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{{Device Infobox
{{Device Infobox
|image=[[File:Vive-pro_pdp-01_hmd.png|350px]]
|name = HTC Vive Pro
|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]]
|Predecessor=[[HTC Vive]]
|Manufacturer = [[HTC]]
|Successor=[[HTC Vive 2.0]]
|Announcement Date = January 8, 2018 (CES)
|Display=Dual Panel
|Release Date = April 5, 2018
|Resolution=2880 x 1600 (1440 x 1600 per eye)
|Price = $799 (headset only), $1,099 (full kit)
|Pixel Density=615 PPI per eye
|Website = https://www.vive.com/
|Refresh Rate=90 Hz <ref>VRcompare. HTC Vive Pro Specs. Retrieved from https://vr-compare.com/headset/htcvivepro</ref>
|Versions = HTC Vive Pro (HMD only), HTC Vive Pro Full Kit, HTC Vive Pro Starter Kit
|Persistence=TBC
|Requires = Gaming PC with DisplayPort, USB
|Field of View=110° (diagonal)
|Predecessor = [[HTC Vive]]
|Optics=Fresnel Lenses
|Successor = [[HTC Vive Pro 2]]
|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: TBC, Positional: TBC
|GPU = N/A (PC-powered)
|Tracking Volume=TBC (supports both Lighthouse Trackers 1.0 and 2.0 (up to 10 foot by 10 foot)  
|HPU =
|Latency=Motion to Photon, TBC
|Storage = N/A
|Audio=Built-in headphones, external headphones
|Memory = N/A
|Camera=Pass-through stereo cameras
|SD Card Slot = No
|Sensors=
|Display = Dual AMOLED (PenTile)
|Input=Controllers in both hands
|Subpixel Layout = PenTile Diamond
|Connectivity=DisplayPort 1.2, USB-C 3.0 port, Bluetooth (Version TBD) (TBD: 1 headphone jack???)
|Peak Brightness = ~100 nits
|Power=
|Resolution = 1440 × 1600 per eye (2880 × 1600 combined)
|Weight=TBD
|Pixel Density = ~13 PPD
|Cable Length=TBD
|Refresh Rate = 90Hz
|Release Date=Q1 2018
|Persistence = Low persistence
|Price=TBD
|Field of View = 110°
|Website=https://www.vive.com/us/product/vive-pro/
|Horizontal FoV = ~110°
|Vertical FoV = ~110°
|Average Pixel Density = ~13 PPD
|Peak Pixel Density = ~13 PPD
|Foveated Rendering = No
|Optics = Dual Fresnel lenses
|Ocularity = Binocular
|IPD Range = 60.8-74.6mm (mechanical adjustment)
|Adjustable Diopter = No (glasses compatible)
|Passthrough = Yes (dual front-facing cameras, grayscale)
|Tracking = 6DoF outside-in (Lighthouse/SteamVR Tracking 1.0/2.0)
|Tracking Frequency = 1000Hz (base stations)
|Base Stations = Required (Lighthouse 1.0 or 2.0)
|Eye Tracking = No (available via VIVE Pro Eye variant)
|Face Tracking = No
|Hand Tracking = No
|Body Tracking = Via VIVE Trackers (accessory)
|Rotational Tracking = Yes
|Positional Tracking = Yes
|Update Rate = 1000Hz (tracking)
|Tracking Volume = Up to 10m × 10m (with 2.0 base stations)
|Play Space = Roomscale
|Latency = <22ms motion-to-photon
|Audio = Integrated hi-res headphones
|Microphone = Yes (dual microphones with noise cancellation)
|3.5mm Audio Jack = Yes
|Camera = 2× front-facing cameras
|Connectivity = DisplayPort 1.2, USB 3.0
|Ports = DisplayPort 1.2, USB 3.0, 3.5mm audio, DC power
|Wired Video = Yes (DisplayPort)
|Wireless Video = Yes (VIVE Wireless Adapter, sold separately)
|WiFi = No
|Bluetooth = Via base stations
|Power = Link Box powered
|Battery Capacity = N/A
|Battery Life = N/A (tethered)
|Charge Time = N/A
|Dimensions = ~196mm × 136mm × 115mm
|Weight = 555g (headset only)
|Material = Plastic, metal frame
|Headstrap = Integrated rigid strap with dial adjustment
|Haptics = Controller haptics
|Color = Blue/Black
|Sensors = Lighthouse tracking photodiodes, IMU, dual front cameras, proximity sensor
|Input = VIVE Controllers or VIVE Pro Controllers
|Compliance = FCC, CE
}}
}}
{{see also|HTC Vive}}
==Introduction==
[[HTC Vive Pro]] (also known as '''HTC Vive 1.5''') 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. <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 January 8, 2018, the Vive Pro was announced at CES 2018 with a release date of Q1 2018.


