Tuesday, August 22nd 2017
HTC Vive Reduces Price By $200
HTC Vive today announced a $200 price reduction for Vive, making the best VR system more accessible to the mass market, across the globe. Starting today, Vive will be available for $599. All Vive purchases come with a free trial to Viveport Subscription, where consumers can choose up to 5 titles per month to experience, and copies of many of the most popular pieces of VR content today, including Google's Tilt Brush, Everest VR, and Richie's Plank Experience.
"Our goal at Vive has always been to offer the best and most advanced VR system and drive mass market adoption for VR across the globe," said Cher Wang, Chairwoman, HTC. "We're continuing to deliver on that commitment with this new price for Vive, making VR more accessible to a broader audience and driving the entire VR industry forward. Vive's game-changing technology, best-in-class content and unmatched global partners are fulfilling the promise of VR like never before. With highly anticipated titles, and the upcoming launch of Vive Tracker, there has never been a better time to embrace Vive, and enjoy the most immersive VR experience available."A winner of hundreds of technology and industry awards across the globe, Vive is the only product that offers room-scale VR out of a single box, and this version of Vive will be the unit in market for the foreseeable future. The base Vive package comes with everything you need for a quick room-scale VR set-up: two base stations for accurate tracking, two motion controllers for immersive VR experiences and new and improved connection cables and new materials that offer a lighter weight on the Vive headset.
According to a recent report from UBM, more developers are building experiences for Vive than ever before, and Vive was chosen as developers' top target when creating content. With more than 3,600 titles available across Steam and Viveport and with new AAA content arriving soon, Vive will continue to be the platform of choice for developers and consumers alike. In addition, Viveport Subscription allows consumers to choose from over 250 pieces of content from a highly-curated offering, giving consumers another opportunity to discover the best VR content available.
According to Steam statistics, HTC Vive maintains a 60% share of access to the Steam platform for high-end VR headsets. Over the past year, Vive has maintained its lead by more than 20%.
"We've rapidly diversified the Vive business so that when customers and businesses purchase Vive, they know they'll benefit from a wide base of support for years to come," said Dan O'Brien, GM US, HTC Vive. "From constant improvements to the core Vive hardware to the industry's first VR subscription service, to investments in new technology for developers, Vive is at the forefront of the push to take VR to the mainstream."
"Our goal at Vive has always been to offer the best and most advanced VR system and drive mass market adoption for VR across the globe," said Cher Wang, Chairwoman, HTC. "We're continuing to deliver on that commitment with this new price for Vive, making VR more accessible to a broader audience and driving the entire VR industry forward. Vive's game-changing technology, best-in-class content and unmatched global partners are fulfilling the promise of VR like never before. With highly anticipated titles, and the upcoming launch of Vive Tracker, there has never been a better time to embrace Vive, and enjoy the most immersive VR experience available."A winner of hundreds of technology and industry awards across the globe, Vive is the only product that offers room-scale VR out of a single box, and this version of Vive will be the unit in market for the foreseeable future. The base Vive package comes with everything you need for a quick room-scale VR set-up: two base stations for accurate tracking, two motion controllers for immersive VR experiences and new and improved connection cables and new materials that offer a lighter weight on the Vive headset.
According to a recent report from UBM, more developers are building experiences for Vive than ever before, and Vive was chosen as developers' top target when creating content. With more than 3,600 titles available across Steam and Viveport and with new AAA content arriving soon, Vive will continue to be the platform of choice for developers and consumers alike. In addition, Viveport Subscription allows consumers to choose from over 250 pieces of content from a highly-curated offering, giving consumers another opportunity to discover the best VR content available.
According to Steam statistics, HTC Vive maintains a 60% share of access to the Steam platform for high-end VR headsets. Over the past year, Vive has maintained its lead by more than 20%.
"We've rapidly diversified the Vive business so that when customers and businesses purchase Vive, they know they'll benefit from a wide base of support for years to come," said Dan O'Brien, GM US, HTC Vive. "From constant improvements to the core Vive hardware to the industry's first VR subscription service, to investments in new technology for developers, Vive is at the forefront of the push to take VR to the mainstream."
25 Comments on HTC Vive Reduces Price By $200
" The night is dark and full of terrors"
However, going to wait and see whats up with the Knuckle controllers.
Locomotion is and will remain one of the most difficult problem for VR to solve. As someone who has spent over 200hrs in VR I can tell you whoever figures out a smart VR locomotion without breaking immersion will make big fat dollars.
Stuff like wireless VR is still kinda gimmick. Since higher the resolution the more data needs to be pushed through. It is just not practical to push such amount of processed data from GPU to VR HMD wireless.
Overall VR has a lot of potential to grow. I really like it that Valve and HTC/Acer/LG/Samsung are working very hard on bringing down the cost while maintaining or exceeding original quality. I am sure in the future VR HMD will also differentiate into value segments and high end.
