Vive Pro]]&lt;br /&gt;
|Display=Dual Panel&lt;br /&gt;
|Resolution=2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|Pixel Density=455.63 PPI per eye&lt;br /&gt;
|Refresh Rate=90 Hz &amp;lt;ref&amp;gt;VRcompare. HTC Vive Specs. Retrieved from https://vr-compare.com/headset/htcvive&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Persistence=1.9ms&lt;br /&gt;
|Field of View=110° (diagonal)&lt;br /&gt;
|Optics=Fresnel Lenses&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], Laser Position Sensor&lt;br /&gt;
|Positional Tracking=[[Base Stations]]&lt;br /&gt;
|Update Rate=Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|Tracking Volume=120°H x 120°V (over 21 feet range)&lt;br /&gt;
|Latency=Motion to Photon, 7ms (no load), 15ms (medium load)&lt;br /&gt;
|Audio=Built-in headphones, external headphones&lt;br /&gt;
|Camera=Pass-through camera&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Controllers in both hands&lt;br /&gt;
|Connectivity=2 HDMI ports, 2 USB ports, 1 headphone jack&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=555g, 468g&lt;br /&gt;
|Cable Length=5+ meters&lt;br /&gt;
|Release Date=April 5, 2016&lt;br /&gt;
|Price=$599&lt;br /&gt;
|Website=http://www.htcvr.com/&lt;br /&gt;
}}&lt;br /&gt;
{{see also|HTC Vive Developer Editions|HTC Vive Pro}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[HTC Vive]] (also known as &#039;&#039;&#039;HTC Vive CV1&#039;&#039;&#039; or simply as the &#039;&#039;&#039;Vive&#039;&#039;&#039;) 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. &amp;lt;ref name=”one”&amp;gt;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/&amp;lt;/ref&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Release and Versions==&lt;br /&gt;
On August 21, 2017, the price of Vive was reduced to $599.&lt;br /&gt;
&lt;br /&gt;
===Version History===&lt;br /&gt;
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]]. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref name=”two”&amp;gt;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/&amp;lt;/ref&amp;gt; &amp;lt;ref name=”three”&amp;gt;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/&amp;lt;/ref&amp;gt; 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. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref name=”four”&amp;gt;Pino, N. (2017). HTC Vive review. Retrieved from http://www.techradar.com/reviews/wearables/htc-vive-1286775/review&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref name=”five”&amp;gt;Vive. Retrieved from https://www.vive.com/eu/product/standalone/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.’” &amp;lt;ref name=”six”&amp;gt;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&amp;lt;/ref&amp;gt; &amp;lt;ref name=”seven”&amp;gt;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/&amp;lt;/ref&amp;gt;&lt;br /&gt;
These new versions of the VR headset do not have a specific release date, although 2017 has been mentioned. &amp;lt;ref name=”seven”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
Both the HTC Vive and Steam VR are now officially, natively supported on Apple’s computing devices. &amp;lt;ref name=”eight”&amp;gt;Lynch, G. (2017). HTC Vive is coming to Mac. Retrieved from http://www.techradar.com/news/htc-vive-is-coming-to-mac&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
*[[Room-scale VR]] - Move around freely in a 12 feet by 12 feet space. Both HMD and the two controllers are accurately tracked within that space.&lt;br /&gt;
&lt;br /&gt;
*[[Wireless SteamVR Controllers]] - Input with two motion-tracked controllers, one held in each hand. &lt;br /&gt;
&lt;br /&gt;
*[[Chaperone]] - Prevents the user from bumping into real life walls and other obstacles.&lt;br /&gt;
&lt;br /&gt;
*Front facing camera - Allows the user to see the real life environment in front of them while wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
*[[#Connecting to Your Phone|Smartphone connectivity]] - Connects the HMD to a smartphone via Bluetooth, allowing the user to receive calls, messages reminders and return calls.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Review===&lt;br /&gt;
&#039;&#039;&#039;Design and Ergonomics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The all-black HMD is sleek and sturdy. It is secured to the user&#039;s head with a harness-like series of straps. The user&#039;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 two foam gaskets: the larger &amp;quot;Wide Face&amp;quot; and the smaller &amp;quot;Thin Face&amp;quot;. The user can change the distance between the [[lenses]] to fit 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 two gray knobs that 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, it has to be noted that increasing the eye relief does negatively affect the [[FOV]] (Field of View).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display and Optics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;s display and optics system is the [[god rays]]. The god rays are caused by [[Fresnel lenses]]&#039; ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high contrast elements on the screen i.e. white text on a black background. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Front facing camera&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera is located on the front lower half of the HMD. The camera can bring up a wide [[FOV]] of the environment that is in front of you. Players can activate the camera by double tapping the SteamVR controller&#039;s &amp;quot;System&amp;quot; button or set it to automatically activate when you wander too close to the [[Chaperone]] boundaries. Working in conjunction with Chaperone, the camera creates another layer that keeps the player safe while moving around wearing the HMD. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[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 accomplished with two IR (infrared) [[Base Stations]]. The Base Stations constantly flood the room with IR that is detected by sensors on the HMD and [[SteamVR Controllers]]. The HMD and controllers&#039; position in relation to the Base Stations is then obtained ([[inside-out tracking]]). The Vive&#039;s tracking is designed for both [[Seated VR|seated]],  [[standing VR|standing]], and most importantly [[Room-scale VR]] experiences. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice and Audio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cables and Ports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===In The Box===&lt;br /&gt;
[[File:htc vive cv1 in the box1.jpg|400px|right]]&lt;br /&gt;
A. Two [[Base Stations]];&lt;br /&gt;
&lt;br /&gt;
B. Sync cable - optional;&lt;br /&gt;
&lt;br /&gt;
C. Two Base station power adapter; &lt;br /&gt;
&lt;br /&gt;
D. Mount kit;&lt;br /&gt;
&lt;br /&gt;
E. Link box;&lt;br /&gt;
&lt;br /&gt;
F. Link box mounting pad;&lt;br /&gt;
&lt;br /&gt;
G. Link box power adapter;&lt;br /&gt;
&lt;br /&gt;
H. HDMI cable;&lt;br /&gt;
&lt;br /&gt;
I. USB cable;&lt;br /&gt;
&lt;br /&gt;
J. Earbuds;&lt;br /&gt;
&lt;br /&gt;
K. Alternate face cushion (narrow);&lt;br /&gt;
&lt;br /&gt;
L. Cleaning cloth;&lt;br /&gt;
&lt;br /&gt;
M. Documentation;&lt;br /&gt;
&lt;br /&gt;
N. Headset with 3-in-1 cable and audio cable;&lt;br /&gt;
&lt;br /&gt;
O. Two Controllers (with lanyard);&lt;br /&gt;
&lt;br /&gt;
P. Two Micro-USB charger.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || Dual OLED Panels&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Pixel density || ???&lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || Low&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110° (diagonal)&lt;br /&gt;
|-&lt;br /&gt;
|Optics || [[Fresnel lenses]]&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || 60.2-74.5mm &lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || [[Base Stations]]&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || 120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || Multi-part cable with HDMI, USB and power that is connected to a junction box&lt;br /&gt;
