Rift/Vive Gap Widens In February Steam Hardware Survey

Rift/Vive Gap Widens In February Steam Hardware Survey

The Oculus Rift continued to widen the gap with HTC Vive headsets in the latest Steam Hardware Survey results.

Last month Rift had a 2.82% lead over the original Vive and Vive Pro combined for the period spanning April 2018 – December 2018. This month (April 2018 – January 2019) that’s grown to a 3.81% lead. Rift is now at 47.03% (up from 46.45%) while Vive holds 40.62% (down from 40.82%). Vive Pro, meanwhile is at 2.6% (down from 2.81%). It’s not too surprising; at the start of the year Oculus cut the price of the Rift to $349. It’s very likely that this shift helped push a few more units.

But Vive was far from silent in January. Back at CES it announced two new headsets, the HTC Vive Cosmos and the Vive Pro Eye. Both are coming this year so we’ll be looking forward to seeing what impact they make on the Steam Hardware Survey. The same goes for the rumored Oculus Rift S headset.

There’s also ever-so-slight increases for Microsoft’s Windows VR headsets. The range is now at 8.94% (up from 8.89%). Will Microsoft be able to cross the 10% threshold in the coming months?

Wrapping up, 0.79% of VR Steam users are still running Oculus Rift Dk2 (really). A tiny 0.01% of the share also goes to Huawei’s VR headset.

In terms of January-specific stats, Rift grew 0.06%, Vive gew 0.04% and Windows grew 0.01%. Baby steps, as usual.

Steam’s Hardware Survey tells us the total share of VR headsets between people that opt-in. It’s not a definitive means of telling which VR headset is actually in the lead sales-wise. Neither Oculus nor HTC has shared official figures for their respective headsets yet.

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HTC Vive Pro Eye Will Not Replace Original Vive Pro

HTC Vive Pro Eye Will Not Replace Original Vive Pro

HTC’s shiny new enterprise VR headset, the Vive Pro Eye, adds a crucial new feature to the Pro series. But it won’t be replacing the original Pro.

HTC confirmed as much to UploadVR this week. In a statement provided over email, the company said that the Vive Pro Eye will ‘sit alongside’ its predecessor. It also reaffirmed it will announce the kit’s price at a later time. Vive Pro Eye adds integrated eye-tracking to the headset. This allows for foveated rendering in VR as well as a new means of input. Other specs like resolution and field of view (FOV) remain the same.

This suggests one of two things for Vive Pro pricing. It could be that Vive Pro Eye simply costs more than the original headset. That said, the first Pro costs $799 by itself and $1,399 with controllers and base stations. Raising that base price above that will make the Pro incredibly expensive no matter the target audience.

The other possibility is to cut the price of the Pro and introduce Vive Pro Eye at the original price. We could see HTC start to market Vive Pro to its existing fanbase at a cheaper price and solidify Pro Eye as the definitive enterprise product.

This is just all speculation on our part, though. HTC says its launching Pro Eye in Q2 of this year so we won’t have to wait long for answers. We’re hoping for an announcement at either MWC or GDC. Need to know more about Vive Pro Eye? We’ve gathered up everything about it in one spot.

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HTC Vive Headsets Lineup Explained: Should You Wait For Cosmos?

htc vive lineup

HTC’s line-up of VR headsets is steadily growing. What’s the difference between the Vive and Vive Focus? What’s the Vive Cosmos? Which should you buy? Read on for our rundown of the current Vive line-up.

HTC Vive


Vive is a room scale VR headset powered by your gaming PC. At $499 it’s the most affordable headset in HTC’s lineup. It comes with two fully tracked controllers.

The Vive cannot operate without a gaming PC, and won’t work on most laptops. It comes with two SteamVR “Lighthouse” base stations which must be set up in your room for positional tracking.

Originally released in 2016 for $799, the OG Vive remains today as HTC’s entry level PC VR option.

HTC Vive Pro


Vive Pro is a premium model of the Vive, released in 2018. It has higher resolution panels for a sharper image with less “screen door effect”. It also features improved comfort and integrated audio.

Pro supports the new SteamVR Tracking 2.0. This allows for more than two base stations to be used at once for even larger playspaces.

