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(Redirected from Vive)
HTC Vive
Basic Info
VR/AR Virtual Reality
Type Head-mounted display
Subtype PC-Powered VR
Platform SteamVR[1]
Developer HTC, Valve[2]
Release Date April 5, 2016 (consumer shipping)[3][4]
Price US$799 (launch, 2016); US$599 (from August 2017); US$499 (from March 2018)[5][6][7]
Website https://www.vive.com/
Requires Compatible PC, powered link box and Base Station 1.0 units[8]
Predecessor HTC Vive Pre
Successor HTC Vive Pro, HTC Vive Cosmos[7][9]
System
Operating System Windows
Display
Display Dual 3.6-inch AMOLED panels[10]
Resolution 2160 x 1200 combined (1080 x 1200 per eye)[10]
Pixel Density Approximately 447 PPI in the original iFixit teardown[11]
Refresh Rate 90 Hz[10]
Persistence Low-persistence AMOLED (launch review); duration unspecified[12]
Image
Field of View 110 degrees (manufacturer specification; axis unspecified)[10]
Optics
Optics Fresnel lenses[11]
Tracking
Tracking 6DOF, SteamVR Tracking 1.0[8]
Rotational Tracking Gyroscope, Accelerometer[10]
Positional Tracking Base Station 1.0 infrared sweeps received by headset sensors[8][11]
Tracking Volume Room-scale minimum 2 m x 1.5 m; documented maximum diagonal 5 m[8]
Latency About 22 ms upper bound in a specific 2017 motion-to-display experiment[13]
Audio
Audio Integrated microphone; 3.5 mm audio cable and bundled earbuds; optional Deluxe Audio Strap[8]
Camera Single front-facing camera for room views[8]
Connectivity
Connectivity HDMI, USB and power through link box; alternative PC-side Mini DisplayPort; 3.5 mm audio[8]
Power External power through link box; rechargeable controller batteries[8]
Device
Weight Early units reported around 550-555 g; newer units reported 468 g in April 2017[14][15]
Sensors SteamVR tracking sensors, accelerometer, gyroscope and proximity sensor[10]
Input Two wireless motion controllers with trackpads, grip buttons and dual-stage triggers[10][2]
Cable Length Approximately 5 m in HTC's documented wired setup[8]

HTC Vive is the first consumer head-mounted display in the Vive platform, developed by HTC in partnership with Valve. It is a PC-powered virtual reality headset using SteamVR, with two handheld motion controllers and two external tracking base stations supplied in the original consumer kit. Consumer shipping began on April 5, 2016. This article covers that original headset, rather than the later Pro, Cosmos or standalone Focus models.[2][5][3]

Reviewed 15 October 2026. Original consumer Vive hardware, launch and package history, model-specific HTC setup documentation, dated software-support notices and the original 2017 tracking study. Manufacturer specifications, unit-specific measurements and historical compatibility are identified. About review dates.

Release and versions

On August 21, 2017, the price of Vive was reduced to $599.[16][6] On March 19, 2018, when it announced the price of the HTC Vive Pro headset, HTC cut the price of the Vive full kit by $100 to $499 worldwide.[7] In September 2019, ahead of the launch of the HTC Vive Cosmos, HTC's VR general manager for the Americas, Dan O'Brien, said the original Vive would be withdrawn from the market and become scarce in distribution by the end of the quarter.[9] The original Vive is absent from HTC's US product directory checked in October 2026, but HTC still publishes its original-model support documentation and a PC VR setup installer described as supporting all VIVE PC VR headsets. These observations do not establish a universal end date for repair or software support.[17][18][19]

Version history

Pre-orders for the Vive began on February 29, 2016 for $799 (€899, £689). The consumer kit included the HMD, two wireless motion tracked controllers and two Lighthouse base stations for room-scale VR. HTC's February announcement forecast early-April availability; its February 28 pricing post specified April 5 shipping, and its 2017 anniversary announcement identified April 5 as the commercial ship date.[2][5][3] In June 2016, HTC reported that it had been shipping since early April and could then dispatch new orders within 2-3 business days in 24 countries.[4]

On June 9, 2016, HTC announced the Business Edition, called Vive BE, at US$1,200. The launch package included four face cushions, commercial licensing, a dedicated customer-support line and a 12-month limited warranty, with exclusions and limitations. HTC initially named the US, Canada, UK, Germany and France as June launch markets. Later BE packages included the Deluxe Audio Strap; that accessory was not part of the original 2016 consumer strap.[20][21][8]

The original consumer headset was preceded by developer hardware and the Vive Pre. HTC's actual January 5, 2016 CES statement described the Pre's revised headset, front camera and controllers, and said another 7,000 units would be supplied to developers. It was separate from the February consumer-edition announcement.[22][2]