|-&lt;br /&gt;
|Weight || At release: 555 grams (1.2 pounds)&amp;lt;br&amp;gt;April 2017: 468 grams (1.03 pounds)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Recommended===&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA® GeForce® GTX 970, AMD Radeon™ R9 290 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel® i5-4590 / AMD FX 8350 equivalent or better&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 4 GB or more&lt;br /&gt;
*&#039;&#039;&#039;Video Output&#039;&#039;&#039;: HDMI 1.4, DisplayPort 1.2 or newer&lt;br /&gt;
*&#039;&#039;&#039;USB Port&#039;&#039;&#039;: 1x USB 2.0 or better port&lt;br /&gt;
*&#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 7 SP1, Windows 8.1 or later, Windows 10&lt;br /&gt;
&lt;br /&gt;
===SteamVR Performance Test===&lt;br /&gt;
[http://store.steampowered.com/app/323910 SteamVR Performance Test] is a benchmark software that checks if your system is ready for Vive. It checks your system&#039;s OS, GPU and CPU to see if it has the capability of running VR at 90 FPS and whether VR content can tune the visual fidelity up to the recommended level.&lt;br /&gt;
&lt;br /&gt;
==Play Area Requirements==&lt;br /&gt;
{{see also|#Play Area Setup}}&lt;br /&gt;
The play area sets the virtual boundaries of the HTC Vive. The interaction with VR objects happens within the play area. &lt;br /&gt;
*Make sure the play area is free of furniture and other obstacles. &lt;br /&gt;
*Place the PC next to the play area because the cable of the HMD connecting to your PC is five meters long. &lt;br /&gt;
*Make sure the base stations are mounted near power outlets.&lt;br /&gt;
===Room-scale VR Requirements===&lt;br /&gt;
For [[Room-scale VR]], it is required a space where the user can move freely.&lt;br /&gt;
*Minimum room size: 2 m x 1.5 m (6 feet 6 inches x 5 feet)&lt;br /&gt;
*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)&lt;br /&gt;
**Base stations can track further but the length of headset cable is 5 meters.&lt;br /&gt;
&lt;br /&gt;
===Standing/Seated VR Requirements===&lt;br /&gt;
*No minimum space requirements&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
===HMD Setup===&lt;br /&gt;
&#039;&#039;&#039;Putting the HMD on&#039;&#039;&#039;&lt;br /&gt;
#Pull the HMD down over your eyes.&lt;br /&gt;
#Slide the straps around the back of your head and adjust them so that the headset fits.&lt;br /&gt;
#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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjusting the Head Straps to Fit Perfectly&#039;&#039;&#039;&lt;br /&gt;
#Walk towards your chaperone boundaries with the Vive on. Get really close to them.&lt;br /&gt;
#Adjust the Vive left and right until the vertical lines don&#039;t have &amp;quot;god rays&amp;quot;. They should become solid and not look smudgy. Once you find a good placement tighten down the side straps.&lt;br /&gt;
#Adjust the Vive up and down until the horizontal chaperone lines don&#039;t look blurry/smudged and don&#039;t have god rays. Tighten the top strap until it&#039;s a nice snug fit.&lt;br /&gt;
#Turn the IPD all the way up, you&#039;ll probably notice the chaperone lines getting blurry. Once it&#039;s at max, bring it back down and they&#039;ll become more in focus. Once they start getting blurry again just open the IPD up a bit, like focusing binoculars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust IPD&#039;&#039;&#039;: [[IPD]] is the distance between the center of the pupils of 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust Eye relief&#039;&#039;&#039;: [[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 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace face cushion&#039;&#039;&#039;: If the face cushion is too wide, replace it with the thin cushion. You can exchange the cushions by peeling the velcro off from the two ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace nose rest&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unplugging the 3-in-1 cable&#039;&#039;&#039;: Slide open the small compartment on top to reveal the cables. Pull the tag to unplug the HDMI cable. Unplug the other cables (USB and power). Slide the cover back on to close the compartment.&lt;br /&gt;
&lt;br /&gt;
===Link Box Setup===&lt;br /&gt;
#Connect the 3-in-1 cable from the HMD to the orange trim side of the link box.&lt;br /&gt;
#Connect the power adapter cable to its corresponding port on the link box, then plug the other side of the cable to an electrical outlet.&lt;br /&gt;
#Insert the HDMI cable to the HDMI port on the link box, and then insert the other end to the HDMI port on your computer&#039;s graphic card.&lt;br /&gt;
#Insert the USB cable on the USB port on the link box, and then insert the opposite end on your computer&#039;s USB port.&lt;br /&gt;
#You can permanently secure the link box to an area by using the adhesive pad.&lt;br /&gt;
&lt;br /&gt;
===Controllers Setup===&lt;br /&gt;
&#039;&#039;&#039;Charging&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On/Off&#039;&#039;&#039;: 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. The controller automatically turns off when it is idled for a long time or when you exit SteamVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pairing with HMD&#039;&#039;&#039;: Controller pairs with the HMD automatically when it is on. To manually pair,  launch the SteamVR app, tap Down, then select Devices, and finally Pair Controller. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updating Firmware&#039;&#039;&#039;: When SteamVR notifies you about outdated firmware, connect the controller to your PC with the microUSB cable to update automatically.&lt;br /&gt;
&lt;br /&gt;
===Base Stations Setup===&lt;br /&gt;
&#039;&#039;&#039;Placing the base stations&#039;&#039;&#039; &lt;br /&gt;
#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.&lt;br /&gt;
#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. &lt;br /&gt;
#Make sure the front of the base stations is facing the center of the play area. Each base station has 120 degrees [[FOV]]. Tilt them about 30 to 45 degrees to fully cover the play area.&lt;br /&gt;
#Connect the base stations to power outlets with power cables. &lt;br /&gt;
#Connect the base stations and set channels:&lt;br /&gt;
##Without Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “b”, while the other is set to channel “c”.&lt;br /&gt;
##With Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “A”, while the other is set to channel “b”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the mounting kits&#039;&#039;&#039;:&lt;br /&gt;
#Mark where you want to install each of the mounts on your wall, and then screw the mounts in. &lt;br /&gt;
#Rotate the base station to screw it onto the threaded ball joint. Do not screw the base station all the way in, only enough to be stable and oriented correctly.&lt;br /&gt;
#Tighten the wingnut to the base station to secure it in place.&lt;br /&gt;
#To adjust the angle of the base station, loosen the clamping ring while carefully holding the base station to prevent it from falling.&lt;br /&gt;
#Tilt the base station toward the play area.&lt;br /&gt;
#Connect the power cables to each base station and its power outlet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update base station firmware&#039;&#039;&#039;: 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. The update should start automatically once SteamVR detects the base station.&lt;br /&gt;
&lt;br /&gt;
===Play Area Setup===&lt;br /&gt;
{{see also|#Play Area Requirements}}&lt;br /&gt;
*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. &lt;br /&gt;
&lt;br /&gt;
*Clear off furniture and other obstacles in the play area. &lt;br /&gt;
&lt;br /&gt;
*Place the PC near the play area. The HMD cable is 5m (16ft 4in) long.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*Do not leave your HMD in direct sunlight, since the display can be damaged.&lt;br /&gt;
