News Posts matching #HTC Vive

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Upcoming HTC Vive Flow VR Headset Leaks Ahead of Launch

HTC is said to be launching a new VR headset within the next couple days and thanks to @evleaks we now have a pretty good idea as to what to expect. Although we don't know the actual hardware specifications, it's supposed to be a stand-alone headset that doesn't require a PC to work, although the massive leak that appears to be presentation slides, does give away quite a lot of details.

For starters, there are details explaining that the Vive Flow as the new headset is called, can be paired over Bluetooth with smartphones and you can use the phone as a controller. It'll also be possible to stream content to the Vive Flow via Miracast from smartphones and possibly also other sources. The headset appears to be powered via a USB-C cable, although the pictures are ambiguous, as the Vive Flow is sometimes wired to a phone, but most of the time it doesn't appear to be connected to anything, not even a power source.

HTC VIVE Partners With PNY Technologies To Offer New Secure, Professional-Grade VR Solution

HTC VIVE, the leader in premium virtual reality (VR), today announced an exclusive partnership with PNY Technologies to distribute the new VIVE Pro Secure headset in North America. The new VIVE Pro Secure is designed to meet the specific privacy and security requirements of secure environments that require Authority to Operate (ATO)—such as government agencies and organizations—in addition to education, medical, and financial institutions. This professional-grade VR system provides all the benefits and features of the award-winning VIVE Pro, including top-tier graphics, premium audio, and SteamVR room-scale tracking, with hardware modifications that restrict all radios, cameras, and wireless communication functions for secure performance.

Use-cases for VR in government organizations have multiplied over the years and continue to grow as agencies adapt many of the best practices deployed in the private sector for use in training, data visualization, and manufacturing, among other applications. However, one of the major barriers to any technology adoption for organizations that require ATO is access to hardware that meets specific security and privacy requirements. The new Vive Pro Secure is a first-of-its-kind system offering hardware modifications to ensure optimal performance in the most demanding secure environments.

HTC Vive & Qualcomm Technologies Work Together to Help Accelerate XR and 5G Experiences

Here at HTC Vive, we have long partnered with Qualcomm Technologies to bring amazing immersive mobile experiences to consumers and businesses. Throughout our history of making smartphones at HTC to creating VR headsets like Focus Plus, we leverage the latest and greatest processing power from Qualcomm Snapdragon mobile platform. Today we're furthering our commitment through an agreement to pre-integrate and optimize Vive's WAVE development platform for devices powered by Snapdragon including the Snapdragon 855, Snapdragon 865, Snapdragon XR1, and Snapdragon XR2 Platforms.

Starting now, the Vive Wave runtime will be made available to all Snapdragon customers on these chipsets. In addition, HTC engineers will offer testing and support for new deployments of the Wave platform as part of the agreement.

HTC Vive Launches VIVE XR Suite

HTC VIVE, a global leader in innovative technology, today officially announces it will enter the cloud software business with the VIVE XR Suite offering at its hybrid event, "Journey into the Next Normal", which took place physically in Shanghai and online through the Engage virtual events platform. Comprised of five separate applications covering remote collaboration, productivity, events, social and culture, the VIVE XR Suite gives users the tools they need to overcome the new challenges faced while working and living in a socially distant world. The VIVE XR Suite is targeted to launch in Q3 2020 in China, with additional regions to follow throughout the year.

The VIVE XR Suite is comprised of 5 major applications (VIVE Sync, VIVE Sessions, VIVE Campus, VIVE Social, and VIVE Museum) to meet the daily needs of the users to overcome the new challenges faced by users around the world who are working, learning and living remotely. Although it is called an XR Suite, it is important to note that this software is not dependent on VR/AR devices to function. All the applications will function on existing PCs/laptops and some apps will even support modern smartphones, but for a superior immersive experience, PC VR or standalone VR devices would be recommended. Users will be able to login to all apps in the suite using a single account and across various devices they own. This integrated application bundle which is created in partnership with the leading software companies in their respective areas will provide a seamless experience for the consumer and business user. The CEO's of all the software partners in the VIVE XR Suite (Immersive VR Education, VirBELA, VRChat, and Museum of Other Realities) attended the event live via video and within VR in avatar form.