HTC retained the original consumer model while refining its manufacture. In April 2017, Road to VR reported approximately 550 g for early units and 468 g for newer units, alongside HTC's explanation that component and manufacturing changes reduced headset weight gradually. A separate September 2016 report gave 555 g. These are dated reports about different units, rather than two interchangeable masses for every Vive. HTC said the reported 15% reduction concerned the headset alone; the slimmer 3-in-1 cable was a separate change.[15][14]

Temporary promotions preceded the permanent price cuts. For example, HTC announced US$100 off purchases on April 5, 2017 to mark the first Vive Day. This was a one-day offer, distinct from the August 2017 US$599 list price.[3][6]

Related headset announcements

HTC also announced separate standalone products:

Period Event and distinction
May-July 2017 HTC participated in Google's proposed standalone Daydream headset program. A July announcement also described a Qualcomm-based Vive Standalone for China using Viveport. Contemporary reporting left final price, specifications and delivery timing unresolved.[23][24]
November-December 2017 Google and HTC's Daydream headset collaboration ended. HTC instead announced the HTC Vive Focus, using Vive Wave and Viveport. HTC opened China pre-orders for December 12 and expected first deliveries in January 2018.[24][25]
November 8, 2018 HTC launched Vive Focus internationally with an enterprise emphasis in 37 markets. It was a standalone headset, not a wireless revision of the original PC-powered Vive.[26]

Reception

Nick Pino's TechRadar review, retained within a March 2021 revision of the article, praised the Vive's intuitive controls, tracking experience and software partnership with Valve. It also criticized the price, need for a powerful GPU and comfort relative to the Oculus Rift. Its discussion of strap adjustment and the tether reflects the reviewer's experience rather than a universal comfort or latency measurement.[27][28]

Tom's Hardware examined the retail kit in April 2016, documenting its controller and base-station package, separate earbuds and interchangeable face cushion. Its phone-service feature was not enabled during that evaluation.[12]

Features

  • Room-scale VR: the headset and controllers track position and orientation in a configured physical play area. HTC documents a 2 m x 1.5 m minimum and movement within a maximum 5 m diagonal, including a 3.5 m x 3.5 m example.[8]
  • Wireless SteamVR Controllers: one motion controller is held in each hand. The supplied controllers have a trackpad, grip buttons, Menu and System buttons, haptic feedback and a dual-stage trigger.[10][2]
  • Chaperone: SteamVR draws a boundary grid near the limits configured during room setup. The grid helps the user see the configured boundary.[8][1]
  • Front-facing camera: a single camera provides a view of the physical room after its settings are enabled. Valve documented camera views for Room View and Chaperone near the consumer launch.[8][29]
  • Smartphone connectivity: HTC introduced Vive Phone Services for calls, text messages and calendar notifications. Availability and compatibility depend on the phone software; the launch announcement is not evidence that every current phone supports it.[2][30]

Hardware

Design and ergonomics

The black HMD uses a flexible three-point head strap and a removable foam facial interface. The face cushion attaches with hook-and-loop strips; a narrow alternate cushion was supplied in the launch package. The dial on the right side changes the distance between the lenses to suit the user's IPD (interpupillary distance). Eye relief, the distance between the lenses and the eyes, is adjusted independently with the two lens-distance knobs.[8][12]

HTC instructs users to pull those knobs out, rotate them together and push them back in to lock the adjustment. Increasing the lens distance can make room for glasses or long eyelashes, but reduces the available field of view. Glasses should not contact the headset lenses.[8]

Display and optics

The Vive features dual OLED panel displays of 1080 x 1200 per eye, refreshed at 90 Hz. HTC specifies two 3.6-inch AMOLED panels and advertises a 110-degree field of view without identifying a measurement axis. The original iFixit teardown identified Samsung-branded panels, estimated approximately 447 PPI from their measured dimensions, and documented the concentric structure of the Fresnel lenses.[10][11]

See also: Screen door effect and God rays

Front-facing camera

The camera is located on the lower front of the headset. HTC's manual describes enabling it under SteamVR's Camera settings, restarting SteamVR and allowing camera access in the dashboard. Valve's March 2016 release notes also documented Room View and Chaperone camera settings. The menu labels are those of the cited software documentation, rather than a promise that every SteamVR version has the same interface.[8][29]

Tracking

Tracking uses the Lighthouse system, combining inertial measurement with infrared light received from external Base Station 1.0 units. Photodiodes on the headset and controllers detect the stations' timed laser sweeps; the base stations are emitters rather than external cameras observing the user. This receiver arrangement is described as inside-out tracking in the original 2017 study. iFixit documented 32 headset sensors and 24 on each controller in its original teardown, and identified an MPU-6500 gyroscope/accelerometer combination in the headset.[11][13]

The supplied headset and original wand controllers require first-generation base stations. HTC's compatibility table lists them for Base Station 1.0, while its 2.0 list begins with the Pro headset and Controllers (2018). Base Station 1.0 and 2.0 units cannot be mixed in one installation. Upgrading a base station alone therefore does not give the original Vive 2.0 compatibility.[8]

