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{{Device Infobox
{{Device Infobox
|image=[[File:htv vive cv1 hmd1.jpg|350px]]
|name = HTC Vive
|VR/AR=[[Virtual Reality]]
|image =
|Type=[[Head-mounted display]]
|VR/AR = [[Virtual Reality]]
|Subtype=[[PC-Powered VR]]
|Type = [[Head-mounted display]]
|Platform=[[SteamVR]]
|Subtype = [[PC VR]]
|Developer=[[HTC]], [[Valve]]
|Platform = [[SteamVR]]
|Operating System=[[Windows]]
|Creator = [[HTC]], [[Valve Corporation]]
|Requires=PC
|Developer = [[HTC]], [[Valve Corporation]]
|Predecessor=[[HTC Vive Pre]]
|Manufacturer = [[HTC]]
|Successor=[[HTC Vive Pro]]
|Announcement Date = March 1, 2015 (MWC)
|Display=Dual Panel
|Release Date = April 5, 2016
|Resolution=2160 x 1200 (1080 x 1200 per eye)
|Price = $799
|Pixel Density=455.63 PPI per eye
|Website = https://www.vive.com/
|Refresh Rate=90 Hz
|Versions = HTC Vive, HTC Vive Pre (developer kit)
|Persistence=1.9ms
|Requires = Gaming PC with HDMI/DisplayPort, USB
|Field of View=110° (diagonal)
|Predecessor = [[Valve VR prototype]] (Room)
|Optics=Fresnel Lenses
|Successor = [[HTC Vive Pro]]
|Tracking=6DOF
|Operating System = [[Windows]], [[Linux]] (via SteamVR)
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], Laser Position Sensor
|Chipset = N/A (tethered PCVR)
|Positional Tracking=[[Base Stations]]
|CPU = N/A (PC-powered)
|Update Rate=Rotational: 1000Hz, Positional: 60Hz
|GPU = N/A (PC-powered)
|Tracking Volume=120°H x 120°V (over 21 feet range)
|HPU =
|Latency=Motion to Photon, 7ms (no load), 15ms (medium load)
|Storage = N/A
|Audio=Built-in headphones, external headphones
|Memory = N/A
|Camera=Pass-through camera
|SD Card Slot = No
|Sensors=
|Display = Dual OLED (PenTile)
|Input=Controllers in both hands
|Subpixel Layout = PenTile Diamond
|Connectivity=2 HDMI ports, 2 USB ports, 1 headphone jack
|Peak Brightness = ~80 nits
|Power=
|Resolution = 1080 × 1200 per eye (2160 × 1200 combined)
|Weight=555g, 468g
|Pixel Density = ~11 PPD
|Cable Length=5+ meters
|Refresh Rate = 90Hz
|Release Date=April 5, 2016
|Persistence = Low persistence
|Price=$599
|Field of View = 110°
|Website=http://www.htcvr.com/
|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
}}
}}
{{see also|HTC Vive Developer Editions|HTC Vive Pro}}
[[HTC Vive]] (also known as '''HTC Vive CV1''' or simply as the '''Vive''') is the first consumer version of the [[HTC Vive (Platform)]] [[Virtual Reality Devices|Virtual Reality HMD]] developed by [[HTC]]. It is part of the [[SteamVR]] ecosystem created by [[Valve]]. Indeed, it was the partnership between the two notable technology companies that led to a quality product and made possible the integration of the VR headset with the SteamVR platform. <ref name=”one”>Teston, C. (2017). HTC Vive vs. Oculus Rift – Design and hardware battle. Retrieved from https://news4c.com/htc-vive-vs-oculus-rift-design-and-hardware-battle/</ref>
__TOC__
==Release and Versions==
On August 21, 2017, the price of Vive was reduced to $599.


===Version History===
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.
Pre-orders for the Vive began on February 29, 2016 for $799 (€899, £689). The HTC Vive CV1 released on April 5, 2016, and it comes with the [[head-mounted display]] (HMD), two [[SteamVR Controllers|wireless motion tracked controllers]] and two [[lighthouse]] [[Base Stations]] positional sensors that enable [[room-scale VR]].  