VR as a Coping Mechanism for Loss: Meet Nayeon

VR has been hailed as the next coming of truly ingenious, engrossing, enveloping experiences, and to some extent, it already does offer those. There are still limitations to the technology and the level of realism it can impart (there is a whole slew of senses we need to trigger for truly enveloping experiences, of course), but I feel we sometimes get somewhat limited in the way we look at VR. Of course, we can all imagine video games built in VR - and when we do, we likely imagine them as they were presented to us in Steven Spielberg's Ready Player One.

Then there are other use-cases, such as real-estate experiences that place you right inside your future home and allow you to see the changes you'd make. Architecture design, engineering, game world design, even strolls through museums, your mind a subatomic particle able to instantly travel to foreign countries and explore their marvels. All for this, mind you, without ever leaving the comfort of our home, without the required expenses and no wasted time with travelling or passport checks - all, however, simulated. But what if VR could go even further? What if VR could be used as a coping mechanism? What if you could meet your dead parents, siblings... Or children? This is the story I bring to you today: of how VR was used to reunite a mother with her deceased seven-year-old girl. This is the story of Ji-sung and her daughter Nayeon.

Valve Officially Launches the Valve Index VR HMD, Full Kit Preorder Up for $999

We knew this was coming, given Valve's own teaser confirmation from March, and then a faux pas that resulted in an incomplete Steam store page ending up public for a short time. Valve had promised more details would come in May, and here we are with a lot of information available about the Valve Index headset, the controllers, the base stations, as well as retail pricing + availability.

Name aside, the Valve Index specs that leaked before end up holding true with the retail product. The headset uses dual 1440x1600 RGB LCDs which Valve claims helps provide 50% more subpixels relative to an OLED display. This in turn should result in higher effective sharpness for the same rendering horsepower, and is further accentuated via a 3x better fill factor to mitigate the dreaded screen-door effect. The headset runs at 120 Hz with full backwards compatibility to 90 Hz to work with VR titles built around that specification and, more interestingly, also supports an experimental 144 Hz mode. PC gamers have long known the benefits of higher framerates, and this is especially valid with VR, but time will tell how the rest of the ecosystem works around this. Equally important to VR gaming is the illumination period, which allows on-screen imagery to remain sharp while you are in motion just as well as when at rest. Valve claims up to a 5x reduction here, with a rated illumination period of 0.33 to 0.53 ms depending on the real time framerate. More to see past the break, so be sure to do so if this interests you!

Intel, AMD, and HTC Partner to Resolve Vive Wireless Adapter Compatibility Issue with Ryzen Processors

The headline of this post makes it seem a touch more innocuous than the story may lead to, at least if you believe the rumor mills abound. There has been an ongoing issue with AMD systems using Ryzen CPUs and the HTC Vive wireless adapter (powered by Intel WiGig) to where the systems have frozen or even had a BSOD. HTC acknowledged this as early as Nov, 2018, noting that they have seen this with a subset of Ryzen-based motherboards when the PCIe wireless adapter is installed and running. It took until last week to get a solution of sorts, and unfortunately reports from users indicate this is not a true fix for everyone.

The hotfix update 1.20190410.0 was made available April 25 to attempt to combat this issue, which was garnering a lot of attention in the VR-community on whether there was more Intel could be doing to help AMD customers. This hotfix update is available automatically once an end user with the Vive wireless adapter checks for an update, and HTC acknowledge that they continue to test this, as well as partner with Intel and AMD to help resolve this once and for all. In the meantime, users report mixed success to date, including some we know personally as well, and it remains a thorn in the side of wireless VR to get to the PC successfully.

Valve Index VR HMD Details Leak Via Premature Store Page Release, Ships June 2019

When we first covered Valve's own teaser about their first-party VR hardware ecosystem under the Valve Index moniker, we were not expecting to hear much more until May. Thanks to an error on their part, product pages for the headset, base stands, and controllers were all published prematurely on Steam for a few hours yesterday, and that was enough time for all the information to be saved online by others. The product pages were not complete, and lacked details that we expect to get sooner than later, but Valve has since confirmed that all information inadvertently leaked are accurate and we now more about the retail package now.

