HTC Vive: Difference between revisions
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Pre-orders for the Vive begins on February 29, 2016 for $799. Vive released on April 5, 2016. HTC Vive CV1 comes with the [[head-mounted display]], 2 [[SteamVR Controllers|wireless, motion tracked controllers]] and 2 [[lighthouse]] [[beacon]] positional sensors that enable [[room-scale VR]]. | Pre-orders for the Vive begins on February 29, 2016 for $799. Vive released on April 5, 2016. HTC Vive CV1 comes with the [[head-mounted display]], 2 [[SteamVR Controllers|wireless, motion tracked controllers]] and 2 [[lighthouse]] [[beacon]] positional sensors that enable [[room-scale VR]]. | ||
==Features== | ==Features== | ||
*[[Room-scale VR]] - Move around freely in a | *[[Room-scale VR]] - Move around freely in a 12 feet by 12 feet space. Both HMD and the 2 controllers are accurately tracked within that space. | ||
*[[Wireless SteamVR Controllers]] - Input with 2 motion-tracked controllers, 1 held in each hand. | *[[Wireless SteamVR Controllers]] - Input with 2 motion-tracked controllers, 1 held in each hand. | ||
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[[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]], [[positional tracking]] is accomplish with 2 IR base stations called [[Beacons]]. The Beacons would constantly flood the room with IR that are detected by sensors on the HMD and [[SteamVR Controllers]]. HMD and controllers would figure out where they are in relation to the Beacons ([[inside-out tracking]]). Vive's tracking is designed for both [[Seated VR|seated]], [[standing VR|standing]] and most importantly [[Room-scale VR]] experiences. | [[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]], [[positional tracking]] is accomplish with 2 IR base stations called [[Beacons]]. The Beacons would constantly flood the room with IR that are detected by sensors on the HMD and [[SteamVR Controllers]]. HMD and controllers would figure out where they are in relation to the Beacons ([[inside-out tracking]]). Vive's tracking is designed for both [[Seated VR|seated]], [[standing VR|standing]] and most importantly [[Room-scale VR]] experiences. | ||
Vive is designed to accurately track the position and orientation of the HMD and [[SteamVR Controllers|controllers]] within | Vive is designed to accurately track the position and orientation of the HMD and [[SteamVR Controllers|controllers]] within 12 by 12 feet space. | ||
'''Voice and Audio''': | '''Voice and Audio''': |