HTC Vive: Difference between revisions
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{{Device Infobox | {{Device Infobox | ||
|image= | |name = HTC Vive | ||
|VR/AR=[[Virtual Reality]] | |image = | ||
|Type=[[Head-mounted display]] | |VR/AR = [[Virtual Reality]] | ||
|Subtype=[[PC | |Type = [[Head-mounted display]] | ||
|Platform=[[SteamVR]] | |Subtype = [[PC VR]] | ||
|Developer=[[HTC]], [[Valve]] | |Platform = [[SteamVR]] | ||
| | |Creator = [[HTC]], [[Valve Corporation]] | ||
|Requires=PC | |Developer = [[HTC]], [[Valve Corporation]] | ||
|Predecessor=[[ | |Manufacturer = [[HTC]] | ||
|Successor=[[HTC Vive Pro]] | |Announcement Date = March 1, 2015 (MWC) | ||
|Display=Dual | |Release Date = April 5, 2016 | ||
|Resolution= | |Price = $799 | ||
|Pixel Density= | |Website = https://www.vive.com/ | ||
|Refresh Rate= | |Versions = HTC Vive, HTC Vive Pre (developer kit) | ||
|Persistence= | |Requires = Gaming PC with HDMI/DisplayPort, USB | ||
|Field of View=110° ( | |Predecessor = [[Valve VR prototype]] (Room) | ||
| | |Successor = [[HTC Vive Pro]] | ||
|Tracking= | |Operating System = [[Windows]], [[Linux]] (via SteamVR) | ||
|Rotational Tracking= | |Chipset = N/A (tethered PCVR) | ||
|Positional Tracking= | |CPU = N/A (PC-powered) | ||
|Update Rate= | |GPU = N/A (PC-powered) | ||
|Tracking Volume= | |HPU = | ||
|Latency= | |Storage = N/A | ||
|Audio= | |Memory = N/A | ||
| | |SD Card Slot = No | ||
| | |Display = Dual OLED (PenTile) | ||
| | |Subpixel Layout = PenTile Diamond | ||
|Connectivity=2 HDMI | |Peak Brightness = ~80 nits | ||
|Power= | |Resolution = 1080 × 1200 per eye (2160 × 1200 combined) | ||
|Weight=555g | |Pixel Density = ~11 PPD | ||
| | |Refresh Rate = 90Hz | ||
| | |Persistence = Low persistence | ||
| | |Field of View = 110° | ||
| | |Horizontal FoV = ~110° | ||
|Vertical FoV = ~110° | |||
|Average Pixel Density = ~11 PPD | |||
|Peak Pixel Density = ~11 PPD | |||
|Foveated Rendering = No | |||
|Optics = Fresnel lenses | |||
|Ocularity = Binocular | |||
|IPD Range = 60.8-74.6mm (mechanical adjustment) | |||
|Adjustable Diopter = No (glasses compatible) | |||
|Passthrough = Yes (front-facing camera, grayscale) | |||
|Tracking = 6DoF outside-in (Lighthouse/SteamVR Tracking) | |||
|Tracking Frequency = 1000Hz (base stations) | |||
|Base Stations = Required (2× Lighthouse 1.0) | |||
|Eye Tracking = No | |||
|Face Tracking = No | |||
|Hand Tracking = No | |||
|Body Tracking = Via VIVE Trackers (accessory) | |||
|Rotational Tracking = Yes | |||
|Positional Tracking = Yes | |||
|Update Rate = 1000Hz (tracking) | |||
|Tracking Volume = 12 ft × 12 ft (standard room-scale) | |||
|Play Space = Roomscale | |||
|Latency = <22ms motion-to-photon | |||
|Audio = None built-in (earbuds included, headphones optional) | |||
|Microphone = Yes (integrated) | |||
|3.5mm Audio Jack = Yes | |||
|Camera = 1× front-facing camera | |||
|Connectivity = HDMI, USB 2.0 | |||
|Ports = HDMI 1.4, USB 2.0, 3.5mm audio, DC power | |||
|Wired Video = Yes (HDMI) | |||
|Wireless Video = Yes (VIVE Wireless Adapter, aftermarket) | |||
|WiFi = No | |||
|Bluetooth = Via base stations | |||
|Power = Link Box powered | |||
|Battery Capacity = N/A | |||
|Battery Life = N/A (tethered) | |||
|Charge Time = N/A | |||
|Dimensions = ~200mm × 130mm × 110mm | |||
|Weight = 555g (headset only) | |||
|Material = Plastic | |||
|Headstrap = Elastic strap with velcro | |||
|Haptics = Controller haptics | |||
|Color = Black | |||
|Sensors = Lighthouse tracking photodiodes, IMU, front camera, proximity sensor | |||
|Input = VIVE Controllers (wands) | |||
|Compliance = FCC, CE | |||
}} | }} | ||