===Version History===
The '''HTC Vive Pro''' is a [[PC VR]] [[head-mounted display]] developed by [[HTC]] in partnership with [[Valve Corporation]], announced at CES on January 8, 2018, and released on April 5, 2018. Positioned as a professional-grade upgrade to the original [[HTC Vive]], the Vive Pro featured a 78% increase in resolution with dual AMOLED displays at 1440 × 1600 per eye (2880 × 1600 combined), integrated high-resolution headphones with active noise cancellation, dual front-facing cameras for enhanced passthrough, and a redesigned comfort system with better weight distribution. Priced at $799 for the headset-only package (requiring existing base stations and controllers) or $1,099 for the full kit, the Vive Pro targeted enterprise customers, professional VR developers, and enthusiast consumers seeking the highest-fidelity VR experience available at the time.
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]].  


==Features==
== History and Development ==
*[[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.


*[[Wireless SteamVR Controllers]] - Input with two motion-tracked controllers, one held in each hand.
=== Original Vive Success ===
The original HTC Vive launched in April 2016:
* First consumer room-scale VR headset
* Lighthouse tracking system revolutionized VR
* Strong enterprise and consumer adoption
* Established SteamVR as a major platform


*[[Chaperone]] - Prevents the user from bumping into real life walls and other obstacles.
=== Professional Market Demand ===
Enterprise users requested improvements:
* Higher resolution for text readability
* Better comfort for extended use
* Integrated audio solution
* Professional-grade build quality


*Front facing camera - Allows the user to see the real life environment in front of them while wearing the HMD.
=== CES 2018 Announcement ===
Vive Pro unveiled at CES:
* Surprise announcement
* 78% resolution increase highlighted
* Blue color scheme revealed
* Spring 2018 availability promised


*[[#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.
=== Pre-order and Launch ===
March 2018 pre-orders opened:
* $799 headset-only price announced
* Original Vive reduced to $499
* April 5, 2018 shipping began
* Full kit later at $1,099


==Hardware==
== Design Philosophy ==
===Review===
'''Design and Ergonomics'''


The HMD is sleek and sturdy, with blue highlights and is lighter than the original, non-Pro version. 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 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).
=== Professional Focus ===
Designed for professional and enterprise use:
* Higher resolution for productivity
* Extended comfort features
* Premium build quality
* Backward compatibility with existing setups


'''Display and Optics'''
=== Evolutionary Upgrade ===
Improvements over original Vive:
* Same tracking technology
* Enhanced displays
* Integrated audio
* Refined ergonomics


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]]' 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.
=== Blue Color Identity ===
Distinctive appearance:
* Professional blue color scheme
* Distinguished from consumer Vive
* Brand recognition
* Premium positioning


'''Front facing stereo cameras'''
== Display Technology ==


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'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.
=== Dual AMOLED Panels ===
Significant resolution upgrade:
* '''Resolution''': 1440 × 1600 per eye
* '''Total''': 2880 × 1600
* '''Improvement''': 78% more pixels than original Vive
* '''Panel Type''': AMOLED with PenTile Diamond


'''Tracking'''
=== Visual Quality ===
Enhanced viewing experience:
* Reduced screen door effect
* Better text readability
* Improved color saturation
* True black levels maintained


[[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.
=== Refresh Rate ===
Standard VR timing:
* 90Hz refresh rate
* Low persistence display
* Smooth motion rendering
* Motion blur reduction


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).
=== PenTile Subpixels ===
Display arrangement:
* Diamond PenTile pattern
* OLED benefits maintained
* Some SDE still visible
* Better than original Vive


'''Voice and Audio'''
== Optical System ==


Vive has a built-in dual noise cancelling microphones and built-in headphones.
=== Fresnel Lenses ===
Similar optics to original:
* Wide field of view
* God rays present
* Good sweet spot
* Established design


'''Cables and Ports'''
=== Field of View ===
Matched original Vive:
* '''Total''': ~110°
* Excellent immersion
* Good peripheral visibility
* Industry-leading at launch


