cancel
Showing results for 
Search instead for 
Did you mean: 

HTC Vive $799

witboy83
Explorer
443 REPLIES 443

Fazz
Honored Visionary
"vizionvr" wrote:
"lovethis" wrote:
What size room do you need for Vive?


In the Vive-Pre install manual (available for download) IIRC the minimum space for room scale games is 1.5m x 2.5m. Maximum space is enormous by standard living room comparison.

I should add though that you don't NEED room for Vive.
Why isn't it square? I get the 2.5m, but I have to question the 1.5m. How are you supposed to move around in a 1.5 space?

Can you extend the cable on the Vive and how long is it currently? I have my computer in another room and have to leave it in there because I have a large cockpit built at the side of it.

Anonymous
Not applicable
About vive shipping dates, if you've ordered a vive you can find what shipment wave or batch you're in.

Email vive support via the link in the confirmation email you received. This is sent to eXpansis, who previously provided support for htc and they tell you this in their reply. But included at the end of their reply is information about your order, mine stated 'April shipment - wave 1' (can't remember the exact wording). Have seen others getting this info this way too so it wasn't a 1 off.

About the May shipping thing, i think if it states at checkout shipment starts in May, you're vive will ship IN may.

BrianKr
Explorer
"lovethis" wrote:
"vizionvr" wrote:
"lovethis" wrote:
What size room do you need for Vive?


In the Vive-Pre install manual (available for download) IIRC the minimum space for room scale games is 1.5m x 2.5m. Maximum space is enormous by standard living room comparison.

I should add though that you don't NEED room for Vive.
Why isn't it square? I get the 2.5m, but I have to question the 1.5m. How are you supposed to move around in a 1.5 space?

Can you extend the cable on the Vive and how long is it currently? I have my computer in another room and have to leave it in there because I have a large cockpit built at the side of it.



I would imagine the cable can be extended but it probably isn't recommended.
Moderator at http://VRTalk.com - Virtual Reality Discussion Forum

VizionVR
Rising Star
"lovethis" wrote:
"vizionvr" wrote:
"lovethis" wrote:
What size room do you need for Vive?


In the Vive-Pre install manual (available for download) IIRC the minimum space for room scale games is 1.5m x 2.5m. Maximum space is enormous by standard living room comparison.

I should add though that you don't NEED room for Vive.
Why isn't it square? I get the 2.5m, but I have to question the 1.5m. How are you supposed to move around in a 1.5 space?

Can you extend the cable on the Vive and how long is it currently? I have my computer in another room and have to leave it in there because I have a large cockpit built at the side of it.


Vive cable length is 15' (5m) to the breakout box, then another couple feet to the PC. I don't know if you can extend the cables. You're better off asking r/vive community about this.

Why is the minimum space for room-scale rectangular? That's a great question. I haven't a clue.
Not a Rift fanboi. Not a Vive fanboi. I'm a VR fanboi. Get it straight.

PassiveVR
Expert Protege
Vive cable is as said 5m, but you get a whole extra 1m from your pc to the breakoutbox. You could put your box right at the edge of your playspace to maximise reach (I will).

If you do need to extend (due to pc being in another room or w/e) you should probably extend BEFORE the breakout box, and I can't see it being a problem because the BBox takes power (and that is only thin DC cabling and could be extended heavily too if needed - same as basestation power cables) and transfers it up to the HMD. Not sure about any HDMi limits though (USB should be fine as box is powered like I say)

For most uses you'd not need to extend the Vive cable within the limits of it's tracking (if your PC is at or near the edge of your playspace) but in another room, sure - but maybe try drilling a hole through the wall and back the pc/bbox onto it? and put some smooth plastic liner into the hole to prevent snags and scrapes. :lol:

USMCGrunt0307
Explorer
You may run into latency issues introduced by adding cable, doubtful it would be anything significant but, look into getting an active (sometimes called powered) extension, they'll let you go further.

VizionVR
Rising Star
As you know, Vive is demoing in shops across UK.
Some of the first hands-on UK reviews are coming out.

Not a Rift fanboi. Not a Vive fanboi. I'm a VR fanboi. Get it straight.

ebone260
Honored Guest
"vizionvr" wrote:
As you know, Vive is demoing in shops across UK.
Some of the first hands-on UK reviews are coming out.




This seems to be the general consensus. Everyone is blown away by the Vive.

PassiveVR
Expert Protege
"ebone260" wrote:

This seems to be the general consensus. Everyone is blown away by the Vive.


Certainly. I don't see REAL VR fans moaning about space or being too lazy to enjoy fully immersive VR that Vive is providing on day one, such as this title coming to VIVE:

https://www.vrfocus.com/2016/03/vanishi ... -of-steel/

"Vanishing Realms: Rite of Steel was without a doubt one of the most exciting videogame titles at GDC"

... THAT is VR!

Zoomie
Expert Trustee
No one answered my questions in the other thread because it devolved into a Rift vs Vive scuffle.

Will the Vive wands be able to do finger gestures or just move and grab?

Is the Vive prone to causing neck-strain that accompanied similar (DK1/DK2) facebricks? I have buddies who have neck and back problems from wearing NVG while flying so this is actually a concern of mine.

Since the focal sweet-spot is reportedly smaller than CV1, and Vive is intended to be used while jumping around, how do I keep the HMD from constantly slipping down my face and out of focus? Should I just tighten the ski-mask strap harder and deal with Vive-face for 5-10 mins after using the unit or is there a clever solution to this problem?

How long will each Lighthouse unit last before the mechanical oscillator breaks? Has anyone testing a unit already experienced this issue? Has HTC given a MTTF on these units? It looks like it just spins like industrial scanners, but I have no idea how durable those are.

My understanding is that the Chaperone system only becomes active when the user gets close to a pre-established boundary, or when the home button is double-tapped. How can I avoid the cord and moving entites in my room without constantly having look-through and breaking immersion? Is the camera smart enough to show a child or pet if they wander into the play area? I understand how the room-mapping works (and can be used with the Rift as well). I know far less about how capable the camera Tron-mode will be.

Does HTC/Steam plan to support the Oculus SDK so Vive users can play games exclusive to the Oculus Store, or are Vive users limited to purchases from Steam?

How do I configure my Lighthouse stations for both seated (cockpit/driving) simulations and room-scale without having the tracking issues some people have reported? Will it simply be a matter of moving a Lighthouse from the corner of the room to the desk in front of the user? Does the Vive have sensors on the back of the headset?

Have Vive-Pre or Touch users banged a Wand into either the HMD or the other Wand while trying to conduct fine dexterity tasks? (small objects) This applies to Oculus Touch users, but I figured I'd ask Vive testers since the Wands are in the hands of more people right now.

Why isn't the HTC front camera a pass-through like the GearVR? From reviews I've read, the offset is a little disorienting. Why not just have the camera display 1:1?

Thanks in advance for any answers!
Any sufficiently advanced technology is indistinguishable from magic. - Arthur C Clarke