What is HTC Vive - Review of the virtual reality system in a new way. Review of the HTC Vive virtual reality helmet (Steam VR)

HTC Vive is a special device released by the famous company, which is one of the world's leading suppliers of new digital gadgets to the global and domestic markets. The technology is an entire system consisting of many functional elements connected by cables to provide a full range of sensations from the exploration of virtual spaces. After the release of a non-commercial sample, the developers significantly improved the product, completely changing and improving the design, and adding several important aspects, without which our experiences with digital universes would not be as rich. The fact is that HTC 3D is, at its core, a unique product that works according to a special principle that is not characteristic of any other similar analogue. Besides standard setting the virtual glasses themselves HTC reality, consisting of adjusting the position of the helmet on the head and determining the optimal distance between the lenses, you will need to install two additional stations that must be located in different parts rooms.

They will capture any movement of the user and transmit it through sensors to personal computer. As a result, we will not only be able to see a three-dimensional picture in front of us, but also real movements arms, legs and head, which are transferred to our character in the game.

Each customer also receives two universal controllers that are ergonomically shaped and fit comfortably in each hand. By sliding our fingers over a special touch zone, we give movement commands, and convenient buttons located directly under the thumb (the trigger is located under the index finger) allow you to quickly access the menu and make the required settings directly during gameplay.

The main part of the system - the helmet itself - has many sensors and sensors that react to our behavior, and high-quality screens for each eye display a colorful picture in front of us with a viewing angle of 110 degrees.

The most important nuance Before you start using the HTC Vive virtual reality system, you need to determine the most suitable location for it. Since we will be moving around the room, being in three-dimensional universes, users will not be able to see what surrounds them in the room itself, and furniture accidentally falling under our feet can cause a lot of discomfort. You will also need to install special software and download the Steam gaming platform onto your computer, which serves as the main source of games and applications for the virtual reality device.

HTC Vive glasses specifications

Manufacturers have tried to ensure that the characteristics of HTC Vive are both competitive and do not cause special problems for users with the selection of the optimal computer system for their use. HTC technology has the following technical specifications:

  • viewing angle: 110 degrees;
  • HTC VR resolution: 1080*1200 pixels (for each eye);
  • refresh rate: 90 Hz;
  • response time to user actions: 2 ms;
  • sensors present: gyroscope, accelerometer, front camera and laser tracking;
  • control system: 2 controllers + 2 additional stations or any gamepad compatible with your PC;
  • user movement tracking area: 5*5 meters;
  • device weight: 555 grams.

Of course, not everyone can withstand long hours Wearing a helmet of such weight on our head will also require us to perform physical movements, which will add to the fatigue after the game. But, if you are just planning to get acquainted with virtual universes and want to experience the maximum possible benefits of fantasy worlds, then HTV Vive will be able to give you such an experience that you will remember for a long time.

We should start with the fact that the HTC Vive has the largest viewing angle of all virtual reality glasses models presented on the modern computer market. The same product from Sony, although it is connected not to a computer, but to a home console, has a viewing angle of 10 degrees less, which has a very noticeable effect on the gameplay.

Advantages over other models

High resolution display

One of the few devices that can offer the user a high resolution 2160 x 1200

Tracking stations

Two compact stations that turn the room in which the device is used into a play area.

The platform for which this device was developed, on it you will find the most complete selection of various content.

Comfort of use

Adjustable straps allow you to adapt the helmet to suit everyone's needs.

The Vive's closest competitor is a product from no less famous brand– Oculus company. Networking capabilities the HTC analogue is head and shoulders above the available capabilities of Oculus, since the former has its own gaming platform - SteamVR, where a variety of new gaming products are delivered every day,

supporting multi-user mode. Owners of the Oculus Rift have to be content with only a few major games, and it is far from certain that their number will be replenished with memorable additions in the near future. And we shouldn’t forget that the Vive comes with a pair of very convenient controllers, while the competitor is equipped with a standard gamepad, which is not suitable for every modern gamer.

In the near future, the HTC Vive VR helmet, as representatives of the developer company say, will be able to synchronize with any digital device: laptop, tablet or smartphone. Users will be able to view SMS and call logs, reply to messages and invite friends from real life join the gaming session!

