HTC Vive
HTC Vive traces back to a chance encounter that its own Chief Content Officer, Phil Chen, called sheer luck. At his Immersed 2015 keynote, Chen said he had "stumbled upon VR," and that meeting Valve Corporation afterward was "serendipity." Chen also said HTC and Valve draw no clear dividing line between their two companies, calling HTC "very much a partner" in research and development. That casual origin sits oddly against everything the Vive line became under HTC. How did a chance meeting lead to a tracking system precise enough to let players walk freely around a room? Why would HTC eventually steer the whole brand toward business customers rather than home gamers? Those answers begin with the partnership Valve and HTC built, and with the hardware they designed together.
During 2014, Valve had already been quietly demonstrating prototypes of its own virtual reality system. Valve made its ambitions public on the 23rd of February 2015, announcing a platform called SteamVR. It promised to show a working hardware system at that year's Game Developers Conference. Days later, on the 1st of March 2015, HTC used its Mobile World Congress keynote to unveil the headset it would call Vive. At that same keynote, HTC and Valve told the audience they expected a consumer release before the end of 2015. That timeline slipped. In December 2015, HTC confirmed the launch had been pushed back to April 2016. HTC and Valve returned at International CES the following January with a near-final version of the hardware, called the HTC Vive Pre. Preorders opened on the 29th of February 2016, and shipments began that April as promised. That same March, Valve and HTC said they would also give away free development units to any game developer who registered for one online. By June 2016, HTC had added a higher-priced option called the Business Edition, selling for US$1,200. It bundled a Professional Use License, a 12-month Commercial Warranty, and access to a dedicated support line. It also included a 5-meter cable extension kit and a Deluxe Audio Strap. None of that early pricing explained why the headset needed a boxy accessory just to plug into a PC.
Each base station HTC mounted around the play area held an array of LED lights and two infrared lasers. The lasers sit on rotating spinners that sweep the space vertically and horizontally with precisely timed pulses. Because the sweeping motion resembles a lighthouse beam, users nicknamed the base stations "lighthouses." Photosensors built into the headset, the controllers, and other compatible accessories pick up the LED flashes. They compare that timing against the laser sweeps to calculate each device's exact position in three-dimensional space. That setup let a player walk freely around a room instead of standing fixed in one spot. HTC and Valve called the design "room-scale" virtual reality.
The first-generation headset paired two OLED display panels. Each ran at 1080 by 1200 pixels, with a 90 Hz refresh rate and a 110-degree field of view. An accelerometer, a gyroscope, and a proximity sensor rounded out its internal sensors. A front-facing camera powered a feature called "Chaperone." It showed either the boundaries of a user's chosen play area or a live camera view, helping players avoid walking into furniture or walls. Everything connected to a PC through a "link box" carrying USB 3.0, HDMI, and power connections. Windows was the only supported operating system at launch. Linux support followed in February 2017, and macOS support arrived in June 2017. Valve pulled SteamVR support for macOS in 2020, saying it would focus solely on Linux and Windows going forward.
Players held motion controllers HTC called "wands," each fitted with a circular trackpad similar to the one on the Steam Controller. A side grip button, a trigger, and a ring of infrared sensors for tracking the base stations rounded out the design. The wands were rated for six hours of battery life. Later wand revisions added SteamVR 2.0 tracking and switched to a blue finish that matched the Vive Pro. None of that hardware meant anything without software built specifically to use it.
Nearly every Vive headset runs on SteamVR, meaning it can play the same library of games and applications built for that platform. HTC also operates its own storefront called Viveport, which offers a subscription option granting unlimited access to participating titles. Viveport also runs curated storefronts aimed at commercial clients such as entertainment centers and workplaces, separate from the consumer subscription. In 2022, HTC introduced a platform called Viverse, built to connect first-party and third-party metaverse, VR, collaboration, and Web3 services in one place. Viverse's arrival came years after developers had already built an entire industry around the original headset.
Valve backed the hardware with a software toolkit called OpenVR, an updated version of its Steamworks VR API complete with documentation and examples. The kit let outside developers build software for the HTC Vive Developer Edition, including support for the SteamVR controller and the Lighthouse tracking system. SteamVR itself launched with native support for the Unity engine, giving one major toolset a head start. On the 30th of April 2015, Epic Games announced its own support for SteamVR, opening the door to VR projects built in Unreal Engine 4. Epic said SteamVR was fully integrated into Unreal Engine 4, across both its Blueprint visual scripting system and native code. That meant a studio could ship a Vive project without needing dedicated programmer support. Epic's own Showdown tech demo was already playable through SteamVR on the Vive.