The tracking system supports seated, standing and room-scale experiences. Room-scale operation requires a configured play area and unobstructed station coverage, as described below.[8]

Voice and audio

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.[8] The separately sold HTC Vive Deluxe Audio Strap adds integrated earphones and a rear fit dial.[8][31]

Cables and ports

The wired system carries HDMI video, USB data and power through the 3-in-1 cable to the link box. The orange-trimmed side connects to the headset. On the PC side, the box has HDMI, USB, power and an alternative Mini DisplayPort video input. HTC documents connecting either HDMI or a separately purchased Mini DisplayPort cable from the graphics card.[8]

The headset itself has a 3.5 mm audio connection and a covered connector compartment. iFixit documented one HDMI socket, two USB sockets and a DC power socket in the original headset, with one USB socket left for accessories. These are distinct from the connectors on the link box. HTC's manual gives a separate procedure for connecting a compatible USB accessory inside that compartment.[11][8]

In the box

The illustrated launch kit contained the following items, also documented in the April 2016 retail examination.[12][8] A. Two Base Stations;

B. Sync cable - optional;

C. Two Base station power adapter;

D. Mount kit;

E. Link box;

F. Link box mounting pad;

G. Link box power adapter;

H. HDMI cable;

I. USB cable;

J. Earbuds;

K. Alternate face cushion (narrow);

L. Cleaning cloth;

M. Documentation;

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

O. Two Controllers (with lanyard);

P. Two Micro-USB charging cables and two controller power adapters.

The launch-era sync cable, link-box mounting pad and alternate cushion are documented in the contemporary retail package; HTC's later manual lists fewer bundled extras. Package contents can therefore depend on the sales period and edition.[12][8]

Specifications

Part Specification and source scope
Display Dual 3.6-inch AMOLED panels.[10]
Resolution 2160 x 1200 combined, 1080 x 1200 per eye.[10]
Pixel density Approximately 447 PPI reported by iFixit from its original teardown.[11]
Refresh rate 90 Hz.[10]
Persistence Described as low-persistence AMOLED in the launch review; without a duration measurement.[12]
Field of view 110 degrees, manufacturer figure with unspecified axis; lens distance affects usable view.[10][8]
Optics Fresnel lenses.[11]
IPD adjustment Mechanical lens/display spacing. A launch review reported a 60.8-74.6 mm adjustment range for its unit.[8][12]
Tracking 6 degrees of freedom, SteamVR Tracking with Base Station 1.0.[8]
Rotational tracking Gyroscope and accelerometer; the original teardown identified an MPU-6500 6-axis inertial sensor.[10][11]
Positional tracking Timed infrared sweeps from external Base Station 1.0 emitters, received on headset photodiodes.[11][8]
Update rate Not specified in HTC's cited hardware specification.[10]
Tracking volume Minimum 2 m x 1.5 m room-scale area; maximum documented movement diagonal 5 m; HTC gives 3.5 m x 3.5 m as an example.[8]
Latency About 22 ms upper bound in a specific 2017 motion-to-display experiment; not a guaranteed constant.[13]
Connectivity HDMI, USB and power through the link box; alternative Mini DisplayPort connection on its PC side.[8]
Weight Early units reported around 550-555 g; newer units reported 468 g in April 2017. Manufacturing changes were gradual.[15][14]

System requirements

Documented minimum and recommended PC

HTC's legacy manual distinguishes minimum GPU requirements from its recommended GPU. The other listed components match between the two columns. These are the cited original Vive requirements, rather than a guarantee that every current game or runtime will run on the same hardware.[8][10]

Component Documented minimum Documented recommendation
GPU NVIDIA GeForce GTX 970 or AMD Radeon R9 290 equivalent or better NVIDIA GeForce GTX 1060 or AMD Radeon RX 480 equivalent or better
CPU Intel Core i5-4590 or AMD FX 8350 equivalent or better Same
RAM 4 GB or more Same
Video output HDMI 1.4, DisplayPort 1.2 or newer Same
USB One USB 2.0 or newer port Same
Historical Windows list Windows 7 SP1, Windows 8.1 or later, Windows 10 Same

Steam, through which SteamVR is distributed, stopped supporting Windows 7, Windows 8 and Windows 8.1 on January 1, 2024. Valve's current support notice says those client installations no longer receive updates or technical support and that continued functionality is not guaranteed. The old hardware specification's Windows list therefore does not establish present client support.[32][33]

At WWDC in June 2017, Apple announced work on macOS High Sierra VR content creation, including SteamVR support and HTC Vive connection, and a Vive demonstration accompanied the announcement.[34][35] Valve's 2020 statement ended SteamVR macOS support so it could focus on Windows and Linux, and then recommended the macOS branches for legacy builds. That historical recommendation does not verify current legacy distribution or new Mac compatibility.[36][37]