To begin with, May 1 is targeted as the official announcement date which will also bring with it pre-order options for those going this route in PC VR. The complete package will contain the headset itself with integrated headphones, of which we have a better render available now as seen below, a tether cable using DisplayPort 1.2 and USB 3.1 Gen 1 connections (and not the VirtualLink standard we were hoping to see), a region-specific power adapter and plug(s), and two face gaskets (narrow and wide). Interestingly the now-renamed Index Controllers are not included and are an optional, separate purchase. This is also the case with the Index base stations, which all leads us to assume that existing HTC Vive controllers and base stations will be compatible with the headset, or there will be another, more complete package to choose from. No pricing information available yet, and Valve says they are still finalizing this as well as actual shipping detail- with an aim to hit it in June.

Valve Confirms First-Party VR Headset Titled Valve Index, Launches May 2019

PAX East 2019 brought with it some exciting news, and the world of virtual reality no doubt sees this news as the biggest in quite some time. Valve has finally made good on their promises from yesteryear, bringing in personnel to work on both the hardware and software side of the VR market. We first saw a hint of this via a prototype VR HMD late last year, with leaked specs confirming it was Valve's own design going beyond the established competition at the time from HTC Vive and Oculus. Since then, the Vive Pro has come out with an even higher-end version using eye-tracking to target prosumers initially, and also showcasing foveated rendering that will no doubt herald VR getting more mainstream and allowing for a higher graphical fidelity as well.

The so-called Valve Index has been listed on Steam now, with no other information to see than from the image below. We know it is coming in a couple of months, perhaps even during Computex although it is unlikely. It certainly looks similar to the prototype HMD, and presumably retains the 135° field-of-view and 2,880 x 1,600 total resolution. No mention of the Steam Knuckles controller here, but that is no surprise for a teaser. What we can tell is the headset has a physical slider, presumably to assist with pupillary distance calibration, as well as fairly large lenses that extend outwards which may assist with IR-based tracking. There is no mention of HTC anywhere here, and it would be right up Valve's alley to introduce this at a relatively affordable price point to then make up on software and distribution (savings via Steam) instead. Perhaps we will see the long-rumored Half Life VR as a launch title? Time will tell, and this may well be the big boost to gaming VR that is sorely needed.

HTC Vive Pro Eye: Hands On with Hardware and Software

The Vive Cosmos was not the only major announcement coming out of HTC's Vive business unit at CES this year. While that has massive mainstream appeal, the company was quick to let us know that it was still to early to comment further than what has already been covered in the aforelinked news post. Instead, they invited us to their suite to take a closer look at the Vive Pro Eye- one of the few things that really stood out for us at the trade show.

The Vive Pro Eye is, as the name would suggest, a new SKU with integrated eye tracking in the Vive Pro HMD. Working together with Tobii, the Vive Pro Eye allows for a more natural control mechanism within VR via eye controls, which in turn means a revamped menu navigation system is possible. This allows for increased accessibility to end users with disability, more optimization on VR performance, and detailed analysis of VR experiences for both the client and the businesses alike. Read past the break for a breakdown of our experience with the Vive Pro Eye, and the various demos on hand to showcase the feature.

2018 Was the Year of VR Headsets - Except it Wasn't, According to Steam Hardware Survey

Steam, being the most widely used games platform for the PC ecosystem, has proven weight on current hardware employed by gamers. While not wholly representative, let's just say it caters to enough of the PC gaming population that we can infer some broad strokes of the current state of the market. And for all the hailing for a newcoming of VR in 2018, it would seem that happened, with a doubling of the attachment rate for VR headsets on Steam's hardware surveys. If we're only speaking relatively, that is.

More interesting and important than the "doubling" in VR headset attachment rate to Steam's user's is the fact that this only increased said attachment rate to around 0.8% of Steam's user base. Of these 0.8%, 0.37% of Steam users who took part in the December survey carry an Oculus Rift, with HTC Vive close behind at 0.33%. The overall increase in usage for each of these headsets was 85% and 65% throughout 2018, respectively - still definitely a far cry from the kind of market penetration that was expected of this latest generation of VR. As for Windows Mixed Reality products? They make-up 0.07% of the Steam survey's results.

