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Replace damaged or missing screws securing the headphones to a Deluxe Audio Strap for a HTC Vive headset, a Vive Pro headset, or a Vive Pro Eye headset.
HTC has partnered with iFixit to make its Vive virtual reality systems more repairable, selling a list of screws, cables, adapters, and other standalone components directly to consumers. In a blog post, HTC says the move is aimed at helping people whose headsets are out of warranty or potentially no longer being sold. iFixit also offers repair guides for the original Vive, the Vive Pro, the original Vive controller, and the Vive Pro Eye.
HTC confirmed to The Verge that this is the first time consumers have been able to order many of these replacement parts directly. A few listings, like a $3.99 controller lanyard, wouldn’t be hard to find through other sellers. But VR headsets are specialized and niche devices, so if you want a replacement foam pad ($19.99) and set of headphones ($59.99) for your Vive audio strap, or you’ve lost the power adapter for your link box ($19.99), this is a lot more reliable than hunting for an unofficial replacement.
The Vive, first released in 2016, has always been a relatively modular headset compared to the Sony PlayStation VR or Oculus Rift and Quest lineup. HTC has released several upgrade kits with features like wireless streaming and eye tracking, some of which have been later integrated into standalone headset packages. (Its latest module is a lip tracker.) The consumer-focused Vive Cosmos — which iFixit doesn’t list an official guide for — comes in multiple variants with different swappable faceplates. The entire Vive ecosystem is built on top of Valve’s SteamVR, and some pieces are cross-compatible with the Valve Index. As HTC keeps building out its ecosystem, a home repair option seems like a natural fit for the brand.
When we say VIVE Focus is ready out of the box, we mean it. No tethered PC required. No external base stations or sensors needed. Just instant wireless VR with high-resolution 3K AMOLED screens and Qualcomm® Snapdragon™ 835 processing.
Sometimes in VR, less is more. Enabling Kiosk Mode on the VIVE Focus limits access to apps and navigation, turning the system into a powerful, portable fixed-purpose device. The result: A user-friendly VR experience for trainees and clients that focuses on what matters most—the content.
The VIVE Focus will take you far in the virtual world. Featuring innovative world-scale tracking with a 110° field of view, users will enjoy a freeing, intuitive experience with nothing to hold them back.
When it comes other standalone devices, there are trade-offs, especially when it comes to visuals. Not with the VIVE Focus. From first sight, you"ll be treated to high-resolution 2880 x 1600 graphics on par with tethered, professional-grade VR systems like the VIVE Pro.
Pressed for space? The VIVE Focus effectively turns the world into an immersive virtual stage, offering positional tracking anywhere, anytime; indoors or out. Plus, with no need for a VR-ready computer, base stations, or sensors, you can always find room for Focus.
Keep your business running smoothly with VIVE Business Warranty & Services. The package includes a two-year limited commercial-use warranty, support, and services. Features like next business-day email response and expedited product repair or replacement minimize downtime.
**VIVE Business Warranty & Services (BWS) is intended for commercial customers only. Any purchase by an individual for personal consumer use may be cancelled or subject to revocation at HTC’s discretion. Advantage may only be utilized by the original purchaser or acquirer and may not be resold, distributed, or otherwise transferred. Registration required to activate your Advantage products. By purchasing Advantage products, you agree to be subject to the
**VIVE Business Warranty & Services (BWS) is intended for commercial customers only. Any activation by an individual for personal consumer use may be cancelled or subject to revocation at HTC’s discretion. BWS may only be utilized by the original purchaser or acquirer and may not be resold, distributed, or otherwise transferred. Registration required to activate your BWS products. By activating BWS products, you agree to be subject to the
The HTC VIVE Pro 2 Headset is designed to elevate your virtual experiences with high visual fidelity, balanced ergonomics, sub-millimeter tracking accuracy, and cutting-edge accessories. New dual LCD screens, 5K resolution, 120 fields of view, and 120Hz refresh rate helps deliver category-leading immersion ideal for AAA PC-VR gaming and graphics-intensive applications.
The HTC SteamVR Base Station 2.0 tracks the locations of your Vive Pro or Vive Pro Eye headset and controllers (both sold separately) for an immersive room-scale virtual reality experience. With wireless syncing and an 8.2" cable, the SteamVR Base Station 2.0 fits standard-threaded mounting points to cover your room.