System requirements and compatibility

HTC Vive system requirements is more attractive than its analogues, and for comfortable use points, you won't even have to upgrade your own computer system, even if you bought a home computer several years ago. In more detail, your PC must meet the following minimum specifications:

  • processor: Intel i5 – 4590 / AMD Radeon R9 290
  • video card: NVIDIA GTX 970 / AMD FX 8350
  • RAM: 4 GB and above;
  • operating system: Windows 7 (64-bit);
  • availability 1 USB port 2.0;
  • Availability of HDMI 4.1 or DisplayPort 1.2 video output.

You will also need to install a special Steam gaming platform and have a registered account in it, through which you can download and run games on your computer. Of course, to get the best possible image quality and maintain a smooth gaming experience, it is recommended to have more powerful computer than those specified in the minimum requirements, but if small loads do not cause a lot of discomfort for you, then you can always go with a cheaper option. HTC Vive, among other things, has universal compatibility with any known gaming gamepads, which will allow you to use your favorite controller, if suddenly the two gadgets supplied in the kit do not cause you much delight. Some games and applications do not require you to hold anything in your hands at all, since all game movements are limited to turning your head.

Interface and device

All basic actions of HTC Vive users are carried out using the SteamVR gaming platform, which will allow you to switch between applications, make the required user settings and download any game you like. You can even browse the pages of your Internet browser if you suddenly need to send a message to a friend and invite him to a gaming session. At first glance, you may get the impression that such a system has a lot of unnecessary wires and, in general, is very inconvenient. But after installing all the components, the space will be freed up, and you will be able to fully enjoy the gaming process without worrying that the cords will suddenly become damaged or the base stations will not be able to transmit signals to the computer in a timely manner.
The design of the glasses itself is universal, and contains a lot of regulators, various sensors and other functional elements, without which the device of HTC virtual reality glasses would not seem so complete.
As a conclusion, we can say that HTC's virtual reality technology is completely worth its cost. Thanks to the presence of many functional elements,

you will be able to completely immerse yourself in the game worlds and feel like a direct participant in the events. Where other helmets provide only beautiful picture, HTC Vive allows you to control the universe, influencing the development of worlds and all its inhabitants.

Equipment and peripheral devices

serves to “transfer” any object into virtual reality. To be precise, transfer its movements and position in space.

I purchased the HTC Vive virtual reality system 2.5 months ago, so I had time to test it during everyday use, when the initial euphoria from the purchase wore off and I could more objectively evaluate the advantages and disadvantages.

At the moment, the main competition is between the Oculus Rift device and the HTC Vive. I chose the latter because, unlike Oculus, Vive allows you to use the helmet not only while sitting, but also standing, moving around the gaming area at home. And according to reviews, it has much better positioning tracking (and I really have no complaints about how accurately the position of my head and hands matches in reality and in virtuality). An important role was also played by the fact that HTC Vive can be bought officially in Russia, and when purchased on Onlinetrade, delivery to my city and apartment cost me very little compared to the official website.

Few specifications:

  • Amoled display with a resolution of 2160x1200 (1080 x 1200 for each eye)
  • 90 Hz refresh rate (i.e. 90 frames per second if your computer is powerful enough)
  • viewing angle 110°
  • 3.5 mm jack for connecting headphones
Besides the helmet Package Included:
  • 2 base stations (they track the position of the helmet and controllers in space)
  • 2 wireless controllers (960 mAh battery)
  • Communication module
  • Headphones (small, in-ear, which you can replace with your own if you don’t like them)
  • A bunch of wires, chargers, fasteners, laces and even self-tapping screws.

All this came in a box 58x38x26 weighing 6.5 kg. Everything is packed perfectly, there is a lot of protective foam, there are no free spaces inside the box. Unfortunately, I decided to write a review recently, so there will be no photos of the unboxing process.


Installation process

Everything is connected quite simply, but you will have to tinker. First you need to select a suitable place in the room: minimum 1.5 × 2 m, maximum - a space with a diagonal of 5 m (I managed to allocate 2 × 4 m. After connecting the helmet and initial setup the boundaries of the playing area will be visible in the form of a lattice of squares, and the density of the lattice and color can be set, however, sometimes you still don’t notice it and either crash into a wall or hit this wall with a controller).