The '''HTC Vive''' is a [[PC VR]] [[head-mounted display]] jointly developed by [[HTC]] and [[Valve Corporation]], announced at Mobile World Congress on March 1, 2015, and released on April 5, 2016 at a price of $799. The Vive pioneered consumer room-scale virtual reality, allowing users to physically walk around a tracked play space up to 12 feet × 12 feet while interacting with virtual environments using two wireless motion-tracked controllers. The headset utilized Valve's revolutionary "Lighthouse" tracking system, which employed external base stations emitting invisible infrared lasers to achieve sub-millimeter positional accuracy without requiring markers or cameras pointed at the user. Along with the Oculus Rift CV1 (released a week earlier), the HTC Vive launched the first generation of high-end consumer VR, establishing SteamVR as a major VR platform and demonstrating that room-scale VR was the future of the medium. | |||
== History and Development == | |||
=== Valve's VR Research === | |||
Valve had been researching VR since 2012: | |||
* Internal "Room" prototype with external tracking | |||
* Shared research with Oculus before Facebook acquisition | |||
* Developed Lighthouse tracking technology | |||
* Needed hardware partner for manufacturing | |||
=== HTC Partnership === | |||
HTC partnered with Valve in early 2015: | |||
* Valve provided tracking technology and platform | |||
* HTC manufactured hardware | |||
* Both companies brought expertise | |||
* Strategic timing as HTC's phone business declined | |||
=== Mobile World Congress 2015 === | |||
Vive unveiled at MWC Barcelona: | |||
* Surprise announcement | |||
* Room-scale VR emphasized | |||
* Developer edition promised | |||
* Strong industry reaction | |||
=== Vive Pre === | |||
Developer kit released December 2015: | |||
* Second-generation prototype | |||
* Improved design over original dev kits | |||
* Camera added to front | |||
* Refined for consumer release | |||
=== Consumer Launch === | |||
April 5, 2016 launch: | |||
* $799 complete kit | |||
* One week after Oculus Rift CV1 | |||
* Strong demand, shipping delays | |||
* Room-scale as differentiator | |||
== Design Philosophy == | |||
== | === Room-Scale First === | ||
Designed around room-scale VR: | |||
* Walking around physical space | |||
* Full-body movement | |||
* Physical interaction with environments | |||
* Beyond seated/standing experiences | |||
* | === Lighthouse Tracking === | ||
Revolutionary tracking approach: | |||
* External base stations | |||
* Sub-millimeter accuracy | |||
* Large tracking volume | |||
* Reliable and consistent | |||
* | === Complete System === | ||
$799 included everything needed: | |||
* Headset with integrated sensors | |||
* Two Lighthouse base stations | |||
* Two tracked motion controllers | |||
* Cables and mounting hardware | |||
== Display Technology == | |||
* | === Dual OLED Panels === | ||
Two OLED displays: | |||
* '''Resolution''': 1080 × 1200 per eye | |||
* '''Total''': 2160 × 1200 | |||
* '''Panel Type''': OLED with PenTile Diamond | |||
* '''Refresh Rate''': 90Hz | |||
== | === OLED Characteristics === | ||
First-gen OLED VR: | |||
* True black levels | |||
* Good contrast | |||
* Visible screen door effect | |||
* PenTile subpixel arrangement | |||
=== Refresh Rate === | |||
90Hz standard: | |||
* Matched Rift CV1 | |||
* Established as VR standard | |||
* Smooth motion | |||
* Low persistence | |||
=== Low Persistence === | |||
OLED switching speed enabled: | |||
* Motion blur reduction | |||
* Clearer images during head movement | |||
* Essential for comfort | |||
== Optical System == | |||
=== Fresnel Lenses === | |||
First-generation Fresnel optics: | |||