With four SteamVR Base Station 2.0 units, the Vive Pro headset will be able to support up to a 32 x 32" area. With two SteamVR Base Station 2.0 units, the Vive Pro headset can support up to an 11.4 x 11.4" area.
Experience the all-in-one VIVE Focus 3, which offers incredible graphics, crisp resolution, powerful graphics processing and tracking without the need for a PC or base station. Perfect for advanced professional applications.
VIVE Focus 3"s energy-efficient design provides up to 2 hours of continuous use. Quickly recharge to 50% power in just 30 minutes. For all-day VR use, the battery can be replaced in seconds for easy and convenient charging.
This all-in-one VR headset has received both FCC and CE certification for Wi-Fi 6E. With this update, customers in the US, the UK, Germany and France are now able to access Wi-Fi 6E bandwidth on their VIVE Focus 3 devices, powered by the Snapdragon® XR2 platform featuring Qualcomm® FastConnect™ 6900 connectivity system.
VIVE Focus 3 is now able to support tracking across a much larger play area, allowing businesses to leverage very large spaces and deliver a truly free-roaming experience.
VIVE Focus 3 now offers Map Sharing, a hugely requested feature, especially among our LBE customers. It allows multiple users to operate accurate co-location tracking in a shared space, without having to individually setup or calibrate each HMD.
Take your VR experience to the next level with the 3rd generation Vive Tracker to track full-body movements or easily integrate custom objects, devices. Bringing reality to virtual reality is the mission of the Vive Tracker 3.0.
The New VIVE Tracker 3.0 has many improvements over its previous version. It is 15% lighter, 33% smaller and offers a 75% longer battery life. You can work, train and create longer with greater ease and precision.
For gamers looking for more immersion, use the Vive Tracker 3.0 supported by many virtual reality games (Example on VivePort: VRChat, After The Fall, Audica, Warcade...)
VIVE Tracker is a device that offers vast possibilities for accurate motion detection or the position of a real world object/animal. For film production, you can create character animations easily or work with virtual sets. Sports simulation can also boost the performance of your athletes.
The standalone HMD segment is benefiting from rapid innovation. Qualcomm"s SnapDragon XR-2 SoC has proven to be a robust VR platform, with many companies choosing it to power their HMDs, including Meta (formerly Facebook/Oculus), Pico Interactive, and HTC Vive. Pimax is also planning to use Qualcomm"s hardware in its next-generation VR headsets, which will launch late next year.
Quest 2 offers a high-resolution VR experience without the need for a computer. The headset provides 1832 x 1920 pixels per eye, a higher resolution than the Valve Index and HTC Vive Cosmos tethered PC headsets. Quest 2 also offers variable refresh rates, with developers able to target 60hz, 90Hz, and 120Hz configurations depending on the performance demands of the games.
The Valve Index is an old dog in this market, but Valve"s first, and so far only, VR headset remains one of the best that money can buy today. Unfortunately, in terms of resolution, the Index lags behind the rest of the market. The headset boasts dual 1440 x 1600 LCD panels for crisp but not mind-blowing image clarity. The variable refresh rate settings allow you to dial in displays to match your PC"s performance, which is an incredible help when you have a less-powerful graphics card in your system. The Index supports 80, 90, 120, and 144 Hz configurations.
The best part of the Index is the versatility of its tracking system. The Index headset uses the SteamVR tracking system, first introduced on the original HTC Vive and improved for the Vive Pro. However, the Lighthouse IR tracking system is still the most accurate tracking system for home-based VR systems, especially if you have a set of SteamVR 2.0-based stations. In addition, the SteamVR tracking system is compatible with many accessories, including the Valve Index controllers (colloquially known as Knuckles controllers), Vive Trackers, and the recently Kickstarter-funded Tundra Trackers.
Varjo sets itself apart from the competition with professional-grade components. The individual displays in this headset are not only ludicrous 2880 x 2720 pixels, but they are the first VR LCDs to offer Mini LED backlighting for precise color accuracy. Varjo also calibrates the panels for 99% sRGB and 95% DCI-P3 color, and 150 NIT brightness.