Next, you need to somehow secure the base stations in opposite corners of the space at a height of 2 m - it is most convenient and reliable to do this using the self-tapping screws and fasteners included in the supply, but you can also use tripods, as long as the stations are stationary). There is no need to connect the stations to a computer, but to the electrical network it is necessary. So there must be sockets nearby, or extension cords are needed).


The switching model connects to the computer (HDMI + USB2) and to the network, and the helmet itself, in turn, to the switching module (the kit includes double-sided tape that allows you to stick this module somewhere, I secured it on top of the case).


Oh yes, the computer should also be quite good, especially graphics card. Minimum Requirements NVIDIA GeForce GTX970 or AMD Radeon R9 290 or higher; CPU Intel Core i5-4590 or AMD FX 8360 or higher; RAM 4 GB. However, I have a slightly worse processor (i5-4570), and everything works.

Let's finally move on to the most interesting part: the user experience.

Helmet: for me personally, it turned out to be comfortable, it doesn’t press or wobble, the weight is comfortable, it’s a little hot inside if you spend more than an hour in virtuality. The guests who were allowed to use it also did not complain. The distance from the lenses to the eyes and between the lenses is adjustable, and if you move the lenses to the maximum, you can use the helmet even with glasses, but then there is a danger that you will scratch the lenses either in the helmet or in the glasses). The fastening is adjustable with high-quality Velcro.


Graphic arts: The resolution is quite high, with a feeling of use Google cardboard from 5 inch smartphone There’s no comparison, but if the pixel grid is still visible, it feels like you’re looking through fine tulle. In order to turn a flat display into a spherical one, Fresnel lenses are used; their ribbing is also noticeable, especially at the edges of the viewing angle, but when immersed in a game/program you simply stop noticing all this.


The delay between turning the head (even sharply) and the image is not noticeable (at least by me).In general, the sense of reality of what is happening is quite high, I don’t even want to try running horror games, and in games involving climbing tall buildings, if you look down, there really is some fear of heights.I myself tolerate almost everything inside virtuality well, I can calmly stay in a helmet for several hours, but among the guests who tried to play something with me, some spoke of a slight feeling of dizziness and/or nausea, especially in games related to active movement or flights.

Controllers: they feel great in the hand, I got used to the controls quickly, with the exception of the side buttons to press which you need to squeeze the controller in your hands - doing this quickly is quite difficult, fortunately, game developers also understand this, so this is not a big hindrance. The plastic used is quite durable and can withstand light impacts on the wall (and it is almost impossible to do this accidentally during active games). Without one stronger blow, my controller still broke (the plastic itself remained intact, but one of the cables inside fell out of its socket), but on the Internet I found a way to fix it without contacting a service center. In this regard, the main drawback of the system was revealed: components (the same replacement controller) are very expensive to buy, repairs are also expensive, and breakdowns from physical impact, of course, is not covered by the warranty. And remove valuable and fragile items away from your gaming area (monitor, for example).

games and applications: There are already a lot of games for the helmet and new ones are constantly appearing. More serious applications are more difficult: there is Google Tilt Brush for painting, Kodon and Masterpice VR for sculpting, a virtual music studio, several programs for selecting furniture and several development environments own applications. But the number of users of VR helmets is increasing, so new programs should appear soon, I hope. In addition, you can watch 360°/3D movies and photos, and display a desktop with any number of virtual monitors in the helmet, however, the text will be difficult to read and I currently do not see the possibility of using a helmet instead of a monitor for work.

Summary: I was very pleased with the purchase, despite the rather high price (especially considering that the computer also had to be slightly updated) and the fact that in a year or two more advanced devices (or the same ones, but cheaper) will probably appear.

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 :) Nvidia met us halfway (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 is important to tell you everything that we were able to find out.

HTC Vive packaging and design

The first thing that strikes you about the helmet is its configuration. Unlike simple devices Samsung type Gear VR, where the box contains nothing but 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 an 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 there is no big problem if the distance between them is greater, it’s just that 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 your 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 the key HTC differences Vive is different from the helmets we tested before - it has its own screen. If in Samsung Gear VR, as well as even simpler helmets Homido, Fibrum, Smarterra, use a smartphone screen that you insert into them, but in the HTC Vive you do not need to insert anything. It has its own display that provides images with a 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 higher resolution appear, then HTC Vive will no longer have an advantage, but for now the only smartphone with a stated resolution higher than 2560x1440 is the Sony Xperia Z5 Premium, which, according to the manufacturer, has 3840x2160 , however, 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 is the 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, there are big problems with content for VR headsets and HTC Vive. 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 service Steam. 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 have a coming soon or release month).