* Wide field of view | |||
* God rays visible | |||
* Concentric ring artifacts | |||
* Industry standard at the time | |||
=== Field of View === | |||
Wide viewing area: | |||
* '''Total''': ~110° | |||
* Excellent immersion | |||
* Good peripheral visibility | |||
* Competitive advantage | |||
''' | === IPD Adjustment === | ||
Physical lens separation: | |||
* '''Range''': 60.8-74.6mm | |||
* Knob adjustment on headset | |||
* Wide user accommodation | |||
== Lighthouse Tracking == | |||
=== Technology === | |||
Revolutionary tracking system: | |||
* External base stations ("Lighthouses") | |||
* Sweep visible play area with IR lasers | |||
* Timing-based position calculation | |||
* Sensors on headset and controllers | |||
=== Base Station Design === | |||
Lighthouse 1.0 specifications: | |||
* Two spinning motors per station | |||
* Vertical and horizontal laser sweeps | |||
* IR LED array for sync | |||
* Requires power, no data cable | |||
=== Tracking Volume === | |||
* Standard: 12 ft × 12 ft (15 ft diagonal) | |||
* Two base stations required | |||
* Requires line-of-sight | |||
* Sub-millimeter accuracy | |||
=== Advantages === | |||
Over camera-based tracking: | |||
* No latency from image processing | |||
* Works in any lighting | |||
* Multiple headsets simultaneously (enterprise) | |||
* Highly reliable | |||
=== | == VIVE Controllers == | ||
=== Wand Design === | |||
First-generation tracked controllers: | |||
* Ring of sensors for tracking | |||
* Circular trackpad (Steam Controller style) | |||
* Trigger | |||
* Grip buttons | |||
* Menu and system buttons | |||
* Haptic feedback | |||
=== Controller Tracking === | |||
Full 6DoF tracking: | |||
* Same Lighthouse technology | |||
* Wireless Bluetooth connection | |||
* Rechargeable batteries | |||
* USB charging | |||
=== Interaction Model === | |||
Natural VR interaction: | |||
* Point at objects | |||
* Grab and throw | |||
* Two-handed manipulation | |||
* Physical presence in VR | |||
== Physical Design == | |||
=== Headset Construction === | |||
First-generation design: | |||
* Plastic housing | |||
* Multiple cable tethers | |||
* Front-facing camera | |||
* Visible sensor arrays | |||
=== Head Strap === | |||
Basic elastic strap: | |||
* Three-point attachment | |||
* Velcro adjustments | |||
* Adequate but improvable | |||
* Deluxe Audio Strap accessory later | |||
=== Cable Management === | |||
Three-in-one cable to Link Box: | |||
* HDMI | |||
* USB | |||
* Power | |||
* Link Box connects to PC | |||
=== Weight === | |||
* 555g headset only | |||
* Front-heavy design | |||
* Pressure on face | |||
== Front Camera == | |||
=== Passthrough System === | |||
Single camera for real-world view: | |||
* Grayscale image | |||
* Low resolution | |||
* Chaperone system integration | |||
* Triggered at boundaries | |||
=== Chaperone (Guardian) === | |||
Boundary system: | |||
* Draw play area during setup | |||
* Visual grid appears at edges | |||
* Camera view available | |||
* Essential safety feature | |||
== Audio == | |||
=== No Built-In Audio === | |||
Original Vive shipped without headphones: | |||
* Earbuds included in box | |||
* 3.5mm jack on headset | |||
* BYOH (bring your own headphones) | |||
* Deluxe Audio Strap added integrated audio later | |||
=== Deluxe Audio Strap === | |||
Accessory released 2017: | |||
* Integrated headphones | |||
* Better head strap | |||
* Improved comfort | |||
* Added cost | |||
== VIVE Tracker == | |||
=== | === Body Tracking Accessory === | ||
Released 2017: | |||
* Small Lighthouse-tracked puck | |||
* Attach to body, objects, accessories | |||
* Full-body tracking possible | |||