SteamVR Performance Test

SteamVR Performance Test was Valve's benchmark for checking whether a system could render VR content at 90 FPS at its recommended fidelity. It used a two-minute sequence from the Aperture Robot Repair demo and identified whether the GPU, CPU or both limited performance. Its current store page says the utility is no longer available from the Steam store. It should be understood as a historical benchmark rather than a current compatibility guarantee.[38]

Play Area Requirements

HTC's manual documents the following play-area requirements.[8]

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 documented movement diagonal: 5 m (16 ft 4 in). HTC gives 3.5 m x 3.5 m as an example; it also recommends no more than 5 m between the base stations.[8]
    • The approximately 5 m headset cable and required unobstructed tracking constrain the usable installation; a larger experimental tracking setup is not HTC's general play-area recommendation.[8]

Standing/Seated VR Requirements

  • No minimum space requirements

Setup Tutorial

The following procedures concern the original headset, its stock strap and Base Station 1.0 hardware, using HTC's documented menu labels. They should be read alongside the current manufacturer instructions because software menus can change. Firmware updates must not be interrupted by disconnecting USB or power.[8]

HMD Setup

Putting the HMD on

  1. Pull the HMD down over your eyes.
  2. Slide the straps around the back of your head and adjust them so that the headset fits.
  3. 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

  1. Adjust the side and top straps so the headset fits securely and the rear strap cups the back of the head.
  2. Position the headset so its bottom edge rests on the cheekbones; a headset worn too low can make the image blurry.
  3. Use text or lines at the center of the view to estimate the IPD setting, adjusting until the text is clear. HTC notes that this estimate may be less accurate than a measured IPD.[8]

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. HTC advises increasing lens distance only as needed for glasses or eyelashes, since greater distance reduces the field of view. Make sure glasses cannot scratch the lenses. 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: The launch package included an alternate cushion for a narrow face; select the cushion that fits. 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.[8]

Link Box Setup

  1. Connect the 3-in-1 cable from the HMD to the orange trim side of the link box.
  2. 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.
  3. 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.
  4. Insert the USB cable on the USB port on the link box, and then insert the opposite end on your computer's USB port.
  5. The original launch package included a link-box mounting pad.[12]
  6. If HDMI is unavailable, HTC documents using a separately purchased Mini DisplayPort-to-DisplayPort cable from the graphics card to the link box.[8]

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: The controllers automatically pair with the HMD when first switched on. To manually pair, launch the SteamVR app, open its menu, then select Devices, and finally Pair Controller.

Updating Firmware: When SteamVR indicates outdated firmware, select Update Device and connect each controller to the PC with a micro-USB cable, one at a time. Do not unplug it until the update is complete.[8]

Base Stations Setup

Placing the base stations

  1. Mount the base stations diagonally at the opposite corners of your play area, ideally more than 2m (6 ft 6in) above ground.
  2. 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.
  3. 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.
  4. Connect the base stations to power outlets with power cables.
  5. Connect the base stations and set channels:
    1. 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".
    2. 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:

  1. Mark where you want to install each of the mounts on your wall, and then screw the mounts in.
  2. 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.
  3. Tighten the wingnut to the base station to secure it in place.
  4. To adjust the angle of the base station, loosen the clamping ring while carefully holding the base station to prevent it from falling.
  5. Tilt the base station toward the play area.
  6. 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. Do not unplug the micro-USB or power cable before the update finishes.[8]

Play Area Setup

  • 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.
  • Place the PC near the play area. The HMD cable is 5m (16ft 4in) long.
  • 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.
  • Do not leave your HMD in direct sunlight, since the display can be damaged.[8]

Software Setup

  1. Download the setup from https://www.vive.com/us/setup/pc-vr/ (HTC states that VIVE Setup supports all VIVE PC VR headsets)[19]
  2. Install Vive software
  3. Install Steam software
  4. Install SteamVR
  5. Launch SteamVR
  6. Use room setup and, if needed, pair the controllers from the SteamVR menu.[8]

Setup Tips and Tricks

  • Room setup defines the tracking origin, floor and usable boundary. Follow its prompts with the play area cleared; HTC instructs users to rerun it if the base stations move or the system is relocated.[8]
  • The original consumer base stations support Bluetooth power management through the link box. Valve's March 2016 notes introduced the Bluetooth driver and power management, while excluding Vive Pre and earlier stations at that time. HTC's manual also documents Bluetooth firmware updating.[29][8]
  • Audio can be mirrored to a second set of headphones or speakers. HTC describes this in SteamVR's Audio settings.[8]
  • The front camera must be enabled before use; HTC documents its Camera settings and dashboard permission.[8]
  • Controller charge levels can be checked in the dashboard or desktop SteamVR status window. HTC also describes identifying an untracked controller by making its light flash.[8]
  • At the consumer launch, SteamVR Desktop Theater Mode could display regular desktop games on a large virtual screen. Valve's March 28, 2016 client notes required Steam Broadcast support and cautioned that graphical settings could need adjustment. The SteamVR notes also described seated-center calibration.[39][29]