Saying the tech is ready today is heavily overestimating the state of our tech. Its not ready. The only thing that is ready is the HMD itself, and even that still requires some significant leaps to become truly seamless. Wireless is among these things, and latency is another, and the two are both individual and combined issues. Add on screendoor effect, motion sickness and the locomotion of the post above me, and the end result is that the only good stuff in VR is the head tracking display.
When the price comes down like this I do feel tempted to go for VR just to get a nice HMD for specifically that simulation stuff. The rest I won't even bother looking at again.
3D TVs are sad because they are alone , let VR join them for Christ sake.
I am not saying VR will never be a thing , but for the foreseeable future that looks to be the case.
The goal for next generation VR should at least be to make them (much) smaller and have less input issues, until we have PCs that can run 4K@90Hz VR. But we're not even getting that.
@Everybody - If you have a Vive or any VR HMD or AR HMD come and join our Virtual Reality Clubhouse. Also, TPU has a new section - Virtual Reality & Augmented Reality.
That being said I'll not deny that 599 is closing in on affordable for me, and I'll probably just use it for Elite Dangerous in the end, to gaze at space vistas all night long.
As for GPU requirements some have commented on, I have a 1080 in my desktop and a 980 in my living room PC. The 980 plays everything perfectly fine (Project Cars was mentioned, I do own that one). So a GTX 1060, though a minimum, will still play everything fine.
I do have to disagree on the stagnation of the tech. As an owner, I do not want incremental updates to the HMD's just so companies can release a new product year over year like a cell phone. The next one I buy, I want a significant upgrade from what is available today, and not just in resolution. Eye tracking, wireless, FOV, resolution, and refresh rate are all important to me. It's not that Vive/Oculus are sitting on their hands, but they need to have the tech available from others to implement in the first place. The tech is definitely good enough as is, to be a first gen product to get into the hands of early adopters, creators, etc. and get the VR ball rolling. I believe it was actually required. If you look at the amount of content and development from the first day of DK1 all the way through CV1 (several years) compared to just the first year CV1 has been on the market, it has grown exponentially. Also, Valve/Oculus said from the get go that next gen HMD's would not arrive until 2019.
It is still a niche product and will remain so for quite a while. Anyone that thinks this will be a mass market product ever, or that it will have significant market within even the first 7 years/3-4 generations needs to check their expectations (this also includes those that prefer to just declare the tech dead already). But creators still have to jump in the water at some point and start swimming. Even if they waited until all these new features/tech I just mentioned was available to implement in Gen1, it would still cost as much or more as it did with the current launch, and content development would be 2+ years behind. After all, how long was an HDTV niche? A decade? At least? There is more meaningful VR content in the first 18 months than what HDTV had in the first several years. If anyone else here bought into HD early on, they should remember that all we had was Mark Cuban's HDNet on DirecTV for the longest time, and it sucked. And that was just over the air stuff... Actually having HD content to buy (bluray, HD-DVD) was a ridiculous wait.
I'm willing to wait it out and support the tech. I find it to be enjoyable for far more than just content consumption. The creation apps already available I think are just as fun/interesting.
The tech does need improvement but there can still be some very entertaining immersion with current tech. Also note that if current VR hardware / software can be used to educate, for example teach someone to fly a cessna, teach a Doctor a new surgical technique, allow a paraplegic to feel as though he or she is climbing Mount Everest then the little niggles with the current state are negligible.
So some god rays, screen door effect, being tethered ect suddenly don't matter all that much,....IMO.
Oculus will raise the price to $499 soon. Microsoft will have 2 of their mix reality HMD's out soon as well using inside out tracking. The first 2 Microsoft HMD's will be Acer and HP, then later Lenovo and Asus. Intel has a standalone VR HMD in the works as well. Now, I'm a Vive owner, but if I was going to buying a VR HMD right now, I'd buy the Oculus for $399 even with the Vive's 599 price.
If you have waited this long then I would suggest to wait on LG's HMD coming out soon, before I would buy The Vive.
Like it or not, there has been a huge boost in adoption due to the $400 price. And now with Vive coming down $200, that should boost their sales a little too. Unsure if they still offer 0% financing on it through Paypal Credit though.
One can hope that the LG Steam VR HMD (which uses the same Vive Lighthouse tracking) is introduced at a reasonable and typically lower price. The Steam Knuckles controllers will be be every bit as intuitive and fun to use as the look. The Oculus Touch controllers are great but I think that Vive took it a step further with Knuckles.
I seem to recall hearing that the Acer / Microsoft mixed reality HMD was already available via the Microsoft store but only developers could buy it.
Yea, you can get the acer dev kit, but I wouldn't suggest doing that right now. The CV1 will have a few upgrades like thinker padding, and it looks like a built in mic from the leaked pictures.