Difference between revisions of "About HTC Vive"

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[[File:Vive.jpg | 550px]]<br>
 
[[File:Vive.jpg | 550px]]<br>
 
==Basics==
 
==Basics==
HTC Vive is a virtual reality headset developed by HTC and Valve Corporation. This headset is designed to utilize "room scale" technology to turn a room into 3D space via sensors, with the virtual world allowing the user to navigate naturally, with the ability to walk around and use motion tracked handheld controllers to vividly manipulate objects, interact with precision, communicate and experience immersive environments.
+
"HTC Vive is a virtual reality headset developed by HTC and Valve Corporation. This headset is designed to utilize "room scale" technology to turn a room into 3D space via sensors, with the virtual world allowing the user to navigate naturally, with the ability to walk around and use motion tracked handheld controllers to vividly manipulate objects, interact with precision, communicate and experience immersive environments" - Wikipedia
  
[https://en.wikipedia.org/wiki/Oculus_Rift#Development_Kit_1 Development Kit 1] and the [https://en.wikipedia.org/wiki/Oculus_Rift#Development_Kit_2 Development Kit 2], before releasing the most recent [https://en.wikipedia.org/wiki/Oculus_Rift#Consumer_version Consumer version]. We currently have the DK2 at the Interaction Station available for use. <br>
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[[File:Vive3.jpg | 400px]]<br>
  
==Compatibility==
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==Different Vive Versions==
1. [http://www.theverge.com/2016/3/4/11159700/oculus-rift-mac-support-apple The Oculus Rift is currently not compatible with any Mac system].<br>
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There are three different Vive headsets at the Interaction station:
  
2. The Oculus Rift Development Kit 2 is not officially compatible with Oculus Home, the distribution network that is packaged with the Oculus Rift Consumer version, which provides mainstream Oculus VR content. [http://www.roadtovr.com/can-access-oculus-home-dk2-play-free-paid-content-right-now/ However, it is still possible to access and run this content from Oculus Home with the DK2, although small issues may arise and some content may not work properly.] It is also still possible to download VR content specifically for the DK2 on platforms such as [http://stv.re/category/now-playable/dk2/ STV.RE], [http://www.theriftarcade.com/ The Rift Arcade] and [http://store.steampowered.com/app/382110/ Virtual Desktop].<br>
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{| class="wikitable"
 +
|-
 +
! Vive
 +
! Vive Pro
 +
! Vive Pro Eye
 +
! Vive Cosmos
 +
|-
 +
| 1080 x 1200 pixels per eye (2160 x 1200 pixels combined)
 +
| 1440 x 1600 pixels per eye (2880 x 1600 pixels combined)
 +
| 1440 x 1600 pixels per eye (2880 x 1600 pixels combined)
 +
| 1440 x 1700 pixels per eye (2880 x 1700 pixels combined)
 +
|-
 +
|
 +
| Improved Ergonomics
 +
| Improved Ergonomics
 +
| Improved Ergonomics
 +
|-
 +
|
 +
|
 +
| Adds Eye-tracking as an input method
 +
| Uses a new orientation system and built-in sensors
 +
|-
 +
| [https://www.vive.com/eu/product/]
 +
| [https://www.vive.com/eu/product/vive-pro/]
 +
| [https://www.vive.com/eu/product/vive-pro-eye/]
 +
| [https://www.vive.com/us/product/cosmos/]
  
3. The most common software used to develop virtual environments for the Oculus Rift are [https://unity3d.com/ Unity] and [https://www.unrealengine.com/ Unreal] [https://en.wikipedia.org/wiki/Game_engine game engines]. Both are installed on the computers at the Interaction Station and are also free to download and use at home (see  [[Working with Oculus Rift DK2 and Unity 5.x]] about compatibility specifics for using Unity 5 with the Oculus Rift DK2). One typically uses Unity or Unreal in combination with modeling programs such as Maya, Cinema 4D or Rhino. You do not need the Oculus Rift headset to model or program the virtual environments - only to view them. See Tutorials below for entry-level tutorials on creating virtual environments for the Oculus Rift.<br>
+
|}
 +
 
