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Base Stations, also known as Beacons and, in some research papers, as lighthouses,[1] are devices that are part of the Lighthouse positional tracking system for SteamVR. Developed by Valve, the small rectangular boxes are placed in the tracking area and serve as reference points for any HMDs and input devices tracked by the Lighthouse. Base Stations perform this function by constantly flooding the room with a non-visible light. The receptors on the tracked devices would intercept the light and figure out where they are in relation to the Base Stations.

Two incompatible generations exist. The first generation, sold as Base Station 1.0, shipped with the HTC Vive in 2016 and uses two spinning rotors plus a flashing synchronization array.[2] The second generation, SteamVR Base Station 2.0, uses a single rotor, needs no synchronization flash or cable, and supports up to four units in one play area.[3][4] HTC states that the two versions cannot be mixed in the same play area because Base Station 2.0 uses a different method of syncing.[5]

Base stations are still required by PC headsets that use Lighthouse tracking, such as the Bigscreen Beyond 2 and its eye-tracking variant, the Bigscreen Beyond 2e.[6] Valve's own newer headset, the Steam Frame, does not use them: in November 2025 Valve confirmed that it was no longer manufacturing the Valve Index and that the Steam Frame would not support Lighthouse base stations.[7] Valve opened reservation sign-ups for the Steam Frame on 14 September 2026,[8] and on 13 October 2026 it posted a notice on Steam saying that the Valve Index is no longer being produced and that remaining Index hardware is sold at new prices while supplies last, while existing Index owners remain supported on Steam and SteamVR.[9]

Reviewed 17 October 2026. October 2026 additions (Valve Index sunset notice, Steam Frame sign-ups, base station prices and listings, Steam and archived Valve base station specs, HTC 2.0 setup pages, Tom's Hardware, UploadVR, Bigscreen and Pimax pages, Bauer 2021 and Kuhlmann de Canaviri 2023 full texts) checked against the cited sources. About review dates.

Versions

Property Base Station 1.0 Base Station 2.0
Main page HTC Vive Base Station SteamVR Base Station 2.0
First sold with HTC Vive (2016)[2] HTC Vive Pro bundle (2018)[10]
Rotors Two, one per sweep axis[11] One, carrying two tilted light planes[11]
Synchronization Infrared flash, optical line of sight or sync cable[2] Data encoded in the swept beam; no sync flash or cable[4]
Units per play area Two[3] Up to four[12]
Field of view 120 degrees (HTC)[13] 160 x 115 degrees (Valve)[12]; 150 degrees horizontal and 110 degrees vertical (HTC)[14]
Range or play area Up to 5 m (16 ft 4 in) between the two stations (HTC)[13] 7 m range (Valve); up to 10 m x 10 m with four stations[12]
Price US$135 per replacement unit from HTC (2017)[3] US$149 per unit from Valve (2019)[15]; US$229 per unit from HTC (October 2026)[16]

History

Development

Hackaday credits Valve hardware engineer Alan Yates with inventing the Lighthouse system. In a talk at the 2016 Hackaday Supercon, Yates described the problems his team solved to bring the base stations to market. Ball-bearing motors had too much friction and glitched irregularly, so Valve used fluid-dynamic bearing motors taken from hard drive technology. Early prototypes used laser line elements bought on eBay, which were not built to production standards, and after lens suppliers delivered scratched or mixed parts, Valve made its own lenses.[17]

Yates said in March 2015 that the base station's emissions are Class 1 (unconditionally eye safe); the unit contains class 3 sources, but they are enclosed and interlocked. He also said the system was designed to be scalable, so that tracking volumes could in principle be joined together like cell towers.[18]

In the original SteamVR system, 2 Base Stations are placed in the opposite corners of a 15 by 15 feet room, near the ceiling, to maximize tracking volume and minimize occlusion. Road to VR described 15 by 15 feet as Valve's "room scale" tracking area for the 2015 Vive Developer Edition.[19] The first-generation system supports only two base stations in one play area; Base Station 2.0 later allowed a third station to cover a difficult spot and a fourth to extend the play area to 10 x 10 meters.[3][12]