&lt;br /&gt;
===Software Setup===&lt;br /&gt;
#Download the setup from http://www.htcvive.com/SETUP&lt;br /&gt;
#Install Vive software&lt;br /&gt;
#Install Steam software&lt;br /&gt;
#Install SteamVR&lt;br /&gt;
#Launch SteamVR&lt;br /&gt;
#Pair HMD and Controllers from the SteamVR menu.&lt;br /&gt;
&lt;br /&gt;
===Setup Tips and Tricks===&lt;br /&gt;
*During Play Area Setup, the system asks you to point your controller at your computer monitor. The system performs this because it wants to establish the forward position in VR about 180 degrees from the monitor. It assumes that your computer is in the direction of the monitor and wants you to face opposite of the computer so your cables will go smoothly from the back of your head to the computer.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*Be sure to turn on &#039;&#039;Enable Bluetooth communication&#039;&#039; 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 &amp;quot;smarter&amp;quot;. Now, when you don&#039;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.&lt;br /&gt;
&lt;br /&gt;
*Take a look at the Audio tab in the Settings. You can do things such as mirror your audio from VR in the speakers.&lt;br /&gt;
&lt;br /&gt;
*In Settings, you can enable the front facing camera in your HMD.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*[[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.&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[SteamVR Controllers]] - One held in each hand. These controllers are tracked by the same system as the HMD ([[Lighthouse]]). &lt;br /&gt;
&lt;br /&gt;
Other devices compatible with [[Steam]]&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Accessory&lt;br /&gt;
! Cost When&amp;lt;br&amp;gt;Purchased Separately&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Base Stations|Base Station]] with AC || $135&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Controllers|Controller]] with AC || $130&lt;br /&gt;
|-&lt;br /&gt;
|HDMI 3-in-1 Cable || $40&lt;br /&gt;
|-&lt;br /&gt;
|Control Box (no AC) || $30&lt;br /&gt;
|-&lt;br /&gt;
|USB 2.0 Cable (AA) 4.5mm || $10&lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Narrow) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Face Cushion Set of 2 (Wide) || $25 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Narrow) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|Nose Rest Set of 3 (Wide) || $13 &lt;br /&gt;
|-&lt;br /&gt;
|[[HTC Vive Deluxe Audio Strap|Deluxe Audio Strap]] || $99&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive Apps]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
First Bundle (no longer available): HTC Vive CV1 is shipped with three free games: [[Job Simulator: The 2050 Archives]] by [[Owlchemy Labs]], [[Fantastic Contraption]] by [[Northway Games]] and [[Tilt Brush]] by [[Google]].&lt;br /&gt;
&lt;br /&gt;
[[The Lab]] by [[Valve]] is available for free to all Vive users.&lt;br /&gt;
&lt;br /&gt;
==Connecting to Your Phone==&lt;br /&gt;
Users can install the Vive mobile app on their phone from the App Store &amp;lt;ref&amp;gt;iTunes. HTC Vive. Retrieved from https://itunes.apple.com/us/app/htc-vive/id1091173853?mt=8&amp;lt;/ref&amp;gt; or Google Play&amp;lt;ref&amp;gt;Google Play. Vive. Retrieved from https://play.google.com/store/apps/details?id=com.htc.vivephoneservice&amp;amp;hl=en&amp;lt;/ref&amp;gt;. The apps enable the HTC Vive HMD to connect to mobile phones through Bluetooth. It allows the Vive HMD to receive calls, texts and calendar reminders while the user is in the [[VR]] experience.&lt;br /&gt;
&lt;br /&gt;
To make phone calls, users need to download the Vive software package &amp;lt;ref&amp;gt;Vive. Welcome to Vive - Let&#039;s get you set up. Retrieved from https://www.htcvive.com/us/setup/&amp;lt;/ref&amp;gt; for their PC. Now when they receive a call or text, they will be able to call back the individual through the Vive menu.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:htc vive tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;February 29, 2016&#039;&#039;&#039; - Pre-orders for HTC Vive CV1 begin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 5, 2016&#039;&#039;&#039; - HTC Vive CV1 is officially released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 26, 2016&#039;&#039;&#039; - [[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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June 9, 2016&#039;&#039;&#039; - Business Edition of Vive is announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 26, 2016&#039;&#039;&#039; - Hundreds of Vive VR cafes are scheduled to roll out in China in 2016 and 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 29, 2017&#039;&#039;&#039; - New HTC Vive purchases are bundled with [[Star Trek: Bridge Crew]].&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:htc vive cv1 set1.jpg|300px]] [[File:htc vive cv1 hmd2.jpg|300px]] [[File:htc vive cv1 controllers1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Smrss1234</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Rift&amp;diff=25077</id>
		<title>Oculus Rift</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Rift&amp;diff=25077"/>
		<updated>2020-06-17T01:24:57Z</updated>

		<summary type="html">&lt;p&gt;Smrss1234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:rift front1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Developer=[[Oculus VR]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[Oculus Rift DK2]]&lt;br /&gt;
|Successor=[[Oculus Rift CV2]]&lt;br /&gt;
|Display=Dual OLED Panels&lt;br /&gt;
|Resolution=2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|Pixel Density=455.63 PPI per eye&lt;br /&gt;
|Refresh Rate=90 Hz &amp;lt;ref&amp;gt;VRcompare. Oculus Rift Specs. Retrieved from https://vr-compare.com/headset/oculusrift&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Persistence=2.1ms&lt;br /&gt;
|Field of View=110° (diagonal)&lt;br /&gt;
|Optics=[[Fresnel lenses]]&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|Positional Tracking=Oculus Sensor&lt;br /&gt;
|Update Rate=Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|Tracking Volume=100°H x 70°V (over 18 feet range)&lt;br /&gt;
|Latency=Motion to Photon: less than 5ms&lt;br /&gt;
|Audio=Built-in headphones, external headphones, built-in microphone&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=[[Xbox One controller]], [[Oculus Touch]], [[Oculus Remote]]&lt;br /&gt;
|Connectivity=HDMI, USB&lt;br /&gt;
|Weight=360g&lt;br /&gt;
|Cable Length=4 meters (Headset), 2.5 meters (Sensor)&lt;br /&gt;
|Release Date=March 28, 2016&lt;br /&gt;
|Price=$399 with Touch&lt;br /&gt;
|Website=https://www.oculus.com/en-us/rift/ &lt;br /&gt;
}}&lt;br /&gt;
{{see also|Oculus Rift (Platform)}}&lt;br /&gt;
__TOC__&lt;br /&gt;
==Introduction==&lt;br /&gt;
The &#039;&#039;&#039;Oculus Rift&#039;&#039;&#039; - also known as &#039;&#039;&#039;Oculus Rift CV1&#039;&#039;&#039; or simply as &#039;&#039;&#039;Rift&#039;&#039;&#039; - is the first version of the [[Oculus Rift (Platform)|Oculus Rift]] [[Virtual Reality]] head-mounted display [[HMD]] built for consumers. The Oculus Rift was released on March 28, 2016. &amp;lt;ref name=”one”&amp;gt;Greenwald, W. (2017). Oculus Rift. Retrieved from https://www.pcmag.com/review/343413/oculus-rift&amp;lt;/ref&amp;gt; Unlike its predecessors, [[DK1]] and [[DK2]] (Development Kits), the Rift&#039;s target demographic moves beyond developers and serious [[virtual reality]] (VR) enthusiasts to include people with only casual interest in VR..&lt;br /&gt;
&lt;br /&gt;