On June 9, 2016, Vive announced the Business Edition of Vive, called Vive BE, for $1200. While the only physical difference between the Vive and Vive BE is two extra face cushions, the Business Edition includes a 12-month limited warranty and a dedicated Vive BE customer support line.
== History and Development ==


The HTC Vive VR headset has had a good reception with consumers, although it is more expensive than the Oculus Rift. Indeed, the HTC Vive price has remained the same since its launch, with only a few exceptions: the occasional discount of $100 during special days like Black Friday or Vive Day, that celebrated the headset’s first anniversary on April 5th, 2017. <ref name=”two”>Graham, P. (2017). The best HTC Vive games of 2017 So Far. Retrieved from https://www.vrfocus.com/2017/08/the-best-htc-vive-games-of-2017-so-far/</ref> <ref name=”three”>Bane, O. (2017). HTC VIVE price drop; monkey see monkey do? Retrieved from https://www.cosmicnovo.com/2017/04/06/htc-vive-price-drop-monkey-see-monkey/</ref> Since VR videogames are one of the allures of the VR experience, the Vive has a massive collection of titles available on Steam, and a more concentrated selection on Viveport, that has contributed to its success. <ref name=”two”></ref>
=== 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


At the time of launch, the HTC Vive was the only VR headset that provided motion controls and full roomscale tracking out of the box. This might have increased its initial draw on the eyes of the consumers. It also contributed to attract a significant amount of studios to develop for HTC’s headset. Initial titles such as Owlchemy Labs’ Job simulator or I-Illusions’ Space Pirate demonstrated the potential of immersive VR gaming. <ref name=”two”></ref>
=== 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


However, Oculus has since released its own motion controllers - the Oculus Touch controllers - in December 2016, and an update early in 2017 that provided support to 360-degree roomscale tracking. This could mean that the relation between consumer adoption of the Oculus Rift and HTC Vive may change. <ref name=”two”></ref>
=== Mobile World Congress 2015 ===
Vive unveiled at MWC Barcelona:
* Surprise announcement
* Room-scale VR emphasized
* Developer edition promised
* Strong industry reaction


Nevertheless, according to some publications, the Vive is considered as the best VR headset in the market. It has received praise for having the best VR experience overall, with intuitive controls and one-to-one movement tracking, an 110-degree field of view, and a good software lineup due to the partnership with Valve. On the other side, the HTC Vive price tag, the need for a high-end GPU, and the reduced comfort when compared to the Oculus Rift are some of the complaints it has received. <ref name=”four”>Pino, N. (2017). HTC Vive review. Retrieved from http://www.techradar.com/reviews/wearables/htc-vive-1286775/review</ref>
=== Vive Pre ===
Developer kit released December 2015:
* Second-generation prototype
* Improved design over original dev kits
* Camera added to front
* Refined for consumer release


A new headset to be included in the Vive family was announced at Google I/O, in May 2017 - a standalone VR headset. It aims to provide immersive VR without the need for cables, highlighting ease of use and portability. This new headset will use Daydream and Worldsense. <ref name=”five”>Vive. Retrieved from https://www.vive.com/eu/product/standalone/</ref>
=== Consumer Launch ===
April 5, 2016 launch:
* $799 complete kit
* One week after Oculus Rift CV1
* Strong demand, shipping delays
* Room-scale as differentiator