HTC Vive Pre

For the HTC Vive Pre, HTC redesigned the base stations to be more compact and quieter and to provide improved tracking.[20] According to UploadVR's summary of the Vive Pre user guide, the two stations needed only a power outlet each; a sync cable run around the room was needed only when something blocked the stations' view of each other. The guide recommended placing them high at opposite ends of the room, pointing slightly downward and no more than five meters apart, and gave them a 120-degree field of view.[21]

This version of Base Station uses Nidec's FDB motors. The motors use Nidec's advanced FDB (fluid dynamic bearing) technology, originally developed for HDD spindle motors, to achieve high rotational precision, long life and low vibration.[22] Nidec announced the motor on 8 January 2016, describing it as the motor for the laser position sensor of the Vive system, and showed the Vive Pre at its booth at CES 2016.[22]

Consumer Vive and 2017 revision

The consumer HTC Vive package includes two base stations and two power adapters.[13] In April 2017, Road to VR reported that newer Vive units were shipping with a tweaked base station whose infrared sync array had a more rigidly aligned 9-LED (3x3) layout, replacing the earlier 15-LED array.[23]

SteamVR Tracking 2.0

In October 2017, Valve's Joe Ludwig told SteamVR Tracking licensees that 2.0 base stations would be "smaller, quieter, lower power, more reliable, and less expensive than their 1.0 counterparts." Valve planned to sell them in bulk to hardware makers at US$60 per unit plus shipping, and expected to begin shipping to licensees in early 2018. At the time, HTC sold replacement 1.0 base stations for US$135 per unit plus shipping.[3] The 2.0 base stations would first work with the existing limit of two stations, with support for up to four, covering a room of roughly 10 x 10 meters (33 x 33 feet), to follow in early 2018. Valve later confirmed that four stations are required for that tracking volume.[3]

The HTC Vive Pro, shown at CES in January 2018, was the first commercial product to use SteamVR Tracking 2.0. Valve said at the time that more than 1,000 licensees had signed up to use SteamVR Tracking.[3] In April 2018, HTC began selling a Vive Pro bundle with two 2.0 base stations and two controllers; Road to VR reported a US price of US$1,400.[10]

On 30 April 2019, Engadget reported the pricing of the Valve Index kit, which went on sale the following day. Its base stations were sold individually for US$149 each and work with 2.0-capable hardware, including the HTC Vive Pro.[15]

Decline of external tracking

MIXED wrote in 2023 that the Lighthouse system was "hard to beat" for body trackers, object trackers and tracking multiple players.[4] In November 2025, Valve confirmed it had stopped manufacturing the Valve Index. Engadget noted that the Index relied on external base stations with a laborious setup process for room-scale play, and that Valve confirmed to The Verge that the Steam Frame would not support Lighthouse systems. The Steam Frame tracks itself with four monochrome cameras and infrared LEDs.[7] In a November 2025 column, UploadVR's David Heaney wrote that some enthusiasts had wanted an Index successor with Lighthouse tracking that remained compatible with existing SteamVR peripherals.[24]

Valve Index sunset (2026)

Valve opened reservation sign-ups for the Steam Frame on 14 September 2026, with US prices of US$1,059 for the 256 GB model and US$1,299 for the 1 TB model.[8] On 13 October 2026 it published a notice titled "Valve Index" on its Steam hardware news channel. The notice says the Index is no longer being produced, that remaining Index headsets, controllers and accessories are available at new prices while supplies last, and that a full set of components, including base stations, is required to use the Index. It adds that existing owners are unaffected: the Index "is still supported on Steam and SteamVR".[9] MIXED reported a 20 percent price cut on the remaining stock, including a single base station reduced from US$149 to US$119.20.[25] Road to VR and GamingOnLinux, also writing on 14 October, reported that base stations were not listed on Valve's sale page. Road to VR noted that HTC sold the SteamVR Base Station 2.0 for US$229 per unit, and its writer Scott Hayden described the SteamVR tracking ecosystem as "on its way out".[16][26] As of 17 October 2026, Valve's Steam page for the Index still lists the base station specifications (7 m range, 160 x 115 degree field of view, up to four stations covering up to 10 x 10 m, 12 V input compatible with the existing HTC Vive power supply).[27]