===In The Box===
=== IPD Adjustment ===
TBD.
Physical lens movement:
* '''Range''': 60.8-74.6mm
* Knob adjustment
* Wide user accommodation
* Same as original Vive


===Specifications===
== Lighthouse Tracking ==
{| class="wikitable sortable"
|-
!Part
!Spec
|-
|Display || Dual OLED Panels
|-
|Resolution || 2880 x 1600 (1440 x 1600 per eye)
|-
|Pixel density || ???
|-
|Refresh rate || 90 Hz
|-
|Persistence || Low
|-
|Field of View || 110° (diagonal)
|-
|Optics || [[Fresnel lenses]]
|-
|[[IPD]] || TBD
|-
|[[Tracking]] || 6 degrees of freedom
|-
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]
|-
|[[Positional tracking]] || [[Base Stations]]
|-
|Update Rate || TBD
|-
|[[#Tracking volume|Tracking Volume]] || TBD
|-
|Latency ||
|-
|Connectivity || TBD
|-
|Weight || At release: TBD
|-
|}


==System Requirements==
=== Backward Compatibility ===
===Recommended===
Works with both tracking versions:
*'''GPU''': NVIDIA® GeForce® GTX 1070 or better
* '''Lighthouse 1.0''': Original base stations
*'''CPU''': TBD
* '''Lighthouse 2.0''': Newer, improved base stations
*'''RAM''': TBD
* Existing users can upgrade headset only
*'''Video Output''': DisplayPort 1.2 or newer
* Investment protection
*'''USB Port''': 1x USB-C 3.0 port
*'''Operating System''': Windows 10


===SteamVR Performance Test===
=== Lighthouse 2.0 Benefits ===
[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'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.
Improved base stations:
* Smaller form factor
* Single motor design
* More reliable
* Up to 4 stations supported
* 10m × 10m maximum area


==Play Area Requirements==
=== Tracking Quality ===
{{see also|#Play Area Setup}}
Sub-millimeter precision:
The play area sets the virtual boundaries of the HTC Vive. The interaction with VR objects happens within the play area.
* Excellent positional accuracy
*Make sure the play area is free of furniture and other obstacles.
* Reliable at room scale
*Place the PC next to the play area because the cable of the HMD connecting to your PC is five meters long.
* Consistent performance
*Make sure the base stations are mounted near power outlets.
* Enterprise-grade reliability
===Room-scale VR Requirements===
For [[Room-scale VR]], it is required a space where the user can move freely.
*Minimum room size with Lighthouse 1.0 Trackers : 2 m x 1.5 m (6 feet 6 inches x 5 feet)
*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)
**Base stations can track further but the length of headset cable is 5 meters.
NOTE: TBD what the tracking area is with the new Lighthouse 2.0 Trackers.


===Standing/Seated VR Requirements===
== Controllers ==
*No minimum space requirements


==Setup Tutorial==
=== VIVE Wand Controllers ===
===HMD Setup===
Compatible with original controllers:
'''Putting the HMD on'''
* Same design as original Vive
#Pull the HMD down over your eyes.
* 6DoF tracking
#Slide the straps around the back of your head and adjust them so that the headset fits.
* Trackpad and trigger
* Haptic feedback


'''Adjusting the Head Straps to Fit Perfectly'''
=== Upgrade Path ===
#Walk towards your chaperone boundaries with the Vive on. Get really close to them.
Later controller options:
#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.
* Valve Index controllers compatible
#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.
* Third-party accessories
#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.
* Tracker support
* Ecosystem flexibility


'''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.
== Integrated Audio ==


'''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.
=== Hi-Res Headphones ===
Major upgrade over original:
* Built-in over-ear headphones
* High-resolution certified audio
* Adjustable and removable
* No separate audio needed


'''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.
=== Dual Microphones ===
Enhanced voice capture:
* Noise-canceling microphones
* Clear communication
* Improved for VR chat
* Professional quality


'''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.
=== Audio Quality ===
Professional-grade sound:
* Wide frequency response
* Good spatial audio
* Comfortable fit
* Quick adjustment


===Link Box Setup===
== Physical Design ==
#TBD if Link Box is included with the new Headset.