 +
==Technical Requirements==
 +
At the Interaction Station, we have a dedicated PC that will work with the Vive. If you own a laptop and want to work with the Vive, please be aware of the following system requirements : (Windows only; neither Vive nor Oculus are presently compatible with Apple). There is Compatibility Checker will check if your PC or Laptop is Vive-ready here : http://store.steampowered.com/app/323910/ <br>
 +
'''Graphics Card''': GeForce GTX 970 or AMD Radeon R9 290 or better.<br>
 +
'''CPU''': Intel Core i5 4590 or AMD FX 8350 or greater.<br>
 +
'''RAM''': 4GB or more.<br>
 +
'''Video port''': HDMI 1.4, DisplayPort 1.2, or better.<br>
 +
'''USB port''': 1 USB 2.0 or faster port.<br>
 +
'''Windows 7 SP1 or newer.'''<br>
 +
 
 +
==Controllers==
 +
The HTC Vive comes with two hand-held controllers, equipped with sensors, touch surfaces, buttons and triggers. The controllers act as "proxies" for hand-held interaction, used to bring "hands" or any hand-held tool into Virtual Reality space, increasing immersion and expanding the possibilities of interactivity. The controllers can act as a stick, a paintbrush, a robotic arm, a coffeecup, etc, when held and used in game-space. For example, in Longbow, an archery game that is part of The Lab (an app that comes bundled with the Vive) the controllers become a bow and arrow that work by pushing triggers on the controllers. The controllers can also be used to Teleport around a large space and as "laser-pointers" for User Interface menu interaction.
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[[File:htc_controller.jpg | 400px]]<br>
 +
[[File:htc_longbow.jpg | 600px]]<br>
 +
[[File:htc_unity.jpg | 600px]]<br>
 +
 
 +
==SteamVR==
 +
The Vive runs on the SteamVR, the hardware system developed by Valve Corporation. SteamVR comprises of the lighthouses that track Vive users in a room-scale setup, handheld controllers for the Vive and all other aspects of the Vive HTC headset. SteamVR is an extension of the app marketplace Steam, where games, programs, discussions are exchanged. SteamVR supports both Unity and Unreal Engine compatibility.
 +
 
 +
==Tutorials==
 +
You can easily get started making your own project for the Vive. Currently, both of the leading game engines - Unity and Unreal, support the Vive and offer support for beginning developers (via their message boards) and substantial introductory documentation. <br><br>
 +
SteamVR and Unity :<br>
 +
1. Make sure to use the latest version of Unity when setting up the Vive, downloaded at https://unity3d.com/ <br>
 +
2. Download and import the SteamVR plugin from the Unity Asset Store.<br>
 +
3. Drag and drop the Camera Rig prefab from the Prefabs folder into your scene. <br>
 +
4. Calibrate controllers and camera as needed. <br>
 +
5. Build your world!<br><br>
 +
 
 +
{{#ev:youtube|LZTctk19sx8}}<br>
 +
https://unity3d.college/2016/04/29/getting-started-steamvr/<br>
 +
https://unity3d.com/learn/tutorials/topics/virtual-reality<br><br><br>
 +
 
 +
SteamVR and Unreal:
 +
{{#ev:youtube|xZP7QeUsDBE}}<br>
 +
https://docs.unrealengine.com/latest/INT/Platforms/SteamVR/QuickStart/2/index.html<br><br>
 +
 
 +
==TiltBrush==
 +
Tilt Brush is a room scale 3D painting virtual reality application developed and published by Google for the HTC Vive. Users can paint in three dimensions using the Vive handheld controllers, with a variety of brushes, swatches and tools. It is possible to export your creation as a video, GIF, 2D screengrab, or 3D model (FBX, OBJ). It is installed and ready to use with the Vive at the Interaction Station. <br>
 +
[[File:htc_tilt.png | 600px]]<br>
 +
 
 +
==Vive HTC versus Oculus==
 +
The Vive and the Oculus RIft are currently (February 2017) the primary virtual reality headset manufacturers. The two are in direct competition, both offering exclusive titles and applications. What are the similarities and differences, and which is the superior? It ultimately depends on your project and budget; but at the Interaction Station we have the HTC Vive available to work with. We also have an earlier version of the Oculus Rift (DK2).<br><br>
 +
[[File:htcrift_specs.jpg | 400px]]<br>
 +
 
 +
[[Category:Virtual Reality]]