Input Devices

The supplied SteamVR controllers are tracked by the same Lighthouse system as the HMD. Their inputs include a clickable multifunction trackpad, grip buttons, a dual-stage trigger, Menu and System buttons, and haptic feedback. They are rechargeable through micro-USB; HTC gives approximately six hours of use per charge as an estimate.[10][2]

A compatible third-party USB device can be connected inside the headset's covered connector compartment. The manufacturer documents that connection without promising compatibility with every Steam accessory.[8]

Accessories

The original system has replaceable cables, face cushions and nose rests, and separate controller/base-station hardware.

Accessory Documented role and conditions
Base Station 1.0 with power adapter Supplies the infrared tracking references; the original headset and wand controllers require this generation.[8]
Original Vive controller with power adapter Tracked handheld input; charging uses micro-USB and the supplied adapter.[8]
HDMI/USB/power 3-in-1 cable Wired headset connection to the link box.[8]
Link box Connects headset video, USB data and external power to the PC.[8]
USB cable Connects link box to the computer; a separate compatible cable is needed for a headset USB accessory.[8]
Face cushions, narrow and wide Removable facial interface; the launch package included an alternate narrow cushion.[12][8]
Nose rests Replaceable fitting around the nose; tabs locate the rest behind the face cushion.[8]
Deluxe Audio Strap Separate replacement strap with integrated earphones and rear sizing dial. HTC's February 27, 2017 announcement gave a US$99.99 suggested price; its June 6 blog reported it on sale. The Vive Pre required a separate mounting conversion.[21][31][8]
Vive Tracker Separate tracked-object accessory announced alongside the audio strap; it adds tracking to attached objects rather than giving the original HMD native body tracking.[21]
Vive Wireless Adapter Separate Intel WiGig accessory that receives VR data from the computer and uses a power bank. It supports the original Vive, but the PC still supplies the VR content.[40]

Apps

HTC Vive Apps

The original consumer Vive used content distributed through Steam and Viveport. Historical bundles were time-limited promotions rather than a permanent entitlement.[6]

Period Documented bundled content
February-April 2016 Job Simulator: The 2050 Archives by Owlchemy Labs, Fantastic Contraption by Northway Games with Radial Games, and Tilt Brush by Google. HTC added Tilt Brush to the limited pre-order bundle on February 28.[2][5]
August 12, 2016 The Gallery - Episode 1: Call of the Starseed by Cloudhead Games, Zombie Training Simulator by Acceleroto and Tilt Brush replaced the earlier selection. HTC's November 1 update then removed Tilt Brush, leaving the first two titles.[41][42]
May 30, 2017 Star Trek: Bridge Crew was added with Everest VR, Richie's Plank Experience and one free month of Viveport Subscription.[43]
March 2018 HTC's US$499 original-Vive full-kit announcement included a Fallout 4 VR redemption code and two-month Viveport Subscription promotion.[7]

Space Pirate Trainer by I-Illusions is another early Vive software example; its developer describes it as one of the first SteamVR/HTC Vive titles.[44]

The Lab by Valve is available for free on Steam and supports SteamVR. It was released on April 5, 2016.[45]

Connecting to Your Phone

HTC's 2016 consumer-edition announcement introduced Vive Phone Services for receiving and responding to incoming or missed calls, viewing text messages and quick replies, and checking calendar invitations without leaving the VR experience. It was an integration with a smartphone and PC software, rather than an independent cellular telephone inside the HMD.[2][12]

The HTC-published VIVE Android app listing describes call, text-message and calendar notifications appearing in VR and in the VIVE tab of the System Dashboard; it shows an update date of July 16, 2025. The listing and old launch description do not verify operation with every current phone or SteamVR build.[30]

Developer

HTC publishes the original Vive's hardware specification and user guide in its developer resources. Valve's SteamVR page lists Vive among its supported PC VR headsets and provides the runtime's dashboard and tracking context. Developers should distinguish the original consumer hardware and Base Station 1.0 requirements from features of the Pro, Focus and newer controller families.[10][1][8]

Original tracking research

In 2017, Diederick C Niehorster, Li Li and Markus Lappe tested two original Vive systems using static grids, controlled tracking loss and reacquisition, and comparison with a WorldViz PPT-X/InertiaCube setup. They sampled through Vizard 5.5 at 90 Hz and used multiple base-station arrangements. Low frame-to-frame jitter coexisted with a tilted reference plane and changing offsets after tracking was lost.[13]

For latency, six videos filmed at 480 Hz showed roughly two display refreshes between a sharp physical movement and a threshold-triggered white image. The authors gave about 22 ms as an upper bound. Their results concern that experimental software and installation; they are not a fixed hardware latency or a test of all current SteamVR versions. The authors cautioned against experiments needing accurate visual self-motion after tracking loss, while allowing that other experiments could tolerate the limitations.[13]