===Controllers Setup===
=== Redesigned Head Strap ===
'''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.
Significantly improved comfort:
* Rigid construction
* Dial adjustment system
* Better weight distribution
* Easy to put on/off


'''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.
=== Weight Distribution ===
Balanced design:
* Rear counterweight
* Reduced facial pressure
* Better for extended use
* Professional comfort


'''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.
=== Build Quality ===
Premium construction:
* Metal internal frame
* Quality plastics
* Professional durability
* Blue color scheme


'''Updating Firmware''': When SteamVR notifies you about outdated firmware, connect the controller to your PC with the microUSB cable to update automatically.
=== Weight ===
* 555g headset only
* Similar to original
* Better distribution
* Comfortable weight


===Base Stations Setup===
== Dual Camera System ==
'''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''':
=== Passthrough Cameras ===
#Mark where you want to install each of the mounts on your wall, and then screw the mounts in.
Two front-facing cameras:
#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.
* Stereo passthrough possible
#Tighten the wingnut to the base station to secure it in place.
* Grayscale view
#To adjust the angle of the base station, loosen the clamping ring while carefully holding the base station to prevent it from falling.
* Better room awareness
#Tilt the base station toward the play area.
* AR potential (limited)
#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.
=== Chaperone Enhancement ===
Improved boundary system:
* Stereo camera view
* Better depth perception
* Enhanced safety
* Quick real-world check


===Play Area Setup===
== VIVE Wireless Adapter ==
{{see also|#Play Area Requirements}}
*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.


*Clear off furniture and other obstacles in the play area.
=== Wireless Freedom ===
Optional accessory for tetherless VR:
* Intel WiGig technology
* 60GHz wireless transmission
* September 2018 release
* Full compatibility


*Place the PC near the play area. The HMD cable is 5m (16ft 4in) long.
=== Technical Specifications ===
Wireless adapter features:
* Low latency streaming
* 2.5 hours battery life
* Head-mounted battery option
* Requires PCIe card in PC


*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.
== VIVE Pro Eye Variant ==


*Do not leave your HMD in direct sunlight, since the display can be damaged.
=== Eye Tracking Addition ===
Released 2019:
* Tobii eye tracking integrated
* Foveated rendering support
* Enterprise focused
* Higher price point


===Software Setup===
=== Enterprise Applications ===
#Download the setup from http://www.htcvive.com/SETUP
Eye tracking uses:
#Install Vive software
* Training analytics
#Install Steam software
* Attention studies
#Install SteamVR
* Performance optimization
#Launch SteamVR
* Research applications
#Pair HMD and Controllers from the SteamVR menu.


===Setup Tips and Tricks===
== Enterprise Features ==
*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.


*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.
=== Business Deployment ===
Professional advantages:
* Better display for text
* Integrated audio simplifies setup
* Robust build quality
* Enterprise support available


*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.
=== Industry Adoption ===
Professional use cases:
* Training simulations
* Design visualization
* Medical applications
* Architectural reviews


*Take a look at the Audio tab in the Settings. You can do things such as mirror your audio from VR in the speakers.
== Connectivity ==


*In Settings, you can enable the front facing camera in your HMD.
=== Cable System ===
Three-in-one cable to Link Box:
* DisplayPort 1.2
* USB 3.0
* Power
* Link Box connects to PC


*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.
=== PC Requirements ===
Recommended specifications:
* NVIDIA GTX 1070 / AMD RX Vega 56 or better
* Intel Core i5-4590 / AMD FX 8350 or better
* 4GB RAM minimum
* DisplayPort 1.2 or newer


*[[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.
== Comparison with Original Vive ==


==Input Devices==
{| class="wikitable"
[[SteamVR Controllers]] - One held in each hand. These controllers are tracked by the same system as the HMD ([[Lighthouse]]).
|-
 
! Feature !! Vive Pro !! Original Vive
Other devices compatible with [[Steam]]
|-
 
| Resolution/eye || 1440×1600 || 1080×1200
==Accessories==
|-
{| class="wikitable sortable" style= "text-align: center"
| Total Resolution || 2880×1600 || 2160×1200
|-
| Audio || Integrated headphones || Earbuds (included)
|-
|-
! Accessory
| Cameras || 2× stereo || 1× mono
! Cost When<br>Purchased Separately
|-
|-
|[[SteamVR Lighthouse Version 1.0 Base Stations|Base Station]] with AC || $135
| Head Strap || Rigid with dial || Elastic with velcro
|-
|-
|[[SteamVR Controllers|Controller]] with AC || $130
| Color || Blue || Black
|-
|-
| Price || $799 (HMD only) || $499 (full kit)
|}
|}


==Apps==
== Legacy ==
'''[[HTC Vive Apps]]'''
[[The Lab]] by [[Valve]] is available for free to all Vive users.