How it works

See the section on Lighthouse

In the Lighthouse system the base stations do not compute the user's position. They sweep the room with infrared light, and each tracked device works out its own position from the timing of the sweeps it detects with photodiodes. Hackaday's account of Yates's talk explains that this turns the problem of measuring angles into one of keeping the rotor speed very constant and measuring time differences. Because sweeps arrive less often than a headset needs, most Lighthouse devices also carry an inertial measurement unit, which handles fast movement and is corrected by the slower optical updates.[17] Yates said one base station is enough to track a rigid object that has an IMU (five sensors must be visible to acquire a pose), while two or more let the system track a single sensor, even on a non-rigid object.[18]

Base Station 1.0

PC Perspective's teardown of the consumer Vive base station found an infrared LED array at the top, used to make the synchronization pulses brighter, and two brushless three-phase motors, each spinning an optical flywheel with a line lens that sweeps an infrared laser line across the room. The motors spin at 3600 RPM. The LED array blinks every 8.33 ms (120 Hz), and the two rotors are interleaved so that each passes by every 16.6 ms (60 Hz). Because overlapping sweeps would confuse the sensors, two base stations take turns.[2] A photodiode between the flywheels lets a base station sync optically with its partner, so the sync cable is needed only when the line of sight is blocked.[2][28]

Yates described the optical sync as an open problem: each blink uses about 50 W at peak, which he considered the limiting factor in extending the system to larger rooms, and sensors cannot react to sweeps while they are still blinded by the flash.[17]

Base Station 2.0

The 2.0 base station has a single rotating drum that carries two light planes, each set at a different angle; in the Bitcraze researchers' model the planes are tilted by minus and plus pi/6 radians. Depending on the channel set on each station, the drums rotate at slightly different rates, so the planes of different stations may periodically collide.[11] Valve encoded more information into the infrared light, which removed the need for sync pulses and the sync cable, and split one light source into two beams so that one rotor could be dropped.[4] Valve says the fixed lasers sweep 100 times a second and describes the resolution as "sub-millimeter".[12] Valve also states that, because the 2.0 station uses "a single coded laser sweep and no omnidirectional blinker", it co-exists with other infrared devices and is less affected by depth cameras and motion capture systems.[12]

Tracked devices built with newer 2.0 sensors work with both generations of base station, but 2.0 base stations cannot track devices that only have 1.0 sensors, such as the original HTC Vive, because of the different sync timing method.[3]

Setup

HTC's instructions for Base Station 1.0 call for mounting the two units diagonally at opposite corners of the space, above head height and ideally higher than 2 m (6 ft 6 in), with the front panels facing the center of the play area. Each unit has a 120-degree field of view and should be angled down between 30 and 45 degrees. The maximum distance between the two stations for good tracking is 5 m (16 ft 4 in).[13] HTC says movement within a diagonal area of up to 5 m is supported, gives a 3.5 m x 3.5 m space as an example, and requires at least 2 m x 1.5 m (6 ft 6 in x 5 ft) for a room-scale setup.[13] Without a sync cable, one station is set to channel "b" and the other to channel "c"; with the cable, the channels are "A" and "b".[29] HTC recommends the cable only when objects hang from the ceiling above the play area or when the user's head or hands would block the stations' view of each other.[28]

The units can be fixed with the included mounting kit or placed on tripods, light stands, cargo poles or stable bookcases, but not on surfaces prone to vibration. A status light shows green in normal mode, blue while waiting to stabilize, dim green on standby and purple while syncing. Firmware can be updated over a micro-USB cable or over Bluetooth from the SteamVR app.[13] HTC warns that powered base stations may interfere with nearby infrared sensors, such as television remote control receivers.[30]

