HTC Announces Consumer Availability of Vive Tracker & New Tracker Accessory Bundles

HTC today announced consumer availability of Vive Tracker, the tracking module that uses Valve’s Lighthouse tracking standard. The company also announced North American pre-order availability of a number of Vive Tracker accessory bundles that are slated to make their way to consumers in mid-December.

First shipped to developers earlier this year, HTC is now selling the Tracker to consumers with the full confidence that anyone can pick it up and use it. That’s right, it’s not a new version, but it does now at least claim official support for dozens of VR titles and multiple accessories including what HTC today revealed to be Hyperkin’s Hyper Blaster gun, a Racket Sports Set, and a strap system from Rebuff Reality for basic body tracking.

The Vive Tracker itself will be on sale through the official Vive store and its partners for $100. The first Vive Tracker accessory bundles launch today for pre-order via multiple retailers with expected arrival dates of mid-December. The company says it will have more information on international availability later, as for now, the accessory bundles are North America-only.

Hyper Blaster

image courtesy Hyperkin

Hyperkin’s Hyper Blaster, clearly paying homage to the NES Zapper, was first spotted with a Vive Tracker screwed on top back at E3 this summer. HTC says when paired with the Tracker, the Hyper Blaster serves as both a gun and motion controller in integrated games including Duck Season, Arizona Sunshine, The American Dream VR, Operation Warcade, TacticalAR, and Practisim VR.

Sold exclusively through Amazonthe Vive Tracker + Hyper Blaster bundle includes a copy of Duck Season and will set you back $150. Unique to Duck Season, the Blaster is virtually represented within the game world.

In addition to the titles already listed, HTC says they’re working with 10 additional developers to integrate the Blaster by Q1 2018.

Racket Sports Set

image courtesy HTC

Leaked a few days ago on the US-facing HTC Vive site, the Racket Sports Set is targeting the Ping Pong and Tennis-lovers out there with a pair of custom-molded and weighted accessories that supposedly feel like real paddles and rackets. The bundle, which includes both Ping Pong and Tennis handles, a Vive Tracker and a redemption code for Virtual Sports from Vive Studios, will sell for $150. Pre-orders are available today via HTC’s site, Amazon, Abt Electronics, BH Photo, Fry’s, Gamestop, Micro Center and NewEgg, with additional retailers expected in the coming months.

HTC says an additional six titles supporting the Racket Sport Set will arrive by end of year. Also, if the listing we saw earlier in the leak is correct, there will also be the chance to purchase the Racket Set without the Tracker if you already own one.

TrackStrap

image courtesy HTC

One of the most simple use-cases that arguably has one of the biggest impacts on immersion is body tracking, and with the help of a the Rebuff Reality TrackStraps the Tracker can put your feet, wrist, hip or leg movement into VR experiences—if the game supports it, that is.

A pair of TrackStraps is available now for $25 on Rebuff Reality’s site and includes a redemption code for Redfoot Bluefoot Dancing on Steam, a game inspired by Dance Dance Revolution (DDR) and Audioshield. Games including Island 359, Climbey, Holodance, Goalie VR and High Fidelity either already support Tracker, or will in the coming weeks before launch. See the full list of compatible games here.


HTC is highlighting these three bundles specifically, but you can bet there are many more accessories to come from other manufacturers in the coming months. That said, it’s safe to say if a game doesn’t make mention of support for the Tracker or a specific accessory, you won’t be able to use it. We’ll be bringing you more news on Vive Tracker accessories in the coming months.

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HTC Lists Racket Accessory for Tracker, Suggesting Imminent Commercial Launch

A Racket Sports Set designed to be compatible with HTC Vive’s Tracker, the modular positionally-tracked puck that you can use to track practically anything in VR, has just made an appearance on the Vive accessories site. The Tracker has only been available for anyone claiming to be a developer since early this year, but the new accessory listing could be an indication of its upcoming commercial launch.

HTC started shipping more than 1,000 Vive Tracker dev kits to developers back in February 2017 in an effort to kick-start an ecosystem of handy accessories and VR game implementations for the Lighthouse-tracked accessory. At the time, the company maintained a Q2 2017 commercial launch for the tracker, although the only region where it can be purchased for consumer use is through the company’s Chinese site for 800 yuan (~$120).