In July 2017, HTC announced that it would be partnering with Qualcomm to release a self-contained Vive VR headset exclusive to the Chinese market - the Vive Standalone. The new headset was described as a “premium” device based on Qualcomm’s all-in-one reference design that would run apps from the Viveport platform. While initially it was thought of as a separate product from the standalone HTC Google Daydream announced in May, a representative of the company has clarified that the HMD announced for the Chinese market is, in fact, the same. According to VRFocus, “the differences will simply be that of software distribution; the China market will receive their content via Viveport while the western audiences will have access to the Google Daydream library. This alternate distribution chain is due to Google’s lack of penetration in China, according to a HTC representative.” Also, the representative of HTC further clarified that “the two HMDs will be ‘similar’, sitting within the ‘same class of standalone VR solution.’” <ref name=”six”>Robertson, A. (2017). HTC is launching an all-in-one Vive headset just for China. Retrieved from https://www.theverge.com/2017/7/26/16036100/htc-vive-standalone-qualcomm-vr-headset-china-announce</ref> <ref name=”seven”>Joyce, K. (2017). HTC Vive Standalone will see international launch in 2017 [UPDATE]. Retrieved from https://www.vrfocus.com/2017/07/htc-vive-standalone-will-see-international-launch-in-2017/</ref>
== Design Philosophy ==
These new versions of the VR headset do not have a specific release date, although 2017 has been mentioned. <ref name=”seven”></ref>
Both the HTC Vive and Steam VR are now officially, natively supported on Apple’s computing devices. <ref name=”eight”>Lynch, G. (2017). HTC Vive is coming to Mac. Retrieved from http://www.techradar.com/news/htc-vive-is-coming-to-mac</ref>


==Features==
=== Room-Scale First ===
*[[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.
Designed around room-scale VR:
* Walking around physical space
* Full-body movement
* Physical interaction with environments
* Beyond seated/standing experiences


*[[Wireless SteamVR Controllers]] - Input with two motion-tracked controllers, one held in each hand.
=== Lighthouse Tracking ===
Revolutionary tracking approach:
* External base stations
* Sub-millimeter accuracy
* Large tracking volume
* Reliable and consistent


*[[Chaperone]] - Prevents the user from bumping into real life walls and other obstacles.
=== Complete System ===
$799 included everything needed:
* Headset with integrated sensors
* Two Lighthouse base stations
* Two tracked motion controllers
* Cables and mounting hardware


*Front facing camera - Allows the user to see the real life environment in front of them while wearing the HMD.
== Display Technology ==


*[[#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.
=== Dual OLED Panels ===
Two OLED displays:
* '''Resolution''': 1080 × 1200 per eye
* '''Total''': 2160 × 1200
* '''Panel Type''': OLED with PenTile Diamond
* '''Refresh Rate''': 90Hz


==Hardware==
=== OLED Characteristics ===
===Review===
First-gen OLED VR:
'''Design and Ergonomics'''
* True black levels
* Good contrast
* Visible screen door effect
* PenTile subpixel arrangement


The all-black HMD is sleek and sturdy. It is secured to the user's head with a harness-like series of straps. The user's face contacts the HMD with a soft and comfortable facial interface. The foam gasket part of the interface can be removed and replaced by lifting it from the velcro. The Vive comes with two foam gaskets: the larger "Wide Face" and the smaller "Thin Face". 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).
=== Refresh Rate ===
90Hz standard:
* Matched Rift CV1
* Established as VR standard
* Smooth motion
* Low persistence


'''Display and Optics'''
=== Low Persistence ===
OLED switching speed enabled:
* Motion blur reduction
* Clearer images during head movement
* Essential for comfort


The Vive features dual OLED panel displays of 1080 x 1200 per eye. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is minimal. The only glaring flaw of Vive's display and optics system is the [[god rays]]. The god rays are caused by [[Fresnel lenses]]' ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high contrast elements on the screen i.e. white text on a black background.
== Optical System ==


'''Front facing camera'''
=== Fresnel Lenses ===
First-generation Fresnel optics:
* Wide field of view
* God rays visible
* Concentric ring artifacts
* Industry standard at the time


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's "System" button or set it to automatically activate when you wander too close to the [[Chaperone]] boundaries. Working in conjunction with Chaperone, the camera creates another layer that keeps the player safe while moving around wearing the HMD.
=== Field of View ===
Wide viewing area:
* '''Total''': ~110°
* Excellent immersion
* Good peripheral visibility
* Competitive advantage


'''Tracking'''
=== IPD Adjustment ===
Physical lens separation:
* '''Range''': 60.8-74.6mm
* Knob adjustment on headset
* Wide user accommodation