For Base Station 2.0, HTC lists coverage of up to 5 m x 5 m (16'5" x 16'5") with two stations and up to 10 m x 10 m (33' x 33') with four. Each unit comes with one power adapter and a 2.5 m cord and fits standard threaded mounting points.[31] Valve states that the stations run on 12 V and are compatible with the existing HTC Vive power supply, and that two 2.0 stations give a "400% larger play space, compared to the previous generation".[12]

HTC's setup tips for Base Station 2.0 call for mounting the units diagonally at opposite corners, above head height and ideally more than 2 m (6.5 ft) from the floor, angled between 25 and 35 degrees. Tripods, light stands or stable surfaces such as a table can be used instead, but each station should be at least 0.5 m (1.6 ft) high, tracked objects should stay at least 0.5 m from a station, and bright light can reduce performance.[14] For setups with more than two 2.0 stations, HTC states that up to four can be used in one room covering 10 m x 10 m (32 ft 10 in x 32 ft 10 in), that each station in the same play area must be set to a different channel (which SteamVR handles automatically), and that the headset and controllers should stay within 7 m (23 ft) of any base station.[32]

SteamVR can also control the base stations wirelessly. A stable SteamVR release in February 2018 rewrote the Vive Link Box's Bluetooth subsystem to allow base station firmware updates without a USB cable and to improve power management. Tom's Hardware noted that the SteamVR beta had offered wireless power management since the Vive's release; with it enabled, the base stations power down when SteamVR is closed.[33]

Compatibility

Base station Compatible hardware (per manufacturer)
1.0 HTC Vive headset, HTC Vive Pro, HTC Vive Pro Eye, Vive controllers, Vive controllers (2018), Vive Tracker (2018), HTC Vive Cosmos with the External Tracking Faceplate[13]; Valve Index headset and Valve Index Controllers[27]; Bigscreen Beyond 2 and Bigscreen Beyond 2e[6]
2.0 HTC Vive Pro, HTC Vive Pro Eye, Vive controllers (2018), Vive Tracker (2018), HTC Vive Cosmos with the External Tracking Faceplate[13]; HTC Vive Cosmos Elite (with Vive controllers 2018)[31]; Valve Index[12] headset and Valve Index Controllers[27]; Bigscreen Beyond 2 and Bigscreen Beyond 2e[6]

Valve's base station page notes that its Index base stations (2.0) work only with 2.0 tracking-capable hardware, which at the time it listed as the Valve Index and HTC Vive Pro.[12] The Index headset and controllers themselves work with both 1.0 and 2.0 base stations.[27]

Bigscreen lists "SteamVR Base Stations (Version 1.0 or 2.0)" as a requirement for the Beyond 2. The base stations are not included, and at least one is needed because the headset is tracked by external base stations rather than by cameras on the headset. Bigscreen adds that controllers are not required for uses such as flight simulation or sim racing.[6] Some camera-tracked headsets can be converted: Pimax sells a Lighthouse Faceplate for the Pimax Crystal Super that replaces the headset's camera-based (SLAM) tracking with 28 infrared sensors for SteamVR base station tracking, and states that base stations are required for it to work.[34]

Research and other uses

Researchers have measured the accuracy of base-station tracking for scientific use. In a 2017 study in i-Perception, Niehorster, Li and Lappe found that the HTC Vive's tracking was precise and its system latency low (22 ms), but that positions were reported in a coordinate system tilted relative to the physical floor. Large offset changes occurred whenever tracking was briefly lost, so the authors concluded that the Vive was at that time unsuitable for experiments that require accurate visual stimulation of self-motion.[35]

Later studies examined the second-generation stations. Peter Bauer, Werner Lienhart and Samuel Jost of Graz University of Technology tested an HTC Vive Pro with 2.0 base stations in static setups with one and two stations at a laboratory built for calibrating geodetic instruments. Position readings were reproducible within a few millimetres, but the system showed systematic effects of several centimetres. The reference plane was tilted by about 0.4 degrees, and by 0.788 degrees in one two-station setup, and the authors found that SteamVR appeared to treat one station as a "master" whose change could shift the reference plane. They concluded that these effects can cause position errors of more than one centimetre.[1]