By July 2016, the VR news site Road to VR had used Steam game session data for an estimate. It concluded that roughly 100,000 Vive headsets had shipped since launch. That same month, a computer vision company called SensoMotoric Instruments integrated its eye-tracking technology into the Vive. That turned it into a dedicated eye-tracking tool for research and professional use. HTC expanded retail distribution in November 2016, announcing its first store sales at JB Hi-Fi and Harvey Norman locations in Australia. On the 23rd of November 2016, HTC said the Vive was selling at a profit, with total sales "much higher" than 140,000 units. None of those sales figures said anything yet about the newer headsets HTC was about to design.
On the 8th of January 2018, HTC unveiled the Vive Pro, an upgraded version of the original headset. Its displays jumped to 1440 by 1600 pixels per eye, a 78 percent increase in resolution over the first Vive. HTC added a second outward-facing camera and a microphone tuned for noise cancellation analysis. The redesign gave the headset a more "balanced" shape, lighter weight, and a strap with built-in over-ear headphones and a sizing dial. It switched from HDMI to DisplayPort for its video connection. HTC initially sold the Vive Pro standalone, without base stations or controllers, positioning it as a drop-in replacement for Vive owners upgrading their displays. Later bundles arrived. A "Starter Kit" paired with the original base stations and controllers. A "Full Kit" added new SteamVR 2.0 hardware supporting play spaces of up to 10 square meters. That hardware could not work with the original Vive headset. At CES in January 2019, HTC added the Vive Pro Eye, a variant with built-in eye tracking.
HTC returned to the Pro line on the 11th of May 2021 with the Vive Pro 2. Its screens climbed to 2448 by 2448 pixels per eye, marketed as 5K resolution. It also gained a 120-degree field of view, a 120 Hz refresh rate, and Display Stream Compression support. HTC described the new displays as having "minimal motion blur" and said they had "virtually eliminated" the screen-door effect. The Pro 2 stayed backward compatible with all existing Vive and SteamVR accessories and controllers. It launched standalone first, with the Full Kit version reaching shipment in October 2021.
Also at CES 2019, HTC announced the Vive Cosmos, which began shipping on the 3rd of October 2019. Rather than external base stations, it used six cameras built into its front faceplate for inside-out tracking. Its controllers were nearly identical to the second-generation Oculus Touch design. The Cosmos ran a 90 Hz LCD panel at 2880 by 1700 resolution with a 110-degree field of view. Its faceplate could be swapped for other configurations, including one built for tracking with external SteamVR base stations. It could also flip up like a visor, letting a user glance at the real world. Rather than SteamVR, the Cosmos ran on HTC's own Vive Reality System software, with a "Lens" interface tied into Viveport. In February 2020, HTC split the Cosmos into three versions. The Cosmos Elite was a full kit with the tracking faceplate, controllers, and base stations. The Cosmos XR used a passthrough camera faceplate built for mixed reality. The Cosmos Play was an entry-level model with four faceplate cameras. None of those SteamVR-tethered designs freed a user from needing a PC in the first place.
Unlike the SteamVR-tethered models, Vive Focus needs no computer at all, aiming squarely at business buyers and competing directly with Meta Quest. The first Focus ran on a Qualcomm Snapdragon 835 chip. It was controlled by either a small remote-like controller or motion controllers limited to three degrees of freedom. HTC launched it in China first, then internationally in November 2018. A refresh called the Vive Focus Plus followed in February 2019. It added motion controllers with six degrees of freedom and a redesign for better weight distribution. HTC unveiled a direct successor, the Vive Focus 3, in May 2021. It runs a Qualcomm Snapdragon XR2 chip, with 2448 by 2448 resolution per eye at 90 Hz and a 120-degree field of view. The Focus 3 also supports Vive Business Streaming, letting a user pipe VR content over from a separate computer. In September 2024, HTC unveiled the Vive Focus Vision, adding an improved strap and cooling system, 12 gigabytes of RAM, and 16-megapixel color passthrough cameras. It also gained foveated rendering support and a DisplayPort connection routed over USB-C. Wired tethering at up to 120 Hz was scheduled by the end of that year. The Focus Vision stayed backward compatible with Focus 3 accessories.
HTC took a different approach with the Vive Flow, unveiled in October 2021 as a lightweight headset shaped like a pair of glasses. It runs a 75 Hz LCD panel with a 100-degree field of view on a Qualcomm Snapdragon XR1 chip. Because its own battery backup is limited, it draws power from an external source such as a USB battery pack. Instead of a dedicated controller, the Flow uses a paired Android phone as a pointer and touchpad. It can also mirror the phone's apps directly into the VR environment. HTC built it mainly for "stationary" uses like multimedia and 360-degree video rather than gaming. A Viveport subscription variant for the Flow focuses on that kind of content. Its lenses include dioptre adjustment, letting eyeglass wearers go without their glasses.