It’s currently priced at $1399, or $799 for the headset only so you can upgrade from the standard Vive.

HTC Vive Pro Eye


At CES 2019 HTC announced Vive Pro Eye– a 2019 refresh of the Vive Pro adding eye tracking. This allows for better social VR and gazed based UIs, but more importantly it enables foveated rendering.

Foveated rendering renders most of the view of a VR headset at lower resolution except for the exact area where the user’s eye is looking (detected with eye tracking). This allows for improved visual quality and/or performance.

HTC didn’t reveal the price, but told us it will be launching in Q2 of this year.

HTC Vive Focus


Vive Focus is unlike any of the rest of the Vive lineup in that it is a standalone headset. It’s priced at $599, and for now mainly intended for enterprise.

Standalone means that the computing hardware and storage are all built inside the headset. Focus doesn’t connect to your PC, other than for basic USB file transfers.

It has two cameras on the front which perform inside-out tracking, so there are no base stations to set up or wires.

The controller (there’s only one) is essentially just a rotational laser pointer. This severely limits the games available on the Focus compared to PC. However, HTC is working on 6DoF Focus controllers which may release in future.

HTC Vive Cosmos

Vive Cosmos is a PC VR headset launching later this year. Unlike the original Vive line it uses inside-out tracking, not SteamVR. In fact, the headset’s native platform isn’t SteamVR either- it’s the new Vive Reality System.

Interestingly, HTC also suggested the headset could work with devices other than a PC, showing an image of a smartphone in the reveal video. The company will reveal more details “later this year”, but we expect this means it could be powered by a HTC smartphone.

Which To Get? Wait For Cosmos?

Since the Vive Focus controller is 3DoF-only and the product is intended for enterprise, we don’t recommend buying it yet. When HTC announces 6DoF controllers for Focus this recommendation may change.

The Vive Pro is a great headset, but the steep price and same basic controllers from 2016 make it difficult to recommend- even with the upcoming addition of eye tracking.

So should you get the standard Vive, or wait for Cosmos? Very little is known about Cosmos at this stage. HTC hasn’t given pricing, resolution, or explained how it works with other devices. That makes it difficult to make an informed decision.

But from what we do know, it won’t be an entirely new generation of VR. If you’re willing to wait until later this year, it should provide a welcome increase in resolution and enhanced controllers. But unless the idea of setting up tracking base stations puts you off you won’t be missing out on anything major by getting the standard Vive at $499.

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CES 2019: HTC’s Vive Cosmos & Vive Pro Eye Announcement Event Highlights

Vive Cosmos controllers inside-out tracking VR headset

HTC held a special press event on Monday, just one day before CES officially started. The company announced two new VR headsets, a new VR platform, and a new VR app subscription service.

On Monday we livestreamed the presentation. Here are the highlights from that stream, including the major product announcements.

Vive Pro Eye

Vive Pro Eye is a refresh of last year’s Vive Pro– adding eye tracking technology. This allows for better social VR and gazed based UIs, but more importantly it enables foveated rendering.

Foveated rendering is a process which renders most of the view of a VR headset at lower resolution except for the exact area where the user’s eye is pointed, which is detected with eye tracking. That area in front of the eye — where humans perceive the greatest detail — is rendered at a significantly higher resolution. Foveated rendering is considered crucial for future advancement of VR as it allows for higher resolutions without impossible GPU requirements.

HTC didn’t reveal the price, but told us it will be launching in Q2 of this year.

Viveport Infinity

Viveport Infinity is a new subscription service. It gives users access to over 500 VR apps. The current Viveport subscriptions give access to just 5 apps per month, so this is a significant increase.

HTC seem to want Viveport to be the Netflix of VR. If the platform can secure enough content, Infinity could deliver on that goal.

Vive Reality System


Vive Reality System is a new VR platform for all HTC headsets. In the past, HTC was reliant on Valve’s SteamVR platform. VRS is a clear step by HTC to forge a future without that dependency.

VRS will have a VR UI for launching apps and managing settings. But like Oculus Home and SteamVR, it will also feature interactive multiplayer home spaces. We’re eager to see how HTC will compete in this already crowded space.