[[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' position in relation to the Base Stations is then obtained ([[inside-out tracking]]). The Vive's tracking is designed for both [[Seated VR|seated]],  [[standing VR|standing]], and most importantly [[Room-scale VR]] experiences.
== Lighthouse Tracking ==


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.
=== Technology ===
Revolutionary tracking system:
* External base stations ("Lighthouses")
* Sweep visible play area with IR lasers
* Timing-based position calculation
* Sensors on headset and controllers


'''Voice and Audio'''
=== 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


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.
=== Tracking Volume ===
* Standard: 12 ft × 12 ft (15 ft diagonal)
* Two base stations required
* Requires line-of-sight
* Sub-millimeter accuracy


'''Cables and Ports'''
=== Advantages ===
Over camera-based tracking:
* No latency from image processing
* Works in any lighting
* Multiple headsets simultaneously (enterprise)
* Highly reliable


===In The Box===
== VIVE Controllers ==
[[File:htc vive cv1 in the box1.jpg|400px|right]]
A. Two [[Base Stations]];


B. Sync cable - optional;
=== 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


C. Two Base station power adapter;
=== Controller Tracking ===
Full 6DoF tracking:
* Same Lighthouse technology
* Wireless Bluetooth connection
* Rechargeable batteries
* USB charging


D. Mount kit;
=== Interaction Model ===
Natural VR interaction:
* Point at objects
* Grab and throw
* Two-handed manipulation
* Physical presence in VR


E. Link box;
== Physical Design ==


F. Link box mounting pad;
=== Headset Construction ===
First-generation design:
* Plastic housing
* Multiple cable tethers
* Front-facing camera
* Visible sensor arrays


G. Link box power adapter;
=== Head Strap ===
Basic elastic strap:
* Three-point attachment
* Velcro adjustments
* Adequate but improvable
* Deluxe Audio Strap accessory later


H. HDMI cable;
=== Cable Management ===
Three-in-one cable to Link Box:
* HDMI
* USB
* Power
* Link Box connects to PC


I. USB cable;
=== Weight ===
* 555g headset only
* Front-heavy design
* Pressure on face


J. Earbuds;
== Front Camera ==


K. Alternate face cushion (narrow);
=== Passthrough System ===
Single camera for real-world view:
* Grayscale image
* Low resolution
* Chaperone system integration
* Triggered at boundaries


L. Cleaning cloth;
=== Chaperone (Guardian) ===
Boundary system:
* Draw play area during setup
* Visual grid appears at edges
* Camera view available
* Essential safety feature


M. Documentation;
== Audio ==


N. Headset with 3-in-1 cable and audio cable;
=== 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


O. Two Controllers (with lanyard);
=== Deluxe Audio Strap ===
Accessory released 2017:
* Integrated headphones
* Better head strap
* Improved comfort
* Added cost


P. Two Micro-USB charger.
== VIVE Tracker ==


===Specifications===
=== Body Tracking Accessory ===
{| class="wikitable sortable"
Released 2017:
|-
* Small Lighthouse-tracked puck
!Part
* Attach to body, objects, accessories
!Spec
* Full-body tracking possible
|-
* Third-party peripheral support
|Display || Dual OLED Panels
|-
|Resolution || 2160 x 1200 (1080 x 1200 per eye)
|-
|Pixel density || ???
|-
|Refresh rate || 90 Hz
|-
|Persistence || Low
|-
|Field of View || 110° (diagonal)
|-
|Optics || [[Fresnel lenses]]
|-
|[[IPD]] || 60.2-74.5mm
|-
|[[Tracking]] || 6 degrees of freedom
|-
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]
|-
|[[Positional tracking]] || [[Base Stations]]
|-
|Update Rate || Rotational: 1000Hz, Positional: 60Hz
|-
|[[#Tracking volume|Tracking Volume]] || 120°H x 120°V (>21 feet range)
|-
|Latency ||
|-
|Connectivity || Multi-part cable with HDMI, USB and power that is connected to a junction box
|-
|Weight || At release: 555 grams (1.2 pounds)<br>April 2017: 468 grams (1.03 pounds)
|-
|}
 
==System Requirements==
===Recommended===
*'''GPU''': NVIDIA® GeForce® GTX 970, AMD Radeon™ R9 290 equivalent or better
*'''CPU''': Intel® i5-4590 / AMD FX 8350 equivalent or better
*'''RAM''': 4 GB or more
*'''Video Output''': HDMI 1.4, DisplayPort 1.2 or newer
*'''USB Port''': 1x USB 2.0 or better port
*'''Operating System''': Windows 7 SP1, Windows 8.1 or later, Windows 10
 
===SteamVR Performance Test===
[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'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.
 
