Vive is a virtual reality headset from Valve and HTC. Photos of a new VR helmet from Valve have appeared online


Preview and impressions of the games

It's no secret that the topic of virtual reality (VR for short) will become key this year. And most likely in the next few years. To be convinced of this, it is enough to look at which leading companies in the IT industry are investing billions of dollars in developments and products related to this area today. These are Google, Sony, Microsoft, Samsung, Facebook, Nvidia and many others.

In our report from Mobile World Congress 2016, we talked about how VR was the center of attention at this exhibition. And, in particular, the HTC Vive helmet aroused particular interest. Alas, we were not able to meet it then: due to the huge excitement, all 15-minute sessions of working with the helmet were scheduled even before the start of the exhibition, so we could only admire the appearance of the product lying under glass, as well as watch the lucky ones who were able to test the new product .

After returning to Moscow, we tried to negotiate with the Russian HTC office about the opportunity to try the helmet, but to no avail. Meanwhile, the commercial release of HTC Vive took place abroad. However, currently only pre-orders are available for shipment in June 2016. And the helmet is not supplied to Russia, and even the approximate release date for HTC Vive has not been announced. Of course, “gray” offers have already appeared with a markup of more than twice, but nowhere is it indicated that the helmet is in stock - everywhere is “on order”.

However, our desire to get acquainted with the helmet turned out to be stronger than the circumstances :) She met us halfway Nvidia company(thanks to Irina Shekhovtsova!). The leading GPU manufacturer is now actively working on the VR topic, and in the Moscow office they found a demo copy for us, with the help of which we were able to evaluate both the gadget itself and several future gaming projects for it. In addition, Nvidia representatives told us about their work on the topic of VR.

In this material we will share with you the information received and impressions of the projects we saw, and also tell you in more detail about the helmet itself. Of course, this cannot be considered a full-fledged test, and at the first opportunity to get the helmet in our hands, we will definitely return to this topic, but at this stage Any information about the HTC Vive is valuable, so we think it's important to tell you everything we can find out.

HTC Vive packaging and design

The first thing that strikes you about the helmet is its configuration. Unlike simple devices type Samsung Gear VR, where there is nothing in the box except a helmet and all sorts of small things, HTC Vive is somewhat reminiscent of a home theater: you get a lot of components that need to be connected correctly. So, the set includes:

  • The helmet itself
  • Two identical wireless controllers
  • Connector through which the helmet connects to the computer and power supply
  • Two cubes called " base stations»
  • Headphones and other small things

It is connected as follows. The helmet is connected to the connector with three cables: HDMI, USB and power. Connector - to electrical outlet, as well as to a computer using HDMI and USB cables. Next, two base stations need to be hung diagonally under the ceiling in the corners of the room. These are infrared ray emitters that determine the position in space of your helmet and controllers. These base stations look like miniature tweeter speakers, and you can guess that they are something else only by the absence of speakers. However, through the camera, infrared rays become visible.

It is recommended to hang these base stations about three meters apart. Then they will completely cover the area of ​​the square whose corners they represent. But no big problem, if the distance between them is greater, then there may be dead zones in the space between them.

No less interesting in this set are the controllers. They are made of plastic and have an unusual shape. No one could explain to us why there was this round hole at the end. There was an assumption that for a full experience while watching VR porn (hussars, keep quiet!).

However, this is far from the only interesting detail of the controllers (although it is the most inexplicable). More importantly, there is a trigger, a round button pad, and several other buttons. And all of this can be used in different ways depending on the game. For example, in the game Arizona Sunshine, pressing the round button allows you to reload the pistol, and in one of the demos you can use it to teleport to the selected area of ​​the location.

Of course, the main use of these controllers is shooting weapons (pistols, etc.). Have you dreamed of shooting with both hands, like action heroes? With HTC Vive, this dream becomes a reality. Virtual-real :) One of the most amazing moments is when, while wearing a helmet, you can examine your virtual pistol in detail, turning it at any angle - as if it were a real object. At the same time, some cognitive dissonance occurs: your palm feels one shape (albeit similar to a pistol, but still not entirely identical), and your eyes see something different. Interesting feeling.

