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		<id>https://vrarwiki.com/index.php?title=Pimax_8K&amp;diff=24958</id>
		<title>Pimax 8K</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Pimax_8K&amp;diff=24958"/>
		<updated>2018-01-09T02:12:48Z</updated>

		<summary type="html">&lt;p&gt;Wmfoster2001: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Pimax 8k.jpg|400px]]&lt;br /&gt;
|VR/AR=Virtual Reality&lt;br /&gt;
|Type=[[Head-mounted display]]&lt;br /&gt;
|Subtype=8K Resolution VR Headset &lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=GTX 980/1070 or AMD R9 Nano, Equal or above&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=Custom low-latency LCD screen&lt;br /&gt;
|Resolution=8K (4K for each eye)&lt;br /&gt;
|Pixel Density=2 * 3840x2160, 16.6 million total pixels&lt;br /&gt;
|Refresh Rate=Monocular 75Hz / (Up to 90Hz although struggling to better 80Hz) (Both eyes 150Hz / 180Hz through Brainwarp)&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=200-degree FOV&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=Gesture Tracking (optional)&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=Yes&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=18ms (Low MTP Latency)&lt;br /&gt;
|Audio=2x3.5 mm headphone jack, stereo headphones, integrated headphones&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=Light Sensor, Motion Sensor, Distance Sensor&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=Q2 2018 (as per CES 2018)&lt;br /&gt;
|Price=$799 (Approx.)&lt;br /&gt;
|Website=https://www.pimaxvr.com/&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Pimax 8K HMD – the prototype of the world’s first [[8k]] resolution [[virtual reality]] headset was launched at [[CES 2017]] in Las Vegas. The latest [[VR headset]] from Pimax comes with two 4k (3840 x 2160 pixels) displays (one for each eye), 200-degree [[Field of View (FOV)]], and [[Fresnel lenses]]. Each unit of Pimax 8K headset is tentatively priced at $799. A Kickstarter campaign for the 8K headset was launched on September 19, 2017, and ended on November 3 of the same year.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&lt;br /&gt;
The prototype of Pimax 8K looks a lot like the [[StarVR HMD]] with a mounting mechanism similar to the [[PlayStation VR]]. Although the Pimax 8K headset looks bulky, people who tried it have reported that it did not feel heavy. Like the StarVR HMD, the Pimax 8K too has its display placed with a slight Dutch Tilt. The prototype headset comes fitted with Fresnel lenses. People who tested the 8K headset were surprised by the absence of the problematic [[‘God Ray’ artifact]] what often plagues devices with Fresnel lenses. The new Pimax HMD looks quite different from its predecessor. That’s because the Pimax 8K is fitted with a [[magnetometer]], light sensor, motion sensor, distance sensor, and [[gyroscope]]. These additions are sure to improve the head tracking capabilities of the virtual reality headset.&lt;br /&gt;
&lt;br /&gt;
==Pimax 8K HMD – Features==&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The 8K, 3840 x 2160 pixels per eye resolution is, without a doubt, the best feature of the new Pimax VR headset. Wearing the headset, the users will have a tough time discerning pixels on the screen. Pimax 8K boasts of having a higher resolution than that of [[HTC Vive]] and [[Oculus Rift]]. The 8K HMD is much sharper and more transparent than other virtual reality headsets that are currently available. The truly next-generation 8K virtual reality headset ensures the users don’t experience any aliasing or screen door effect. The aliasing and screen door effects are common problems seen in other HMDs. The extremely high-resolution display in Pimax 8K makes sure the virtual objects don’t appear jagged at the edges and no distinguishing lines appear between pixels. At the Consumer Electronics Show (CES) 2017 in Las Vegas, the Pimax 8K HMD was demonstrated using the on-rails game [[Showdown]] created by [[Epic Games]]. The on-rails shooting game was run using the [[NVIDIA GTX 1070 card]].&lt;br /&gt;
&lt;br /&gt;
===Field of View (FOV)===&lt;br /&gt;