==Connecting to Your Phone==
=== Professional Standard ===
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.
Established enterprise VR baseline:
* Resolution standard for professional use
* Comfort design influenced successors
* Enterprise feature set defined
* Wireless VR viability proven


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.
=== Successor Development ===
Led to further improvements:
* Vive Pro Eye added eye tracking
* Vive Pro 2 significantly upgraded resolution
* Lessons applied to Focus series
* Continued enterprise focus


==Developer==
== Technical Specifications Summary ==


==Tracking volume==
{| class="wikitable"
{{see also|Tracking volume}}
|-
To Be updated: [[File:htc vive tracking volume1.png|400px]]
! Specification !! Details
 
|-
120°H x 120°V (>21 feet range)
| Display || Dual AMOLED, 1440 × 1600 per eye
 
|-
==History==
| Total Resolution || 2880 × 1600
'''January 8, 2017''' - HTC Pro Announced.
|-
 
| Refresh Rate || 90Hz
==Images==
|-
To Be updated: [[File:Vive-pro_pdp-01_hmd.png|300px]] [[File:htc vive cv1 controllers1.jpg|300px]]
| FOV || ~110°
|-
| Tracking || Lighthouse 1.0/2.0 (outside-in)
|-
| Audio || Integrated hi-res headphones
|-
| Microphone || Dual noise-canceling
|-
| Cameras || 2× front-facing
|-
| Weight || 555g
|-
| Connection || DisplayPort 1.2, USB 3.0
|-
| Wireless || Optional (VIVE Wireless Adapter)
|-
| Price || $799 (HMD) / $1,099 (full kit)
|}


==References==
== See Also ==
<references />
* [[HTC]]
* [[HTC Vive]]
* [[HTC Vive Pro 2]]
* [[HTC Vive Pro Eye]]
* [[SteamVR]]
* [[Lighthouse Tracking]]
* [[PC VR]]
* [[VIVE Wireless Adapter]]


== 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 03:08, 8 January 2026

HTC Vive Pro
Basic Info
VR/AR Virtual Reality
Type Head-mounted display
Subtype PC VR
Platform SteamVR
Creator HTC, Valve Corporation
Developer HTC
Manufacturer HTC
Announcement Date January 8, 2018 (CES)
Release Date April 5, 2018
Price $799 (headset only), $1,099 (full kit)
Website https://www.vive.com/
Versions HTC Vive Pro (HMD only), HTC Vive Pro Full Kit, HTC Vive Pro Starter Kit
Requires Gaming PC with DisplayPort, USB
Predecessor HTC Vive
Successor HTC Vive Pro 2
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 AMOLED (PenTile)
Subpixel Layout PenTile Diamond
Peak Brightness ~100 nits
Resolution 1440 × 1600 per eye (2880 × 1600 combined)
Pixel Density ~13 PPD
Refresh Rate 90Hz
Persistence Low persistence
Image
Field of View 110°
Horizontal FoV ~110°
Vertical FoV ~110°
Average Pixel Density ~13 PPD
Peak Pixel Density ~13 PPD
Foveated Rendering No
Optics
Optics Dual Fresnel lenses
Ocularity Binocular
IPD Range 60.8-74.6mm (mechanical adjustment)
Adjustable Diopter No (glasses compatible)
Passthrough Yes (dual front-facing cameras, grayscale)
Tracking
Tracking 6DoF outside-in (Lighthouse/SteamVR Tracking 1.0/2.0)
Tracking Frequency 1000Hz (base stations)
Base Stations Required (Lighthouse 1.0 or 2.0)
Eye Tracking No (available via VIVE Pro Eye variant)
Face Tracking No
Hand Tracking No
Body Tracking Via VIVE Trackers (accessory)
Rotational Tracking Yes
Positional Tracking Yes
Update Rate 1000Hz (tracking)
Tracking Volume Up to 10m × 10m (with 2.0 base stations)
Play Space Roomscale
Latency <22ms motion-to-photon
Audio
Audio Integrated hi-res headphones
Microphone Yes (dual microphones with noise cancellation)
3.5mm Audio Jack Yes
Camera 2× front-facing cameras
Connectivity
Connectivity DisplayPort 1.2, USB 3.0
Ports DisplayPort 1.2, USB 3.0, 3.5mm audio, DC power
Wired Video Yes (DisplayPort)
Wireless Video Yes (VIVE Wireless Adapter, sold separately)
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 ~196mm × 136mm × 115mm
Weight 555g (headset only)
Material Plastic, metal frame
Headstrap Integrated rigid strap with dial adjustment
Haptics Controller haptics
Color Blue/Black
Sensors Lighthouse tracking photodiodes, IMU, dual front cameras, proximity sensor
Input VIVE Controllers or VIVE Pro Controllers
Compliance FCC, CE