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 from the undead crawling towards us.

From a mechanical point of view, it’s nothing special, but what’s most striking is the graphics, which are truly worthy of a 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 the graphics quality is top notch. 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.

  • GPU: Nvidia GeForce GTX 970 or AMD Radeon R9 290;
  • CPU: Intel Core i5-4590 or AMD FX 8350;
  • RAM: 4 GB or more;
  • Video output: HDMI 1.4 or DisplayPort 1.2

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

Nvidia has developed the GeForce GTX VR Ready label specifically to identify computers suitable for VR. 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. VRWorks is reported to be integrated into 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 is currently perhaps the most advanced virtual reality headset, 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 has slightly lower system requirements (4 GB random access memory, not 8GB, and doesn't need three USB 3.0 ports). 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 a 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 several very expensive and massive models), and finally, physical fatigue when staying in a helmet for any length of time. 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 of devices, at this stage the 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:

The HTC Vive VR headset represents one of the latest developments in the field of virtual reality and is practically the most competitive option on the market. Released in 2016, the device uses two high-resolution screens, a positioning system, external stations and a set of sensors. The functionality of the helmet and support for a large number of games compensate for such a disadvantage as the price of 70 thousand rubles.

The advantage of HTC VIVE VR over competitors

The description of HTC Vive should begin with the advantages of virtual reality glasses compared to analogues from other manufacturers. These include:

  1. maximum functionality that can be obtained for this amount;
  2. high accuracy of controllers used for control in virtual reality;
  3. possibility of customizing the helmet;
  4. support for several hundred VR games – several times more compared to competing models;
  5. the presence of its own screen - this feature distinguishes the helmet from inexpensive devices such as Samsung Gear VR, which require a smartphone to operate.

When using HTC Vive virtual reality glasses (black - although there are no other colors in the company's line), there is no motion sickness effect. Meanwhile, users of other models noted that they felt motion sick after prolonged play. Although manufacturers claim that the occurrence of seasickness depends not only on the helmet, but also on the physiology of a particular person.
Another advantage of the device is the high level of basic equipment - when buying an HTC Vive, you don’t have to worry about finding controllers and cables. All necessary parts are supplied with the helmet. And the only downsides are a large number of cables for transmitting audio and video - however, the same drawback is present in all professional models of virtual reality helmets.

Review of the HTC Vive virtual reality helmet

Before continuing the review of HTC Vive, we can list the main characteristics that it is advisable to pay attention to before purchasing such a helmet. These include the ease of setting up the gadget, technical parameters, sound quality and optics. For some users, the design of the HTC Vive virtual reality headset, the requirements for the computer needed to use virtual reality, and the price category may be important.

Instructions for connecting HTC Vive

Before connecting VR Vive and starting its operation, the user is required to:

  • Choose a suitable place - a room where you can move a distance of up to 2-3 meters is suitable for this (the best option is a square with sides 2000 x 2000 mm).
  • Place the base stations on racks (or shelves) at a height of about 2 meters and so that they face each other.
  • Connect HTC Vive to a special LinkBox device, which, in turn, is connected to the PC.
  • At the final stage, the base stations are connected to each other. A special synchronization cord supplies power to the sensors. The next step is to configure and calibrate the NTS virtual reality helmet.

Setting up and setting HTC Vive options

Setting up the virtual helmet begins immediately after it connects to the computer via LinkBox and an HDMI cable - the Steam online service is automatically downloaded to the computer. After downloading, you should find the VR mode in the online service client and start calibrating it:

  1. Pick up the controllers of the NTS Vive VR helmet.
  2. Choose the position in which the user will play - sitting, standing and even lying down.
  3. Leave enough space for movement.
  4. Take a few steps, marking the perimeter of the workspace.