The Oculus Rift was the result of four years of research that started on Kickstarter. At the time, the project raised $2 million from supporters before being purchased by Facebook. The commercial version of the HMD marks and improvement over the previous developments kits, being easier to setup and requiring less technical know-how to install games and troubleshoot when problems appear. &amp;lt;ref name=”two”&amp;gt;Pino, N. (2017). Oculus Rift review. Retrieved from http://www.techradar.com/reviews/gaming/gaming-accessories/oculus-rift-1123963/review&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Rift produces two images simultaneously and tracks the user’s movement to create a sense of presence in the virtual worlds. According to some publications, the previous versions of this VR headset felt rough and cheap, with problems with tracking and lag-free gameplay. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The consumer version of the Rift has been described as elegant and sleek. But while it has received overall praise, it also has its negative points. The Oculus Rift games have been described as the best VR games available. It also has a growing list of movies and apps that will lead to the device being an immersive window into new worlds, with hundreds of VR experiences. The headset is also comfortable to wear. The minimum PC requirements and the induced nausea caused by some experiences are viewed as negatives. While in the beginning the Rift was less immersive than the HTC Vive due to the lack of motion controllers, Oculus has since released its own motion controllers - the Oculus Touch. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”three”&amp;gt;Stein, S. and Hollister, S. Oculus Rift: Welcome to the future. Retrieved from https://www.cnet.com/special-reports/oculus-rift-review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since its development, the minimum specs of the headset have been brought down. These changes might increase its accessibility to a larger number of people since not everyone invests in a powerful PC. This, in conjunction with the Oculus Rift price reduction and release of the Touch controllers, is a strategy to increase the appeal of the VR headset to the general public. &amp;lt;ref name=”one”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Oculus Rift has the potential to be the next evolution of Facebook, to be used as a therapeutic tool, as a gateway to music festivals and sports games. Its scope will not only be limited to games or small VR experiences, as the VR landscape changes with time, but will expand as virtual reality becomes more present in the minds of the general public. &amp;lt;ref name=”two”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”three”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Release and Pricing==&lt;br /&gt;
===Current Prices===&lt;br /&gt;
On October 11, 2017, during the [[Oculus Connect 4]], Hugo Barra, Oculus&#039; Vice President of Virtual Reality, announced the permanent price reduction of Oculus Rift and Touch bundle to $399.&lt;br /&gt;
&lt;br /&gt;
===Price History===&lt;br /&gt;
In July 2017, the price of the Oculus Rift CV1 bundled with [[Oculus Touch]] was reduced to $499. Note that the bundle does not come with the Xbox 360 Controller nor the [[Oculus Remote]]. However, it comes with two [[Oculus Sensor]]s.&lt;br /&gt;
&lt;br /&gt;
Every order of the Rift comes with the HMD, [[Oculus Sensor]], Xbox One controller and [[Oculus Remote]]. Pre-orders for the Rift began on January 6, 2016, for $599. On March 1, 2017, the price of CV1 was reduced to $499.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&#039;&#039;&#039;Design and Ergonomics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The all-black Rift HMD has a sleek and refined design, with improved ergonomics when compared to the [[DK2]]. Soft plastic and fabric are used throughout. Smooth rubber and course cloth cover the front and sides of the headset. A single cable tethers the HMD to your PC while a mesh of lycra envelopes the [[lenses]] of the headset. The [[interpupillary distance]] (IPD) can be adjusted physically through the dial on the bottom of the HMD. The user’s face makes contact with the HMD through a comfortable foam faceplate. These &amp;quot;face interfaces&amp;quot; are removable and interchangeable. Oculus has mentioned that they are creating multiple facial interfaces with different interior faceplates to accommodate various facial features and users with glasses. With the default face interface, Oculus recommends a frame width of 142mm or less and a frame height of 50mm or less, if the user has to wear glasses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display and Optics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dual OLED panel displays of CV1 is a large improvement over its predecessors. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is minimal. The only glaring flaw of CV1&#039;s display and optics system is the [[god rays]]. The god rays are caused by [[Fresnel lenses]]&#039; ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high-contrast elements on the screen (i.e. white text on a black background). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Head [[tracking]] in the Rift has no visible [[latency]]. The [[Tracking#Systems|tracking system]] employed by Oculus Rift is called [[Constellation]]. It is an improved version from [[DK2]] and [[Crescent Bay]]. While [[rotational tracking]] is achieved with [[inertial measuring unit|inertial measuring units]] (IMUs), [[positional tracking]] is accomplished with an [[Oculus Sensor]] ([[outside-in tracking]]). Tiny LED markers are placed on the HMD, and the camera sensor is able to recognize these markers to track the position of the HMD. The markers on the back straps of the HMD allows the back of the user’s head to be tracked. This potentially allows for 360 degrees of tracking. The Rift&#039;s tracking is designed for both [[Seated VR|seated]] and [[standing VR]] experiences. &lt;br /&gt;
&lt;br /&gt;
The [[Oculus Sensor]] is not only able to track the headset but also the [[Oculus Touch]] controllers. Users can use multiple sensors to increase the [[#Tracking volume|tracking volume]] for the HMD and controllers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice and Audio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Oculus Rift has a microphone and built-in, removable headphones. Users can detach the headphones and replace them with their own audio devices. [[3D audio]] technology is incorporated into the Rift.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
Two 90mm screens, at a resolution of 1080 x 1200 per eye, makes each display 455.63 PPI. &amp;lt;ref&amp;gt;iFixit (2016). Oculus Rift CV1 Teardown. Retrieved from https://www.ifixit.com/Teardown/Oculus+Rift+CV1+Teardown/60612#s126626&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Orland, K. (2016). iFixit digs into Oculus Rift’s 461 PPI OLED display, custom lenses. Retrieved from https://arstechnica.com/gaming/2016/03/ifixit-digs-into-oculus-rifts-461ppi-oled-display-custom-lenses/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || Dual OLED Panels&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 2160 x 1200 (1080 x 1200 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Pixel density || 455.63 PPI per eye&lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || Low&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110° (diagonal)&lt;br /&gt;
|-&lt;br /&gt;
|Optics || [[Fresnel lenses]]&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || 58-72mm&lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || Oculus Sensor ([[outside-in tracking]])&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 1000Hz, Positional: 60Hz&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || 100°H x 70°V (over 18 feet range)&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || 4m custom cable that integrates USB and HDMI connections&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 360 grams (0.8 pounds)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Recommended===&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA GTX 970 or AMD 290, equivalent or greater&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: Intel i5-4590, equivalent or greater&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 8GB+&lt;br /&gt;