Valve Seemingly Preparing Their Own VR Headset; Hints Point to Half Life VR Bundle

In June 2016 Valve announced 'Destinations', a Steam workshop not easy to find anymore, that allowed the end user to enter real and fictitious scenarios through the magic of virtual reality. The idea was intriguing, but the media was not completely sold and judged Valve's proposal as both "the best and the worst of VR". From all this, however, came a singular discovery: those who reverse-engineered its code discovered in it the HLVR acronym, which initiated a wide debate about the potential appearance of a Half Life VR (HLVR) version specifically developed for VR headsets.

Lending further credence to this hypothesis was Gabe Newell's announcement in February 2017 that Valve was preparing three big titles for virtual reality- two of them based on Source 2, and one of them based on Unity. More such signs appeared in the summer of 2018, and everything was pointing towards this project being indeed real, that it would likely be based on Source 2, and that it would offer a full-fledged blockbuster title that this generation of VR has been desperately seeking. We now have more data courtesy a "leaked email" to Reddit user 2flock that suggests Valve's work is apparently going beyond just VR game development, as images of a prototype device seen below confirm that Valve is also working on its own VR head-mounted display (HMD), one whose development would also be more advanced than initially suspected.

IDC - Despite Sharp Decline in VR Headset Shipments in Q2 2018, Market Outlook Remains Positive

Worldwide shipments of virtual reality (VR) headsets were down 33.7% year over year in the second quarter of 2018 (2Q18), according to the International Data Corporation (IDC) Worldwide Quarterly Augmented and Virtual Reality Headset Tracker. IDC expects this to be a temporary setback as the VR market finds its legs. The arrival of new products, such as the Oculus Go and HTC Vive Pro, and new brands, combined with the need for greater headset fidelity all point to a positive outlook for the quarters ahead.

Screenless viewers brought a lot of attention to VR in the early days as the entire market was artificially propped up by brands like Samsung, Alcatel, and Google that bundled the headsets with smartphones. However, since then, the screenless viewer category has declined substantially, shrinking from 1 million headsets in 2Q17 to 409,000 in 2Q18. This category was the largest contributor to the decline in shipments for the overall VR headset market.

TPCAST Introduces Business Edition Wireless VR Adapter

TPCAST, the leader in wireless Virtual Reality (VR) and the first-to-market with a wireless VR solution for Head-Mounted Display (HMD), today announces the launch of its Business Edition (BE) Wireless VR Adapter for the North America market. The first version will be supporting the HTC Vive HMD and support for additional HMDs will be released during Q3 2018. The TPCAST BE Wireless Adapter simultaneously supports two to four users, while preserving the HTC Vive's high video quality and maintaining the latency under 2ms. The BE adapter is targeted to support multi-user VR activities across a variety of verticals including medical, automotive, real estate, training and other multi user VR applications. The product will be sold by TPCAST directly and will also be available through TPCAST's channel partners in Q2 2018.

The TPCAST Consumer Edition (CE) Wireless Adapter is the only PC VR Wireless Solution available in the market today and has been shipping in North America since November 2017. TPCAST technology is a breakthrough in the VR field, creating a wireless connection between the PC and the VR headset, providing VR users a unique, truly immersive experience. The TPCAST adapter attaches to the HTC Vive headset, replacing the need for the Vive's clunky umbilical cord. The TPCAST adapter has enhanced the VR user experience, providing consumers and enterprise users the freedom to walk, jump, and spin without worrying about the cable.

HTC Vive Announces Price of Vive Pro HMD at $799 and Reduces Vive Price to $499

HTC Vive today announced that the HTC Vive Pro Head Mounted Display (HMD) will be available for $799 with global pre-orders starting now. The company also announced a $100 price reduction for the current Vive full kit, bringing it down to $499 across the globe. All Vive Pro HMDs purchased by June 3rd, which will begin shipping on April 5th, will come with a free six-month trial to Viveport Subscription, where consumers can choose up to 5 titles per month from the more than 400 titles available.

"With the Vive Pro we are delivering the best quality display and visual experience to the most discerning VR enthusiasts. Our goal has always been to offer the most premium VR platform available and to drive adoption for VR," said Daniel O'Brien, HTC Vive General Manager, US. "By lowering the price of the current Vive, we are making VR more accessible while expanding the potential market for developers. Whether you're a VR enthusiast or new to the platform, there's never been a better time to join the most complete VR platform available."