Tracking volume

See also: Tracking volume

HTC documents a minimum 2 m x 1.5 m area for room-scale use and movement within a maximum 5 m diagonal, giving 3.5 m x 3.5 m as an example. Its setup instructions recommend mounting the two base stations no more than 5 m apart, above head height and angled downward. The manual also asks that the headset/controllers remain between 0.5 m and 5 m from a station during setup verification.[8]

The station's 120-degree coverage is an emitter field of view, distinct from the headset's advertised 110-degree viewing field and from the configured play-area rectangle.[8]

History

Date Event
January 5, 2016 HTC described the Vive Pre developer revision at CES, before the consumer edition.[22]
February 21, 2016 Consumer edition announced at Mobile World Congress.[2]
February 29, 2016 Consumer pre-orders opened.[5]
April 5, 2016 Consumer commercial shipping date, later identified in HTC's anniversary statement.[3][4]
April 26, 2016 HTC announced Vive X, a US$100 million accelerator fund beginning in Beijing, Taipei and San Francisco.[46]
June 9, 2016 Business Edition announced at US$1,200 with commercial services and licensing.[20]
October 2016 In an original interview, Viveport president Rikard Steiber described planned arcade deployments in hundreds of Asian locations by the end of 2016 and further expansion in 2017. These were plans, not verified completed café counts.[47]
April 5, 2017 Vive Day anniversary promotion offered US$100 off new purchases.[3]
May 30, 2017 Star Trek: Bridge Crew bundle announced.[43]
June 6, 2017 Deluxe Audio Strap reported on sale.[31]
August 21, 2017 Original Vive list price cut to US$599.[6][16]
March 19, 2018 Original full-kit price cut to US$499; Pro headset-only upgrade priced separately.[7]
September 2019 HTC described original Vive consumer-kit withdrawal as Cosmos approached launch.[9]