Vive Cosmos

Vive Cosmos is a future PC VR headset from HTC. Unlike the original Vive it uses inside-out tracking, not SteamVR “Lighthouse”. In fact, the headset’s native platform isn’t SteamVR either- it’s the new Vive Reality System.

Interestingly, HTC also suggested the headset could work with other devices, showing an image of a smartphone. The company will reveal more details “later this year”, but we expect this means it could be powered by a HTC smartphone.

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Vive Pro Eye: Everything We Know About HTC’s New Headset

Vive Pro Eye: Everything We Know About HTC’s New Headset

Vive Cosmos wasn’t the only new VR headset introduced at HTC’s CES press conference this year. The company also debuted Vive Pro Eye, an update to last year’s Vive Pro. As the name suggests, it comes with a key new feature: integrated eye-tracking.

But what else is new about HTC’s latest? Read on for our full run-down of everything we know about the Vive Pro Eye.

It’s Pretty Much A Vive Pro… With Eye-Tracking

We’ll get to Vive Pro Eye’s big new feature in a second. The actual headset, however, seems to be identical to last year’s Pro. Specs on the official site suggest as much: 2880 x 1600 resolution with a 110-degree field of view (FOV) and 90Hz refresh rate. Integrated audio is still in, though the site does list ‘Enhancement of headphone in ergonomics’. We’re trying to find out if that means the headphones are indeed improved over the original Pro. It also still uses SteamVR tracking, unlike Vive Cosmos.

But Eye-Tracking Has Lots Of Uses

Eye-tracking may be the only genuinely new thing about Vive Pro Eye, but it’s a big inclusion. It’s a long-anticipated feature for VR and can be used as a form of input. Imagine selecting things on a menu simply using your eyes, or having the direction your pupils are facing replicated on a virtual avatar. Most importantly, though, eye-tracking enables foveated rendering. That means the headset will only fully render the part of a screen it knows you’re looking at. That takes a lot of processing pressure off of the PC that’s powering the VR experience.

It’s Intended For Enterprise First and Foremost

Unlike last year, HTC’s wording on who Vive Pro Eye is for was clear. The device was introduced as an enterprise-level device first and foremost. It’s very possible that regular consumers with deep pockets will be able to buy it but, like the original Pro, it’s not a replacement for the first Vive. To that end, HTC is demoing Pro Eye with a range of business applications, like a new car viewing app from Zerolight.

It’ll Probably Be Very Expensive

With that in mind we should say this thing is probably going to be expensive. The original Vive Pro started at $799 for the base headset. That price rose to $1,400 for a bundle with controllers and base stations. We don’t know if Pro Eye is going to be replacing the first Pro yet, but either way we’d expect a similar price range.

It’s Coming Soon

Vive Pro Eye will be out in Q2 2019. We don’t know the exact date, but we wouldn’t be surprised if we found out during GDC/MWC in March or Vive Day on April 5th. We don’t even know if regular consumers will be able to buy it. Vive Cosmos won’t be out until after Pro Eye’s release.

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CES 2019: HTC Vive Pro’s Eye Tracking Is Supplied By Tobii

CES 2019: HTC Vive Pro’s Eye Tracking Is Supplied By Tobii

Tobii announced today that it is the supplier of the eye tracking technology for HTC’s new Vive Pro Eye VR headset. HTC announced the Vive Pro Eye durings its special press event yesterday.

The company highlighted use cases such as more authentic avatars in social VR and gaze based UIs. More importantly however, HTC states it enables foveated rendering.

Foveated rendering is a process which renders most of the view of a VR headset at lower resolution except for the exact area where the user’s eye is pointed, which is detected with eye tracking. That area in front of the eye — where humans perceive the greatest detail — is rendered at a significantly higher resolution. Foveated rendering is considered crucial for future advancement of VR as it allows for higher resolutions without impossible GPU requirements.

Tobii first announced it was working with a major VR company in late 2018. It’s now clear that company is HTC. Combined with the company’s partnership with NVIDIA, HTC now has access to the full stack of technologies it needed for foveated rendering.