At the time of this writing, the Tracker developer kit ($100) is currently out of stock.

SEE ALSO
Logitech Using Vive Tracker to Bring Your Keyboard and Hands Into VR for Efficient Typing

Now the company has listed a Tracker-compatible Racket Sport Set on its US site. There’s no price or even images currently available for the device, which will be sold with and without the Tracker, just a listing that leads to a 404.

Well be keeping an eye on the Tracker in the coming days, as it too is currently without an official price or release date.

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Guide: How to Replace Vive Headstrap and Attach HTC Vive Deluxe Audio Strap

Since the announcement at CES for both Vive trackers and Deluxe audio strap you may have decided to get one on the 6th of June. With adjustable headphones and a dial to at the back to easily adjust your head, this will make the HTC Vive headset a lot more comfortable, but perhaps also easier to wear for long hours in virtual reality (VR). VRFocus has put this little guide together on how to take off the old strap and put on your new Deluxe audio strap.

Taking off the old strap

  1. Detach the standard strap and buckle by rotating the buckle downward. You’ll hear a click when the buckle is released.
  2. Push open the compartment cover to access the connector slots on the headset.
  3. Carefully pull the tab until the HDMI cable is unplugged, and then unplug the power cable and USB cable as well as the audio cable.                                                                  
  4. Take out the 3-in-1 cable, audio cable and HTC compartment cover out of the Velcro straps.

Make sure that nothing else is attached to the cables and do not lose the audio cable! Now that you have safely removed all of the cables it’s time to put on the Deluxe audio strap.

Attaching Deluxe Audio Strap

  1. Press the buckles of Vive Deluxe Audio Strap to the connectors on the headset using the palms of your hands until you hear a click to fix them in place.                     
  2. Insert the 3-in-1 cable and the strap’s audio cable into the compartment cover’s cable hole (not into the hole on the Vive logo).
  3. Connect the cables to its corresponding slots in the headset’s compartment.
  4. Align the ridge on the HTC compartment cover with the tabs on the compartment, and then push the cover until it snaps in place.                                              
  5. Fix the 3-in-1 cable in place on the clip on the right side of the strap.
  6. Attach the sticky back of the velcro cable tie (comes with the box) underneath the cushion (right side). Loop the cable tie around the 3-in-1 cable, and then fasten it in place.
  7. Insert the strap’s velcro band to the compartment cover’s band lock, and then secure it in place.

Adjust dial, velcro band or headphones till they’re comfortable and enjoy VR! If things get confusing, there’s always the video down below to help guide you on where to find things and where to put them. If you want to purchase a Deluxe audio strap you can do it on Vive’s website.

A Guide to the Steam Controller for HTC Vive

The Steam Controller is somewhat unique among gamepad type controllers in that is uses two trackpads in place of the cross-pad and where the four buttons would be on an Xbox or DualShock gamepad. The Steam controller also features an accelerometer and gyroscope, allowing for motion control methods to be used in some situations.

Steam Controller Launch and Price

The Steam controller was originally launched on late 2015 and was designed to run in Steam’s ‘Big Picture’ mode that allows users to configure devices to their satisfaction. Valve has pushed out multiple updates for the controller, including adding VR support in June 2016.

The Steam Controller can be bought directly from the Steam store for £39.99 (GBP) though discounts can be found at other retailers, and Steam also offer the controller in bundles with other videogame titles.

How to use the Steam Controller

Since the HTC Vive is integrated into Steam, and the Steam controller is designed explicitly for Steam, the set-up mostly involves plugging in a wireless dongle and turning on the controller. Some older VR titles may need users to go into the ‘Manage Game’ menu and ‘Browse configs’ in order to activate Steam controller mode, though with Valve’s updates, this is becoming rarer.

Apps and Games Compatible with the Steam Controller

Similar to the Xbox One controller, the Steam controller works best with titles such as Elite: Dangerous where using motion controls is not practical. Some users have also reported that moving in VR using the trackpad is smoother than using a motion controller or analog stick, meaning a reduction in ‘simulation sickness’ symptoms.