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The HTC Vive Pro is a PC VR head-mounted display developed by HTC in partnership with Valve Corporation, announced at CES on January 8, 2018, and released on April 5, 2018. Positioned as a professional-grade upgrade to the original HTC Vive, the Vive Pro featured a 78% increase in resolution with dual AMOLED displays at 1440 × 1600 per eye (2880 × 1600 combined), integrated high-resolution headphones with active noise cancellation, dual front-facing cameras for enhanced passthrough, and a redesigned comfort system with better weight distribution. Priced at $799 for the headset-only package (requiring existing base stations and controllers) or $1,099 for the full kit, the Vive Pro targeted enterprise customers, professional VR developers, and enthusiast consumers seeking the highest-fidelity VR experience available at the time.

History and Development

Original Vive Success

The original HTC Vive launched in April 2016:

  • First consumer room-scale VR headset
  • Lighthouse tracking system revolutionized VR
  • Strong enterprise and consumer adoption
  • Established SteamVR as a major platform

Professional Market Demand

Enterprise users requested improvements:

  • Higher resolution for text readability
  • Better comfort for extended use
  • Integrated audio solution
  • Professional-grade build quality

CES 2018 Announcement

Vive Pro unveiled at CES:

  • Surprise announcement
  • 78% resolution increase highlighted
  • Blue color scheme revealed
  • Spring 2018 availability promised

Pre-order and Launch

March 2018 pre-orders opened:

  • $799 headset-only price announced
  • Original Vive reduced to $499
  • April 5, 2018 shipping began
  • Full kit later at $1,099

Design Philosophy

Professional Focus

Designed for professional and enterprise use:

  • Higher resolution for productivity
  • Extended comfort features
  • Premium build quality
  • Backward compatibility with existing setups

Evolutionary Upgrade

Improvements over original Vive:

  • Same tracking technology
  • Enhanced displays
  • Integrated audio
  • Refined ergonomics

Blue Color Identity

Distinctive appearance:

  • Professional blue color scheme
  • Distinguished from consumer Vive
  • Brand recognition
  • Premium positioning

Display Technology

Dual AMOLED Panels

Significant resolution upgrade:

  • Resolution: 1440 × 1600 per eye
  • Total: 2880 × 1600
  • Improvement: 78% more pixels than original Vive
  • Panel Type: AMOLED with PenTile Diamond

Visual Quality

Enhanced viewing experience:

  • Reduced screen door effect
  • Better text readability
  • Improved color saturation
  • True black levels maintained

Refresh Rate

Standard VR timing:

  • 90Hz refresh rate
  • Low persistence display
  • Smooth motion rendering
  • Motion blur reduction

PenTile Subpixels

Display arrangement:

  • Diamond PenTile pattern
  • OLED benefits maintained
  • Some SDE still visible
  • Better than original Vive

Optical System

Fresnel Lenses

Similar optics to original:

  • Wide field of view
  • God rays present
  • Good sweet spot
  • Established design

Field of View

Matched original Vive:

  • Total: ~110°
  • Excellent immersion
  • Good peripheral visibility
  • Industry-leading at launch

IPD Adjustment

Physical lens movement:

  • Range: 60.8-74.6mm
  • Knob adjustment
  • Wide user accommodation
  • Same as original Vive

Lighthouse Tracking

Backward Compatibility

Works with both tracking versions:

  • Lighthouse 1.0: Original base stations
  • Lighthouse 2.0: Newer, improved base stations
  • Existing users can upgrade headset only
  • Investment protection

Lighthouse 2.0 Benefits

Improved base stations:

  • Smaller form factor
  • Single motor design
  • More reliable
  • Up to 4 stations supported
  • 10m × 10m maximum area

Tracking Quality

Sub-millimeter precision:

  • Excellent positional accuracy
  • Reliable at room scale
  • Consistent performance
  • Enterprise-grade reliability