The new Vive Pro Eye headset is being shown off at both companys’ booths at CES. We’ll be posting our detailed impressions later this week.

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Hands-on With HTC Vive Pro Eye at CES 2019

On many occasions, VRFocus has discussed eye-tracking technology and how it can be merged with virtual reality (VR) headsets to provide an even more immersive experience for users, whilst reducing the computational power needed via foveated rendering. Yet none of the main headset manufacturers have embraced the technology, that is until today with HTC Vive unveiling the Vive Pro Eye. VRFocus was there for the announcement and went hands-on with the headset so you could get a better look.

HTC Vive Pro Eye image2

Essentially an upgraded HTC Vive Pro, the eye-tracking isn’t some modular add-on for the current headset that users will be able to buy. The eye-tracking sensors are built in around each lens, helping provide optimal tracking in a viable form factor. To this end, the HTC Vive Pro Eye will be primarily focused on enterprise customers rather than the general videogame buying public, and will likely have a suitable price tag to match when it arrives in Q2 2019.

When it comes to eye-tracking for enterprise use, it will allow businesses and developers to gather more data about their training environments, help optimize computer and VR performance, and offer product design and research groups even greater levels of feedback.

When looked at from a gameplay perspective eye-tracking is great for player engagement, whether that’s with another human player or an NPC (non-player character). Where eye’s look and how they behave are intrinsic parts of everyday communication, enabling you to understand if someone is happy, sad, or if they’re lying to you. Being able to put what may be small insignificant gestures into a VR experience could make all the difference when trying to attain proper immersion.

HTC Vive Pro Eye

For the unveiling at CES 2019, VRFocus’ video producer Nina got to demo the headset, with HTC Vive using a flight simulator to showcase the eye-tracking properties of the device. Whilst only a brief look at what the HTC Vive Pro Eye can do, it’s great to see the headset maker continuing to innovate and improve the device.

Check out the hands-on video below, and for further updates from HTC Vive and CES 2019, keep reading VRFocus every day.

CES 2019 Roundup: New VR Headsets, Controllers, Graphics Cards, And More

CES 2019 Roundup: New VR Headsets, Controllers, Graphics Cards, And More

Now that the 2019 Consumer Electronics Show (CES) is in full swing it can be tough to keep track of everything. Each day is jam-packed full of announcements and as we get the time to go hands-on with everything we’ve got impressions and news stories coming out extremely quickly.

As a result, collecting everything in one place is super handy! You can let this article serve as your one-stop shop for links to everything we’ve written about CES 2019 to date. We’ll try to keep it updated within 24 hours of a story posting, but you should check the CES tag or the UploadVR homepage for real-time updates on all current CES stories.

Headsets

Controllers

Graphics Cards

Software

Other

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HTC Announces Vive Pro Eye Headset With Integrated Eye-tracking

Today at CES HTC made a slew of announcements about the Vive ecosystem, including a new, upcoming version of the Vive Pro called the Vive Pro Eye.

Revealed on stage today at the company’s CES press event, the Vive Pro Eye appears to be largely the same as the Vive Pro, but now with integrated eye-tracking. HTC says that the Vive Pro Eye will launch in Q2 of 2019. They aren’t talking about the price yet, but we expect it will be at least as much, if not more, than the current Vive Pro which starts at $800 for the headset alone.

While the company was a little iffy on their target-market messaging when they launched the Vive Pro last year—which lead to some anger by enthusiasts over the enterprise-focused price—HTC is being much more clear this time around: “Vive Pro Eye is targeted at the enterprise market where eye tracking has a number of immediate benefits […].”

Of the various potential uses of eye-tracking—like foveated rendering, user-intent analysis, and gaze-based interactions—it isn’t clear what, if any, services will be built into the headset’s core software as opposed to merely providing the eye-tracking data for developers to make use of.

Around the lenses of the Vive Pro Eye you can see some of the changes implemented for eye tracking. The spaces around the lenses are likely IR LEDs to illuminate the user’s eye. | Photo by Road to VR

While the Vive Pro Eye will largely be the same as the original Vive Pro, including the same resolution, the company said there are some minor tweaks here and there, including modified padding on the headphones to improve audio.

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