For the most part, where a Steam title reports that it is compatible with gamepad controllers, the Steam controller will work well.

Long Term Application of the Steam Controller

The Steam controller will likely remain a viable option for niche VR titles where using motion controllers is impractical, or for titles where the ability to switch between motion control and standard gamepad controls would be useful. Though some users may find the trackpad controls hard to get used to, many users find the Steam controller to be a solid and very usable controller that makes an excellent alternative (or even upgrade) from an Xbox One controller for some VR applications.

A Guide to the HTC Vive Knuckles Controllers

Valve has been keeping a lot of the information on the upcoming upgrade to the HTC Vive controllers to themselves so far. Though we do have some information on what the new Knuckles Controllers will look like and how they will behave, full details will need to wait until they get a commercial release. The Knuckles Controllers feature an advantage over the standard HTC Vive wand controllers in that they have individual finger tracking.

Knuckles Controllers Launch and Price

The Knuckles controllers have yet to see a commercial release, so a price point for the devices has not yet been established. Only developments kits have been sent out so far, and Valve has yet to announce an official launch date.

How to Use the Knuckles Controllers

For those fortunate enough to have one of the Knuckles Vive controller sets, first you will need to pick up the controllers and adjust the strap so it sits comfortably. The Knuckles controllers then need to calibrate for the finger tracking to work, which involves holding the controller with the index finger resting on the trigger while the thumb is on the touch pad, fingers touching the sensors for one second, then releasing. Valve says the commercially released versions will not need this calibration.

Those who own a Knuckles controller will also need to navigate to the Tools menu in the Steam client to activate Steam VR in Beta in order to use the Knuckles controllers at present.

Apps and Games Compatible with Knuckles Controllers

Valve is planning to offer a feature which emulates the HTC Vive wand controllers, so previously available software should be able to work with the Knuckles controllers. At present, one of the few apps that offers full functionality for the Knuckles Vive controller is Steam VR Home, which if it detects a user has the Knuckles controllers, will automatically upgrade the user avatar from three fingers to five. It has not yet been established how many other upcoming applications and videogames are planning to make use of the full functionality of the upcoming controllers.

Long-Term Applications of the Knuckles controllers

Its clear the Valve expect the Knuckles controllers to be the ‘next evolution’ of the HTC Vive motion controllers, and will likely be pushing developers to include the finger-tracking ability in future software. How well the user base responds to this remains to be seen, though early indications of the ergonomics and usability of the Knuckles controller have been positive.

A Guide to HTC Vive’s Wand Controllers

Unlike the Oculus Rift or PlayStation VR, the HTC Vive comes bundled with its tracked motion controllers as standard and has done since launch. This was one of the factors that led some early adopters to choose the HTC Vive over the Oculus Rift.

How to Use HTC Vive Controllers

In order to make use of the wand controllers, it is first necessary to set up the Lighthouse base station units that come bundled with the HTC Vive, this is due to the Vive controllers utilising tracked motion control from the Lighthouse stations. For ideal use, the set-up area should be a minimum of 1.5m by 2m. Once the controllers are turned on for the first time, they will automatically be paired with the headset, a status light will blink blue while the pairing is taking place and will turn solid green once pairing is complete.

HTC Vive controllers have a track-pad, trigger, a grip buttons, menu button, system button, status light and several tracking sensors that are located on the outer ring of the controller. It is important that these sensors are not covered or obstructed. Further information can be found in the diagram below.

Apps and Games Compatible With Vive Controllers

Since the tracked motion controllers come bundled with the HTC Vive, the vast majority of HTC Vive titles use the motion controllers by default. There are some exceptions, usually for titles that have been ported from other platforms. Steam, of course, shows the controller set-up for every title, so users can check if the title they are considering uses the Vive controllers or not.