At CES in January 2023, HTC announced the Vive XR Elite, a goggle-style mixed reality headset comparable in shape to the Meta Quest Pro. It runs a 90 Hz LCD with a 110-degree field of view on a Snapdragon XR2 chip. Its depth sensors and color passthrough cameras support augmented reality software. A hot-swappable battery pack sits on the rear strap, since the headset's own built-in backup is limited. Users can wear it with a standard headstrap or swap to a glasses-style frame similar to the Flow, again drawing power externally. Separate accessories add eye tracking and face tracking to the XR Elite.
HTC also sells a small motion-tracking puck called the Vive Tracker, which straps onto physical objects or limbs so the base stations can follow them. A connector lets it talk directly to whatever accessory it is attached to. At launch, HTC sold the Tracker on its own, and also bundled it with integration-ready gear. That gear included a light-gun-style controller called the Hyper Blaster and a racquet built for sports games. By 2021, HTC had released three separate iterations of the Tracker, each refining its battery life and tracking accuracy. A related accessory, the Vive Ultimate Tracker, serves the Focus 3 and XR Elite instead, using inside-out tracking rather than external base stations.
In June 2017, HTC released the Deluxe Audio Strap, a replacement head strap for the original Vive. It added integrated over-ear speakers, similar in concept to the first-generation Oculus Rift. Extra padding also improved weight distribution and comfort. HTC followed in September 2018 with the Vive Wireless Adapter for the original Vive and Vive Pro. It let the headset run wirelessly through a battery pack and transmitter using WiGig radio technology. That built on an earlier third-party option. In November 2016, HTC had unveiled a wireless kit called TPCast, built by a startup funded through the Vive X accelerator program. HTC returned to accessories in March 2021 with the Vive Facial Tracker, which clips onto the headset. Infrared-illuminated cameras capture facial motion for uses such as social VR apps. On supported models, it can combine with eye tracking as well. A company called 7invensun also built the aGlass lenses through the Vive X program, adding eye tracking to headsets that lack it natively. The Vive additionally works with other SteamVR-compatible gear, including the Index Controllers.
Since 2021, HTC has steered the whole Vive line toward business and enterprise buyers, stepping back from the ordinary consumer market. Vive General Manager Dan O'Brien explained the logic directly. The consumer market, he said, had "gravitated toward these artificially subsidized price points that really only one company in the world has any tolerance for." That was an apparent reference to Facebook Inc. He called the enterprise and professional market "a very healthy and rapidly growing market where we can bring real value and solutions." That strategy did not hold completely firm. When HTC introduced the Vive Focus Vision in 2024, it marketed the headset's changes as appealing to a gaming market. That pulled back on the enterprise-only pitch O'Brien had described, at least for one headset in the line.
Common questions
When was the HTC Vive released?
The first-generation HTC Vive was released in April 2016, after preorders opened on the 29th of February 2016. HTC and Valve had originally planned a release before the end of 2015, but pushed it back to April 2016 in December 2015.
How does the HTC Vive tracking system work?
The HTC Vive uses external base stations, nicknamed lighthouses, that sweep the play area with infrared lasers on rotating spinners alongside an array of LED lights. Photosensors on the headset and controllers detect the LEDs and compare their timing to the laser sweeps to calculate each device's position, enabling room-scale virtual reality.
Who did HTC partner with to develop the HTC Vive?
HTC developed the Vive in partnership with Valve Corporation, which provided its SteamVR software and hardware platform. Prototypes were demonstrated during 2014, and HTC officially unveiled the device at its Mobile World Congress keynote on the 1st of March 2015.
What is the difference between the HTC Vive Pro and the original HTC Vive?
The HTC Vive Pro, unveiled on the 8th of January 2018, raised per-eye resolution to 1440 by 1600 pixels, a 78 percent increase over the original Vive. It also added a second outward-facing camera, a noise-cancellation microphone, and switched from HDMI to DisplayPort.
What standalone headsets are part of the HTC Vive lineup?
The HTC Vive lineup includes standalone headsets that need no connected computer, such as the Vive Focus line, the Vive Flow, and the Vive XR Elite. The Vive Focus targets the business market and competes primarily with Meta Quest, while the Vive Flow and Vive XR Elite use a lightweight, glasses-like design.
Why is the HTC Vive now marketed toward business customers?
Since 2021, HTC has targeted the HTC Vive line toward business and enterprise customers rather than consumers. Vive General Manager Dan O'Brien said the consumer market had gravitated toward subsidized pricing that only one company could tolerate, an apparent reference to Facebook Inc., while calling the enterprise market a very healthy and rapidly growing one.