* Third-party peripheral support | |||
* | |||
* | |||
* | |||
== Software Platform == | |||
=== | === SteamVR === | ||
Valve's VR platform: | |||
* | * Steam integration | ||
* Large game library | |||
* Cross-headset compatibility | |||
* Regular updates | |||
* | === OpenVR === | ||
Valve's VR SDK: | |||
* Open to other headsets | |||
* Industry-standard API | |||
* Developer-friendly | |||
* | === Viveport === | ||
HTC's content platform: | |||
* Alternative to Steam | |||
* Viveport Infinity subscription | |||
* Enterprise-focused content | |||
== Commercial Impact == | |||
* | === Room-Scale Revolution === | ||
Vive established room-scale VR: | |||
* Physical movement in VR | |||
* Standard for future headsets | |||
* Changed expectations | |||
=== | === Market Competition === | ||
Healthy rivalry with Oculus: | |||
* Both companies pushed innovation | |||
* Different tracking approaches | |||
* Price competition | |||
* Content investments | |||
=== | === Enterprise Adoption === | ||
* | Strong in enterprise/business: | ||
* Training applications | |||
* Design visualization | |||
* Professional simulation | |||
* B2B focus for HTC | |||
== Successors == | |||
* | === Vive Pro (2018) === | ||
Professional upgrade: | |||
* Higher resolution | |||
* Integrated audio | |||
* Blue color | |||
* Same Lighthouse tracking | |||
* | === Later Evolution === | ||
* Vive Pro 2 (2021) | |||
* Vive Cosmos (2019) - inside-out | |||
* Vive Focus series - standalone | |||
== Legacy == | |||
* | === Industry Impact === | ||
Vive influenced all subsequent VR: | |||
* Room-scale as standard | |||
* External tracking refined | |||
* Motion controllers expected | |||
* SteamVR ecosystem established | |||
* | === Lighthouse Licensing === | ||
Valve licensed Lighthouse to others: | |||
* Pimax headsets | |||
* Varjo headsets | |||
* Third-party accessories | |||
* Ecosystem growth | |||
== | == Technical Specifications Summary == | ||
{| class="wikitable" | |||
{| class="wikitable | |||
|- | |- | ||
! | ! Specification !! Details | ||
! | |||
|- | |- | ||
| | | Display || Dual OLED, 1080 × 1200 per eye | ||
|- | |- | ||
| | | Total Resolution || 2160 × 1200 | ||
|- | |- | ||
| | | Refresh Rate || 90Hz | ||
|- | |- | ||
| | | FOV || ~110° | ||
|- | |- | ||
| | | Tracking || Lighthouse 1.0 (outside-in) | ||
|- | |- | ||
| | | Controllers || VIVE Wand controllers | ||
|- | |- | ||
| | | Play Space || Up to 12 ft × 12 ft | ||
|- | |- | ||
| | | Audio || None built-in | ||
|- | |- | ||
| | | Weight || 555g | ||
|- | |- | ||
| | | Connection || HDMI, USB 2.0 | ||
|- | |- | ||
| Price || $799 (complete kit) | |||
|} | |} | ||
== | == See Also == | ||
* [[HTC]] | |||
* [[Valve Corporation]] | |||
* [[HTC Vive Pro]] | |||
* [[SteamVR]] | |||
* [[Lighthouse Tracking]] | |||
* [[PC VR]] | |||
[[ | |||
== References == | |||
{{Reflist}} | |||
[[Category:Devices]] [[Category: | [[Category:Devices]] | ||
[[Category:VR Headsets]] | |||
[[Category:Head-mounted displays]] | |||
[[Category:PC VR]] | |||
[[Category:HTC]] | |||
[[Category:Valve]] | |||
[[Category:SteamVR]] | |||
[[Category:2010s VR]] | |||
Revision as of 03:07, 8 January 2026
| HTC Vive | |
|---|---|
| Basic Info | |
| VR/AR | Virtual Reality |
| Type | Head-mounted display |
| Subtype | PC VR |
| Platform | SteamVR |
| Creator | HTC, Valve Corporation |
| Developer | HTC, Valve Corporation |
| Manufacturer | HTC |
| Announcement Date | March 1, 2015 (MWC) |
| Release Date | April 5, 2016 |
| Price | $799 |
| Website | https://www.vive.com/ |
| Versions | HTC Vive, HTC Vive Pre (developer kit) |
| Requires | Gaming PC with HDMI/DisplayPort, USB |