A 2023 study by Lara Kuhlmann de Canaviri and colleagues at the University of Applied Sciences and Arts Dortmund compared two and four 2.0 base stations, using a VIVE Tracker (3.0) and a Universal Robots UR10 robot arm as ground truth. In static tests both setups reached submillimeter and subdegree errors, with a translation root-mean-square error in the movement direction of 0.429 mm with two stations and 0.155 mm with four. Accuracy fell as velocity increased, and submillimeter dynamic translation accuracy was reached only with four stations at slow speed. With four stations, tracking stayed accurate when a single station was partially occluded, though errors were higher than in the unoccluded two-station tests. The authors concluded that both setups are adequate for many medical uses, but that use cases needing very high accuracy should use four base stations.[36]

Base stations are also used outside VR. Engineers at Bitcraze, who used the company's small Crazyflie 2.1 drone as the test platform, noted that Lighthouse is about one order of magnitude cheaper than motion capture systems and lets each robot compute its own position without a central computer. Comparing both base station versions against a motion capture system, they found mean and median position errors in the 2 to 4 cm range, and higher accuracy with version 2 than with version 1 in all their test scenarios.[11]

Images

Vive DK1 Base Station
Vive DK2 (Pre) Base Stations

See also

References

  1. ↑ 1.0 1.1 Peter Bauer, Werner Lienhart, Samuel Jost (2021-02-25). "Accuracy Investigation of the Pose Determination of a VR System". Sensors, vol. 21, no. 5, article 1622. MDPI. https://doi.org/10.3390/s21051622. Retrieved 2026-10-17.
  2. ↑ 2.0 2.1 2.2 2.3 2.4 Allyn Malventano (2016-04-05). "SteamVR HTC Vive In-depth - Lighthouse Tracking System Dissected and Explored". PC Perspective. https://pcper.com/2016/04/steamvr-htc-vive-in-depth-lighthouse-tracking-system-dissected-and-explored/2/. Retrieved 2026-09-27.
  3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Ben Lang (October 2017, updated 2018-01-09). "SteamVR Tracking 2.0 Will Support 33x33 Foot Playspaces With 4 Base Stations". Road to VR. https://roadtovr.com/steamvr-tracking-2-0-will-support-33x33-foot-playspaces-with-4-base-stations/. Retrieved 2026-09-27.
  4. ↑ 4.0 4.1 4.2 4.3 Alan Truly (2023-05-01). "Valve's Lighthouse tracking system: How it started, where it's going". MIXED. https://mixed-news.com/en/valves-lighthouse-tracking-system-how-it-started-where-its-going/. Retrieved 2026-09-27.
  5. ↑ "Can Base Station 1.0 be used with SteamVR Base Station 2.0?". VIVE Support. HTC. https://www.vive.com/us/support/vive-pro2/category_howto/can-different-versions-of-base-stations-be-used.html. Retrieved 2026-09-27.
  6. ↑ 6.0 6.1 6.2 6.3 "Bigscreen Beyond 2". Bigscreen. Bigscreen, Inc.. https://store.bigscreenvr.com/products/bigscreen-beyond-2. Retrieved 2026-09-27.
  7. ↑ 7.0 7.1 Matt Tate (2025-11-13). "Valve confirms that it has stopped making the Index VR headset". Engadget. https://www.engadget.com/ar-vr/valve-confirms-that-it-has-stopped-making-the-index-vr-headset-150324456.html. Retrieved 2026-09-27.