Visbit Launches First 8K 3D VR Player for the HTC Vive Focus

At HTC VIVE Spring Product Show event in Shenzhen, China, virtual reality (VR) technology company Visbit launched Visbit 8K VR Player, the industry's first foveated rendering-based 8K 360° 3D video player, on the Viveport content store of the Vive Focus, the ready-to-ship premium standalone VR headset made by Vive. With this launch, for the first time the pipeline to deliver high-end VR video experience is completed. VR users can now enjoy premium quality 8K 360° 3D VR videos without being tethered. This is an important user experience upgade for the VR industry.

Applying Visbit's View-Optimized Viewing (VVOS) technology, Visbit 8K VR Player is capable of playing up to 8K stereoscopic 360° VR videos at both stream-to-play and download-to-play modes. It also features spatial audio support and video encryption to protect IPs. Starting today, Visbit's 8K VR Player is now one of the top featured apps in Viveport store, and available for free to download for a limited period. In the coming months, Visbit 8K VR Player will also gradually support other standalone and mobile VR headsets.

HTC Announces The VIVE Pro VR Headset

HTC took to CES 2018 to announce the next iteration in immersive VR with the VIVE Pro VR headset. The new Vive Pro boasts of much increased per-eye resolution (1440 x 1600 per eye compared to the original VIVE's 1080 x 1200 pixels). Furthermore, the new Vive Pro abandons the 90 Hz LCD technology and makes the move to AMOLED technology for its panels, which keep the 90 Hz refresh rate of the LCD screens with much higher pixel density and image fidelity.

EVE: Valkyrie - Warzone's Winter Update Brings Holiday Cheer to Players

Today, CCP Games is excited to launch the Winter Update for EVE: Valkyrie - Warzone - the acclaimed multiplayer first-person spaceship shooter set in the gritty-but-glorious universe of EVE - across PlayStation4 and PC, including all high-end VR headsets (PlayStationVR, Oculus Rift and HTC Vive). This update introduces highly requested community tools and Spectator Mode designed for player-run tournaments, along with a new EVE Online: Lifeblood-themed map, plus support for TrackIR and Tobii delivering head-tracking for non-VR players.

First is the long-awaited addition of Custom Matches. No longer will you have to wait for a specific game mode, now you can set up your own matches on EVE: Valkyrie - Warzone's official dedicated servers. You can also control the lobby through passcodes, private invites and a public server browser. Additionally, you'll find options for map rotation, game mode and a ton of other settings to tweak the game for maximum enjoyment (…or carnage, depending on your preference).

Fallout 4 VR is Out for the HTC Vive

We're pleased to announce that Fallout 4, the legendary post-apocalyptic adventure from Bethesda Game Studios and winner of more than 200 'Best Of' awards, is available now worldwide in virtual reality on the HTC VIVE. Fallout 4 VR is a true, full-length open-world game, offering an unparalleled amount of VR content for players, including the complete core game with all-new combat, crafting, and building systems fully re-imagined for virtual reality.

As the sole survivor of Vault 111, players enter a world destroyed by nuclear war and must rebuild the Wasteland and determine the fate of its residents. Within the massive world, players can interact with hundreds of locations, characters, and quests, all while collecting, upgrading, and building thousands of items in the most advanced crafting system ever. In addition, an all-new graphics and lighting engine brings the Wasteland to life like never before. From the blasted forests of the Commonwealth to the ruins of Boston, every location is packed with dynamic detail.

ROCCAT's First-Ever VR Game Debuts on Steam at $8

At last, the long wait is over. The best Virtual Reality game of Gamescom 2017, according to Elite Gamer, is now available on Steam. Elevator… to the Moon! takes players on a wild ride in a dilapidated lunar elevator. Players are tasked to fix their odd space vehicle while off-kilter and loudmouthed president of the world, Doug-Slater Roccmeier yells at them for not following every instruction to the point. Take the trip to its end, where dark and horrible mysteries on the moon are just waiting to be uncovered. Elevator… to the Moon! is no one trick pony. After you've finished the storyline, there is a perplexing alternate ending to experience, many achievements to unlock and fun little secrets to be discovered. As you can see, there is enough action going on to satisfy your lust for entertainment for quite a while.