Another valuable quality of the controllers is the built-in vibration motors for feedback. This takes the realism up another notch. For example, when inserting an arrow into a bow and spreading your arms to shoot, you feel the bowstring stretching. That is, vibration motors create a very believable tactile sensation.

Note that the controllers are completely identical, but one is perceived by the system as left, and the other as right. If you wish, you can change them in your hands without any problems. And this can be useful not only for left-handers, but also, for example, in those projects where you have a shield in one hand and a pistol in the other (depending on the game situation and personal preferences, it may be more convenient to hold the shield in right hand or left).

On the surface of the controllers you can see a number of small round depressions - such “dimples”. These “dimples” are precisely what is needed in order to receive infrared rays from base stations. They are used to position the controllers in space. The same “dimples” (only significantly larger) are on the helmet itself - for the same purpose. It looks funny: such a bumpy surface - like the Moon with craters.

One of key differences HTC Vive is different from the helmets that we tested earlier - it has its own screen. If Samsung Gear VR, as well as even simpler helmets Homido, Fibrum, Smarterra, use a smartphone screen that you insert into them, then you don’t need to insert anything into HTC Vive. There is own display, providing an image resolution of about 1080p for each eye. This is more than even smartphones with a 2560x1440 display can offer. Therefore, the image in the HTC Vive is less grainy, the mesh is not as clearly visible as in the above-mentioned helmets. It is clear that when smartphones with even more high resolution, then HTC Vive will no longer have an advantage, but so far the only smartphone with a stated resolution higher than 2560x1440 is Sony Xperia Z5 Premium, which, according to the manufacturer, has 3840x2160, but in reality this is not entirely true (see our investigation!). Therefore, so far the picture in HTC Vive is the best we have ever seen in a VR helmet. It’s not ideal yet, but it’s already enough so that you can think about what’s happening in the frame, and not look at the pixels.

Another important point- wide viewing angle. Many helmets have the feeling that you are looking through some kind of window, that is, on the left and right, the field of view is slightly blocked by the walls of the helmet. The HTC Vive didn't have that feeling. You put on a helmet and immediately find yourself in another reality, where nothing bothers you and almost nothing (except, first of all, tactile sensations) reminds you of the illusory nature of all this.

As for tactile sensations (now in a negative sense), they really exist, and this is still one of the main problems of helmets. HTC Vive is one of the heaviest VR devices. Yes, it has a well-thought-out system for adjusting and fixing the straps so that it sits tightly on the head, and contact with the face does not cause discomfort thanks to the foam pad. In addition to this, there is a lever on the helmet that allows you to adjust the distance between the lenses by choosing optimal value for myself. And everything would be fine, but after 15 minutes of being in the helmet, your hair becomes wet (especially around the forehead and temples), and after another 15 minutes your face begins to get tired. If you take off your helmet at this point, you will experience relief. In addition, the cables from the helmet are a bit of a nuisance, touching either your neck, back, or shoulder (depending on where the hub the helmet is connected to is located). In general, the time of a comfortable stay in HTC Vive varies from 15 minutes to half an hour for beginners and, probably, no more than an hour for experienced ones.

Impressions from games and demo versions

So far with content for VR headsets and HTC Vive big problems. Although HTC Vive is formally already available for sale, it cannot be said that, together with the helmet, the user can immediately purchase any full-fledged serious games at the level of those with which new consoles are usually launched. However, there are already a lot of all kinds of demo scenes, small games and other entertainment for HTC Vive, that is, we can fully evaluate the mechanics, graphics capabilities and other aspects.

Content for HTC Vive can be accessed using the popular gaming Steam service. There is a special section available where you can open a list of projects specifically for HTC Vive. At the time of writing, there were 189 titles on this list. Of these, 161 are games, and the rest are demo versions, benchmarks and other programs. Of these 161 games, 125 are available for download, the rest will be released in the future (some projects have a release date, some only coming soon or month of release).

As for prices, most games cost 400-500 rubles, although there are cheaper ones (up to 79 rubles) and even completely free.

Since we didn't have much time, we decided to try several completely different projects to understand what the HTC Vive is basically capable of and how its hardware capabilities can be used in different genres.

Arizona Sunshine

This zombie shooter set in the Wild West is due out in 2016. In the meantime, we have access to several small scenes where we use a pistol to shoot back the undead crawling towards us.