Equally impressive is the ultra-wide Field of View. The Pimax 8K is designed with 200-degree FOV, which is better than the 100-degree FOV in Vive and Rift. Peripheral awareness gets a big boost with higher FOV, but it doesn’t add much to the actual immersive experience.&lt;br /&gt;
&lt;br /&gt;
===Motion to Photon Latency===&lt;br /&gt;
The Pimax 8K HMD comes with a [[motion-to-photon latency]] of 18ms, which is ideal to avoid nausea and motion sickness. The motion-to- photon (MTP) latency is the time taken by the headset to reflect the user’s movement on the screen. For example, a user, wearing a virtual reality headset, moves his/her head to the right. If the movement to the right is reflected on the display 25ms after the action, then the MTP latency of the VR HMD is 25ms. Low MTP latency (ideally, less than 20ms) is necessary to avoid nausea and motion sickness. MTP needs to be low to give the user the feeling he/she is present in the virtual world.&lt;br /&gt;
&lt;br /&gt;
===Tracking===&lt;br /&gt;
The Pimax 8K provides the option to use different tracking solutions. It has [[outside-in tracking]] based on cutting-edge laser technology with minimal latency, 100% compatible with Valve lighthouses and all Steam accessories. Furthermore, 360-degree positional tracking is possible with only one base station.&lt;br /&gt;
&lt;br /&gt;
The other tracking method possible is [[inside-out]], using attachable modules that will be released.&lt;br /&gt;
&lt;br /&gt;
The user can switch between these two tracking options.&lt;br /&gt;
&lt;br /&gt;
===The Brain Wrap Technique===&lt;br /&gt;
Taking a leaf out of Oculus’ book Pimax has added the [[Brain Wrap technique]] to the 8K VR headset. Brain Wrap is a fairly simple and interesting concept used to deliver the 4K quality picture to each eye. The GPU takes the orders from the drivers and renders frames in a sequential manner. The [[GPU]] first renders a picture of 4K resolution to just one eye. This is followed by another rendering of the picture of the same resolution to the other eye. The whole cycle is repeated again and again. As the Pimax 8K headset renders frames at very high speeds (up to 240 times a second), the high-speed sequencing fools the brain into believing that the eyes (both right and left) see the same picture. The same brain-wrap technique is used by the active shutter [[3D glasses]].&lt;br /&gt;
&lt;br /&gt;
The Brain Wrap technique comes with its own set of special requirements or challenges. Ordinary processors do not generate enough power to push the frames in the Pimax 8K headset. The virtual reality headset will need a powerful [[PC]] with either one [[NVIDIA GTX 1080]] or two [[NVIDIA GTX 1070]] graphics cards. According to a group who tried the Pimax 8K VR headset, both [[AMD Radeon R9 390X]] and [[Intel Core i5 6600K]] were not good enough to power the 8K HMD smoothly. They had to use [[NVIDIA Quadro M6000 12GB]] to run Pimax 8K smoothly.&lt;br /&gt;
&lt;br /&gt;
Equally challenging is the task of performing, what they call, ‘very accurate synchronous fine tuning’. It’s a very delicate task that might result in a motion artifact known as ghosting.&lt;br /&gt;
&lt;br /&gt;
====Accessories====&lt;br /&gt;
Along with the new 8K VR HMD, Pimax has also introduced special accessories specific to the 8k headset. The special accessory package includes two [[gaming controllers]], two [[position devices]], and a stand.&lt;br /&gt;
&lt;br /&gt;
====Cost====&lt;br /&gt;
The Pimax 8K will cost around $799. People who already own a [[Pimax 4K]] will have to shell out twice the price to buy the Pimax 8K headset. But, the new HMD is totally worth the price. The Pimax 8K is the sole member of the 8K resolution and 200-degree FOV group. It boasts of specifications and features that are far better than its nearest price competitor HTC Vive.&lt;br /&gt;
&lt;br /&gt;
==Kickstarter campaign==&lt;br /&gt;
The Kickstarter campaign for the Pimax 8K started on September 19 and ran until November 3, 2017. The campaign was highly successful with 5946 backers pledging $4,236,618.&lt;br /&gt;
&lt;br /&gt;
The amount gathered surpassed the 2012 Oculus’ Kickstarter that had 9522 backers pledging $2,437,429.&lt;br /&gt;
&lt;br /&gt;