*&#039;&#039;&#039;OS&#039;&#039;&#039;: Windows 7 SP1 or newer&lt;br /&gt;
*&#039;&#039;&#039;USB Ports&#039;&#039;&#039;: 3x USB 3.0 ports, 1x USB 2.0 port&lt;br /&gt;
*&#039;&#039;&#039;Video Output&#039;&#039;&#039;: Compatible HDMI 1.3 video output&lt;br /&gt;
&lt;br /&gt;
===Oculus Ready===&lt;br /&gt;
[[File:oculus ready1.jpg|right]]&lt;br /&gt;
Oculus Ready is a PC program that partners with hardware manufacturers such as Asus, Dell, and Alienware to create pre-built PCs that meet the system requirements of the Rift. PCs that qualify will have an Oculus Ready sticker on its case. Price points of these systems start from under $1000.&lt;br /&gt;
&lt;br /&gt;
Players can purchase the Oculus Rift bundled with an Oculus Ready PC for $1499.&lt;br /&gt;
&lt;br /&gt;
===Compatibility Tool===&lt;br /&gt;
The Rift’s Compatibility Tool is used to verify if a Windows PC is Rift ready. It checks the PC&#039;s GPU, RAM, OS, CPU, and USB. For each subpar spec, it offers a link to the Compatibility Tool Support Page&amp;lt;ref&amp;gt;Oculus. Oculus Support Center. Retrieved from https://support.oculus.com/hc/en-us/sections/203483987-Compatibility-Tool-and-Error-Messages-&amp;lt;/ref&amp;gt; that recommends necessary upgrades and solutions.&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
{{see also|Oculus Rift Adjustment Guide}}&lt;br /&gt;
#Go to Setup on Oculus.com.&amp;lt;ref&amp;gt;Oculus. Retrieved from https://www3.oculus.com/en-us/setup/&amp;lt;/ref&amp;gt;&lt;br /&gt;
#Download and run Rift&#039;s setup tool. All the software required for the Rift is automatically installed.&lt;br /&gt;
#Perform the setup and configuration.&lt;br /&gt;
#Plug the HMDI cable of the HMD into the HDMI port of your PC&#039;s graphics card. Plug the USB cable of the HMD into the USB 3.0 port of your PC.&lt;br /&gt;
#Plug the USB cable of the sensor into the USB 3.0 port of your PC.&lt;br /&gt;
#Update HMD and sensor firmware.&lt;br /&gt;
#The instruction will tell you to pull out the plastic tab at the bottom of the [[Oculus Remote]]. Do not just pull it out. Instead, slide open the back cover of the Remote, then peel the tab from the battery. If you forcefully yank the tab out, you might break it. &lt;br /&gt;
#Update the Oculus remote firmware.&lt;br /&gt;
#Setup the Xbox controller by plugging the wireless adapter into the USB port. Use the USB extender as needed. Put the two AA batteries into the controller and start it up.&lt;br /&gt;
#Press the button on the wireless adapter until the LED blinks then press and hold the same button on the Xbox controller until the Xbox logo stops blinking to sync the controller to your PC.&lt;br /&gt;
#Setup the Sensor by placing it about 3 feet away from you. Tilt the glossy side of the sensor head to aim at your face. Make sure there is a clear [[line-of-sight]] between you and the sensor.&lt;br /&gt;
#Setup the HMD.&lt;br /&gt;
#Customize the fit of HMD. Look at the straps of the HMD - two on the sides, one on top. Loosen the tabs of the straps. Put the HMD on your head. Tighten the straps until the HMD comfortably fits on your head.&lt;br /&gt;
#Use the slider at the bottom of the HMD to adjust the distance between the lenses. Make sure the distance fits your [[IPD]].&lt;br /&gt;
#Wear the HMD to continue setup.&lt;br /&gt;
#Move the HMD around until you can see the &#039;&#039;&#039;+&#039;&#039;&#039; clearly. Make sure you are in range of the sensor (2-5 feet).&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[Xbox One controller]] - comes with every Oculus Rift.&lt;br /&gt;
&lt;br /&gt;
[[Oculus Touch]] -  A unique controller released after the Rift&#039;s release.&lt;br /&gt;
&lt;br /&gt;
[[Oculus Remote]] - allows the user to simply and intuitively navigate [[VR experience]]s. It is the ideal input device for introducing VR to non-gamers.&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Rift Apps]]&#039;&#039;&#039; from [[Oculus Share]] and [[Oculus Store]].&lt;br /&gt;
&lt;br /&gt;
[[EVE: Valkyrie]] - comes with every Oculus Rift CV1 pre-order.&lt;br /&gt;
&lt;br /&gt;
[[Lucky&#039;s Tale]] - comes with every Rift CV1.&lt;br /&gt;
&lt;br /&gt;
If you purchase the $499 Oculus + Touch bundle released starting from July 2017, you will also get the [[Oculus Touch#Bundled Titles|Bundled Titles from Touch]].&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
===Oculus SDK===&lt;br /&gt;
[[Oculus SDK]]&lt;br /&gt;
&lt;br /&gt;
===Unity===&lt;br /&gt;
Each order of the Oculus Rift comes with 4 months of [[Unity|Unity Pro]] trial.&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
[[File:oculus rift cv1 tracking volume1.png|270px]] [[File:oculus rift cv1 tracking volume2.png|410px]]&lt;br /&gt;
&lt;br /&gt;
100°H x 70°V (&amp;gt;18 feet range)&lt;br /&gt;
&lt;br /&gt;
Room size: 15 feet by 15 feet&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&#039;&#039;&#039;Oculus Rift box set&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[File:oculus rift cv1 box set1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HMD&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[file:rift front1.jpg|300px]] [[file:rift back1.jpg|300px]] [[file:rift inside1.jpg|300px]] [[file:rift top1.jpg|300px]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oculus Sensor&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[file:rift camera sensor1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oculus Remote&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[File:oculus remote1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;January 6, 2016&#039;&#039;&#039;: Pre-orders for the Oculus Rift began on Oculus.com for $599.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February 16, 2016&#039;&#039;&#039;: Pre-orders for the Oculus Rift and Oculus Ready PC bundle began for $1,499.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 28, 2016&#039;&#039;&#039;: Oculus Rift is officially released.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Smrss1234</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Rift_DK1&amp;diff=25076</id>
		<title>Oculus Rift DK1</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Rift_DK1&amp;diff=25076"/>
		<updated>2020-06-14T02:26:08Z</updated>

		<summary type="html">&lt;p&gt;Smrss1234: Added source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:oculus rift dk11.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Developer=[[Oculus VR]]&lt;br /&gt;
|Operating System=[[Windows]], [[Mac]], [[Linux]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=None&lt;br /&gt;
|Successor=[[Oculus Rift DK2]]&lt;br /&gt;
|Display=7 inch LCD&lt;br /&gt;
|Resolution=1280 x 800, 640 x 800 per eye&lt;br /&gt;
|Pixel Density=215 PPI&lt;br /&gt;
|Refresh Rate=60 Hz &amp;lt;ref&amp;gt;VRcompare. Oculus Rift DK1 Specs. Retrieved from https://vr-compare.com/headset/oculusriftdk1&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Persistence=3 ms&lt;br /&gt;
|Field of View=110° (Nominal)&lt;br /&gt;
|Tracking=3DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|Positional Tracking=None&lt;br /&gt;
|Update Rate=Rotational: 1000 Hz&lt;br /&gt;
|Latency=Tracking: 2ms, End-to-end: 50-60ms&lt;br /&gt;
|Weight=.84 lbs (380g)&lt;br /&gt;
|Release Date=March 29, 2013&lt;br /&gt;
|Price=$300&lt;br /&gt;
|Website=[https://www.oculus.com/ Oculus.com]&lt;br /&gt;
}}&lt;br /&gt;
Oculus Rift DK 1 or Development Kit 1 is the first version of [[Oculus Rift (Platform)|Oculus Rift]] [[Virtual Reality]] [[head-mounted display]] released by [[Oculus VR]]. DK1 was released on March 29, 2013 for 300 dollars. A Kickstarter campaign for DK1 begin in August 2012. Pre-orders for DK1 became available on Oculus&#039; website on September 26, 2012. DK1 is intended to be used by [[#Developers|developers]] and hardcore VR enthusiasts to create [[VR]] content. It was discontinued after the release of [[Oculus Rift DK2]].&lt;br /&gt;