From a mechanical point of view, nothing special, but what amazes me the most is the graphics, which are really decent major project. It’s unlikely that this would be so impressive in the traditional version - with a picture on the monitor, but when you can look up and see blue sky and flying birds, down - and glance over the scorched Arizona land, take a step left and right, then a completely different feeling appears.

A short demo video will help you evaluate the effect of presence.

Speaking of mechanics, we note that reloading weapons here occurs using the round button on the controller. That is, after every six shots with the trigger, we need to remember to reload the clip.

Space Pirate Training

A very impressive game is Space Pirate Training. We are on the deck of a spaceship, and we are being attacked by enemy drones. They shoot laser beams at us, but we can also shoot back, with two pistols at once.

In addition, we can replace one of the pistols with a shield, which can be used to protect ourselves from drone shots. But that's not all! To dodge laser beams, the player needs to crouch, bend over and move around the room. And here one of the key features HTC Vive: tracking the player's position in space.

Cloudlands

Another interesting VR project is the Cloudlands golf mini-game. True, this is not quite classic golf in terms of location (instead of a large field there are various ingenious structures), but the essence of the game is the same: you need to roll the ball into the hole with a club.

We control the stick using one of the controllers. Moreover, the behavior of the stick in space exactly corresponds to the movements of the controller. And this is another clear proof of how helmets like HTC Vive are superior to Samsung Gear VR and similar solutions - such a game would, in principle, be impossible there.

As a minus, we note that the graphics here are simpler. Even much easier than in Arizona Sunshine. And this reminds us that just because a game is being made for the HTC Vive doesn't mean highest quality graphics. Although the performance required here is no less (we tried both games on the same configuration).

Valve The Lab

Perhaps one of the most interesting demo scenes for HTC Vive is The Lab from Valve. Here we are in a certain factory, where a conveyor belt is moving, there are tables with some papers and objects, there are mountains of boxes... On one of the tables you can find a bow and arrows. Once you have them, you can shoot a bow by pulling the string with one controller and aiming the bow with the other.

You can shoot anywhere, there is no specific target (that’s why it’s a demo, not a real game), but the most difficult thing is to hit objects on a moving conveyor belt (you have to shoot a little ahead), and the most fun is to destroy mountains of boxes. However, the fun doesn't end there. There is a robotic dog running under your feet, which you can pet or throw some object at it - everything is incredibly realistic!

In addition, you can approach tables (or teleport to them), take various objects from them, and somehow interact with them (for example, toss and catch a ball or launch a quadcopter). Despite the lack of a specific task, this demo is incredibly addictive precisely because of the feeling of limitless freedom and realistic interaction with objects. Well, archery is, of course, an interesting experience, which, obviously, cannot be repeated in this form on simpler helmets.

HTC Vive hardware requirements and Nvidia developments

Obviously, displaying a 360-degree image, and even with Full HD resolution for each eye, is a task that requires quite serious hardware performance of the PC to which you connect the helmet. According to Nvidia, VR games require seven times more computing resources than regular 3D games when compared to projects with similar graphics levels. At the same time, the image refresh rate must be at least 90 fps for a comfortable game.

The key configuration element is, of course, the GPU. The computer with which we tried the helmet had Nvidia GeForce GTX 980, and the picture was absolutely smooth.

Specifically to identify computers suitable for VR, Nvidia has developed GeForce marking GTX VR Ready. The presence of such a sign on the device means that its capabilities are sufficient for comfortable use of HTC Vive and Oculus Rift helmets. Among laptops, only a few MSI gaming models from the GT72S 6QF and GT80S 6QF series have received this marking (you can find a review of one of these models on the website).

However, Nvidia’s efforts are aimed not only at consumers of the final product and the development of graphics chips, but also at making the task easier for the creators of games and helmets. The VRWorks SDK was released for them. This software suite introduces technologies that provide more efficient use graphic resources in VR, and also helps the PC system to correctly recognize the helmet when connected. It is reported that VRWorks is integrated into the game engines Unity, Unreal Engine and Max Play, and is also supported by HTC Vive and Oculus Rift helmets.