According to Pimax, the choice of the Kickstarter platform for this project was due to the fact that they wanted to have a base camp of passionate and creative people who could shape the Pimax 8k based on their feedback. The company wrote, “Not only do we value the input of you early adopters, but for the developers amongst you - we want to make sure we are tailoring a headset to your specific needs in terms of enhancing the VR experiences you create.”&lt;br /&gt;
&lt;br /&gt;
There are some benefits for those that backed the project, as explained on its Kickstarter page:&lt;br /&gt;
&lt;br /&gt;
1.The first group of backers will become part of our core community and your demands/requests will always be our top priority;&lt;br /&gt;
2.After the campaign, we won&#039;t consider retail until we have fulfilled all the Kickstarter packages;&lt;br /&gt;
3.We made the price on Kickstarter merely cover the cost - and this will always the lowest possible price you can pick up Pimax 8K;&lt;br /&gt;
4.The Kickstarter version will be the final consumer version.&lt;br /&gt;
&lt;br /&gt;
As an alternative to the Pimax 8K, the company offered a special 5K edition for Kickstarter: the Pimax 5K. This device has basically the same features as the Pimax 8K, with the only differences being in resolution and price. &lt;br /&gt;
&lt;br /&gt;
Pimax is expected to start delivering the Kickstarter campaign devices in January 2018.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
The Pimax 8k has received praise for the increased pixel density that reduces screen door effect and also its wider field of view.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, some people have been pointing out that the Pimax 8K does not have 8K resolution. The device’s resolution is 7680 x 2160, which is below the 8K 7680 x 4320. Indeed, the company has been accused of misleading people with the product name but it has argued back that the ‘8K’ is to highlight the much higher horizontal resolution present in its device.&lt;br /&gt;
&lt;br /&gt;
More accurately, the Pimax 8k headset has two 4K panels (3840 x 2160) with a 90 Hz refresh rate.&lt;br /&gt;
&lt;br /&gt;
===Hands-on experiences===&lt;br /&gt;
People who have tried the prototype version of the Pimax 8K say that the headset is a very wide HMD made of a lightweight rigid plastic material. The headset is comfortable and lighter than expected considering its size.&lt;br /&gt;
&lt;br /&gt;
Brief sessions with applications such as Fruit Ninja lead to the conclusion that the Pimax 8k is the most immersive virtual reality gameplay ever experienced. There are no black borders within the user’s vision, giving the illusion that the person is not looking through a VR headset.&lt;br /&gt;
&lt;br /&gt;
The 200-degree field of view of the Pimax headset is a lot wider compared to the HTC Vive, Oculus Rift, and PlayStation VR, immersing the user in a way that other headsets can not currently emulate.&lt;br /&gt;
&lt;br /&gt;
No sub-pixels or ghosting was noticed by users of the Pimax. Indeed, according to some analysts, the Pimax 8K does not suffer from screen door effect.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* https://www.roadtovr.com/hands-pimaxs-8k-headset-proves-high-fov-vr-coming/&lt;br /&gt;
* https://www.pimaxvr.com/&lt;br /&gt;
* https://vrworld.com/2017/01/30/pimax-8k-vr-headset/&lt;br /&gt;
* http://vrstation.id/en/news/index/405/Pimax--First-8K-VR-Headset-with-200-Degree-FOV&lt;br /&gt;
* https://www.engadget.com/2017/10/12/pimax-8k-vr-headset&lt;br /&gt;
* https://www.kickstarter.com/projects/pimax8kvr/pimax-the-worlds-first-8k-vr-headset/description&lt;br /&gt;
* https://www.roadtovr.com/pimax-8k-surpasses-oculus-rift-top-vr-headset-kickstarter-project-2-45m-raised-far/&lt;br /&gt;
* https://www.digitaltrends.com/virtual-reality/pimax-vr-headset-kickstarter/&lt;br /&gt;
* http://www.tomshardware.com/news/pimax-8k-vr-headset-trial,35745.html&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>Wmfoster2001</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=24957</id>
		<title>HTC Vive</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=24957"/>
		<updated>2018-01-09T01:21:11Z</updated>

