Base Stations
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Base Stations, also known as Beacons, are devices that are part of the Lighthouse positional tracking system for the 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.[1] 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.[2][3] 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.[4]
Base stations are still required by PC headsets that use Lighthouse tracking, such as the Bigscreen Beyond 2.[5] 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.[6]
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)[1] | HTC Vive Pro bundle (2018)[7] |
| Rotors | Two, one per sweep axis[8] | One, carrying two tilted light planes[8] |
| Synchronization | Infrared flash, optical line of sight or sync cable[1] | Data encoded in the swept beam; no sync flash or cable[3] |
| Units per play area | Two[2] | Up to four[9] |
| Field of view | 120 degrees (HTC)[10] | 160 x 115 degrees (Valve)[9] |
| Range or play area | Up to 5 m (16 ft 4 in) between the two stations (HTC)[10] | 7 m range (Valve); up to 10 m x 10 m with four stations[9] |
| Price | US$135 per replacement unit from HTC (2017)[2] | US$149 per unit from Valve (2019)[11] |
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.[12]
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.[13]
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.[14] Additional Base Stations can be placed in the tracking area to further increase the tracking volume and reduce occlusion.
HTC Vive Pre
HTC Vive Pre introduced smaller, quieter and sleeker Base Stations with improved tracking.[15] The Base Station has tripod threading allowing them to set up as tripods and be more mobile. Additionally, they can now sync wirelessly.
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.[16] 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.[16]
Consumer Vive and 2017 revision
The consumer HTC Vive package includes two base stations and two power adapters.[10] 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.[17]
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.[2] 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.[2]
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.[2] 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.[7]
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.[11]
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.[3] 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.[6] 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.[18]
How it works
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.[12] 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.[13]
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.[1] 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.[1][19]
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.[12]
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.[8] 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.[3] Valve says the fixed lasers sweep 100 times a second and describes the resolution as "sub-millimeter".[9]
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.[2]
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).[10] 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.[10] 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".[20] 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.[19]
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.[10] HTC warns that powered base stations may interfere with nearby infrared sensors, such as television remote control receivers.[21]
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.[22] 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".[9]
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[10]; Bigscreen Beyond 2[5] |
| 2.0 | HTC Vive Pro, HTC Vive Pro Eye, Vive controllers (2018), Vive Tracker (2018), HTC Vive Cosmos with the External Tracking Faceplate[10]; HTC Vive Cosmos Elite (with Vive controllers 2018)[22]; Valve Index[9]; Bigscreen Beyond 2[5] |
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.[5]
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.[23]
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.[8]
Images


See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 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.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 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.
- ↑ 3.0 3.1 3.2 3.3 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.
- ↑ "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.
- ↑ 5.0 5.1 5.2 5.3 "Bigscreen Beyond 2". Bigscreen. Bigscreen, Inc.. https://store.bigscreenvr.com/products/bigscreen-beyond-2. Retrieved 2026-09-27.
- ↑ 6.0 6.1 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.
- ↑ 7.0 7.1 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.
- ↑ 8.0 8.1 8.2 8.3 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.
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 "Base Stations - Valve Index - Upgrade your experience". Valve Index. Valve Corporation. https://www.valvesoftware.com/en/index/base-stations. Retrieved 2026-09-27.
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 "VIVE User Guide". VIVE Developers. HTC. https://developer.vive.com/documents/720/Vive_User_Guide.pdf. Retrieved 2026-09-27.
- ↑ 11.0 11.1 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.
- ↑ 12.0 12.1 12.2 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.
- ↑ 13.0 13.1 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.
- ↑ 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.
- ↑ 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.
- ↑ 16.0 16.1 "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.
- ↑ 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.
- ↑ 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.
- ↑ 19.0 19.1 "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.
- ↑ "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.
- ↑ "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.
- ↑ 22.0 22.1 "SteamVR Base Station 2.0". VIVE United States. HTC. https://www.vive.com/us/accessory/base-station2/. Retrieved 2026-09-27.
- ↑ 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.