==Play Area Requirements==
{{see also|#Play Area Setup}}
The play area sets the virtual boundaries of the HTC Vive. The interaction with VR objects happens within the play area.
*Make sure the play area is free of furniture and other obstacles.
*Place the PC next to the play area because the cable of the HMD connecting to your PC is five meters long.
*Make sure the base stations are mounted near power outlets.
===Room-scale VR Requirements===
For [[Room-scale VR]], it is required a space where the user can move freely.
*Minimum room size: 2 m x 1.5 m (6 feet 6 inches x 5 feet)
*Maximum between base stations: 5 m (16 feet), Room size: 3.5 m x 3.5 m (11 feet 7 inches x 11 feet 7 inches)
**Base stations can track further but the length of headset cable is 5 meters.
 
===Standing/Seated VR Requirements===
*No minimum space requirements
 
==Setup Tutorial==
===HMD Setup===
'''Putting the HMD on'''
#Pull the HMD down over your eyes.
#Slide the straps around the back of your head and adjust them so that the headset fits.
#Make sure that the 3-in-1 cables pass through the sleeve at the back of the headset, and are positioned straight down your back.
 
'''Adjusting the Head Straps to Fit Perfectly'''
#Walk towards your chaperone boundaries with the Vive on. Get really close to them.
#Adjust the Vive left and right until the vertical lines don't have "god rays". They should become solid and not look smudgy. Once you find a good placement tighten down the side straps.
#Adjust the Vive up and down until the horizontal chaperone lines don't look blurry/smudged and don't have god rays. Tighten the top strap until it's a nice snug fit.
#Turn the IPD all the way up, you'll probably notice the chaperone lines getting blurry. Once it's at max, bring it back down and they'll become more in focus. Once they start getting blurry again just open the IPD up a bit, like focusing binoculars.
 
'''Adjust IPD''': [[IPD]] is the distance between the center of the pupils of the eyes. You can adjust the distance between the [[lenses]] to match the distance between your pupils by turning the knob on the right side of HMD.
 
'''Adjust Eye relief''': [[Eye-relief]] is the distance between the lenses and your eyes. Keep the lenses as close as possible because increasing the eye-relief lowers the [[field of view]]. Only increase it if you really need to, such as fitting eye glasses. You can adjust your eye-relief with the two large, circular knobs on the sides of HMD. Pull the knobs out then rotate them to increase or decrease the distance. Press them back in to lock the HMD in place.
 
'''Replace face cushion''': If the face cushion is too wide, replace it with the thin cushion. You can exchange the cushions by peeling the velcro off from the two ends.
 
'''Replace nose rest''': Remove the nose rest by peeling the flap too. Replace the nose rest by pressing the tabs into their slots and make sure that the flaps are behind the face cushion.
 
'''Unplugging the 3-in-1 cable''': 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.
 
===Link Box Setup===
#Connect the 3-in-1 cable from the HMD to the orange trim side of the link box.
#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.
#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's graphic card.
#Insert the USB cable on the USB port on the link box, and then insert the opposite end on your computer's USB port.
#You can permanently secure the link box to an area by using the adhesive pad.
 
===Controllers Setup===
'''Charging''': Charge the Controller with the microUSB cable and/or power adapter. You can check the battery level of the controllers when no apps are running, or when the System Dashboard is up.
 
'''On/Off''': To turn the Controller on, press the System button until you hear a beep. To turn the Controller off, press and hold the System button until you hear a beep. The controller automatically turns off when it is idled for a long time or when you exit SteamVR.
 