The user will need to spend no more than 20 minutes on calibration. After this, you can adjust the helmet itself to suit you, choosing a comfortable distance between the centers of the lenses and a suitable focus (for each eye, if the user has vision problems). For this purpose, special regulators are used on the side panels. It is not necessary to configure the HTC Vive resolution at the very beginning - this parameter is set for each specific game.

HTC Vive from a technical point of view

The main characteristics of HTC Vive include:

  • equipped with 32 sensors located around the perimeter and in other places of the helmet;
  • viewing angle of 110 degrees;
  • the presence of two internal displays with a resolution of 1200 x 1080 pixels;
  • battery with a capacity of 960 mAh, which is enough for 4–5 hours of active gaming.

The weight of the helmet is 520 g. This is not enough for the user to feel discomfort even after several hours of using the gadget. In addition, the model is equipped with an external camera for interacting with ordinary reality simultaneously with the virtual world.

Design

The bright and clear virtual reality provided by the HTC model is complemented by the stylish appearance of the device. The helmet is made completely black, differing in this feature from most other models. Rounded corners and edges visually make the gadget a little smaller, and the shape of the gadget’s internal space allows you to use it without taking off your regular glasses.
The helmet controllers also look good, providing more flexible control compared to similar devices of other models. At the bottom of them you can see a key that launches the Steam menu, at the top there is a second one for which you can assign additional functions. For control, a trigger is also used, on which the index finger should be placed, and two more buttons on the sides of the controller.

Display and helmet optics

To display graphic information, the HTC VR helmet uses two displays, the total resolution of which is slightly higher than the FullHD format - 2160 x 1200 pixels. Image viewing angles of 110 degrees provide a stereoscopic effect. Thanks to these features, the most comfortable immersion in virtual reality is ensured.
Another optical device is an external camera. With its help, you can move around the room without bumping into furnishings or without removing your helmet. The camera resolution is enough even to use a smartphone or read not too small text.

Sound

The sound of virtual reality is provided by suitable headphones - branded ones included in the kit, or purchased separately. One of the best options for obtaining high-quality sound is, for example, the Sennheiser GSP 350 headset. With its help, such surround sound that you can even determine the location of the shooting enemy in the game.
When using a VR helmet, the sound source can be not only the headset, but also the PC audio system. In this case, the sound quality will depend on the computer's sound card. For getting better effect It is worth using systems like 5.1 or 7.1.

System requirements for the HTC Vive helmet

It should be noted that for the helmet to work, the user must own a computer with the following system requirements:

  1. GPU no worse than AMD Radeon R9 290 or NVIDIA GeForce GTX 970 with 4 GB of memory;
  2. CPU Intel i5-4590 or AMD FX 8350 and higher performance models;
  3. RAM from 4 GB;
  4. Windows system 7 or more modern versions platforms.
  5. availability of USB 2.0 ports and DisplayPort 1.2 or HDMI 1.4 video inputs.

These computer requirements are minimal. To ensure that there are no problems when using the helmet, it is advisable to connect them to a computer with 8 GB of RAM and a processor with 4 cores. However, a PC must have the same characteristics to use most modern games.

Equipment for HTC Vive

In a set with a virtual reality helmet, created by HTC together with the manufacturer software Valve, can be found:

  • set of two Vive controllers with power supplies, straps and cables;
  • Audio cable;
  • 3-in-1 cable;
  • branded Vive Headset;
  • two face shields and a wipe to clean the screens.

The equipment list includes two base station cubes, a synchronization cable, an installation kit and power supplies. Hyperkin case for Vive helmet not included. Therefore, you will have to buy a suitable option that allows you to make the color of the gadget more varied separately.

Helmet content

Participation in the development of the Valve helmet allows its customers to use most of the VR games of the Steam online service. This feature is one of the main advantages of the gadget over other models. Headsets and VR glasses from other manufacturers are also compatible with some games, but only the HTC Vive provides maximum immersion.

Quantity gaming applications, adapted for virtual reality and suitable for this device, reaches one and a half thousand. Among them are games such as Project Cars, Time Machine VR and Elite Dangerous.

Summing up

The ability to play virtual reality-enabled games on the HTC Vive and its high image resolution are good, but not the only reasons to buy this headset. Another reason for purchasing is the constant movement of the player (or traveler) virtual worlds) while using the gadget. And, although the cost of the device is not affordable for every user, if available financial opportunities, you should give preference to this particular model - or the next generations of helmets of the same brand.