The Oculus Quest 2 is the best standalone VR headset that most people can buy, but it"s not the best standalone VR headset that exists. Instead, that title belongs to the HTC Vive Focus 3, a business-oriented headset that ticks so many boxes that make up an incredible HMD that we had to mention it here.
Sadly, you can"t buy a Vive Focus 3 unless you run a business, and even if you did buy one, there"s not much you can do with it as a consumer. The headset doesn"t have a formal storefront for game distribution, and HTC isn"t making any attempt to bring the headset to the consumer market in North America.
Today at CES 2018, HTC revealed the Vive Pro. It isn’t the ‘Vive 2’—and the original Vive will continue to be sold alongside it—but, in many ways, it raises the bar for PC VR headsets.
First and foremost is the headset’s improved display, which offers 78% more pixels with a 2,880 × 1,600 resolution (1,440 × 1,600 per display). This makes a big difference in clarity of the VR world. With the original Vive’s 2,160 × 1,200 resolution it’s relatively easy to see sub-pixels (the little red, green, and blue dots that mix together to make white, and every other color you see). Looking through the lenses of the Vive Pro, not only have the sub-pixels disappeared, it’s challenging to even make out whole pixels.
If you hear people saying that the Vive Pro still has quite visible screen door effect (SDE), I would bet that they are actually talking about aliasing and mura.
Aliasing is what happens when you don’t have sufficient pixel density to convince your eyes that a perfectly straight line is perfectly straight, when it’s actually made up of the jagged edges of pixels—this effect is exaggerated at a distance since fewer pixels are available to render more distant objects. Anti-aliasing techniques can go a long way to hide aliasing, so how much you notice the aliasing vary depending upon the application, but it’s still there in the Vive Pro.
The good news is that the mura-correction on the Vive Pro appears at least as good as that of the original Vive (which is pretty good). However, it’s still there, and, perhaps, now an equal or slightly larger contributor to the clarity bottleneck than SDE.
The result of greater pixel density—which brings less aliasing and less noticeable individual pixels—and solid mura-correction makes a big difference in the clarity of the virtual scene when looking through the Vive Pro. With every step forward like this, we’re getting closer to feeling like your head is really in another place (that fleeting feeling of Presence).
When I put my head in the Vive Pro for the first time, standing in the finely rendered Driftwood environment, I couldn’t help but marvel at a new level of closeness to the virtual world; our heads are so close to pushing through the window screen and out into the virtual world.
But the increase in resolution isn’t the only thing that makes the Vive Pro feel like a substantial improvement over the original Vive. The headset is also more comfortable, easier to use, and supports even better tracking.
Let’s start with comfort. The new strap on the Vive Pro feels like an improved version of the Deluxe Audio Strap (an optional accessory for the original Vive). Yes, it’s undeniably bulky, but some subtle changes make it more comfortable, and the Vive Pro comes standard with this new strap.
The new head mount on the Vive Pro functions roughly the same as the old one—with a knob on the back to tighten the headset to taste—but a change to the design of the padding structure on the back of the head feels, at least in my 20 minutes or so of testing it side-by-side with the DAS, to increase comfort by more gently cupping the area just under the crown of the head, rather than gripping tightly against the crown like a vice (as the DAS seems to do). It also feels easier to find the comfort sweet spot compared to the DAS.
The struts that connect the display housing to the back of the strap are also further away from your temples and help make the headset feel more ‘open’ on the sides rather than totally encompassing your head. Along with what feels like better balance, the Vive Pro feels less obtrusive on your head.
The new headphones also feel less likely to accidentally flip from the extended position into the on-ear position while you’re in the middle of putting on the headset (and irksome annoyance). Note: if you were following our HTC CES 2018 Press Event liveblog earlier, we reported that the Vive Pro has removable headphones—we’ve since confirmed that they’re actually permanently attached. [Update: After varying reports from HTC, the final word is that the headphones are detachable.]
Japan Display (JDI) has unveiled plans for high resolution LCD screens that could substantially improve the displays found in current VR headsets. JDI -- a joint enterprise made up of Sony, Toshiba and Hitachi -- says it"s developing a 3.25-inch 1,001 ppi (pixels per inch) LCD, which will also purportedly feature lower latency and energy consumption levels. According to JDI, these are the key ingredients required to unlock natural-looking video on higher resolution displays.