Controllers

VIVE Wand Controllers

Compatible with original controllers:

  • Same design as original Vive
  • 6DoF tracking
  • Trackpad and trigger
  • Haptic feedback

Upgrade Path

Later controller options:

  • Valve Index controllers compatible
  • Third-party accessories
  • Tracker support
  • Ecosystem flexibility

Integrated Audio

Hi-Res Headphones

Major upgrade over original:

  • Built-in over-ear headphones
  • High-resolution certified audio
  • Adjustable and removable
  • No separate audio needed

Dual Microphones

Enhanced voice capture:

  • Noise-canceling microphones
  • Clear communication
  • Improved for VR chat
  • Professional quality

Audio Quality

Professional-grade sound:

  • Wide frequency response
  • Good spatial audio
  • Comfortable fit
  • Quick adjustment

Physical Design

Redesigned Head Strap

Significantly improved comfort:

  • Rigid construction
  • Dial adjustment system
  • Better weight distribution
  • Easy to put on/off

Weight Distribution

Balanced design:

  • Rear counterweight
  • Reduced facial pressure
  • Better for extended use
  • Professional comfort

Build Quality

Premium construction:

  • Metal internal frame
  • Quality plastics
  • Professional durability
  • Blue color scheme

Weight

  • 555g headset only
  • Similar to original
  • Better distribution
  • Comfortable weight

Dual Camera System

Passthrough Cameras

Two front-facing cameras:

  • Stereo passthrough possible
  • Grayscale view
  • Better room awareness
  • AR potential (limited)

Chaperone Enhancement

Improved boundary system:

  • Stereo camera view
  • Better depth perception
  • Enhanced safety
  • Quick real-world check

VIVE Wireless Adapter

Wireless Freedom

Optional accessory for tetherless VR:

  • Intel WiGig technology
  • 60GHz wireless transmission
  • September 2018 release
  • Full compatibility

Technical Specifications

Wireless adapter features:

  • Low latency streaming
  • 2.5 hours battery life
  • Head-mounted battery option
  • Requires PCIe card in PC

VIVE Pro Eye Variant

Eye Tracking Addition

Released 2019:

  • Tobii eye tracking integrated
  • Foveated rendering support
  • Enterprise focused
  • Higher price point

Enterprise Applications

Eye tracking uses:

  • Training analytics
  • Attention studies
  • Performance optimization
  • Research applications

Enterprise Features

Business Deployment

Professional advantages:

  • Better display for text
  • Integrated audio simplifies setup
  • Robust build quality
  • Enterprise support available

Industry Adoption

Professional use cases:

  • Training simulations
  • Design visualization
  • Medical applications
  • Architectural reviews

Connectivity

Cable System

Three-in-one cable to Link Box:

  • DisplayPort 1.2
  • USB 3.0
  • Power
  • Link Box connects to PC

PC Requirements

Recommended specifications:

  • NVIDIA GTX 1070 / AMD RX Vega 56 or better
  • Intel Core i5-4590 / AMD FX 8350 or better
  • 4GB RAM minimum
  • DisplayPort 1.2 or newer

Comparison with Original Vive

Feature Vive Pro Original Vive
Resolution/eye 1440×1600 1080×1200
Total Resolution 2880×1600 2160×1200
Audio Integrated headphones Earbuds (included)
Cameras 2× stereo 1× mono
Head Strap Rigid with dial Elastic with velcro
Color Blue Black
Price $799 (HMD only) $499 (full kit)

Legacy

Professional Standard

Established enterprise VR baseline:

  • Resolution standard for professional use
  • Comfort design influenced successors
  • Enterprise feature set defined
  • Wireless VR viability proven

Successor Development

Led to further improvements:

  • Vive Pro Eye added eye tracking
  • Vive Pro 2 significantly upgraded resolution
  • Lessons applied to Focus series
  • Continued enterprise focus

Technical Specifications Summary

Specification Details
Display Dual AMOLED, 1440 × 1600 per eye
Total Resolution 2880 × 1600
Refresh Rate 90Hz
FOV ~110°
Tracking Lighthouse 1.0/2.0 (outside-in)
Audio Integrated hi-res headphones
Microphone Dual noise-canceling
Cameras 2× front-facing
Weight 555g
Connection DisplayPort 1.2, USB 3.0
Wireless Optional (VIVE Wireless Adapter)
Price $799 (HMD) / $1,099 (full kit)

See Also

References