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Step forward

Price - 80,000 rub.


Continuing the topic of virtual reality, we finally got to the most interesting thing - a review of the most large-scale and advanced system to date - HTC Vive. What other developers only promise in the future, you can experience here and now.

Even while unpacking a huge box with a bunch of components, the understanding comes that it will not be possible to install all this instantly and without instructions, and a date with the new reality will clearly not happen in the next five minutes. The most difficult task, taking into account real urban living conditions, will be finding a suitable site. This should be a rectangular section of the room with a diameter of 5 meters without any furniture, but close to. The floor must be absolutely level. There is no question of any thresholds or ledges; even the presence of a transition from parquet to carpet within the playing area is undesirable. It is better to think about the fundamental possibility of proper installation before purchasing Vive in order to avoid disappointments in the future. It is necessary to place two base stations along the edges, and it is better to secure them “tightly”. Installations on mobile tripods will require recalibration too often. Wall brackets included in the delivery set.

"Beacons" form a grid of laser beams, through which sensors on the helmet read the player's position. Any reflective surfaces, be it mirrors or just glass, that are nearby at an unfortunate angle, disrupt tracking and must be covered or removed during the game. In comparison with the system from Oculus, where everything is implemented exactly the opposite, and the headset itself is illuminated by infrared diodes, and one camera reads the position, this scheme seems overcomplicated. Moreover, the result seems to be identical; in both cases, the quality of positioning is close to ideal. But we should not forget that HTC Vive was originally made with the expectation of free movement within a large space, and how it will cope with such a task is not known for certain.

The design of the helmet can be called utilitarian-cyberpunk. Extra decorative elements It doesn’t seem to be on it, but the device itself looks very exotic. The headband is devoid of internal wiring for headphones and does not have built-in sensors, which, in theory, implies a relatively easy and inexpensive replacement in case of damage. The central cable placement is definitely more convenient for standing game play than the side cable arrangement of the Oculus. In the latter case, the wire constantly touches the left shoulder, which distracts from the gameplay. But the balance of the entire structure leaves much to be desired - the front part is quite weighty, the center of gravity is greatly shifted forward. Sudden movements cause noticeable inertia and often throw off optimal optical focus if the headband is not tightened enough. In case of tight fixation, fatigue of the facial muscles quickly sets in and a characteristic imprint remains, like from a bad diving mask. The problem with optics fogging is more noticeable here than with Oculus. This is partly due to the less successful design of the mask, in particular the relatively weak airflow and hygroscopic foam, but active movement during the game also makes its contribution.

The lenses are quite large and occupy almost the entire internal space of the mask. Optical elements of the Fresnel system are used here, which helps to get rid of a number of distortions along the edges of the picture that are typical simple glasses, but introduces its own aberrations in the form of rays and halos around contrasting objects. Using glasses with HTC Vive is problematic. There are cutouts in the foam for the temples, and the optics can be slightly moved deeper with a special regulator. But we were unable to find a frame that would easily fit into a helmet from those available, and the one that is difficult to insert is always removed along with the mask and falls inside with a clearly harmless sound. Contact lenses remain the only reasonable option for people with imperfect vision.

You can quickly learn not to get tangled in a ten-meter cable, but only as long as the intensity of events in the game does not exceed a certain limit. Sharp maneuvers, especially in multiplayer shooters, require mastery of this discipline. Attempts to rise from a sitting position by stepping on a wire are not only comical to those around you, but also represent a serious test of the strength of the entire helmet structure. A camera mounted on the mask and a “guide” system, which, when approaching the boundaries of the site, demonstrates the outlines of the surrounding space on top of the graphics, help you stay within the playing area. This is a good and original solution, but it cannot completely eliminate the danger of falling. For example, this circuit cannot warn of the presence of a cat underfoot, attracted by a cheerfully dangling cable.

