It’s $1100 for a complete set with the lighthouses, controllers, and all, or $800 if you want to reuse an original Vive setup. You get higher resolution screens, a better headstrap, headphones. Kyle Orland and Sam Machkovech reviewed it for Ars:
Despite the improvements, though, the Vive Pro still includes some of the same basic design problems of the original. The eyepiece housing (which now allows for additional room for eyeglasses, toggled by an easy button press and slider) still ends up pressed up tightly against the front of your face, creating a thick seal that traps heat and puts significant pressure on the sinuses. Any decently long VR session threatens to turn your face into a sweaty, red mess that can lead to significant steam buildup on the lenses. Worse, the front-of-face foam padding feels decidedly non-Pro. HTC has been showing this off at press events with a custom leather face cushion, and for this price, we wish they’d offered the same option as a consumer default.
There’s nothing that sounds more appealing than turning into a sweaty red mess. The resolution bump is the best part of the Vive Pro, but is it really worth paying over twice the price of the base Vive if you’re starting from scratch? Read the rest of their review.
HTC announced a Vive Pro with higher resolution goggles than their original SteamVR virtual reality headset, built-in headphones (they were previously available separately), a more comfortable strap, a second camera and microphone are now built into the headset, and an official wireless module that is sold separately.
The resolution is the biggest thing here. The first Vive was only 1080×1200 pixels for the display going to each eye. The Pro is 1440×1600 per-eye. This should help to eliminate some of the issues the original had with text and other details. HTC also promises that it’ll be easier to adjust the headset to suit your eyes.
I still feel like it’s wrong to announce a thing without a price or any dates for when it’ll be available, but there you go. Maybe they’re trying to get out ahead of an upcoming Oculus announcement. I’m glad that the Vive is still a going concern because I don’t want anything to do with Oculus after the Palmer Luckey debacle. It would be even better if this means that HTC will lower the price of the original Vive but they might just put the Pro at a higher one and be done with it for now.
HTC also has their own store for software called Viveport available with or without a subscription. It’s available inside the headset now, and the gimmick is that there may be previews available of the different experiences it offers.
I kind of get why HTC might want a separate storefront from Steam, developers aren’t always going to be eager to go through Valve’s process for every kind of software and Valve might not want a billion short VR experiences crapping up their money hog. As it is, HTC claims over 1000 pieces of software in their store. I don’t think anybody wants to visit it, but maybe the interactive demos in VR will be useful.
It’d be better if Valve lowered the barrier for software to get onto Steam while increasing the level of moderation for absolutely disgraceful shit like Dating Lessons, the VR software from some MRA shitbags who want to turn normal men into people who “won’t take no for an answer.” That garbage is still available for sale a year after I wrote about it.
Liam Dawe is killing it. Here’s his list of what Valve needs to get done in order to get SteamOS back on track, One thing that has been really bothering me, where’s the support for Linux/SteamOS with the HTC Vive?:
Their own VR device is not yet Linux compatible. I don’t know what the issues are and I don’t care. I think it’s utterly ridiculous that Valve made a Linux push with SteamOS and Steam Machines but their flagship VR device doesn’t even support it. I’m not a fan of VR–yet–mainly because I haven’t used a proper one before to change my mind. I would have personally purchased a Vive, but Valve and HTC seem to be reminding me again how Linux is still a low priority for them.
Having Linux/SteamOS locked out of a major new platform for playing games has already hurt us and the longer it doesn’t support us the more people will switch over to their Windows installs (or re-install Windows) because “VR is not on Linux”.
The only communication I can see from Valve on this was a one liner:
We are working on it but it’s not ready yet.
That was back in March and no official update since then.
The Vive also listed SteamOS right up until launch, then suddenly, Windows only. What happened to communication?
One VR developer I spoke with was has been wondering the same thing.
Speaking of VR, the two leading virtual reality head-mounted displays (HMD) are very different in how they’re intended to be used.
Although the Oculus Rift has head-tracking, it is intended more for playing games in a seated or standing position with extremely limited amounts of head movement. You can think of this as being limited to a cockpit in a jet or the passenger area of a car or mech. The player can look out, and control movement of the vehicle they’re in with a gamepad, but if they get up and walk around they’re still trapped inside that vehicle or cockpit. This is perfect for games like Elite: Dangerous and the Eve: Valkyrie game that will be included with the Rift.
You can also display something with a more traditional third-person camera viewpoint outside of the avatar and have player movement bound to analog sticks on a gamepad or some other controller. That is what you have with Lucky’s Tale:
Many traditional 3D games involve a lot of player movement and a first-person perspective, so being limited to one position in the physical world isn’t quite as immersive as being able to move in a physical space and have that movement be reflected in the virtual world. This is more of the holodeck, or room-scale style of VR. I received a brief demo of this at Valve a few years ago. It is amazing when experienced in action. Valve’s SteamVR system offers this in addition to the ability to play cockpit-style games in a seated or standing position. It’s the main difference between the two headsets. Some games can work on both types.
Holodeck experiences have their downsides. Players need a fairly large space that is empty of obstructions in which to move. You’ll also need to install devices that Valve and HTC are calling lighthouses to define the physical space in which you’ll move and track your physical movement in that space. It’s not something everyone has space for, and although you can adjust the amount of physical space for use with this system you basically need a multi-room house or office to set up that experience. Valve had a few dedicated rooms for it.
It’s been almost impossible to demonstrate that room-scale experience without using it. The Northways, Colin and Sarah, have a video up that demonstrates the perspective of a player in the HTC/SteamVR Vive HMD while playing their Fantastic Contraption:
That’s a clip from a longer stream that you can watch here. The only difference between this and the real thing is that she can’t see the people on the couch while playing, and it’s way more fun to play in-person than watch on a stream.