'''Pairing with HMD''': Controller pairs with the HMD automatically when it is on. To manually pair,  launch the SteamVR app, tap Down, then select Devices, and finally Pair Controller.
 
'''Updating Firmware''': When SteamVR notifies you about outdated firmware, connect the controller to your PC with the microUSB cable to update automatically.
 
===Base Stations Setup===
'''Placing the base stations'''
#Mount the base stations diagonally at the opposite corners of your [[#Play Area Requirements|play area]], ideally more than 2m (6 ft 6in) above ground.
#Use the mounting kits, tripods, book shelves, poles and light stands to mount the base stations. Find stable places and secure them so they cannot be easily moved or jostled.
#Make sure the front of the base stations 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.
#Connect the base stations to power outlets with power cables.
#Connect the base stations and set channels:
##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”.
##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”.
 
'''Using the mounting kits''':
#Mark where you want to install each of the mounts on your wall, and then screw the mounts in.
#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.
#Tighten the wingnut to the base station to secure it in place.
#To adjust the angle of the base station, loosen the clamping ring while carefully holding the base station to prevent it from falling.
#Tilt the base station toward the play area.
#Connect the power cables to each base station and its power outlet.


'''Update base station firmware''': When SteamVR indicates that base station firmware is out of date, unplug and unmount the base stations. Connect the base stations to the PC with a microUSB cable, one at a time. While pressing the Channel button at the back of the base station, plug in the base station’s power adapter. The update should start automatically once SteamVR detects the base station.
== Software Platform ==


===Play Area Setup===
=== SteamVR ===
{{see also|#Play Area Requirements}}
Valve's VR platform:
*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.
* Steam integration
* Large game library
* Cross-headset compatibility
* Regular updates


*Clear off furniture and other obstacles in the play area.
=== OpenVR ===
Valve's VR SDK:
* Open to other headsets
* Industry-standard API
* Developer-friendly


*Place the PC near the play area. The HMD cable is 5m (16ft 4in) long.
=== Viveport ===
HTC's content platform:
* Alternative to Steam
* Viveport Infinity subscription
* Enterprise-focused content


*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.
== Commercial Impact ==


*Do not leave your HMD in direct sunlight, since the display can be damaged.
=== Room-Scale Revolution ===
Vive established room-scale VR:
* Physical movement in VR
* Standard for future headsets
* Changed expectations


===Software Setup===
=== Market Competition ===
#Download the setup from http://www.htcvive.com/SETUP
Healthy rivalry with Oculus:
#Install Vive software
* Both companies pushed innovation
#Install Steam software
* Different tracking approaches
#Install SteamVR
* Price competition
#Launch SteamVR
* Content investments
#Pair HMD and Controllers from the SteamVR menu.


===Setup Tips and Tricks===
=== Enterprise Adoption ===
*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.
Strong in enterprise/business:
* Training applications
* Design visualization
* Professional simulation
* B2B focus for HTC


*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.
== Successors ==


*Be sure to turn on ''Enable Bluetooth communication'' in the General tab of the Settings. It not only allows you to connect your HMD to your phone but also makes your Base Stations "smarter". Now, when you don't have SteamVR on, your Base Stations will power down and go to stand by mode. You will no longer hear the humming noise created by the spinning gyroscopes inside the Base Stations.
=== Vive Pro (2018) ===
Professional upgrade:
* Higher resolution
* Integrated audio
* Blue color
* Same Lighthouse tracking


*Take a look at the Audio tab in the Settings. You can do things such as mirror your audio from VR in the speakers.
=== Later Evolution ===
* Vive Pro 2 (2021)
* Vive Cosmos (2019) - inside-out
* Vive Focus series - standalone


*In Settings, you can enable the front facing camera in your HMD.
== Legacy ==


*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.
=== Industry Impact ===
Vive influenced all subsequent VR:
* Room-scale as standard
* External tracking refined
* Motion controllers expected
* SteamVR ecosystem established


*[[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.
=== Lighthouse Licensing ===
Valve licensed Lighthouse to others:
* Pimax headsets
* Varjo headsets
* Third-party accessories
* Ecosystem growth


==Input Devices==
== Technical Specifications Summary ==
[[SteamVR Controllers]] - One held in each hand. These controllers are tracked by the same system as the HMD ([[Lighthouse]]).