The headphones were clearly added at the last moment and are the simplest “plugs” that were completely undeservedly included in this expensive set. The best thing to do with them is to throw them away immediately and replace them with a decent gaming or hi-fi headset. But standard joysticks are a completely new word in the genre of motion controllers. They are positioned with amazing accuracy; all similar accessories for game consoles cannot stand comparison. True, their ergonomics can be called best case scenario peculiar. These are quite heavy devices; holding them suspended for a long time is tiring. Also, there is no such familiar element as a stick or cross for movement. There are only buttons and a small thumb touchpad located in the center, which, as you can easily guess, is not entirely optimal. On the one hand, this is logical in a system where one’s own legs are used to move. However, developers do not yet understand very well what to do with this combination, and for most games they will have to buy a regular XBOX ONE gamepad - support for controlling HTC Vive joysticks is extremely present today limited set applications.

Steam interface VR is inferior to Oculus Home in terms of design, ergonomics and stability, but in terms of the quantitative abundance of games and prices it is much more attractive. True, if the owner of Oculus is always welcome in Steam VR, then the doors of a competing solution for HTC Vive owners are still closed. Moreover, the point here is not only about capitalist greed or design features devices. Drivers various devices form the 3D stream in different ways and a number of applications are simply compatible with only one option. So some games are exclusive to their platform for commercial reasons, others for technical reasons. Of course, everything that uses proprietary Vive controllers is available only for this system, and whether it will be relevant for owners of Razer Hydra and in the future Oculus Touch is an open question.

Roomscale technology, which is the highlight of the HTC Vive, is currently the most advanced means of interacting with virtual reality. Here you can freely move around the playing space with your own feet and control the process with familiar hand gestures. This provides an unparalleled level of immersion and is clearly the logical next step in the development of video games in their respective genres. But there are a couple of problems here. The limited and essentially small area of ​​the “room” forces game developers into extremely strict limits for the implementation of their, so to speak, creative thoughts. How many good games of the FPS genre or first-person quests can we remember, where all the action takes place in space 12 square meters? The option proposed by the creators of HTC Vive with taking the starting position in the center of the room, “teleporting”, moving around a small area around a new point, returning to it, and so on, completely kills the feeling of realism. The player's ability to easily penetrate all objects inside the playing area is also disconcerting. It is impossible to stop an avatar running into a wall, as is customary when controlling a traditional joystick, and the player always feels like he is inside an ethereal hologram. When this is played out by the plot, it’s not a problem, but, again, unnecessary restrictions do not make life easier for content developers.

However, be that as it may, there is no real alternative yet. Projects of omnidirectional treadmills, with which many associate the future of virtual reality gaming, are desperately stalled. The authors never managed to launch the most successful prototype of Cyberith Virtuaizer. mass production, and the only device actually available to users, the Virtuix Omni, turned out to be a large trackpad, where foot movements have offensively little in common with real walking and running. So today, HTC Vive is practically the only way to experience such prospects in the gaming industry on own experience.

The main problem at the moment is the small number and low quality of those applications that take full advantage of the capabilities of the HTC Vive. Motion controllers high precision, the absence of the usual joystick and “Roomscale” itself, that is, freedom of movement within limited space, have not been on the market for too long for game developers to appreciate their full potential. The number of users has not yet grown to the required volume of potential circulation, which would be adequate to launch expensive AAA games into production. With current set HTC programs Vive is unlikely to replace game console, but to a greater extent meets the needs of a public attraction, an exotic gadget for entertaining guests, or a 15-minute break for something casual. However, in addition to its unique qualities, this device is one of the best today, only slightly inferior to the Oculus Rift in ergonomics and driver compatibility.

Passport details:

Type - virtual reality helmet | Name - HTC Vive | Display - OLED, 2160x1200 | Refresh rate, Hz - 90 | Field of view, deg. - 110 | Sensors - accelerometer, gyroscope, magnetometer | Positioning camera - yes, 360 degree coverage, maximum area 3 x 4 m | Connection type - wired, HDMI and USB 3.0 | Cable length, m - 10 | Headphones - yes | Microphone - yes | Correction of the interval between crustaceans - yes | Diopter correction - no | Weight, kg - 0.55

So, choosing the HTC Vive, on the one hand, is associated with additional material costs and a much more complex installation, but, on the other hand, it can provide a completely new, unforgettable gaming experience. Even though it is still in a very limited scope and not without the standard shortcomings for an innovation, the “new reality” here is not an advertising slogan, but an exact definition.

Sergey Rakov


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