Among the technologies available in the VRWorks SDK, two are worth noting: Multi-Res Shading and VR SLI. Multi-Res Shading allows you to save resources due to the fact that full resolution(Full HD) only that part of the picture that the user sees is drawn, that is, which is in the frontal plane, in front of the eyes. Accordingly, what is behind or on the side is drawn in a lower resolution, due to which the load on the GPU is reduced.

VR SLI allows you to use a combination of two video cards so that one of them draws the picture for one eye, and the other for the other. Thus, the performance of each video card can be used to the maximum.

It must be said that Nvidia is now very actively working on the topic of VR and sees the future in it for the entire gaming industry. Representatives of the company interact with developers and are ready to assist them in optimizing games for VR; Nvidia also works closely with HTC and Oculus. Overall, although Nvidia itself does not produce any headsets or content for them, the company's efforts in the field of VR are very significant, and this once again convinces us that the era of VR has already arrived, since the combined efforts of so many industry leaders simply cannot not give an impressive result in the end.

Preliminary conclusions

HTC Vive on this moment is perhaps the most advanced virtual reality helmet, allowing you to get the most complete picture of the capabilities and prospects of VR. True, we haven't seen latest version Oculus Rift, but sales of the commercial version will begin only in August, and not everywhere. Russia is not even in the foreseeable plans yet (as well as the Russian office of Oculus), so it is almost certain that HTC Vive will enter our market first, and only then Oculus.

True, HTC Vive is more expensive: $800 versus $600 for Oculus. But the Vive is a little lower system requirements(4 GB random access memory, not 8 GB, and don't need three USB port 3.0). On occasion, we will definitely compare the commercial versions of Oculus Rift and HTC Vive, but for now we can say for sure that this is a completely different level of VR experience than in helmets with smartphones inside. The picture is better, the games are better, plus you have a significantly expanded arsenal of interaction with game objects thanks to controllers and tracking the position of the helmet (the gyroscope and accelerometer in smartphones cannot provide such accuracy).

The main problems are the complexity of installation (installing a helmet for the user will be something akin to assembling home theater, that is, it is much more difficult than with the same smartphone helmets), high performance requirements (in particular, the inability to play with laptops, except for a few very expensive and massive models), and finally, physical fatigue when staying in helmet And, of course, there is a problem with content, but here the situation will gradually change, and in six months the picture should be completely different.

In general, like any innovative technology or new class devices, at this stage HTC Vive is, of course, the lot of enthusiasts and those who want to look into the future. But we no longer doubt that this is truly a window into the future.

In conclusion of the article, we suggest watching our video review of the HTC Vive virtual reality helmet:

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Virtual reality helmet HTC Vive, a joint development between Valve and HTC, has already postponed its release date twice. The first start date for sales was announced as April 2015, the second - the end of 2015. However, contrary to promises, HTC Vive release date rescheduled once again. They promise it will be the last time. In the meantime, let's spend on HTC Vive review in Russian.

At the time of announcement virtual reality headset from Valve, its developers threw around big words. They say that the helmet will be the best representative of the species and its capabilities will force users to “write with boiling water”, stretching out their raking hands to the new product. It cannot be said that they completely deceived us, since there has not yet been a release of the finished version, but based on the available crumbs of official and semi-official information, some conclusions can already be drawn.

HTC Vive review

Don't let the name of the virtual reality headset confuse you. Despite the participation of HTC, known for its mobile devices, in the development of the device, the upcoming new product is a full-fledged device, as is implemented in helmets or Google Cardboard.
They plan to equip the helmet with two displays with a frequency of 90 hertz and a resolution of 1200 by 1080 each. The model, as was reported at a recent conference, will be equipped with “cooler” displays, but details are not provided. The device body contains two USB connectors, one audio output, an HDMI connector and a hole for the power supply. That's right, the design of the device is the same as that of Oculus Rift wired. Unfortunately, from the wires modern technologies signal transmission is not yet allowed to leave.

This is what the joystick for HTC Vive looks like

HTC Vive Developer Kit

Unlike Oculus Rift, which sold a version of its virtual reality headset for developers to everyone for $350, the upcoming new product is already being sent to some selected developers absolutely free. So they can do more normal games for virtual reality helmet.