Other devices compatible with [[Steam]]
{| class="wikitable"
 
==Accessories==
{| class="wikitable sortable" style= "text-align: center"
|-
|-
! Accessory
! Specification !! Details
! Cost When<br>Purchased Separately
|-
|-
|[[SteamVR Base Stations|Base Station]] with AC || $135
| Display || Dual OLED, 1080 × 1200 per eye
|-
|-
|[[SteamVR Controllers|Controller]] with AC || $130
| Total Resolution || 2160 × 1200
|-
|-
|HDMI 3-in-1 Cable || $40
| Refresh Rate || 90Hz
|-
|-
|Control Box (no AC) || $30
| FOV || ~110°
|-
|-
|USB 2.0 Cable (AA) 4.5mm || $10
| Tracking || Lighthouse 1.0 (outside-in)
|-
|-
|Face Cushion Set of 2 (Narrow) || $25
| Controllers || VIVE Wand controllers
|-
|-
|Face Cushion Set of 2 (Wide) || $25
| Play Space || Up to 12 ft × 12 ft
|-
|-
|Nose Rest Set of 3 (Narrow) || $13
| Audio || None built-in
|-
|-
|Nose Rest Set of 3 (Wide) || $13
| Weight || 555g
|-
|-
|[[HTC Vive Deluxe Audio Strap|Deluxe Audio Strap]] || $99
| Connection || HDMI, USB 2.0
|-
|-
| Price || $799 (complete kit)
|}
|}


==Apps==
== See Also ==
'''[[HTC Vive Apps]]'''
* [[HTC]]
 
* [[Valve Corporation]]
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]].
* [[HTC Vive Pro]]
 
* [[SteamVR]]
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]].
* [[Lighthouse Tracking]]
 
* [[PC VR]]
[[The Lab]] by [[Valve]] is available for free to all Vive users.
 
==Connecting to Your Phone==
Users can install the Vive mobile app on their phone from the App Store <ref>iTunes. HTC Vive. Retrieved from https://itunes.apple.com/us/app/htc-vive/id1091173853?mt=8</ref> or Google Play<ref>Google Play. Vive. Retrieved from https://play.google.com/store/apps/details?id=com.htc.vivephoneservice&hl=en</ref>. The apps enable 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.
 
To make phone calls, users need to download the Vive software package <ref>Vive. Welcome to Vive - Let's get you set up. Retrieved from https://www.htcvive.com/us/setup/</ref> for their PC. Now when they receive a call or text, they will be able to call back the individual through the Vive menu.
 
==Developer==
 
==Tracking volume==
{{see also|Tracking volume}}
[[File:htc vive tracking volume1.png|400px]]
 
120°H x 120°V (>21 feet range)
 
==History==
'''February 29, 2016''' - Pre-orders for HTC Vive CV1 begin.
 
'''April 5, 2016''' - HTC Vive CV1 is officially released.
 
'''April 26, 2016''' - [[Vive X]], $100 million [[HTC Vive]] accelerator program was announced. Vive X will be involved in Seed and Series A investments and are located in Beijing, Taipei and San Francisco.
 
'''June 9, 2016''' - Business Edition of Vive is announced.
 
'''October 26, 2016''' - Hundreds of Vive VR cafes are scheduled to roll out in China in 2016 and 2017.
 
'''May 29, 2017''' - New HTC Vive purchases are bundled with [[Star Trek: Bridge Crew]].
 
==Images==
[[File:htc vive cv1 set1.jpg|300px]] [[File:htc vive cv1 hmd2.jpg|300px]] [[File:htc vive cv1 controllers1.jpg|300px]]
 
==References==
<references />


== References ==
{{Reflist}}


[[Category:Devices]] [[Category:Virtual Reality Devices]]
[[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

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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)

See Also

References