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HTC Vive Pre (Dev Kit 2) hands-on impressions

HTC-Vive-Pre-1-1000x556-mkkzknazi9avkyf5nhnrp1mj0fiqelsxf3gqwufa9k.jpg

http://www.tomshardware.com/news/htc-vive-pre-first-look,30894.html

One of the first things you’ll notice about the new Vive headset is the camera mounted on the lower front of the HMD. This camera is the basis of the “breakthrough” that HTC hinted at last month. The camera is used to bring real objects into view while you’re wearing the headset, though I wouldn’t really call this AR per se. HTC is using this feature as an extension of the chaperone system, which is used to map the barriers of the room scale tracking area. With the camera, HTC is able to present a blue wireframe outline of the objects and even people in the room. Some of the editors at Tom’s Hardware have dubbed this “Tron Mode,” which actually describes what you see fairly well.

To enable this feature, you double tap the button on the controller located below the track pad. The game world will disappear, and as you approach the chaperone limits, the wireframe view of objects outside of the limits will come into view. The objects aren’t very clear, but they are clear enough to identify.

I was able to identify a painting on the wall, the stands that the lighthouse trackers were attached to, and the people in the room. The details are vague to say the least, but it gives you more than enough information to interact with things without taking the headset off. The view is rather blurry, but it was good enough to make out the important details. I was even able to read my name on my press badge.

HTC’s JB Mcree told us that this feature will enable you to locate your keyboard or extra peripherals, such as a wheel for racing games or HOTAS for flight simulators. You can also locate furniture with the HMD over your eyes, allowing you to transition from standing to sitting experiences without taking the Vive off. To demonstrate this feature, Mcree pulled a chair into my play area and simply told me to sit down on it. I was able to clearly make out the chair and sit on it without any trouble, which was simply not possible on the previous version of the Vive.

The new controllers feature an open ring at the top, which houses the lighthouse sensors. At first glance, the ring at the top appears as though it would enable finger tracking similar to Oculus Touch, but when we asked about it, we were told the Vive controllers don’t have that ability.

The buttons on the new controllers have texture to them to make it easier to locate. The two grip pads on the sides of the controllers have been improved to be more comfortable in your hands. The trigger grips have also been updated with a dual-stage action similar to the ones found on the Steam controller.

there's a 16 min vid at the link

http://www.cnet.com/products/htc-vive-pre/

The Vive Pre shows the world around me when I double-click a home button on the newly revamped and lighter wireless controllers (which now last 4 hours on a charge, an improvement on the older Vive hardware). But the strange night vision-meets-X-ray graphics layer isn't the same as a real camera feed -- for latency-reducing purposes, according to Valve's Chet Falisze. You can see a smaller picture-in-picture view of what the camera sees, but blown up large it feels like bizarro sonar.

It's not like the sort of virtual-enters-reality feel of augmented reality, like Microsoft's HoloLens. It's something different: the real entering the virtual.

All the Vive Pre's parts are new and refined. The controllers now seem more like something you'd buy in a real store. The room-sensing base stations that come with Vive -- laser-emitting boxes that are meant to be installed high up, like little speakers -- are smaller, compact cubes. The helmet is lighter, with refined strap design and replaceable parts for better nose and face fit that HTC calls "gaskets." The visual display has also been markedly boosted: The resolution is the same, but an engineering tweak to remove "mura" (the processing layer that dims and fades the VR image, according to HTC and Valve) resulted in much poppier, brighter, vivid colors during my brief demo.

http://www.theverge.com/2016/1/5/10714522/htc-valve-vive-pre-v2-development-kit-ces-2016

Right now, the camera doesn’t provide much beyond this boundary feature and a full "chaperone" mode, which replaces your entire environment with the camera view. It’s HTC and Valve’s answer to the vital question "How do you drink a glass of whiskey in VR?", and while it’s a pretty good one, it’s still not hugely ambitious. But the technology opens up a broader range of possibilities. Third-party developers will be able to tap into it for their own purposes, and an HTC spokesperson says that its software can map 3D space, which would let virtual objects respond to real-world ones — similar to Microsoft’s HoloLens room-scanning tech.

It’s a shame that the Vive’s demos don’t take advantage of these possibilities, or offer much new material at all. The demo includes a handful of familiar virtual experiences, including physics game Job Simulator, the Tilt Brush 3D painting app, and undersea environment TheBluVR. There’s a lot of exciting tech in the Vive, but unlike just about everyone else in virtual reality, Valve and HTC aren’t putting much effort into advertising their games yet.

http://uploadvr.com/htc-vive-pre-hands-on/

https://zippy.gfycat.com/DisgustingWealthyArmyworm.webm

Tested: https://www.youtube.com/watch?v=K2WmDszPe5M
 

Kitoro

Member
Sorry, I haven't followed VR much at all, so I have to ask a question. Why is HTC getting into VR? Aren't they on the verge of bankruptcy and complete irrelevance in the mobile phone market? Is this some sort of last ditch effort to save their company?

