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— CH. 1 · GENESIS AND COLLABORATION —

HTC Vive

~5 min read · Ch. 1 of 6
6 sections
  • On the 1st of March 2015, HTC officially unveiled its device during a Mobile World Congress keynote. This moment marked the public debut of a partnership between HTC Corporation and Valve Corporation that would define virtual reality for years to come. Prototypes of a Valve-produced system had been demonstrated earlier in 2014, but the official announcement brought the technology into the spotlight. Phil Chen, Chief Content Officer for HTC, described the meeting with Valve as serendipity after he stumbled upon VR himself. The two companies did not establish clear dividing lines regarding their responsibilities. HTC remained deeply involved in the research and development process alongside Valve. Plans for a consumer release were initially set for the end of 2015. Delays pushed the actual launch date forward to April 2016. Preorders began on the 29th of February 2016 before shipments started later that month. Valve also distributed free development models to registered game developers in March 2016.

  • The first-generation HTC Vive headset contained two OLED display panels with a resolution of 1080×1200 per-eye. It operated at a refresh rate of 90 Hz with an 110-degree field of view. On the 8th of January 2018, HTC unveiled the HTC Vive Pro featuring higher-resolution displays now at 1440×1600 resolution per-eye. This represented a 78% increase in resolution compared to the original model. The Pro included a second outward-facing camera and a microphone for noise cancellation analysis. A refreshed design offered lighter weight and a strap with over-ear headphones. In January 2019 at CES, HTC unveiled the Vive Pro Eye which has built-in eye tracking. On the 11th of May 2021, HTC unveiled the Vive Pro 2 upgrading screens to 2448×2448 resolution per-eye. This model carried backwards compatibility with all existing accessories and controllers. The Full Kit version began shipping in October 2021. The Vive Focus line launched internationally in November 2018 as standalone headsets not requiring a computer. The Vive Focus 3 was unveiled in May 2021 using the Qualcomm Snapdragon XR2 system-on-chip. In September 2024, HTC unveiled the Vive Focus Vision with improved cooling systems and 12 GB of RAM.

  • Multiple external base stations are installed in the play area containing an array of LED lights and two infrared lasers. These lasers attach to rotating spinners that sweep the play area vertically and horizontally with timed pulses. The system is colloquially referred to as lighthouses due to this sweeping motion. Headsets and controllers contain photosensors which detect the LED lights from the base stations. They compare these detections with the timing of laser sweeps to determine relative position in 3D space. The Vive Cosmos uses inside-out tracking where six cameras on the front faceplate track the controllers instead of external base stations. This change meant the device did not use the wand controllers found on other models. Instead it shipped with controllers nearly identical in design to second-generation Oculus Touch controllers. The Vive Ultimate Tracker serves as a peripheral for the Focus 3 and XR Elite using inside-out tracking rather than external base stations. A standard Vive Tracker can be attached to physical accessories or limbs so they can be tracked via the base stations.

  • Most HTC Vive headsets implement the SteamVR platform supporting all games and software using it. Valve released its OpenVR software development kit providing documentation and examples for building software. SteamVR launched with native support for Unity on its platform. On the 30th of April 2015, Epic Games announced support for Valve's technology allowing developers to create VR projects with Unreal Engine 4. HTC operates its own first-party storefront known as Viveport including a subscription-based service with unlimited access to participating games. Curated storefronts target commercial clients such as entertainment centers and workplaces. In 2022, HTC unveiled a platform known as Viverse designed to integrate metaverse and Web3 platforms. The Cosmos uses a software platform known as Vive Reality System rather than SteamVR. It features the Lens user interface and integration with HTC's Viveport platform. The Vive Flow supports an Android smartphone as a pointer and touchpad rather than a dedicated controller. Users can mirror apps from the paired smartphone in the VR environment.

  • In June 2016, HTC announced the release of their Business Edition of the Vive for US$1,200. This version included a Professional Use License and a 12-month Commercial Warranty. Access to an exclusive support line came standard along with a five-meter cable extension kit. Since 2021, HTC has targeted the Vive line towards business and enterprise markets moving away from consumer markets. Vive General Manager Dan O'Brien stated that the consumer market had gravitated toward artificially subsidized price points. He noted that only one company in the world had any tolerance for those prices. O'Brien described the enterprise and professional market as very healthy and rapidly growing where they could bring real value. The Vive Focus 3 was developed with input from its enterprise customers. In September 2024, HTC unveiled the Vive Focus Vision partially backpedaling on this trend by marketing changes appealing to gaming. Sales figures showed that by November 2016, HTC sold the Vive at a profit with units much higher than 140,000.