JDI"s new LCD tech shaves a few inches off the panel size, ditches OLED tech, and strives to eliminate those glaring pixelation problems found in many VR headsets. Last year, JDI announced that it was working on a 803 ppi resolution, but in order to achieve smaller, more lightweight HMD (head mounted display) devices, even 803 ppi doesn"t make the cut; right now 1,001 ppi is apparently the ideal.
Sales wise, PS VR is the leader of the VR pack. Even before the recent price drop, Sony"s headset was outperforming both HTC Vive and Oculus Rift, gobbling up a reported 50 percent of the market. It"s definitely the heavier VR option, and its graphical fidelity can"t topple PC-bound VR headsets like the Oculus Rift and HTC"s Vive -- they both output a far more substantial 2,160 x 2,100. However, if JDI"s proposed innovations end up in a future PlayStation VR headset, and it"s a big if, we"re looking at a considerable resolution jump.
The HTC Vive Focus 3, the company"s latest and highest-powered untethered VR system yet. New controllers, improved internal specs... and a very high MSRP of $1,299.
The Vive Focus 3, HTC"s newest "all-in-one" untethered VR headset, competes directly with the Oculus Quest 2, but it costs a whopping $1,000 more than the Facebook-branded option, at $1,299 MSRP. And the Vive Pro 2, a long-overdue spec bump to 2018"s Vive Pro, resembles the earlier model all too much while costing either $799 by itself or $1,399 for its "full kit."
Those high prices aren"t accidents, as the HTC Vive department is full-speed ahead with a focus on business, enterprise, and public entertainment centers (aka "VR-cades").
When pressed, Vive General Manager Dan O"Brien confirmed that this month"s event has zero announcements in store for its Vive Cosmos line of headsets—which he also admitted is the company"s "consumer offering for PC-VR." That"s not great news for VR fans outside the enterprise sphere. The Cosmos" default inside-out tracking remains wonky, even after getting firmware updates, and its default controllers are an unfortunate mix of heavy and power-inefficient. Something like ViveCon would"ve been a great time to offer assurances for either current or future Cosmos customers. The silence there, as far as I"m concerned, speaks volumes.
O"Brien is instead bullish about targeting companies in the manufacturing and intensive training sectors who "can find the return-on-investment (ROI), their savings on efficiencies, and time to market, within six months of buying" Vive headsets. Advertisement
But follow-up questions reveal that HTC isn"t necessarily interested in consumers who are willing to spend more for untethered Quest-like options. On paper, the untethered Vive Pro 3 sure seems like a sexy jump from Quest 2. The only spec they have in common is the Snapdragon XR2 as an SoC. Vive Focus 3 is otherwise an across-the-board jump: a 120-degree FOV (compared to Quest 2"s 92 degrees), a default refresh rate of 90 Hz (up from Quest 2"s 72 Hz default, which can scale up to 90 Hz and beyond), 8GB of RAM (up from Quest 2"s 6GB), and a "5K" display that offers a 170 percent jump in pixel resolution over Oculus" latest model.
I"m cautious to call Vive Focus 3 superior to Quest 2, since I"ve yet to test the headset, but I can already call out one major issue: HTC"s unwillingness to unlock its tethered, Android-powered software suite for consumer-facing software. O"Brien confirms that this decision has enterprise in mind, because HTC "doesn"t want to put any concern for our business customers... that their users would access consumer content." Womp, womp.
Same SteamVR-friendly tracking dimples. (Not included anywhere in HTC"s press materials: a visual reminder that the Pro 2 will ship with the same dated wands that came with 2016"s original HTC Vive.)
The biggest difference comes from the new fast-switching LCD panel, whose pixel density is much higher than the original HTC Vive, now clocking in at 4,896x2,448 pixels combined.