Also, how do VR Exclusives work? I'm assuming the two free VR pack-in games with the Rift will not work with the Vive? Does the Vive have any exclusives lined up? Will both play all Steam VR games?

Thanks!
 

Memory

Member
Sorry, I haven't followed VR much at all, so I have to ask a question. Why is HTC getting into VR? Aren't they on the verge of bankruptcy and complete irrelevance in the mobile phone market? Is this some sort of last ditch effort to save their company?

Also, how do VR Exclusives work? I'm assuming the two free VR pack-in games with the Rift will not work with the Vive? Does the Vive have any exclusives lined up? Will both play all Steam VR games?

Thanks!

Half-life 3.
believe
 

Danlord

Member
Sorry, I haven't followed VR much at all, so I have to ask a question. Why is HTC getting into VR? Aren't they on the verge of bankruptcy and complete irrelevance in the mobile phone market? Is this some sort of last ditch effort to save their company?

Also, how do VR Exclusives work? I'm assuming the two free VR pack-in games with the Rift will not work with the Vive? Does the Vive have any exclusives lined up? Will both play all Steam VR games?

Thanks!

Valve has done a lot of research into VR and they partnered with HTC as a hardware supplier to build the devices. There's a lot of strengths to this partnership with the research from Valve as mentioned and HTC's manufacturing prowess (since Valve couldn't get manufacturing anywhere close to what HTC has to offer).
 
Sorry, I haven't followed VR much at all, so I have to ask a question. Why is HTC getting into VR? Aren't they on the verge of bankruptcy and complete irrelevance in the mobile phone market? Is this some sort of last ditch effort to save their company?

Also, how do VR Exclusives work? I'm assuming the two free VR pack-in games with the Rift will not work with the Vive? Does the Vive have any exclusives lined up? Will both play all Steam VR games?

Thanks!

They liked Valve's VR Room so much they decided to partner (HTC was doing experiments before that). And yeah, I guess they want this to help them.

Those games won't work with the Vive out of the box, but people could maybe mod them to do so. Vive has a couple of experiences that haven't been announced for other headsets, but both Valve and HTC have been talking abouit how they don't want exclusives and are encouraging devs to support as many headsets they can. Vive is running on SteamVR basically.
 

jmga

Member
They liked Valve's VR Room so much they decided to partner (HTC was doing experiments before that). And yeah, I guess they want this to help them.

Those games won't work with the Vive out of the box, but people could maybe mod them to do so. Vive has a couple of experiences that haven't been announced for other headsets, but both Valve and HTC have been talking abouit how they don't want exclusives and are encouraging devs to support as many headsets they can.

Vive will have many virtual exclusives at least for some months because it is the only VR solution with room-scale positioning.
 
Vive will have many virtual exclusives at least for some months because it is the only VR solution with room-scale positioning.

Till Touch ships, basically. Some of the games could be retooled to be standing instead of room-scale.
 

jmga

Member
Till Touch ships, basically. Some of the games could be retooled to be standing instead of room-scale.

But Rift will be in a commercial disadvantage if you have to buy the HMD + Touch Controls + a second camera to do the same you do just buying a Vive.

That is why I said they are virtual exclusives, from a commercial point of view.
 

ps3ud0

Member
Valve has done a lot of research into VR and they partnered with HTC as a hardware supplier to build the devices. There's a lot of strengths to this partnership with the research from Valve as mentioned and HTC's manufacturing prowess (since Valve couldn't get manufacturing anywhere close to what HTC has to offer).
I quite enjoy the notion of Gabe just asking his team 'So anyone good at soldering?' when considering how to make their VR product...

Most sensible thing theyve done in quite a while - Ive not heard any bad things about the build quality/ergonomics of the HTC Vive...

ps3ud0 8)
 

diffusionx

Gold Member
Sorry, I haven't followed VR much at all, so I have to ask a question. Why is HTC getting into VR? Aren't they on the verge of bankruptcy and complete irrelevance in the mobile phone market? Is this some sort of last ditch effort to save their company?

It's probably not gonna save anything, they are on death's door and that's not gonna change because of VR, but at least it's something.
 

MNC

Member
I quite enjoy the notion of Gabe just asking his team 'So anyone good at soldering?' when considering how to make their VR product...

Most sensible thing theyve done in quite a while - Ive not heard any bad things about the build quality/ergonomics of the HTC Vive...

ps3ud0 8)
Is there a reason you keep signing your posts?
 