  • The Vive Tracker was sold as a standalone product initially and later bundled with accessories like the Hyper Blaster light gun controller. As of 2021 there have been three separate iterations of the Vive tracker which fine-tuned battery life and tracking performance. In June 2017, HTC released the Deluxe Audio Strap replacing the original head strap with integrated over-ear speakers. The Vive Wireless Adapter launched in September 2018 allowing wireless operation using V band WiGig technology. A third-party wireless kit known as TPCast was unveiled in November 2016 through the Vive X accelerator program. In March 2021, HTC announced the Vive Facial Tracker containing infrared-illuminated cameras for facial motion capture. This functionality works in social worlds combined with eye tracking systems on supported models. The aGlass lenses are alternate eyepieces developed by 7invensun adding eye tracking support to the headset. Road to VR estimated approximately 100,000 Vive headsets had been shipped since launch in July 2016. SensoMotoric Instruments integrated its eye tracking technology into the HTC Vive for research applications in the same month.

Common questions

When did HTC officially unveil the Vive headset?

HTC officially unveiled the Vive headset on the 1st of March 2015 during a Mobile World Congress keynote. This event marked the public debut of a partnership between HTC Corporation and Valve Corporation that would define virtual reality for years to come.

What are the display specifications of the first-generation HTC Vive headset?

The first-generation HTC Vive headset contained two OLED display panels with a resolution of 1080×1200 per-eye. It operated at a refresh rate of 90 Hz with an 110-degree field of view.

How does the HTC Vive tracking system work using base stations?

Multiple external base stations installed in the play area contain an array of LED lights and two infrared lasers that sweep vertically and horizontally. Headsets and controllers contain photosensors which detect these LED lights to determine relative position in 3D space by comparing detections with laser timing.

Which software platforms support most HTC Vive headsets?

Most HTC Vive headsets implement the SteamVR platform supporting all games and software using it. The Cosmos uses a software platform known as Vive Reality System rather than SteamVR, featuring the Lens user interface and integration with HTC's Viveport platform.

When did HTC shift its focus from consumer markets to enterprise markets?

Since 2021, HTC has targeted the Vive line towards business and enterprise markets moving away from consumer markets. Vive General Manager Dan O'Brien stated that the consumer market had gravitated toward artificially subsidized price points while the enterprise market remained healthy and rapidly growing.

All sources

81 references cited across the entry

  1. 5av mediaMTBS-TV: Conversing With Phil Chen, Chief Content Officer, HTCNeil Schneider — 8 October 2015
  2. 6av mediaMTBS-TV: Conversing With Phil Chen, Chief Content Officer, HTCNeil Schneider — 8 October 2015
  3. 7webThis is Valve's VR headset, the HTC ViveVlad Savov — 2015-03-02
  4. 10webHTC Vive VR headset delayed until AprilAdi Robertson — 2015-12-08
  5. 13webHTC Announces Vive 'Business Edition' for $1200Scott Hayden — 9 June 2016
  6. 44webHTC Vive Pro 2 Full Kit Ships In October For $1,399Jamie Feltham — 13 September 2021
  7. 50webVive Cosmos review: not out of this worldAdi Robertson — 2019-10-10
  8. 63webVive Wireless Adapter now availableBen Lang — 24 September 2018
  9. 64webHTC announces Vive adapter for wireless VRTom Warren — 8 January 2018
  10. 69webValve launches OpenVR dev kit for virtual reality hardware makersDean Takahashi — VentureBeat — 30 April 2015
  11. 70webValve launches new OpenVR SDK to expand SteamVR developmentAlex Wawro — UBM plc — 30 April 2015
  12. 71webValve Launches OpenVR SDKJamie Feltham — VRFocus — 1 May 2015
  13. 73webNow anyone can build for SteamVR with Epic's Unreal Engine 4Charlie Hall — Vox Media — 30 April 2015
  14. 74webSteam's virtual reality just got a boost from the maker of Unreal TournamentJacob Kastrenakes et al. — Vox Media — 30 April 2015
  15. 75webUnreal Engine 4 Releases With SteamVR SupportDana Cowley — Epic Games — 30 April 2015
  16. 76webEpic's Unreal Engine 4 Will Support Valve's SteamVRKevin Parrish — Purch — 30 April 2015
  17. 79webSMI Releases Eye Tracking Developer Kit For The HTC ViveJoe Durbin — UploadVR — 22 July 2016
  18. 80webSMI Reveals Eye Tracking Developer Kit for HTC VivePeter Graham — VRFocus — 22 July 2016
  19. 81newsHTC Vive's virtual reality headset is opening stores in AustraliaAriel Bogle — Mashable — 4 November 2016