		<summary type="html">&lt;p&gt;Wmfoster2001: &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&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>Wmfoster2001</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=24956</id>
		<title>HTC Vive Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=24956"/>
		<updated>2018-01-09T01:19:24Z</updated>

		<summary type="html">&lt;p&gt;Wmfoster2001: &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&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>Wmfoster2001</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=24955</id>
		<title>HTC Vive</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive&amp;diff=24955"/>
		<updated>2018-01-09T01:16:38Z</updated>

		<summary type="html">&lt;p&gt;Wmfoster2001: &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&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}}&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>Wmfoster2001</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=User_talk:Xinreality&amp;diff=24954</id>
		<title>User talk:Xinreality</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=User_talk:Xinreality&amp;diff=24954"/>
		<updated>2018-01-09T01:13:35Z</updated>

		<summary type="html">&lt;p&gt;Wmfoster2001: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for adding our company (OptoFidelity) information, that was very kind! We are very excited about our line of VR Performance solutions, we just shipped the first systems to customers. There is going to be more announcements soon! I will update information about those here in the XinReality ass well. -OptoVR-&lt;br /&gt;
&lt;br /&gt;
==Ruthalas==&lt;br /&gt;
&lt;br /&gt;
Thank you for your kind words!&lt;br /&gt;
&lt;br /&gt;
I&#039;ll be wandering around filling in pages on subjects I have some passing understanding when I can.&lt;br /&gt;
&lt;br /&gt;
==wmfoster2001==&lt;br /&gt;
Thanks for all the info on your Wiki it has come in handy as reference to me on several occasions.&lt;br /&gt;
I&#039;ve added some info on the HTC Vive Pro here (based on the HTC Vive Page [[HTC Vive Pro]] but couldn&#039;t work out how to make it appear in the VR Devices list here [[Virtual Reality Devices]] as it&#039;s the first time to try to create a page or do any serious editing in MediaWiki.&lt;/div&gt;</summary>
		<author><name>Wmfoster2001</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Head-mounted_display&amp;diff=24953</id>
		<title>Head-mounted display</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Head-mounted_display&amp;diff=24953"/>
		<updated>2018-01-09T01:06:01Z</updated>