HTC Vive release date

Official representatives of the developers say that pre-order HTC Vive it will be possible already in February 2016. Whereas HTC Vive release date scheduled for April 2016. Valve company representatives reported that manufacturers of virtual reality helmets based on HTC Vive there will be several. They all will full-fledged devices, officially supported by the company. To understand what we might be talking about, just look at the example that was the first to use this model distribution.

HTC Vive price

Concluding the review on HTC Vive, I would like to note that the cost of a virtual reality helmet HTC Vive has not yet been specified, although the price of the device is expected to be higher than that of the Oculus Rift. While some online stores are already trying to collect money from users in the amount of 40,000 rubles. These actions are strange and you can run into scammers. So be careful and do not make purchases or pre-orders for HTC Vive, even for the “developer version”.

Not long ago it became known that Valve, together with HTC, has developed a completely new product. It is a virtual reality helmet that has many new parts compared to other similar devices. New model called Vive. Valve's helmet was first introduced in early March 2015. Sales began at the beginning of 2016. We can say that the helmet immediately gained great popularity, many were looking forward to its release.

Valve's product is quite large in size compared to other similar models. Its weight is 450 grams. However, the large dimensions are compensated by the wide functionality of the glasses. For example, the helmet is equipped with large HD screens that transmit high-quality images. The case can also please users with the build quality and modern design. Valve's virtual reality glasses fit well on the head. Due to the convenient adjustment, they do not seem heavy at all. Adjusting the helmet is not difficult; all you have to do is put it on and tighten the straps. This way, the glasses will sit tightly on your head without interfering or restricting your movements during the game.

Specifications (system requirements)

We got to know this interesting product from Valve a little. Now it’s worth taking a closer look at all its features and differences from other similar devices.

Model specifications:

  • Resolution: 2160*1200;
  • Refresh rate: 90 hertz;
  • Viewing angle: 360 degrees;
  • Adjusting the distance between the pupils;
  • Gyroscope, accelerometer;
  • More than 70 motion sensors;
  • Adjustable straps to suit head size.

Among the features of the Valve gadget, it is also worth noting the built-in headphones, which is very convenient. The sound is transmitted in excellent quality, this contributes to more full immersion into the virtual world. It's interesting that in virtual glasses Valve have 2 screens that allow you to transmit a realistic image, without dark stripes and distortion.

Valve and HTC position this model not only as a gaming device, but also offer to use it for various educational programs.

It is worth talking about some technical differences of this device. It has a large number of sensors built into it, more than 70 in total. The helmet uses a gyroscope, several laser positioning sensors and other elements.

The Vive gadget also comes with 2 external stations that determine its location in space. They find the device at a distance of up to 4.5 meters.

The helmet also comes with 2 hand controllers.

You can often hear that users get a little motion sickness while playing. In the Vive helmet, manufacturers tried to take this feature into account. You can wear glasses for a long time without experiencing any discomfort. How did you manage to get rid of this problem? To achieve this, manufacturers paid close attention to the device's response speed and tracking of user movements.

Users also note the convenience and ergonomics of the case. Due to the convenient adjustment on the head, using special straps, you can be in it long time without much inconvenience.

Cost of virtual glasses in Russia

I need to say a few words about the prices of this device. You can't say what it is a budget option, since the helmet is quite expensive. However, its functionality and quality fully justify the high cost. At the time of release (February 2016), the price of the Vive helmet was about $799. Now it can be purchased in Russia. Prices for Valve gadgets start at 77,000 rubles, but in some stores they exceed 90,000 rubles.

A presentation of a new virtual reality headset developed by Valve together with HTC called Vive (Vive Developer Edition) took place. Support is declared for the device.

In general, it does not demonstrate any cardinal and fundamental differences in appearance or functionality from such analogs in this direction as, and other virtual reality devices appearing on the market, with the exception of the ability to move freely within the room and not be limited by a narrow coverage radius special camera, as for example in .

Despite this feature, the helmet still requires cable connection to a computer, which imposes certain restrictions on freedom of movement in space.

The Vive uses a laser sensor system called "Lighthouse" of 37 sensors located on the face of the helmet, which in turn transmit data to two wireless devices. Sensors located in two corners of the room create virtual space, which allows you to track your movement using data received from the helmet sensors. Recommended coverage area is 4 by 4 meters (maximum 4.5x4.5). They also send a warning to the user if they get close enough to a wall, and anecdotal evidence suggests that it may be possible to use multiple helmets with the same set of sensors at the same time to play together - but this, unfortunately, does not exclude the possibility of getting tangled in the wires.