| Predecessor | Valve VR prototype (Room) |
| Successor | HTC Vive Pro |
| System | |
| Operating System | Windows, Linux (via SteamVR) |
| Chipset | N/A (tethered PCVR) |
| CPU | N/A (PC-powered) |
| GPU | N/A (PC-powered) |
| Storage | |
| Storage | N/A |
| Memory | N/A |
| SD Card Slot | No |
| Display | |
| Display | Dual OLED (PenTile) |
| Subpixel Layout | PenTile Diamond |
| Peak Brightness | ~80 nits |
| Resolution | 1080 × 1200 per eye (2160 × 1200 combined) |
| Pixel Density | ~11 PPD |
| Refresh Rate | 90Hz |
| Persistence | Low persistence |
| Image | |
| Field of View | 110° |
| Horizontal FoV | ~110° |
| Vertical FoV | ~110° |
| Average Pixel Density | ~11 PPD |
| Peak Pixel Density | ~11 PPD |
| Foveated Rendering | No |
| Optics | |
| Optics | Fresnel lenses |
| Ocularity | Binocular |
| IPD Range | 60.8-74.6mm (mechanical adjustment) |
| Adjustable Diopter | No (glasses compatible) |
| Passthrough | Yes (front-facing camera, grayscale) |
| Tracking | |
| Tracking | 6DoF outside-in (Lighthouse/SteamVR Tracking) |
| Tracking Frequency | 1000Hz (base stations) |
| Base Stations | Required (2× Lighthouse 1.0) |
| Eye Tracking | No |
| Face Tracking | No |
| Hand Tracking | No |
| Body Tracking | Via VIVE Trackers (accessory) |
| Rotational Tracking | Yes |
| Positional Tracking | Yes |
| Update Rate | 1000Hz (tracking) |
| Tracking Volume | 12 ft × 12 ft (standard room-scale) |
| Play Space | Roomscale |
| Latency | <22ms motion-to-photon |
| Audio | |
| Audio | None built-in (earbuds included, headphones optional) |
| Microphone | Yes (integrated) |
| 3.5mm Audio Jack | Yes |
| Camera | 1× front-facing camera |
| Connectivity | |
| Connectivity | HDMI, USB 2.0 |
| Ports | HDMI 1.4, USB 2.0, 3.5mm audio, DC power |
| Wired Video | Yes (HDMI) |
| Wireless Video | Yes (VIVE Wireless Adapter, aftermarket) |
| WiFi | No |
| Bluetooth | Via base stations |
| Power | Link Box powered |
| Battery Capacity | N/A |
| Battery Life | N/A (tethered) |
| Charge Time | N/A |
| Device | |
| Dimensions | ~200mm × 130mm × 110mm |
| Weight | 555g (headset only) |
| Material | Plastic |
| Headstrap | Elastic strap with velcro |
| Haptics | Controller haptics |
| Color | Black |
| Sensors | Lighthouse tracking photodiodes, IMU, front camera, proximity sensor |
| Input | VIVE Controllers (wands) |
| Compliance | FCC, CE |
Property "Predecessor" (as page type) with input value "Valve VR prototype]] (Room)" contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process. Property "Operating System" (as page type) with input value "Linux]] (via SteamVR)" contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process. Property "Latency" (as page type) with input value "" contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
The HTC Vive is a PC VR head-mounted display jointly developed by HTC and Valve Corporation, announced at Mobile World Congress on March 1, 2015, and released on April 5, 2016 at a price of $799. The Vive pioneered consumer room-scale virtual reality, allowing users to physically walk around a tracked play space up to 12 feet × 12 feet while interacting with virtual environments using two wireless motion-tracked controllers. The headset utilized Valve's revolutionary "Lighthouse" tracking system, which employed external base stations emitting invisible infrared lasers to achieve sub-millimeter positional accuracy without requiring markers or cameras pointed at the user. Along with the Oculus Rift CV1 (released a week earlier), the HTC Vive launched the first generation of high-end consumer VR, establishing SteamVR as a major VR platform and demonstrating that room-scale VR was the future of the medium.