All sources
81 references cited across the entry
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- 10HTC Vive VR headset delayed until AprilAdi Robertson — 2015-12-08
- 11HTC Vive pre-orders to start on February 2911 January 2016
- 12Valve, HTC Offering Free Vive VR to Developers30 March 2015
- 13HTC Announces Vive 'Business Edition' for $1200Scott Hayden — 9 June 2016
- 15A closer look at HTC's new higher-resolution Vive ProTom Warren — 9 January 2018
- 17HTC unveils new Vive Cosmos VR lineup with swappable faceplatesSam Byford — 20 February 2020
- 18HTC's new Vive Cosmos VR headset arrives on October 3rd for $699Tom Warren — 12 September 2019
- 19Ask Ars: I can't choose between Oculus Rift, HTC Vive, and PlayStation VR!Lee Hutchinson — 22 March 2016
- 22SteamVR is coming to Mac—and Apple says it will actually workSam Machkovech — 5 June 2017
- 23HTC's Deluxe Audio Strap is a huge improvement over the Vive's elastic strapsWes Fenlon — 1 March 2017
- 24NewsThis Is How Valve's Amazing Lighthouse Tracking Technology WorksSean Buckley
- 25NewsLatest HTC Vives Are Shipping with Tweaked Base Stations, Redesigned PackagingBen Lang — 13 April 2017
- 28HTC: Why Vive Will Beat Oculus VR at Its Own Game17 July 2015
- 29HTC Vive Pro tips: How to set up the Vive Pro and tackle issuesPocket-lint — 17 October 2019
- 30Valve launches SteamVR support for Linux22 February 2017
- 31SteamVR Drops Support For macOSMay 2020
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- 33Vive Pro Bundle With 2.0 Base Stations & Controllers Now Available at $1400Scott Hayden — 2018-04-23
- 34HTC's Viveport store is launching an unlimited VR app subscriptionJacob Kastrenakes — 4 January 2017
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- 36HTC pivots from blockchain to the metaverse for its next smartphone gimmickChaim Gartenberg — 2022-03-03
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- 42HTC announces new Vive Pro Eye virtual reality headset with native eye trackingNick Statt — 7 January 2019
- 43HTC unveils new Vive Pro 2 with 5K resolution display and 120Hz refresh rateJames Vincent — 11 May 2021
- 44HTC Vive Pro 2 Full Kit Ships In October For $1,399Jamie Feltham — 13 September 2021
- 45HTC's China-exclusive Vive Focus VR headset is now launching worldwideAdi Robertson — 8 November 2018
- 46HTC announces new VIVE Focus with two updated motion controllersJon Porter — 21 February 2019
- 47HTC's self-contained $1,300 Vive Focus 3 headset has a 5K screen and ships June 27thAdi Robertson — 11 May 2021
- 48HTC announces the Vive Focus Vision with color passthrough and an eye on gamingWes Davis — 2024-09-18
- 49HTC announces a PC-powered VR headset called the Vive CosmosAdi Robertson — 7 January 2019
- 50Vive Cosmos review: not out of this worldAdi Robertson — 2019-10-10
- 51HTC debuts Vive Cosmos Elite, Play, and XR models, plus new faceplates20 February 2020
- 52The $499 HTC Vive Flow is VR for people who don't like VRAdi Robertson — 2021-10-14
- 54HTC's new VR / AR headset is the $1,099 Vive XR EliteAdi Robertson — 2023-01-05
- 58HTC's Vive Ultimate Trackers are a sleeker way to keep tabs on your VR limbs and other objectsJon Porter — 2023-11-29
- 60HTC's Deluxe Audio Strap is a better headphone solution for the ViveSam Byford — 4 January 2017
- 63Vive Wireless Adapter now availableBen Lang — 24 September 2018
- 64HTC announces Vive adapter for wireless VRTom Warren — 8 January 2018
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- 72Valve Is Bringing Native Unity Support To SteamVR10 February 2016
- 73Now anyone can build for SteamVR with Epic's Unreal Engine 4Charlie Hall — Vox Media — 30 April 2015
- 74Steam's virtual reality just got a boost from the maker of Unreal TournamentJacob Kastrenakes et al. — Vox Media — 30 April 2015
- 75Unreal Engine 4 Releases With SteamVR SupportDana Cowley — Epic Games — 30 April 2015
- 76Epic's Unreal Engine 4 Will Support Valve's SteamVRKevin Parrish — Purch — 30 April 2015
- 77HTC Vive-enabled Unreal Engine 4.8 Coming next Week, Devs Can Start Work with Rift DK2Ben Lang — 30 April 2015
- 78NewsHTC Vive Headset Nearing 100,000 Install Base, Steam Data SuggestsBen Lang — 4 July 2016
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- 82HTC Confirms Each Vive is Sold at Profit, "Much More" Than 140,000 Units in SalesBen Lang — 23 November 2016