Images

References

  1. ↑ 1.0 1.1 1.2 "SteamVR". Steam. https://store.steampowered.com/app/250820/SteamVR/. Retrieved 2026-10-14.
  2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 "HTC AND VALVE BRING VIRTUAL REALITY TO LIFE WITH UNVEILING OF VIVE CONSUMER EDITION". HTC VIVE Newsroom. 2016-02-21. https://www.vive.com/us/newsroom/2016-02-21/. Retrieved 2026-10-14.
  3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Patrick Seybold (2017-04-03). "“Vive Day” set for April 5th to thank customers and launch Viveport Subscription". VIVE Blog. https://blog.vive.com/us/vive-day-celebration-for-fans/. Retrieved 2026-10-14.
  4. ↑ 4.0 4.1 4.2 "VIVE NOW SHIPPING IMMEDIATELY FROM HTC, RETAIL PARTNERS EXPAND DEMO LOCATIONS". HTC VIVE Newsroom. 2016-06-07. https://www.vive.com/us/newsroom/2016-06-07/. Retrieved 2026-10-14.
  5. ↑ 5.0 5.1 5.2 5.3 5.4 VIVE Team (2016-02-28). "International Pricing for Vive Pre-order". VIVE Blog. https://blog.vive.com/us/international-pricing-for-vive-pre-order/. Retrieved 2026-10-14.
  6. ↑ 6.0 6.1 6.2 6.3 6.4 "HTC VIVE REDUCES PRICE BY $200, MAKING THE BEST VIRTUAL REALITY SYSTEM MORE ACCESSIBLE TO THE MASS MARKET". HTC VIVE Newsroom. 2017-08-21. https://www.vive.com/us/newsroom/2017-08-21/. Retrieved 2026-10-14.
  7. ↑ 7.0 7.1 7.2 7.3 7.4 "HTC VIVE ANNOUNCES PRICE OF VIVE PRO HMD AT $799, PRE-ORDERS START TODAY; PRICE OF VIVE REDUCED TO $499". HTC VIVE Newsroom. 2018-03-19. https://www.vive.com/us/newsroom/2018-03-19-2/. Retrieved 2026-10-14.
  8. ↑ 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 8.18 8.19 8.20 8.21 8.22 8.23 8.24 8.25 8.26 8.27 8.28 8.29 8.30 8.31 8.32 8.33 8.34 8.35 8.36 8.37 8.38 8.39 8.40 8.41 8.42 8.43 8.44 8.45 8.46 8.47 8.48 8.49 8.50 8.51 8.52 8.53 8.54 8.55 8.56 8.57 8.58 "VIVE User Guide". HTC VIVE. https://dl4.htc.com/Web_materials/Manual/Vive/Vive_User_Guide.pdf. Retrieved 2026-10-14.
  9. ↑ 9.0 9.1 9.2 Ian Hamilton (2019-09-12). "Original HTC Vive 'Coming Out Of The Market' With Cosmos Launch". UploadVR. https://www.uploadvr.com/htc-vive-dead/. Retrieved 2026-10-14.
  10. ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 10.14 10.15 10.16 10.17 "VIVE Specs & User Guide". HTC VIVE Developer Resources. https://developer.vive.com/resources/hardware-guides/vive-specs-user-guide/. Retrieved 2026-10-14.
  11. ↑ 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 Brittany McCrigler (2016-04-26). "HTC Vive Teardown". iFixit. https://www.ifixit.com/Teardown/HTC%2BVive%2BTeardown/62213. Retrieved 2026-10-14.
  12. ↑ 12.00 12.01 12.02 12.03 12.04 12.05 12.06 12.07 12.08 12.09 Kevin Carbotte (2016-04-05). "The HTC Vive Review". Tom's Hardware. https://www.tomshardware.com/reviews/htc-vive-virtual-reality-hmd%2C4519-2.html. Retrieved 2026-10-14.
  13. ↑ 13.0 13.1 13.2 13.3 13.4 Diederick C Niehorster; Li Li; Markus Lappe (2017-05-18). "The Accuracy and Precision of Position and Orientation Tracking in the HTC Vive Virtual Reality System for Scientific Research". i-Perception 8 (3): 2041669517708205. doi:10.1177/2041669517708205. Retrieved 2026-10-14.
  14. ↑ 14.0 14.1 14.2 Ben Lang (2016-09-27). "Final Specs Show PSVR is Heaviest Among Rift and Vive, But It Still Gets My Vote for Best Ergonomics". Road to VR. https://roadtovr.com/playstation-vr-weight-psvr-heaviest-best-ergonomics-oculus-rift-htc-vive-weight-comparison/. Retrieved 2026-10-14.
  15. ↑ 15.0 15.1 15.2 Ben Lang (2017-04-06). "New HTC Vives Weigh 15% Less Than They Did at Launch". Road to VR. https://roadtovr.com/htc-vive-weight-15-percent-lighter-than-original-headset-vs-oculus-rift-comparison/. Retrieved 2026-10-14.
  16. ↑ 16.0 16.1 Jon Fingas (2017-08-21). "HTC cuts the Vive VR headset's price to $599". Engadget. https://www.engadget.com/2017-08-21-htc-cuts-vive-price-to-599.html. Retrieved 2026-10-14.
  17. ↑ "HTC VIVE Standalone and PC VR Headsets, VR Glasses, AR, and MR". HTC VIVE. https://www.vive.com/us/product/. Retrieved 2026-10-14.
  18. ↑ "VIVE Support". HTC VIVE Support. https://www.vive.com/us/support/vive/. Retrieved 2026-10-14.
  19. ↑ 19.0 19.1 "VIVE PC VR Headset Setup - Download Guide". HTC VIVE. https://www.vive.com/us/setup/pc-vr/. Retrieved 2026-10-14.
  20. ↑ 20.0 20.1 "HTC TO LEAD VIRTUAL REALITY ENTERPRISE SECTOR WITH VIVE BUSINESS EDITION". HTC VIVE Newsroom. 2016-06-09. https://www.vive.com/us/newsroom/2016-06-09/. Retrieved 2026-10-14.
  21. ↑ 21.0 21.1 21.2 "HTC VIVE, The Leading Virtual Reality Product, Announces Pricing And Availability Of Vive Tracker And Vive Deluxe Audio Strap". HTC VIVE Newsroom. 2017-02-27. https://www.vive.com/us/newsroom/2017-03-21/. Retrieved 2026-10-14.