History and Development
Valve's VR Research
Valve had been researching VR since 2012:
- Internal "Room" prototype with external tracking
- Shared research with Oculus before Facebook acquisition
- Developed Lighthouse tracking technology
- Needed hardware partner for manufacturing
HTC Partnership
HTC partnered with Valve in early 2015:
- Valve provided tracking technology and platform
- HTC manufactured hardware
- Both companies brought expertise
- Strategic timing as HTC's phone business declined
Mobile World Congress 2015
Vive unveiled at MWC Barcelona:
- Surprise announcement
- Room-scale VR emphasized
- Developer edition promised
- Strong industry reaction
Vive Pre
Developer kit released December 2015:
- Second-generation prototype
- Improved design over original dev kits
- Camera added to front
- Refined for consumer release
Consumer Launch
April 5, 2016 launch:
- $799 complete kit
- One week after Oculus Rift CV1
- Strong demand, shipping delays
- Room-scale as differentiator
Design Philosophy
Room-Scale First
Designed around room-scale VR:
- Walking around physical space
- Full-body movement
- Physical interaction with environments
- Beyond seated/standing experiences
Lighthouse Tracking
Revolutionary tracking approach:
- External base stations
- Sub-millimeter accuracy
- Large tracking volume
- Reliable and consistent
Complete System
$799 included everything needed:
- Headset with integrated sensors
- Two Lighthouse base stations
- Two tracked motion controllers
- Cables and mounting hardware
Display Technology
Dual OLED Panels
Two OLED displays:
- Resolution: 1080 × 1200 per eye
- Total: 2160 × 1200
- Panel Type: OLED with PenTile Diamond
- Refresh Rate: 90Hz
OLED Characteristics
First-gen OLED VR:
- True black levels
- Good contrast
- Visible screen door effect
- PenTile subpixel arrangement
Refresh Rate
90Hz standard:
- Matched Rift CV1
- Established as VR standard
- Smooth motion
- Low persistence
Low Persistence
OLED switching speed enabled:
- Motion blur reduction
- Clearer images during head movement
- Essential for comfort
Optical System
Fresnel Lenses
First-generation Fresnel optics:
- Wide field of view
- God rays visible
- Concentric ring artifacts
- Industry standard at the time
Field of View
Wide viewing area:
- Total: ~110°
- Excellent immersion
- Good peripheral visibility
- Competitive advantage
IPD Adjustment
Physical lens separation:
- Range: 60.8-74.6mm
- Knob adjustment on headset
- Wide user accommodation
Lighthouse Tracking
Technology
Revolutionary tracking system:
- External base stations ("Lighthouses")
- Sweep visible play area with IR lasers
- Timing-based position calculation
- Sensors on headset and controllers
Base Station Design
Lighthouse 1.0 specifications:
- Two spinning motors per station
- Vertical and horizontal laser sweeps
- IR LED array for sync
- Requires power, no data cable
Tracking Volume
- Standard: 12 ft × 12 ft (15 ft diagonal)
- Two base stations required
- Requires line-of-sight
- Sub-millimeter accuracy
Advantages
Over camera-based tracking:
- No latency from image processing
- Works in any lighting
- Multiple headsets simultaneously (enterprise)
- Highly reliable
VIVE Controllers
Wand Design
First-generation tracked controllers:
- Ring of sensors for tracking
- Circular trackpad (Steam Controller style)
- Trigger
- Grip buttons