Killing Floor: Incursion Brings the Horror and Gore to the HTC Vive

Tripwire Interactive, developers of the award-winning Red Orchestra and Killing Floor franchises, announced today that Killing Floor: Incursion is now available for HTC VIVE and is available for purchase on Steam for $39.99 USD. In addition to today's launch on Steam, a new downloadable content update is now available to current owners of Killing Floor: Incursion on Oculus Rift. The update highlights include a new Hardcore difficulty setting, Katana weapon, leaderboards, achievements, and the exciting new "Holdout" game mode, which finds players defending a random location in one of the game's maps against increasingly deadly hordes of Zeds in a frenetic, arcade-like action experience.

In Killing Floor: Incursion, players must take on the role of an elite Horzine Security Forces soldier as they team up with allies to fend off the horrific Zed hordes using an array of weapons including guns, blades and more. Players will be able to freely explore as they move throughout the environment, scavenging for weapons and ammo while searching for the best locations to fight the monster onslaught. Battle in diverse environments from creepy farmhouses to high-tech facilities through Horzine Security Forces missions and unlock the secrets of the Zeds' origins.

Latest LG Patent Reveals UltraGear VR Headset Splitting in Two

LG demonstrated their prototype VR headset at the Game Developer Conference earlier this year. It was widely known as the LG VR HMD, since it lacked a proper name at the time. Mobiel Kopen, a very popular Dutch publication, later discovered a LG filed patent revealing the device's name to be the UltraGear. LG's UltraGear headset, just like the HTC Vive, employs Valve's SteamVR tracking technology. Both headsets even share a similar controller design. However, LG has implemented two 3.64" OLED displays into the UltraGear, which features a 1440 x 1280 resolution and an impressive 90 Hz refresh rate to beat out both the HTC Vive and Oculus Rift headsets. But LG's innovative flip-up design is the real differentiating factor here. The concept is to give users the option to lift the front of the headset when they want to exit the VR world.

Logitech Develops Bridge SDK to Bring Keyboards Into Virtual Reality

The keyboard is one of the most basic and most used input devices that exist. It's also very useful in the virtual reality realm, since many applications require user input. For this same reason, Logitech has been working alongside HTC to develop a virtual keyboard for VR users. Their efforts have given fruits, and Logitech has officially announced their Bridge SDK. Users are required to purchase a Bridge developers kit which costs $150. The kit comes with a Logitech G gaming keyboard, a small accessory to attach the Vive Tracker to the keyboard, and the necessary software. As you may notice, the Vive Tracker is purchased separately, so that will set you back another $99.

Once everything is hooked up, the Bridge software will position a virtual keyboard over the physical one. Users can then see their hands and type on the keyboard without having to take off their VR headset. The only catch is that you must use the Logitech keyboard as models from other manufacturers aren't supported. However, Logitech does allow users to customize the virtual keyboard to some extent. They can change the keyboard's appearance, the font's size and colors, or highlight and hide the different keys.

Sparc Coming Later This Month to Oculus Rift and HTC Vive

CCP Games today announced that Sparc, the energetic competitive virtual reality game currently available on PlayStationVR, is coming to Oculus Rift and HTC Vive headsets on PC on November 16th. Sparc's unique full-body experience is only possible in virtual reality, where players' VR equipment becomes their sports gear.

Players on PlayStation 4 and PCs will be able to compete against each other seamlessly. In Sparc, players connect online to compete in fast-paced and physical one-on-one gameplay, using motion controllers to throw projectiles across the court at their opponent while dodging, blocking or deflecting incoming shots.

Oculus VR Slashes the Price of Oculus Rift Down to $399

Oculus VR announced that its pioneering Oculus Rift VR HMD has finally emerged from its early-adopter pricing, and will be sold at USD $399 a piece, going forward. The company had been facing increased competition in HMDs from the likes of the HTC Vive, and tech majors Microsoft announcing their VR/AR standards. Each $399 Rift bundle comes with Touch controllers, sensors, and six free apps that give you hours of entertainment including Epic's arcade shooter, Robo Recall, and our creative tools, Medium and Quill. Oculus VR, throughout its press-release, emphasized that the $399 price isn't a limited-period offer, and that the pricing is "permanent."
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