&lt;br /&gt;
On January 5, 2016, Oculus VR announced that the original Kickstarter backers of DK1 will receive a special Kickstarter Edition of the [[Rift]].&lt;br /&gt;
==Hardware==&lt;br /&gt;
Oculus Rift DK1 is a large, black, goggle-like device that is strapped across your eyes. There are cushions lining the sides of the goggles to give you comfort. The display of DK1 is a RGB LCD screen with a resolution of 1280 x 800 or 640 x 800 per eye. It has a diagonal FOV of 110° and horizontal FOV of 90°.&lt;br /&gt;
&lt;br /&gt;
Oculus Rift DK1 tracks the rotational movement of your head with [[Gyroscope]], [[Accelerometer]] and [[Magnetometer]]. It allows you to look around and become immersed in the virtual world. The overall latency is about 50 to 60ms. &lt;br /&gt;
&lt;br /&gt;
It comes with 3 different pairs of lenses along with the ability to adjust the focal lengths of the display.&lt;br /&gt;
&lt;br /&gt;
While DK1 offers a fairly immersive experience, it is not perfect. When using the device, motion blur is quite apparent. It also has pixelation due to low resolution and the appearance of looking through a [[screen door]].&lt;br /&gt;
&lt;br /&gt;
In addition to the head-mounted display, DK1 has a brick-like device called the control box. User must connect the HMD to the control box before it can be hooked up to PC. Along with various I/O ports such as HDMI, DVI, Mini USB and DC connector, Control box allows the user to change the brightness and contrast of his or her display. The video input for the HMD is DVI. The control box changes PC&#039;s HDMI output into DVI.&lt;br /&gt;
===Specifications===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || 7 inch LCD&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 1280 x 800, 640 x 800 per eye&lt;br /&gt;
|-&lt;br /&gt;
|Refresh Rate || 60 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || 3 ms&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110° (Nominal)&lt;br /&gt;
|-&lt;br /&gt;
|Interaxial Distance || 63.5mm&lt;br /&gt;
|-&lt;br /&gt;
|Tracking ||3 degrees of freedom &lt;br /&gt;
|-&lt;br /&gt;
|Rotational Tracking || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || Rotational: 1000Hz&lt;br /&gt;
|-&lt;br /&gt;
|Tracking Latency || 2ms&lt;br /&gt;
|-&lt;br /&gt;
|End-to-end Latency || 50-60ms&lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || USB, HDMI&lt;br /&gt;
|-&lt;br /&gt;
|Weight || .84 lbs (380g)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
#Remove the DK1 headset and Control Box from the case. headset is attached to the Control Box through a cord.&lt;br /&gt;
#Adjust the headset strap (lateral) so the headset fit comfortably in front of your face. Use and adjust the over-the-top strap if needed.&lt;br /&gt;
#There are 3 pairs of lenses. The taller lenses (A) are for users with perfect or farsighted vision. The short lenses (B) and (C) are for users that are nearsighted. B is for moderately nearsighted users while C is for very nearsighted ones. A Lenses are installed in a new headset. You can switch the lenses with turn and lock-in mechanism. Note that, use A Lenses if you plan to wear glasses or contacts while using the headset.&lt;br /&gt;
#Adjust the distances between your eyes and the lenses, called [[eye relief]], by turning the screw on the sides of the headset with a coin. Adjust both sides equally.&lt;br /&gt;
#Control Box is the square attached to the DK1 through a cord. It has 4 connectors: USB, Power, HDMI and DVI.&lt;br /&gt;
#Attached the USB cable to the Control Box and your computer.&lt;br /&gt;
#Plug the power cord to an outlet and connect it to the Control Box.&lt;br /&gt;
#Use either the HDMI or DVI and connect it to the same type of port on your computer.&lt;br /&gt;
#Turn on the Control Box with the power button. The other buttons adjust brightness and contrast of the headset display.&amp;lt;ref&amp;gt;http://static.oculus.com/sdk-downloads/documents/Oculus_Rift_Development_Kit_Instruction_Manual.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
#Download and install the Oculus Runtime for your OS from https://developer.oculus.com/downloads/.&lt;br /&gt;
#Right click your desktop and go to &#039;&#039;Screen Resolution&#039;&#039; or go to &#039;&#039;Display Settings&#039;&#039;. There are 2 Displays, one of them is Rift DK. Under the &#039;&#039;Multiple displays:&#039;&#039; tab, select &#039;&#039;Duplicate these displays&#039;&#039;.&lt;br /&gt;
#Run Oculus Configuration Utility (&#039;&#039;OculusConfigUtil&#039;&#039;) and configure the headset to your specifications. &lt;br /&gt;
#Click on &#039;&#039;Show Demo Scene&#039;&#039; to make sure everything is positioned correctly.&amp;lt;ref&amp;gt;http://static.oculus.com/sdk-downloads/documents/Oculus_User_Guide_0.4.4.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
[[VR Apps]] from [[Oculus Share]] and other [[App Stores]]&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
===Oculus SDK===&lt;br /&gt;
[[Oculus SDK]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Smrss1234</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=25075</id>
		<title>HTC Vive Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=25075"/>
		<updated>2020-06-14T02:23:26Z</updated>

		<summary type="html">&lt;p&gt;Smrss1234: Added source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image=[[File:Vive-pro_pdp-01_hmd.png|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=[[Discrete HMD]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Developer=[[HTC]], [[Valve]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Requires=PC&lt;br /&gt;
|Predecessor=[[HTC Vive]]&lt;br /&gt;
|Successor=[[HTC Vive 2.0]]&lt;br /&gt;
|Display=Dual Panel&lt;br /&gt;
|Resolution=2880 x 1600 (1440 x 1600 per eye)&lt;br /&gt;
|Pixel Density=615 PPI per eye&lt;br /&gt;
|Refresh Rate=90 Hz &amp;lt;ref&amp;gt;VRcompare. HTC Vive Pro Specs. Retrieved from https://vr-compare.com/headset/htcvivepro&amp;lt;/ref&amp;gt;&lt;br /&gt;
|Persistence=TBC&lt;br /&gt;
|Field of View=110° (diagonal)&lt;br /&gt;
|Optics=Fresnel Lenses&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], Laser Position Sensor&lt;br /&gt;
|Positional Tracking=[[Base Stations]]&lt;br /&gt;
|Update Rate=Rotational: TBC, Positional: TBC&lt;br /&gt;
|Tracking Volume=TBC (supports both Lighthouse Trackers 1.0 and 2.0 (up to 10 foot by 10 foot) &lt;br /&gt;
|Latency=Motion to Photon, TBC&lt;br /&gt;
|Audio=Built-in headphones, external headphones&lt;br /&gt;
|Camera=Pass-through stereo cameras&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Controllers in both hands&lt;br /&gt;
|Connectivity=DisplayPort 1.2, USB-C 3.0 port, Bluetooth (Version TBD) (TBD: 1 headphone jack???)&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=TBD&lt;br /&gt;
|Cable Length=TBD&lt;br /&gt;
|Release Date=Q1 2018&lt;br /&gt;
|Price=TBD&lt;br /&gt;
|Website=https://www.vive.com/us/product/vive-pro/&lt;br /&gt;
}}&lt;br /&gt;
{{see also|HTC Vive}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[HTC Vive Pro]] (also known as &#039;&#039;&#039;HTC Vive 1.5&#039;&#039;&#039;) is the 2018 update to 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. &amp;lt;ref name=”one”&amp;gt;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/&amp;lt;/ref&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Release and Versions==&lt;br /&gt;
On January 8, 2018, the Vive Pro was announced at CES 2018 with a release date of Q1 2018.&lt;br /&gt;
&lt;br /&gt;
===Version History===&lt;br /&gt;
Pre-orders for the Vive Pro have not yet begun nor has the final pricing been announced. It is proposed to sell just with the [[head-mounted display]] (HMD) as an upgrade to existing owners, or alternatively as part of a kit, potentially with two [[SteamVR Controllers|wireless motion tracked controllers]] and two [[lighthouse]] [[Base Stations]] positional sensors that enable [[room-scale VR]]. &lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