  8. ↑ 8.0 8.1 "Steam Frame is here!". Steam News. Valve Corporation. 2026-09-14. https://store.steampowered.com/news/group/45479024/view/692020124159311887. Retrieved 2026-10-17.
  9. ↑ 9.0 9.1 "Valve Index". Steam News. Valve Corporation. 2026-10-13. https://store.steampowered.com/news/group/45479024/view/711161056325534523. Retrieved 2026-10-17.
  10. ↑ 10.0 10.1 Scott Hayden (2018-04-23). "Vive Pro Bundle With 2.0 Base Stations & Controllers Now Available at $1400". Road to VR. https://roadtovr.com/vive-pro-bundle-2-0-base-stations-controllers-priced-1500-japan-pre-tax/. Retrieved 2026-09-27.
  11. ↑ 11.0 11.1 11.2 11.3 Arnaud Taffanel, Barbara Rousselot, Jonas Danielsson, Kimberly McGuire, Kristoffer Richardsson, Marcus Eliasson, Tobias Antonsson, Wolfgang Hönig (2021-04-23). "Lighthouse Positioning System: Dataset, Accuracy, and Precision for UAV Research". arXiv (submitted to the ICRA 2021 workshop "Robot Swarms in the Real World"). https://arxiv.org/abs/2104.11523. Retrieved 2026-09-27.
  12. ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 12.8 "Base Stations - Valve Index - Upgrade your experience". Valve Index. Valve Corporation. Archived from the original on 2026-10-10. https://web.archive.org/web/20261010194527/https://www.valvesoftware.com/en/index/base-stations. Retrieved 2026-09-27.
  13. ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 "VIVE User Guide". VIVE Developers. HTC. https://developer.vive.com/documents/720/Vive_User_Guide.pdf. Retrieved 2026-09-27.
  14. ↑ 14.0 14.1 "Tips for setting up SteamVR Base Station 2.0". VIVE Support. HTC. https://www.vive.com/us/support/vive-pro2/category_howto/tips-for-setting-up-base-station2.html. Retrieved 2026-10-17.
  15. ↑ 15.0 15.1 Cherlynn Low (2019-04-30). "Valve's Index VR kit goes on sale tomorrow for $999". Engadget. https://www.engadget.com/2019-04-30-valve-index-vr-headset-kit-price-availability-specs.html. Retrieved 2026-09-27.
  16. ↑ 16.0 16.1 Scott Hayden (2026-10-14). "Index Headset Goes on Sale for the First Time Ever as Valve Announces Discontinuation". Road to VR. https://roadtovr.com/valve-index-headset-discontinued-discount/. Retrieved 2026-10-17.
  17. ↑ 17.0 17.1 17.2 Elliot Williams (2016-12-21). "Alan Yates: Why Valve's Lighthouse Can't Work". Hackaday. https://hackaday.com/2016/12/21/alan-yates-why-valves-lighthouse-cant-work/. Retrieved 2026-09-27.
  18. ↑ 18.0 18.1 Paul James (2015-03-06). "10 Things You Didn't Know About Steam VR's Lighthouse Tracking System". Road to VR. https://roadtovr.com/10-things-you-didnt-know-about-steam-vrs-lighthouse-tracking-system/. Retrieved 2026-09-27.
  19. ↑ Paul James (2015-06-14). "Valve's Lighthouse Room-Scale Tracking Illustrated IRL". Road to VR. https://roadtovr.com/valves-lighthouse-room-scale-tracking-illustrated-irl/. Retrieved 2026-09-27.
  20. ↑ VIVE Team (2016-01-12). "Vive CES 2016 Recap". VIVE Blog. HTC. https://blog.vive.com/us/vive-ces-2016-recap/. Retrieved 2026-09-27.
  21. ↑ Ian Hamilton (2016-02-04). "HTC Vive Pre User Guide". UploadVR. https://uploadvr.com/htc-vive-pre-user-guide/. Retrieved 2026-10-17.
  22. ↑ 22.0 22.1 "Nidec's FDB Motors to be Used in Laser Position Sensor for Groundbreaking VR (Virtual Reality) System". Nidec Corporation. 2016-01-08. https://www.nidec.com/en/product/news/2016/news0108-01/. Retrieved 2026-09-27.