  22. ↑ 22.0 22.1 "HTC RESHAPES HUMAN IMAGINATION WITH INSPIRING VIRTUAL REALITY". HTC VIVE Newsroom. 2016-01-05. https://www.vive.com/us/newsroom/2016-01-04/. Retrieved 2026-10-14.
  23. ↑ Adi Robertson (2017-07-27). "HTC is launching an all-in-one Vive headset just for China". The Verge. https://www.theverge.com/2017/7/26/16036100/htc-vive-standalone-qualcomm-vr-headset-china-announce. Retrieved 2026-10-14.
  24. ↑ 24.0 24.1 Jamie Feltham (2017-11-14). "HTC Vive's Google Daydream Headset Cancelled As 6DoF Vive Focus Announced". UploadVR. https://www.uploadvr.com/htc-vives-google-daydream-headset-cancelled-6dof-vive-focus-announced/. Retrieved 2026-10-14.
  25. ↑ "VIVE FOCUS PRE-ORDER TO OPEN ON DECEMBER 12 IN CHINA". HTC VIVE Newsroom. 2017-12-07. https://www.vive.com/us/newsroom/2017-12-07/. Retrieved 2026-10-14.
  26. ↑ Scott Hayden (2018-11-08). "HTC Launches Vive Focus in North America & Europe with Enterprise Emphasis". Road to VR. https://roadtovr.com/htc-launches-vive-focus-north-america-europe-enterprise-emphasis/. Retrieved 2026-10-14.
  27. ↑ Nick Pino (2021-03-16). "HTC Vive review". TechRadar. https://www.techradar.com/reviews/wearables/htc-vive-1286775/review. Retrieved 2026-10-14.
  28. ↑ Nick Pino (2021-03-16). "HTC Vive review". TechRadar. https://www.techradar.com/reviews/wearables/htc-vive-1286775/review/2. Retrieved 2026-10-14.
  29. ↑ 29.0 29.1 29.2 29.3 "SteamVR Updated (1459194224)". Steam. 2016-03-28. https://store.steampowered.com/news/posts/?appids=250820&enddate=1459279914. Retrieved 2026-10-14.
  30. ↑ 30.0 30.1 "VIVE". Google Play. https://play.google.com/store/apps/details?id=com.htc.vivephoneservice&hl=en. Retrieved 2026-10-14.
  31. ↑ 31.0 31.1 31.2 VIVE Team (2017-06-06). "Vive Deluxe Audio Strap Now On Sale!". VIVE Blog. https://blog.vive.com/us/vive-deluxe-audio-strap-now-on-sale/. Retrieved 2026-10-14.
  32. ↑ "Windows 7 and Windows 8 Support". Steam Support. https://help.steampowered.com/en/faqs/view/4784-4F2B-1321-800A. Retrieved 2026-10-14.
  33. ↑ Jon Fingas (2023-03-28). "Steam will drop support for Windows 7 and Windows 8 on January 1st, 2024". Engadget. https://www.engadget.com/steam-will-drop-support-for-windows-7-and-windows-8-on-january-1st-2024-152437694.html. Retrieved 2026-10-14.
  34. ↑ "macOS High Sierra delivers advanced technologies for storage, video and graphics". Apple Newsroom. 2017-06-05. https://www.apple.com/newsroom/2017/06/macos-high-sierra-delivers-advanced-technologies-for-storage-video-and-graphics/. Retrieved 2026-10-14.
  35. ↑ Gerald Lynch (2017-06-05). "HTC Vive is coming to Mac". TechRadar. https://www.techradar.com/news/htc-vive-is-coming-to-mac. Retrieved 2026-10-14.
  36. ↑ "Supported Platforms". Steam. 2020-05-01. https://steamcommunity.com/games/250820/announcements/detail/2216278054495230718. Retrieved 2026-10-14.
  37. ↑ David Heaney (2020-05-01). "Valve Ends SteamVR Support For macOS". UploadVR. https://www.uploadvr.com/steamvr-drops-mac-support/. Retrieved 2026-10-14.
  38. ↑ "SteamVR Performance Test". Steam. https://store.steampowered.com/app/323910/SteamVR_Performance_Test/. Retrieved 2026-10-14.
  39. ↑ "Steam Client Update Released". Steam. 2016-03-28. https://store.steampowered.com/oldnews/21030. Retrieved 2026-10-15.
  40. ↑ "About VIVE Wireless Adapter". HTC VIVE Support. https://www.vive.com/us/support/wireless-adapter/category_howto/about-vive-wireless-adapter.html. Retrieved 2026-10-14.
  41. ↑ VIVE Team (2016-08-12). "Introducing the New Vive Content Bundle!". VIVE Blog. https://blog.vive.com/us/introducing-the-new-vive-content-bundle/. Retrieved 2026-10-14.
  42. ↑ "Zombie Training Simulator". Steam. https://store.steampowered.com/app/446620/Zombie_Training_Simulator/. Retrieved 2026-10-15.
  43. ↑ 43.0 43.1 VIVE Team (2017-05-30). "HTC VIVE Beams Up Star Trek™: Bridge Crew Bundles". VIVE Blog. https://blog.vive.com/us/htc-vive-star-trek-bridge-crew-bundles/. Retrieved 2026-10-14.
  44. ↑ "Space Pirate Trainer". Steam. https://store.steampowered.com/app/418650/Space_Pirate_Trainer/. Retrieved 2026-10-15.
  45. ↑ "The Lab". Steam. https://store.steampowered.com/app/450390/The_Lab/. Retrieved 2026-10-14.
  46. ↑ "HTC Launches Global Accelerator Program For Virtual Reality Start-Ups". PR Newswire. 2016-04-26. https://www.prnewswire.com/news-releases/htc-launches-global-accelerator-program-for-virtual-reality-start-ups-300257683.html. Retrieved 2026-10-14.
  47. ↑ Will Mason (2016-10-17). "Exclusive: HTC Makes Big Play For VR Content Distribution In China". UploadVR. https://www.uploadvr.com/viveport-mobile-htc-publisher-arcade-alibaba-exclusive/. Retrieved 2026-10-14.