Long-Term Application of Vive Controllers

The motion controllers currently serve as the default control option for HTC Vive users. Since they come bundles with all HTC Vive purchases, its easy to see that continuing for some time. However, the upgrade is on its way in the form of the Knuckles Vive controllers, which boast accurate finger-tracking in addition to the current Vive controller’s capabilities. However, the Knuckles controllers are not yet commercially available and it will take some time before there is a large install base even after release. The Vive controllers are easy to use, ergonomic and ubiquitous among Vive users. Expect the standard Vive controllers to dominate for some time to come.

Vive Deluxe Audio Straps Back in Stock on Monday, Vive Pre Adapter Kit Available With Promo Code

The Vive Deluxe Audio Strap is a more ergonomic strap with integrated headphones for the HTC Vive, and when it launched last month, it was only on sale for less than 48 hours until stocks ran dry in the EU and US. Now the company says not only will it be back in stock for US/UK/EU customers on July 10th, but that a special adapter for the Vive Pre will also be available for free with purchase.

In our review of the Vive Deluxe Audio Strap, we found the improved headstrap makes a major difference in comfort and usability of the headset. Proving to be popular despite the $100/£100/€120 price tag, many territories ran out of stock in only a few days. The strap is still available for purchase in Australia, New Zealand, China, Taiwan, Hong Kong, Singapore, and Japan.

HTC Vive Pre, photo courtesy HTC

The Vive Pre was the company’s last developer kit, but it’s essentially the same hardware that shipped out to customers when the consumer edition of the headset officially launched in April of last year, save a few minor differences—but because of the Vive Pre’s slightly different mounting mechanism, the HTC-built aftermarket strap simply won’t fit out of the box.

HTC is providing the free upgrade kit that will let Pre-customers use the Audio Strap. The company says limited quantities are available, and only when purchasing a new Deluxe Audio Strap directly from Vive.com. To get an adapter, simply apply the following promo code when checking out with your new strap: txjvuovh3

Sale of the Vive Deluxe Audio Strap starts Monday July 10th at 10 AM Pacific Time (click for your time zone).

Although full instructions and all the parts you need will be provided to safetly attach the strap to the Vive Pre, the company cautions users to follow the setup guide carefully, because as a developer kit, Vive Pre is not covered under warranty and any damage is on the owner.

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‘Vive N Chill’ Soon to Double Crowdfunding Goal with 2 Weeks Remaining

ViveNchill, the intriguing new bolt-on dual-fan cooling solution for the HTC Vive, has begun its crowdfunding campaign on Indiegogo.

Update (7/17/17): The ViveNchill Indiegogo is now at 193% of its $5,000 goal. With 13 days remaining, the campaign appears on track to at least double its goal. Although the creators of the campaign haven’t announced any stretch goals, they have moved their shipping timeline forward and plan to begin deliveries one month sooner than initially projected.

Though not a huge campaign by any means, nearly 400 of the seemingly simple ViveNchill accessory have been bought through the campaign, suggesting that the product is addressing a real need for a non-trivial number of current Vive owners; something to be considered for all headset makers going forward.


Update (7/6/17): Now at 88% funded, the ViveNChill Indiegogo crowdfunding campaign looks well on its way to hitting its $5,000 goal; the campaign still has 24 days remaining. So far the team behind the project hasn’t announced any stretch goals.

Original Article (6/30/17): We wrote recently about a new prototype solution to alleviate ‘sweaty VR face’ syndrome and, as promised, we’re letting you know that the crowdfunding campaign for the system has gone live via Indiegogo (the originally stated Kickstarter campaign has hit some delays apparently).

ViveNchill Indiegogo

VivenChill uses a dual fan coling system that, instead of venting hot air from the inside of the HTC Vive headset, blows air over the top of the user’s head. The idea is that the solution dissipates heat from bloody circulating around the rest of your face and, in theory, alleviating sweaty faces and foggy lenses whilst you’re immersed.

I wrote at the time that I was a little sceptical, but the team at RedRotor behind ViveNchill are adamant that the final solution was born from “extensive testing” and that the entirely external design avoids dry eyes and poor air flow of their earlier vented prototypes. The new campaign page cites some studies which highlight blood circulation whilst the body exercises and “directing air at and over this crucial part of the body, the ViveNchill helps reduce your overall temperature.”