  23. ↑ Ben Lang (2017-04-13). "Latest HTC Vives Are Shipping with Tweaked Base Stations, Redesigned Packaging". Road to VR. https://roadtovr.com/latest-vive-shipping-with-tweaked-base-stations-redesigned-packaging/. Retrieved 2026-09-27.
  24. ↑ David Heaney (2025-11-16). "Steam Frame Isn't Valve Index 2, And That's A Good Thing". UploadVR. https://www.uploadvr.com/steam-frame-isnt-valve-index-2-and-thats-a-good-thing/. Retrieved 2026-09-27.
  25. ↑ Chris Steven (2026-10-14). "The Valve Index is out of production, and Valve says nothing changes if you own one". MIXED. https://mixed-news.com/en/valve-index-out-of-production-sunset-page-20-percent-remaining-stock/. Retrieved 2026-10-17.
  26. ↑ Liam Squires-Hand (2026-10-14). "Valve Index gets sunset with a discount on remaining stock". GamingOnLinux. https://www.gamingonlinux.com/2026/10/valve-index-gets-sunset-with-a-discount-on-remaining-stock/. Retrieved 2026-10-17.
  27. ↑ 27.0 27.1 27.2 27.3 "Valve Index". Steam. Valve Corporation. https://store.steampowered.com/hardware/valveindex. Retrieved 2026-10-17.
  28. ↑ 28.0 28.1 "Do I need to use the sync cable?". VIVE Support. HTC. https://www.vive.com/us/support/vive/category_howto/do-i-need-to-use-the-sync-cables.html. Retrieved 2026-09-27.
  29. ↑ "Installing Base Station 1.0". VIVE Support. HTC. https://www.vive.com/us/support/vive-pro2/category_howto/installing-the-base-stations.html. Retrieved 2026-09-27.
  30. ↑ "About the VIVE base stations". VIVE Support. HTC. https://www.vive.com/us/support/vive/category_howto/about-the-base-stations.html. Retrieved 2026-09-27.
  31. ↑ 31.0 31.1 "SteamVR Base Station 2.0". VIVE United States. HTC. https://www.vive.com/us/accessory/base-station2/. Retrieved 2026-09-27.
  32. ↑ "What things should I consider when installing more than two SteamVR Base Stations 2.0?". VIVE Support. HTC. https://www.vive.com/us/support/vive-pro2/category_howto/considerations-to-make-when-installing-more-than-two-base-stations.html. Retrieved 2026-10-17.
  33. ↑ Kevin Carbotte (2018-02-14). "SteamVR Gets Wireless Firmware Updates, Oculus Dash Support". Tom's Hardware. https://www.tomshardware.com/news/steamvr-wireless-firmware-oculus-dash,36517.html. Retrieved 2026-10-17.
  34. ↑ "Crystal Super Lighthouse Faceplate". Pimax Store. Pimax. https://store.pimax.com/products/crystal-super-lighthouse-faceplate. Retrieved 2026-10-17.
  35. ↑ D. C. Niehorster, L. Li, M. Lappe (2017). "The Accuracy and Precision of Position and Orientation Tracking in the HTC Vive Virtual Reality System for Scientific Research". i-Perception, vol. 8, no. 3. https://doi.org/10.1177/2041669517708205. Retrieved 2026-09-27.
  36. ↑ Lara Kuhlmann de Canaviri, Katharina Meiszl, Vana Hussein, Pegah Abbassi, Seyedeh Delaram Mirraziroudsari, Laurin Hake, Tobias Potthast, Fabian Ratert, Tessa Schulten, Marc Silberbach, Yannik Warnecke, Daniel Wiswede, Witold Schiprowski, Daniel Heß, Raphael Brüngel, Christoph M. Friedrich (2023-01-08). "Static and Dynamic Accuracy and Occlusion Robustness of SteamVR Tracking 2.0 in Multi-Base Station Setups". Sensors, vol. 23, no. 2, article 725. MDPI. https://doi.org/10.3390/s23020725. Retrieved 2026-10-17.