Meanwhile, Vive Pro 2 only improves upon the original HTC Vive Pro by boosting its frame rate and pixel count—and that"s good news for anybody who has stayed within the Vive ecosystem (complete with its tracking boxes and compatible accessories) and simply wants to jump to 120 Hz refresh and a 260 percent higher resolution than 2018"s Vive Pro. But that assumes you"re a fan of the Vive Pro"s design, weight, strap, FOV, and built-in speakers—and that you"re not interested in perks found in 2019"s eye-tracking Vive Pro Eye. Advertisement
I"ve yet to test Vive Pro 2, but on paper, its resolution is arguably the only real selling point compared to the Valve Index headset, which retails for $499 by itself (and, in my humble opinion, surpasses the original Vive Pro"s elements in every way imaginable, especially FOV). When pressed on one of the Vive Pro"s worst aspects—its dated, heavy wand controllers—O"Brien basically tells consumers to buy Valve"s Index Controllers. I"m not kidding: "Customers have gravitated to the Knuckles, and we want to be supportive of that," he says. (Sadly, this means anyone buying the $1,399 "full kit" is getting saddled with the old wands—and that means the kit in question is arguably targeted to non-gaming customers by default.)
HTC could astound us all by announcing another Cosmos headset or update by year"s end—or maybe resurface its augmented reality-minded prototype, the Vive Proton, though O"Brien didn"t mention the latter in our call. Even if that were to happen, I was left with a clear indication that HTC is done with the consumer-facing sector. He had much longer answers to offer about business strategy and enterprise customers than he did about consumer-facing products and plans.
If you"ve been holding out for a great, forward-thinking home-VR option from the HTC Vive division, think of this year"s ViveCon as a very, very loud breakup letter. It"s over.
The Vive Cosmos is a direct successor to the original Vive and aims to be the flagship device for the company. It"s a significant upgrade over its predecessor - in terms of design and hardware. And it"s different from the HTC Vive Eye introduced a few months ago.
It uses red, green and blue LEDs for the backlight as opposed to the white-only LEDs in conventional LCD panels. This also improves color accuracy, contrast and brightness despite that they are costlier and harder to manufacture.
For tracking, the Vive Cosmos now uses internal tracking meaning the external pylons are no longer needed. Much like most Microsoft mixed reality headsets, the Vive Cosmos relies on cameras responsible for the tracking of the environment and the controllers.
HTC is really proud of its revised design over the original Vive and with good reason. Sure, the headset is a bit heavy but that was to be expected since it has internal tracking. It has a flip visor so you can step in and out of the virtual world on the fly and more importantly, it feels quite spacious in there. Users with glasses will be pleased to learn that HTC has taken this into account while designing it.
Also, current VR owners would probably relate - when in a game that requires a lot of body movement, you get pretty sweaty and so does the padding on the headset. Vive has tackled this issue by placing removable and washable pads so you can wash them after a couple of sessions.
The best part is that the headset is modular. It works with a couple of accessories from the Vive lineup so you can remove the headphones, for example, and slap a pair of your own. You can also turn it into the original Vive by swapping the front of the headset with a module with IR sensors instead of cameras. This would allow you to use the old pylons for external tracking and will work with all the legacy accessories released before the Vive Cosmos.
The displays, on the other hand, felt awesome and we can"t find anything to complain about. They are by far the best we"ve tried. The extra pixels and the RGB LED LCD panels make a huge difference - the screen-door effect was hardly noticeable, especially while you are trying to shoot some stuff in the game. The expanded field of view is also largely appreciated ensuring an immersive gaming experience.
HTC said the Vive Cosmos has no "dead zones" like some Microsoft mixed reality headsets unless you put your controllers behind your back. Still, if you put your controllers really close to your face, it would lose tracking. Pretty much all systems with inside-out tracking suffer from this issue.
One of the things that HTC highlighted is the so-called Vive Lens - an overlay menu letting you switch between apps and games on the go as well as tweak some settings. And it gives you access to Viveport (HTC"s own library of games and VR-related apps).
Speaking of, if you buy the headset now, you will get six months free trial of the Viveport Infinity, which is a subscription-based service for VR games and apps. The offer is available in Europe.
The strongest argument against buying the HTC Vive Cosmos is its price. We"ve come to a point where you can buy PC for a little less than what HTC is asking for the headset. And the inside-out tracking system that the Vive Cosmos offers is pretty much on par with the competition - it"s no better nor worse in this regard.
However, the strong points like the modular nature of the headset and the amazing displays make it an easy recommendation. The competition simply has no answer for those. Then again, going for the accessories will make the Vive Cosmos even more expensive than it really is. After all, the standard price is €829 and adding the Wireless Adapter, for example, which is arguably the best accessory for the headset, will add €345 more.