Nzyme32

Member
A nice little trailer but I have no idea what the point is when that is a dev kit that pretty much nobody can get. Would have made more sense to do that in Feb when you could at least preorder then and have an idea of the lineup of content

Still don't know why they put those holes there and couldn't just close them off. They look like cup holders lol.

If you mean the controllers, there are photocells on the inside of the of those circles angled both up and down. I assume they are there to minimise occlusion issues as much as possible
 

Alx

Member
Valve has done a lot of research into VR and they partnered with HTC as a hardware supplier to build the devices. There's a lot of strengths to this partnership with the research from Valve as mentioned and HTC's manufacturing prowess (since Valve couldn't get manufacturing anywhere close to what HTC has to offer).

I think it also helped a lot that Valve and HTC offices are very close to each other. It probably made it possible for the right persons to meet and discuss, and turn what could have stayed a pet project or a prospective one into a real product. Other companies, healthy or not, may also have their own VR prototypes that didn't come to fruition (yet ?) because of lack of such partnership.
 

Durante

Member
A portal spin-off makes a lot of sense for the Vive. A series of room-based puzzles you move between using pre-defined portals, cleverly designed to redirect so you always stay in the 3x3 area?

Shit, now I'll be disappointed if they don't have that.
 

Sinistral

Member
The Tomshardware 16min video of the new Vive Pre is fantastic. For any VR experience, seated, standing or room scale, seeing your immediate real world surroundings, down to individual objects in game with chaperone, without having to remove your headset is huge.

One thing Sony has done proper with their VR demos are the breakout box video feed. Would have been nice to see the improved Mura effect, as well as the actual chaperone system working.
 
I wish someone would show what this "chaperone mode" looks like - Tom's Hardware calls it "Tron Mode". In the Tom's Hardware video, you can see that in the back of the room there's a monitor showing what the Vive sees, but of course the camera operator never gets close to it.
 
Was expecting this to have built-in headphones btw, like CB. Probably a thing for the CV then as I recall them saying they planned it. Same goes for the skipping the straps for the more robust stuff like Rift and PSVR have.

Its for VR porn, you stick your penis in there.

I was thinking if I should say this lol.
 

Alx

Member
I wish someone would show what this "chaperone mode" looks like - Tom's Hardware calls it "Tron Mode". In the Tom's Hardware video, you can see that in the back of the room there's a monitor showing what the Vive sees, but of course the camera operator never gets close to it.

Yeah I'd be interested in seeing it too. The way I understand it, it could be a simple processing of the video feed from the camera, only for aesthetic reasons (since the raw video would work as well, but the lower quality would be more obvious).
It could be as basic as a contour filter.

canny_1.png


(the above is an example of contours extraction from an image search, and pure speculation of mine, nothing to do with Vive)
 
I wish someone would show what this "chaperone mode" looks like - Tom's Hardware calls it "Tron Mode". In the Tom's Hardware video, you can see that in the back of the room there's a monitor showing what the Vive sees, but of course the camera operator never gets close to it.

Watched the whole thing waiting for them to show it but never did. So wanted to kick the camera guy in the junk for that lol. Wonder if it was NDA or something since the demo guy went and adjusted the monitor to face further away. :T
 

harSon

Banned
Not from the view of the headset, no. But you can watch the hands-on video here to get an idea.

Also, notice the screen in the upper left:
SIsMa3e.jpg


That's what it looks like from inside the headset in chaperone mode

This is my biggest concern with VR's success. It's so damn difficult to explain the experience in words. It's even difficult to convey the experience in pictures and video. It's kind of something you just have to experience first hand, which makes it's extremely difficult to advertise through traditional means. Unlike Kinect/Wii - there's no 1:1 means of visual representation that accurately captures the experience.

Before purchasing the DK2 at it's release, I had read tons about VR and watched tons of videos - but didn't truly appreciate the technology until I had actually tried it. VR's going to have to rely heavily on leaps of faith, word of mouth and hands on experience.
 

gcubed

Member
The Vive seems like such an afterthought when it comes to VR conversations, but "seems" to have its shit together more than others. Is this mainly because of HTC?
 

Durante

Member
The Vive seems like such an afterthought when it comes to VR conversations, but "seems" to have its shit together more than others. Is this mainly because of HTC?
I wouldn't say so at all.

It's probably because Valve has done serious VR research for a very long time.
 
It's probably an afterthought because HTC/Valve have yet to properly market it and talk about content. The Verge even mentions this. Meanwhile both Oculus and Sony have been doing that.
 

Skenzin

Banned
More confused than ever which vr im getting. I think Vive brings more interesting tech to the table. Vive project just feels more unfocused and comes off as more 'patched together'. I don't see devs using full room tracking and such if Oculus gets good market penetration. VR support will start and end with common denominator features.
 
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