- Menu and system buttons
- Haptic feedback
Controller Tracking
Full 6DoF tracking:
- Same Lighthouse technology
- Wireless Bluetooth connection
- Rechargeable batteries
- USB charging
Interaction Model
Natural VR interaction:
- Point at objects
- Grab and throw
- Two-handed manipulation
- Physical presence in VR
Physical Design
Headset Construction
First-generation design:
- Plastic housing
- Multiple cable tethers
- Front-facing camera
- Visible sensor arrays
Head Strap
Basic elastic strap:
- Three-point attachment
- Velcro adjustments
- Adequate but improvable
- Deluxe Audio Strap accessory later
Cable Management
Three-in-one cable to Link Box:
- HDMI
- USB
- Power
- Link Box connects to PC
Weight
- 555g headset only
- Front-heavy design
- Pressure on face
Front Camera
Passthrough System
Single camera for real-world view:
- Grayscale image
- Low resolution
- Chaperone system integration
- Triggered at boundaries
Chaperone (Guardian)
Boundary system:
- Draw play area during setup
- Visual grid appears at edges
- Camera view available
- Essential safety feature
Audio
No Built-In Audio
Original Vive shipped without headphones:
- Earbuds included in box
- 3.5mm jack on headset
- BYOH (bring your own headphones)
- Deluxe Audio Strap added integrated audio later
Deluxe Audio Strap
Accessory released 2017:
- Integrated headphones
- Better head strap
- Improved comfort
- Added cost
VIVE Tracker
Body Tracking Accessory
Released 2017:
- Small Lighthouse-tracked puck
- Attach to body, objects, accessories
- Full-body tracking possible
- Third-party peripheral support
Software Platform
SteamVR
Valve's VR platform:
- Steam integration
- Large game library
- Cross-headset compatibility
- Regular updates
OpenVR
Valve's VR SDK:
- Open to other headsets
- Industry-standard API
- Developer-friendly
Viveport
HTC's content platform:
- Alternative to Steam
- Viveport Infinity subscription
- Enterprise-focused content
Commercial Impact
Room-Scale Revolution
Vive established room-scale VR:
- Physical movement in VR
- Standard for future headsets
- Changed expectations
Market Competition
Healthy rivalry with Oculus:
- Both companies pushed innovation
- Different tracking approaches
- Price competition
- Content investments
Enterprise Adoption
Strong in enterprise/business:
- Training applications
- Design visualization
- Professional simulation
- B2B focus for HTC
Successors
Vive Pro (2018)
Professional upgrade:
- Higher resolution
- Integrated audio
- Blue color
- Same Lighthouse tracking
Later Evolution
- Vive Pro 2 (2021)
- Vive Cosmos (2019) - inside-out
- Vive Focus series - standalone
Legacy
Industry Impact
Vive influenced all subsequent VR:
- Room-scale as standard
- External tracking refined
- Motion controllers expected
- SteamVR ecosystem established
Lighthouse Licensing
Valve licensed Lighthouse to others:
- Pimax headsets
- Varjo headsets
- Third-party accessories
- Ecosystem growth
Technical Specifications Summary
| Specification | Details |
|---|---|
| Display | Dual OLED, 1080 × 1200 per eye |
| Total Resolution | 2160 × 1200 |
| Refresh Rate | 90Hz |
| FOV | ~110° |
| Tracking | Lighthouse 1.0 (outside-in) |
| Controllers | VIVE Wand controllers |
| Play Space | Up to 12 ft × 12 ft |
| Audio | None built-in |
| Weight | 555g |
| Connection | HDMI, USB 2.0 |
| Price | $799 (complete kit) |