		<summary type="html">&lt;p&gt;Wmfoster2001: /* Discrete HMD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Head-mounted display&#039;&#039;&#039; or &#039;&#039;&#039;HMD&#039;&#039;&#039; is a [[device]] worn over your head. It features a display in front of one or both of your eyes. The display streams data, images and other information in front of the wearer&#039;s eye(s). Certain HMDs such as [[Oculus Rift]] or [[HTC Vive]] have displays over both of their users&#039; eyes. Others like [[Google Glass]] only have a display over one of the users&#039; eyes.&lt;br /&gt;
&lt;br /&gt;
The majority of [[Virtual Reality]] (VR) and [[Augmented Reality]] (AR) devices are head-mounted displays. In AR, the display is usually transparent and digital information is superimposed onto real life objects. These HMDs are called [[Optical head-mounted display]]s or [[OHMD]]s. In VR, the display is not transparent and only virtual information and images are displayed in front of wearer&#039;s eyes.&lt;br /&gt;
&lt;br /&gt;
==Virtual Reality HMDs==&lt;br /&gt;
{{see also|Virtual Reality Devices}}&lt;br /&gt;
Head movement → Tracker → CPU → GPU → Display → Photons → Optics → Eyes&lt;br /&gt;
===Features===&lt;br /&gt;
====Large Field of View====&lt;br /&gt;
VR HMDs have displays with large [[field of view]] (FOV) that comprise the entirety of the user&#039;s vision. With both eyes, humans have about 180 degrees FOV when looking in front of them. The display of a VR device should cover as much of the vision range as possible. A large FOV is important to create [[immersion]] for the wearer.&lt;br /&gt;
&lt;br /&gt;
====Stereoscopic 3D Imagery====&lt;br /&gt;
The HMD has to create the illusion of a 3D world. To accomplish this, the display shows both of our eyes two different images of the same scene viewed from slightly different angles. This process creates depth perception by mimicking how our eyes perceive the world in real life.&lt;br /&gt;
&lt;br /&gt;
====Rotational Tracking====&lt;br /&gt;
A key feature of an HMD is the ability to track the wearer&#039;s head rotations. The images shown on the display change according to the wearer&#039;s head movements. Head-tracking is an essential aspect of the HMD that allows the user to become immersed and feel [[presence]]. &lt;br /&gt;
&lt;br /&gt;
Rotational Tracking is achieved through sensors such as the [[Gyroscope]], [[Accelerometer]] and [[Magnetometer]] within the HMD.&lt;br /&gt;
&lt;br /&gt;
====Positional Tracking====&lt;br /&gt;
Positional Tracking is often performed with sensors and cameras external to the HMD. These peripherals can track the position of the user&#039;s head, body and hands anywhere within the range of the devices. They can not only track the rotational movements like the inboard sensors but also translational movements.&lt;br /&gt;
&lt;br /&gt;
HMDs in the future will be able to track translational motion and perform positional tracking.&lt;br /&gt;
&lt;br /&gt;
==Augmented Reality HMDs==&lt;br /&gt;
{{main|Optical head-mounted display}}&lt;br /&gt;
Augmented Reality HMDs also known as Optical head-mounted displays or OHMDs. The displays of these devices are transparent. They allow users to see through them while projecting images and information in front of the users&#039; eyes.&lt;br /&gt;
&lt;br /&gt;
==Types of HMDs==&lt;br /&gt;
[[Slide-on HMD]] is the most primitive of all HMD types. These devices rely on the inserted smartphones to do all of the leg work. [[Discrete HMD]] contains a display and some electronics for [[tracking]] and other functions. While they are more advanced than the Slide-ons, Discrete HMDs still require connections to PCs for processing. [[Integrated HMD]] is the most sophisticated of them all. From display to tracking to processing, it has everything needed for VR or [[AR]] within the HMD. &lt;br /&gt;
===Slide-on HMD===&lt;br /&gt;
[[Slide-on HMD]], also known as Smartphone mount, is the cheapest and most accessible form of [[VR]]. The Slide-on consists of a smartphone holder, [[lenses]] and some form of basic [[input]]. A smartphone is inserted into the HMD and the entire device is played upon the eyes of the user to create the VR experience. The Slide-on utilizes the smartphone for display, processing and [[rotational tracking]]. Some Slide-on HMDs such as the [[Gear VR]] use their own built-in [[IMUs]] instead of relying on that of the smartphones.&lt;br /&gt;
&lt;br /&gt;
Popular Slide-on HMDs:&lt;br /&gt;
*[[Google Cardboard]]&lt;br /&gt;
*[[Samsung Gear VR]]&lt;br /&gt;
&lt;br /&gt;
===Discrete HMD===&lt;br /&gt;
[[Discrete HMD]] also known as Tethered HMD supplies everything required for an [[immersive]] [[VR]] experience aside from the processing. It contains display, lenses, rotational tracking, [[positional tracking]], audio and advanced input. For processing, Discrete HMDs are connected to PCs through cables. While this type of HMD is less mobile than its 2 counter parts, it is able to deliver the best VR experience.&lt;br /&gt;
&lt;br /&gt;
Popular Discrete HMDs:&lt;br /&gt;
*[[Oculus Rift]]&lt;br /&gt;
*[[HTC Vive]]&lt;br /&gt;
*[[PlayStation VR]]&lt;br /&gt;
&lt;br /&gt;
New&lt;br /&gt;
*[[HTC Vive Pro]]&lt;br /&gt;
&lt;br /&gt;
===Integrated HMD===&lt;br /&gt;
[[Integrated HMD]] is the most sophisticated and expensive type of HMD and [[OHMD]].  This independent computing device is able to deliver [[VR]] and/or [[AR]] experiences without any external hardware such as PC or smartphone. It contains everything from display to processors to camera and is able to display stereoscopic 3D images, perform complex tracking and utilize advanced input methods. Currently, most of Integrated HMDs are AR OHMDs with high price point and target only business professionals.&lt;br /&gt;
&lt;br /&gt;
Popular Integrated HMDs:&lt;br /&gt;
*[[Microsoft HoloLens]]&lt;br /&gt;
*[[Google Glass]]&lt;br /&gt;
*[[Magic Leap]]&lt;br /&gt;
&lt;br /&gt;
==Components of HMDs==&lt;br /&gt;
===Display===&lt;br /&gt;
&lt;br /&gt;
===Lenses===&lt;br /&gt;
&lt;br /&gt;
===Sensors===&lt;br /&gt;
&lt;br /&gt;
===Cameras===&lt;br /&gt;
&lt;br /&gt;
===Processors===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]]&lt;/div&gt;</summary>
		<author><name>Wmfoster2001</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=24952</id>
		<title>HTC Vive Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=24952"/>
		<updated>2018-01-09T00:50:02Z</updated>

