Valve's Steam-y fingerprints are all over the system software, but its logo is nowhere to be found on the headset itself.
| Headset specs | |
|---|---|
| Headset weight | 555 grams (~1.2 lbs) without cables |
| Display | 2160x1200 (1080x1200 per eye) AMOLED panels |
| Refresh rate | 90 Hz |
| Field of view | 110 degrees |
| Lens spacing | 60.2-74.5mm (adjustable) |
| Controllers | Two wireless motion-tracked controllers with rechargeable 960mAh batteries |
| Tracking | SteamVR 1.0 tracking system with two "Lighthouse" IR laser tracking boxes (up to 5m diagonal tracking volume) |
| Audio | Audio extension dongle to plug generic headphones to headset. Built-in microphone |
| PC connection | Three-part multi-cable (HDMI, USB, and power) with junction box for PC connection. |
| Included games | Job Simulator, Fantastic Contraption and Tiltbrush |
| Price | $800 |
| Recommended PC specs | |
|---|---|
| GPU | NVIDIA GTX 970 / AMD R9 290 equivalent or greater |
| CPU | Intel i5-4590 / AMD FX 8350 equivalent or greater |
| RAM | 4GB |
| OS | Windows 7 SP1 or newer |
| Outputs | 1x HDMI 1.4 or DisplayPort 1.2; 1x USB 2.0 |
| Other | At least 1.5m x 2m of open space for "room-scale" experiences. |
An entire generation of nerds has now grown up with the sci-fi ideal of the holodeck as the ultimate future of interactive entertainment. The Star Trek universe’s 24th century gave us a view of rooms literally filled with 3D holographic projections that users could touch, feel, smell, and talk to at will. As a way of interacting with a computer simulation, it seems believably hundreds of years beyond the current methods of using a mouse or a finger to dither around on a 2D screen.
We’re still a long way from technology that can suspend visible light (much less physical matter) in empty space as the fictional holodeck can. For now, though, the HTC Vive is a better simulation of key parts of that holodeck ideal than we had any right to expect from the early 21st century. By combining a 3D virtual reality display, position- and motion-sensitive handheld controllers, and a tracking solution that works over the scale of an entire room, the Vive transports you to a convincing simulated world that you can see and touch (even if you can’t convincingly feel it).
The characters in Star Trek didn’t have to deal with uncomfortable, slightly pixellated ski-goggle helmets or mounting tracking boxes around their living space. Still, the Vive’s ability to let you walk around and poke at a computer simulation as if it was a physical space feels like the first step toward a computing future that science fiction has spent decades training us for.
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