*[[Room-scale VR]] - Move around freely in a TBD space. Both HMD and the two controllers are accurately tracked within that space using up to 4 tracking stations.&lt;br /&gt;
&lt;br /&gt;
*[[Wireless SteamVR Controllers]] - Input with two motion-tracked controllers, one held in each hand. &lt;br /&gt;
&lt;br /&gt;
*[[Chaperone]] - Prevents the user from bumping into real life walls and other obstacles.&lt;br /&gt;
&lt;br /&gt;
*Front facing camera - Allows the user to see the real life environment in front of them while wearing the HMD.&lt;br /&gt;
&lt;br /&gt;
*[[#Connecting to Your Phone|Smartphone connectivity]] - Connects the HMD to a smartphone via Bluetooth, allowing the user to receive calls, messages reminders and return calls.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
===Review===&lt;br /&gt;
&#039;&#039;&#039;Design and Ergonomics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The HMD is sleek and sturdy, with blue highlights and is lighter than the original, non-Pro version. It is secured to the user&#039;s head with a harness-like series of straps. The user&#039;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 user can change the distance between the [[lenses]] to fit 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 to extend or retract the sides of the HMD. While this function allows the Vive to accommodate most glasses, it has to be noted that increasing the eye relief does negatively affect the [[FOV]] (Field of View).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display and Optics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vive features dual OLED panel displays of 1440 x 1600 per eye. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is significantly reduced with the 78% increase in pixels. [[God rays]] are caused by [[Fresnel lenses]]&#039; ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high contrast elements on the screen i.e. white text on a black background. How significant God rays are in the new Vive Pro display and optics system yet to be evaluated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Front facing stereo cameras&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dual cameras are located on the front of the HMD. The camera can bring up a wide [[FOV]] of the environment that is in front of you. Players can activate the camera by double tapping the SteamVR controller&#039;s &amp;quot;System&amp;quot; button or set it to automatically activate when you wander too close to the [[Chaperone]] boundaries. Working in conjunction with Chaperone, the camera creates another layer that keeps the player safe while moving around wearing the HMD. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[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 accomplished with two IR (infrared) [[Base Stations]]. The Base Stations constantly flood the room with IR that is detected by sensors on the HMD and [[SteamVR Controllers]]. The HMD and controllers&#039; position in relation to the Base Stations is then obtained ([[inside-out tracking]]). The Vive&#039;s tracking is designed for both [[Seated VR|seated]],  [[standing VR|standing]], and most importantly [[Room-scale VR]] experiences. &lt;br /&gt;
&lt;br /&gt;
The HTC Vive headset is designed to accurately track the position and orientation of the HMD and [[SteamVR Controllers|controllers]] within a space (size to be confirmed).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice and Audio&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vive has a built-in dual noise cancelling microphones and built-in headphones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cables and Ports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===In The Box===&lt;br /&gt;
TBD.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Display || Dual OLED Panels&lt;br /&gt;
|-&lt;br /&gt;
|Resolution || 2880 x 1600 (1440 x 1600 per eye)&lt;br /&gt;
|-&lt;br /&gt;
|Pixel density || ???&lt;br /&gt;
|-&lt;br /&gt;
|Refresh rate || 90 Hz&lt;br /&gt;
|-&lt;br /&gt;
|Persistence || Low&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 110° (diagonal)&lt;br /&gt;
|-&lt;br /&gt;
|Optics || [[Fresnel lenses]]&lt;br /&gt;
|-&lt;br /&gt;
|[[IPD]] || TBD&lt;br /&gt;
|-&lt;br /&gt;
|[[Tracking]] || 6 degrees of freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Positional tracking]] || [[Base Stations]]&lt;br /&gt;
|-&lt;br /&gt;
|Update Rate || TBD&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tracking volume|Tracking Volume]] || TBD&lt;br /&gt;
|-&lt;br /&gt;
|Latency || &lt;br /&gt;
|-&lt;br /&gt;
|Connectivity || TBD&lt;br /&gt;
|-&lt;br /&gt;
|Weight || At release: TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Recommended===&lt;br /&gt;
*&#039;&#039;&#039;GPU&#039;&#039;&#039;: NVIDIA® GeForce® GTX 1070 or better&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;: TBD&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: TBD&lt;br /&gt;
*&#039;&#039;&#039;Video Output&#039;&#039;&#039;: DisplayPort 1.2 or newer&lt;br /&gt;
*&#039;&#039;&#039;USB Port&#039;&#039;&#039;: 1x USB-C 3.0 port&lt;br /&gt;
*&#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 10&lt;br /&gt;
&lt;br /&gt;
===SteamVR Performance Test===&lt;br /&gt;
[http://store.steampowered.com/app/323910 SteamVR Performance Test] is a benchmark software that checks if your system is ready for the original Vive. It checks your system&#039;s OS, GPU and CPU to see if it has the capability of running VR at 90 FPS and whether VR content can tune the visual fidelity up to the recommended level.  To be confirmed if there are any tools to check for compatibility with the new HTC Vive Pro.&lt;br /&gt;
&lt;br /&gt;
==Play Area Requirements==&lt;br /&gt;
{{see also|#Play Area Setup}}&lt;br /&gt;
The play area sets the virtual boundaries of the HTC Vive. The interaction with VR objects happens within the play area. &lt;br /&gt;
*Make sure the play area is free of furniture and other obstacles. &lt;br /&gt;
*Place the PC next to the play area because the cable of the HMD connecting to your PC is five meters long. &lt;br /&gt;
*Make sure the base stations are mounted near power outlets.&lt;br /&gt;
===Room-scale VR Requirements===&lt;br /&gt;
For [[Room-scale VR]], it is required a space where the user can move freely.&lt;br /&gt;
*Minimum room size with Lighthouse 1.0 Trackers : 2 m x 1.5 m (6 feet 6 inches x 5 feet)&lt;br /&gt;
*Maximum between base stations with Lighthouse 1.0 Trackers: 5 m (16 feet), Room size: 3.5 m x 3.5 m (11 feet 7 inches x 11 feet 7 inches)&lt;br /&gt;
**Base stations can track further but the length of headset cable is 5 meters.&lt;br /&gt;
NOTE: TBD what the tracking area is with the new Lighthouse 2.0 Trackers.&lt;br /&gt;
&lt;br /&gt;
===Standing/Seated VR Requirements===&lt;br /&gt;
*No minimum space requirements&lt;br /&gt;
&lt;br /&gt;
==Setup Tutorial==&lt;br /&gt;
===HMD Setup===&lt;br /&gt;
&#039;&#039;&#039;Putting the HMD on&#039;&#039;&#039;&lt;br /&gt;
#Pull the HMD down over your eyes.&lt;br /&gt;
#Slide the straps around the back of your head and adjust them so that the headset fits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjusting the Head Straps to Fit Perfectly&#039;&#039;&#039;&lt;br /&gt;
#Walk towards your chaperone boundaries with the Vive on. Get really close to them.&lt;br /&gt;
#Adjust the Vive left and right until the vertical lines don&#039;t have &amp;quot;god rays&amp;quot;. They should become solid and not look smudgy. Once you find a good placement tighten down the side straps.&lt;br /&gt;
#Adjust the Vive up and down until the horizontal chaperone lines don&#039;t look blurry/smudged and don&#039;t have god rays. Tighten the top strap until it&#039;s a nice snug fit.&lt;br /&gt;