		<summary type="html">&lt;p&gt;Wmfoster2001: Updated Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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&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>Wmfoster2001</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Vive-pro_pdp-01_hmd.png&amp;diff=24951</id>
		<title>File:Vive-pro pdp-01 hmd.png</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Vive-pro_pdp-01_hmd.png&amp;diff=24951"/>
		<updated>2018-01-09T00:46:43Z</updated>

		<summary type="html">&lt;p&gt;Wmfoster2001: Marketing Image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marketing Image&lt;/div&gt;</summary>
		<author><name>Wmfoster2001</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_VIVE_Pro&amp;diff=24950</id>
		<title>HTC VIVE Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_VIVE_Pro&amp;diff=24950"/>
		<updated>2018-01-09T00:42:40Z</updated>

		<summary type="html">&lt;p&gt;Wmfoster2001: Wmfoster2001 moved page HTC VIVE Pro to HTC Vive Pro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[HTC Vive Pro]]&lt;/div&gt;</summary>
		<author><name>Wmfoster2001</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=24949</id>
		<title>HTC Vive Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=24949"/>
		<updated>2018-01-09T00:42:40Z</updated>

		<summary type="html">&lt;p&gt;Wmfoster2001: Wmfoster2001 moved page HTC VIVE Pro to HTC Vive Pro&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]]&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&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: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>Wmfoster2001</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Htc_vive_pro&amp;diff=24948</id>
		<title>Htc vive pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Htc_vive_pro&amp;diff=24948"/>
		<updated>2018-01-09T00:41:56Z</updated>

		<summary type="html">&lt;p&gt;Wmfoster2001: Wmfoster2001 moved page Htc vive pro to HTC VIVE Pro: Capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[HTC VIVE Pro]]&lt;/div&gt;</summary>
		<author><name>Wmfoster2001</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=24947</id>
		<title>HTC Vive Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=24947"/>
		<updated>2018-01-09T00:41:56Z</updated>

		<summary type="html">&lt;p&gt;Wmfoster2001: Wmfoster2001 moved page Htc vive pro to HTC VIVE Pro: Capitalisation&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]]&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&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: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>Wmfoster2001</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=24946</id>
		<title>HTC Vive Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HTC_Vive_Pro&amp;diff=24946"/>
		<updated>2018-01-09T00:40:27Z</updated>

		<summary type="html">&lt;p&gt;Wmfoster2001: Created a new holding page for the HTC Vive Pro&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]]&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&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: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>Wmfoster2001</name></author>
	</entry>
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