In addition to the helmet itself, a prototype VR control device from Valve was also demonstrated.


The controllers, shaped like a handle, are also covered with sensors for reading information using sensors located in the corners. They are equipped touch panel, buttons, triggers and the ability to respond to compression. In general, Valve developers tried to add everything possible options management and interaction. The prototype shown used wired connection, but in the future it is planned to be wireless.

Despite its rather unusual and massive appearance, the control device is quite convenient and intuitive. The developers assured that the unusual and bulky appearance device is due solely to the fact that it is still a prototype and the final version will be more ergonomic and attractive.

Let us remind you that Valve is not the first who decided to use controllers of a similar shape; Sony’s PlayStation Move - a control device of a similar shape is already used together with Project Morpheus during demonstrations.

But let's go back to the Vive itself and take a look at it.

The helmet is quite light for its size and is attached using several straps in the same familiar way used in almost all other similar devices. According to reviews from those who used it, even despite quite active movements, it did not slip, which sometimes happens with the Oculus Rift.

The presented version of the Vive Developer Edition was connected with several wires, but the final version will use only one for connection HDMI cable In addition, there are audio and two USB connectors on the top. The final version is planned to have an integrated audio system, similar to the one used in the latest prototype. However, it is logical to assume that, just as the developers from OculusVR approached this decision in Vive, it will most likely remain possible to connect and use your own headphones.

Since the helmet uses two displays with a resolution of 1200x1080 and a refresh rate of 90Hz, the image looks clearer than in the Oculus Rift DK2 and. However, according to reviews from those who used the helmet at GDC 2015, multi-colored inter-pixel colors are still noticeable when looking at, for example, a gray background.

The exact cost of the Vive helmet is still unknown, but in an interview, HTC executive director Jeff Gattis (Jeff Gattis) mentioned that the price will be a little higher (relative to others) since they are aiming for premium quality - so many guesses the price range could be $300-$500.

The Vive Developer Edition sales start date is spring 2015. The consumer version is planned for the same 2015, but later.

Obviously, the final version of the helmet, which is expected in 2015, will be significantly better than the Vive Developer Edition demonstrated at GDC.

But even now it is becoming clear that a new, unexpected and strong player has appeared in the VR arena, who is quite capable of changing the disposition of forces.

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When it comes to Valve, no one knows what goes on behind their office doors. As one of the most secretive developers of both games and hardware, his efforts are now extending to VR. Now, as the images show, we're looking at a next-generation virtual reality device.

At the moment, it is unclear what exactly we are seeing in the images. Maybe it's perfect a new version virtual reality headsets, and maybe the company’s next step in the direction of the VR industry.
The images were discovered by Reddit user '2flock' in an Imgur album that contains a number of images showing VR headsets emblazoned with the Valve logo.

Another eagle-eyed Redditor, user shoneysbreakfast, points out that the headset could be equipped with some cleverly integrated SteamVR sensors, the same type we've already seen on the HTC Vive, Vive Pro and Pimax “8K”. They're hard to make out, but they're barely visible, like the indentations on the top of the headset in the photo above.
On the front panel you can see a slot reminiscent of a classic USB. Apparently, it is used to connect additional device. The headrest padding also matches that found on Valve's latest controller prototype, Knuckles.


The surprisingly large pair of lenses could mean the headset is designed to give users a wider field of view (FOV) than the HTC Vive, which has a 110-degree FOV. On the case you can see sockets for the cable, which characterizes the new device as a virtual reality helmet for a personal computer.
Two camera sensors adorn the front of the headset. Perhaps this means it has some kind of optical tracking on board. Although, assuming the helmet is tracked via SteamVR base stations, it's possible the sensors could be used for AR or even hand tracking.
An integrated audio device can also be seen in the body of the new virtual reality helmet. However, this functionality is not new; users could already see it on the HTC Vive Pro. The way the head is wrapped is also very similar to the Vive Pro.


There is no clear marking on the headset itself indicating the manufacturer, so it is unknown which company was responsible for producing the device. The lack of branding and large number of headsets may also suggest that this is an early dev kit or a late-stage prototype.







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