#Turn the IPD all the way up, you&#039;ll probably notice the chaperone lines getting blurry. Once it&#039;s at max, bring it back down and they&#039;ll become more in focus. Once they start getting blurry again just open the IPD up a bit, like focusing binoculars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust IPD&#039;&#039;&#039;: [[IPD]] is the distance between the center of the pupils of 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust Eye relief&#039;&#039;&#039;: [[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 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace face cushion&#039;&#039;&#039;: If the face cushion is too wide, replace it with the thin cushion. You can exchange the cushions by peeling the velcro off from the two ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replace nose rest&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
===Link Box Setup===&lt;br /&gt;
#TBD if Link Box is included with the new Headset.&lt;br /&gt;
&lt;br /&gt;
===Controllers Setup===&lt;br /&gt;
&#039;&#039;&#039;Charging&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On/Off&#039;&#039;&#039;: 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. The controller automatically turns off when it is idled for a long time or when you exit SteamVR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pairing with HMD&#039;&#039;&#039;: Controller pairs with the HMD automatically when it is on. To manually pair,  launch the SteamVR app, tap Down, then select Devices, and finally Pair Controller. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updating Firmware&#039;&#039;&#039;: When SteamVR notifies you about outdated firmware, connect the controller to your PC with the microUSB cable to update automatically.&lt;br /&gt;
&lt;br /&gt;
===Base Stations Setup===&lt;br /&gt;
&#039;&#039;&#039;Placing the base stations&#039;&#039;&#039; &lt;br /&gt;
#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.&lt;br /&gt;
#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. &lt;br /&gt;
#Make sure the front of the base stations is facing the center of the play area. Each base station has 120 degrees [[FOV]]. Tilt them about 30 to 45 degrees to fully cover the play area.&lt;br /&gt;
#Connect the base stations to power outlets with power cables. &lt;br /&gt;
#Connect the base stations and set channels:&lt;br /&gt;
##Without Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “b”, while the other is set to channel “c”.&lt;br /&gt;
##With Sync Cable: Press the Channel buttons at the back of the base stations so that one base station is set to channel “A”, while the other is set to channel “b”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the mounting kits&#039;&#039;&#039;:&lt;br /&gt;
#Mark where you want to install each of the mounts on your wall, and then screw the mounts in. &lt;br /&gt;
#Rotate the base station to screw it onto the threaded ball joint. Do not screw the base station all the way in, only enough to be stable and oriented correctly.&lt;br /&gt;
#Tighten the wingnut to the base station to secure it in place.&lt;br /&gt;
#To adjust the angle of the base station, loosen the clamping ring while carefully holding the base station to prevent it from falling.&lt;br /&gt;
#Tilt the base station toward the play area.&lt;br /&gt;
#Connect the power cables to each base station and its power outlet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update base station firmware&#039;&#039;&#039;: 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. The update should start automatically once SteamVR detects the base station.&lt;br /&gt;
&lt;br /&gt;
===Play Area Setup===&lt;br /&gt;
{{see also|#Play Area Requirements}}&lt;br /&gt;
*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. &lt;br /&gt;
&lt;br /&gt;
*Clear off furniture and other obstacles in the play area. &lt;br /&gt;
&lt;br /&gt;
*Place the PC near the play area. The HMD cable is 5m (16ft 4in) long.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*Do not leave your HMD in direct sunlight, since the display can be damaged.&lt;br /&gt;
&lt;br /&gt;
===Software Setup===&lt;br /&gt;
#Download the setup from http://www.htcvive.com/SETUP&lt;br /&gt;
#Install Vive software&lt;br /&gt;
#Install Steam software&lt;br /&gt;
#Install SteamVR&lt;br /&gt;
#Launch SteamVR&lt;br /&gt;
#Pair HMD and Controllers from the SteamVR menu.&lt;br /&gt;
&lt;br /&gt;
===Setup Tips and Tricks===&lt;br /&gt;
*During Play Area Setup, the system asks you to point your controller at your computer monitor. The system performs this because it wants to establish the forward position in VR about 180 degrees from the monitor. It assumes that your computer is in the direction of the monitor and wants you to face opposite of the computer so your cables will go smoothly from the back of your head to the computer.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*Be sure to turn on &#039;&#039;Enable Bluetooth communication&#039;&#039; 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 &amp;quot;smarter&amp;quot;. Now, when you don&#039;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.&lt;br /&gt;
&lt;br /&gt;
*Take a look at the Audio tab in the Settings. You can do things such as mirror your audio from VR in the speakers.&lt;br /&gt;
&lt;br /&gt;
*In Settings, you can enable the front facing camera in your HMD.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*[[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.&lt;br /&gt;
&lt;br /&gt;
==Input Devices==&lt;br /&gt;
[[SteamVR Controllers]] - One held in each hand. These controllers are tracked by the same system as the HMD ([[Lighthouse]]). &lt;br /&gt;
&lt;br /&gt;
Other devices compatible with [[Steam]]&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style= &amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Accessory&lt;br /&gt;
! Cost When&amp;lt;br&amp;gt;Purchased Separately&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Lighthouse Version 1.0 Base Stations|Base Station]] with AC || $135&lt;br /&gt;
|-&lt;br /&gt;
|[[SteamVR Controllers|Controller]] with AC || $130&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&#039;&#039;&#039;[[HTC Vive Apps]]&#039;&#039;&#039;&lt;br /&gt;
[[The Lab]] by [[Valve]] is available for free to all Vive users.&lt;br /&gt;
&lt;br /&gt;
==Connecting to Your Phone==&lt;br /&gt;
Users can install the Vive mobile app on their phone from the App Store &amp;lt;ref&amp;gt;iTunes. HTC Vive. Retrieved from https://itunes.apple.com/us/app/htc-vive/id1091173853?mt=8&amp;lt;/ref&amp;gt; or Google Play&amp;lt;ref&amp;gt;Google Play. Vive. Retrieved from https://play.google.com/store/apps/details?id=com.htc.vivephoneservice&amp;amp;hl=en&amp;lt;/ref&amp;gt;. The apps enable the HTC Vive HMD to connect to mobile phones through Bluetooth. It allows the Vive HMD to receive calls, texts and calendar reminders while the user is in the [[VR]] experience.&lt;br /&gt;
&lt;br /&gt;
To make phone calls, users need to download the Vive software package &amp;lt;ref&amp;gt;Vive. Welcome to Vive - Let&#039;s get you set up. Retrieved from https://www.htcvive.com/us/setup/&amp;lt;/ref&amp;gt; for their PC. Now when they receive a call or text, they will be able to call back the individual through the Vive menu.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==Tracking volume==&lt;br /&gt;
{{see also|Tracking volume}}&lt;br /&gt;
To Be updated: [[File:htc vive tracking volume1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
120°H x 120°V (&amp;gt;21 feet range)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;January 8, 2017&#039;&#039;&#039; - HTC Pro Announced.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
To Be updated: [[File:Vive-pro_pdp-01_hmd.png|300px]] [[File:htc vive cv1 controllers1.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]] [[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Smrss1234</name></author>
	</entry>
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