We can’t vouch for this in any way unfortunately, as we’re yet to arrange a review unit (we’re working on this) but given the early bird prices for a single unit are being offered via IndieGogo for $20 plus shipping, there are probably quite a few people out there willing to give it a shot.

Let us know if you’re thinking of backing the project and we’ll let you know when we get our hands on a unit to judge its effectiveness.

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‘Vive N Chill’ is a Cooling Solution for HTC Vive Users With Sweaty VR Faces

ViveNchill is a new bolt-on cooling system comprising two angled fans that the creators claim will banish foggy, sweaty headset issues for good.

Unsavoury headline aside, the folks at RedRotor (a company previously specialising in drone components and accessories) have turned their hand to a problem which in truth still doesn’t have a universal solution – sweaty VR face syndrome.

Their prototype product, which the company plans to bring to Kickstarter soon, is calls ViveNchill and is a neat, if surprising solution which the company claim is born from extensive testing and the need to meet a strict set of criteria. The brief was to come up with a cheap, quiet and lightweight headset mounted system which was easy to operate and yet delivered effective cooling, dealing with heat buildup inside the HTC Vive while under heavy use or just a quick bout of summer VR.

The surprise? ViveNchill doesn’t opt for the most obvious approach of piping (or extracting) air from the headset itself, it instead uses dual tilting fans mounted atop the face interface, angling down towards the user’s forehead. The fans are powered from the Vive’s top-mounted USB port (which sits in the recessed area underneath the breakaway top section, near the other ports). It also includes a neat, accessible on/off switch mounted over the top head strap.

“We experimented with countless fan types and build iteration after iteration of prototypes that focus on piping air into the headset,” says Tony Tran, co-designer of ViveNchill, “It didn’t take long to realise that most user experience problems with dry eyes, high noise levels and low air flow. In the end, we discovered that dissipating the heat generated across the forehead provided a much more substantial benefit than forcing air into the headset itself.”

An interesting solution indeed and one, if I’m honest, I’m a tad sceptical of without having the benefit of trying it out. Cooling is only delivered to the top of the head, which sounds ineffective on the face of it (sorry). That said, assisting with heat dissipation across areas of blood flow around the area does make some sense to me, and if it does work, this could be a real game changer for those living in warmer climates or those VR user who like to exert themselves while immersed. We’ve been offered a review unit, so will try to see for ourselves if this is effective and let you know.

RedRotor are aiming for a low retail price of $25-32 for ViveNchill, with the fans specced to run at less than 23db, a level you won’t ever notice once immersed. At that price point, it may be worth a punt regardless. To that end, we’ll let you know when the Kickstarter goes live.

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Valve Provides Details on Upcoming Knuckles Vive Controllers

Valve have been quietly working on an updated version of the HTC Vive controllers for a while now, with very early prototypes being glimpsed at Valve’s Steam Dev Days conference last year. Now the company have revealed some more details about the upcoming Development Kits for the new controllers.

The main advantage of the Knuckles controllers over the standard Vive controller is that the Knuckles controllers allow for individual finger tracking, along with an outer ring that allows the main part of the controller to be released without dropping the controller. This allows for users to pick up and drop objects within the virtual world, as well as other actions such as grabbing, pulling and pushing that were previously very difficult to achieve reliably.

The controllers still feature a trigger, trackpad, face buttons and system button. At present, the Knuckles controllers are only compatible with the beta branch of Steam VR, which can be enabled from the Tools menu in the Steam client.

The development versions of the Knuckles controllers require calibration to allow for the finger tracking to work correctly, which involves holding the controller with the index finger on the trigger and thumb on the track pad for one second, then releasing. Valve have stated that the commercial versions should not need this additional calibration.

SteamVR Home has already been made compatible with the Knuckles controllers so developers who have the new controllers can experiment with how the Knuckles controllers function. If SteamVR Home detects a user with the Knuckles Controllers equipped, their avatar model will automatically be given five-fingered hands, as opposed to the standard three-fingered hands.

There is currently no word on when the Knuckles controllers will get a commercial release. VRFocus will bring you further updates on the Knuckles Vive controllers when it becomes available.