Revision as of 21:07, 15 October 2019

Vive.jpg

Basics

"HTC Vive is a virtual reality headset developed by HTC and Valve Corporation. This headset is designed to utilize "room scale" technology to turn a room into 3D space via sensors, with the virtual world allowing the user to navigate naturally, with the ability to walk around and use motion tracked handheld controllers to vividly manipulate objects, interact with precision, communicate and experience immersive environments" - Wikipedia

Vive3.jpg

Different Vive Versions

There are three different Vive headsets at the Interaction station:

Vive Vive Pro Vive Pro Eye Vive Cosmos
1080 x 1200 pixels per eye (2160 x 1200 pixels combined) 1440 x 1600 pixels per eye (2880 x 1600 pixels combined) 1440 x 1600 pixels per eye (2880 x 1600 pixels combined) 1440 x 1700 pixels per eye (2880 x 1700 pixels combined)
Improved Ergonomics Improved Ergonomics Improved Ergonomics
Adds Eye-tracking as an input method Uses a new orientation system and built-in sensors
[1] [2] [3] [4]

Technical Requirements

At the Interaction Station, we have a dedicated PC that will work with the Vive. If you own a laptop and want to work with the Vive, please be aware of the following system requirements : (Windows only; neither Vive nor Oculus are presently compatible with Apple). There is Compatibility Checker will check if your PC or Laptop is Vive-ready here : http://store.steampowered.com/app/323910/
Graphics Card: GeForce GTX 970 or AMD Radeon R9 290 or better.
CPU: Intel Core i5 4590 or AMD FX 8350 or greater.
RAM: 4GB or more.
Video port: HDMI 1.4, DisplayPort 1.2, or better.
USB port: 1 USB 2.0 or faster port.
Windows 7 SP1 or newer.

Controllers

The HTC Vive comes with two hand-held controllers, equipped with sensors, touch surfaces, buttons and triggers. The controllers act as "proxies" for hand-held interaction, used to bring "hands" or any hand-held tool into Virtual Reality space, increasing immersion and expanding the possibilities of interactivity. The controllers can act as a stick, a paintbrush, a robotic arm, a coffeecup, etc, when held and used in game-space. For example, in Longbow, an archery game that is part of The Lab (an app that comes bundled with the Vive) the controllers become a bow and arrow that work by pushing triggers on the controllers. The controllers can also be used to Teleport around a large space and as "laser-pointers" for User Interface menu interaction. Htc controller.jpg
Htc longbow.jpg
Htc unity.jpg

SteamVR

The Vive runs on the SteamVR, the hardware system developed by Valve Corporation. SteamVR comprises of the lighthouses that track Vive users in a room-scale setup, handheld controllers for the Vive and all other aspects of the Vive HTC headset. SteamVR is an extension of the app marketplace Steam, where games, programs, discussions are exchanged. SteamVR supports both Unity and Unreal Engine compatibility.

Tutorials

You can easily get started making your own project for the Vive. Currently, both of the leading game engines - Unity and Unreal, support the Vive and offer support for beginning developers (via their message boards) and substantial introductory documentation.

SteamVR and Unity :
1. Make sure to use the latest version of Unity when setting up the Vive, downloaded at https://unity3d.com/
2. Download and import the SteamVR plugin from the Unity Asset Store.
3. Drag and drop the Camera Rig prefab from the Prefabs folder into your scene.
4. Calibrate controllers and camera as needed.
5. Build your world!

{{#ev:youtube|LZTctk19sx8}}
https://unity3d.college/2016/04/29/getting-started-steamvr/
https://unity3d.com/learn/tutorials/topics/virtual-reality


SteamVR and Unreal: {{#ev:youtube|xZP7QeUsDBE}}
https://docs.unrealengine.com/latest/INT/Platforms/SteamVR/QuickStart/2/index.html

TiltBrush

Tilt Brush is a room scale 3D painting virtual reality application developed and published by Google for the HTC Vive. Users can paint in three dimensions using the Vive handheld controllers, with a variety of brushes, swatches and tools. It is possible to export your creation as a video, GIF, 2D screengrab, or 3D model (FBX, OBJ). It is installed and ready to use with the Vive at the Interaction Station.
Htc tilt.png

Vive HTC versus Oculus

The Vive and the Oculus RIft are currently (February 2017) the primary virtual reality headset manufacturers. The two are in direct competition, both offering exclusive titles and applications. What are the similarities and differences, and which is the superior? It ultimately depends on your project and budget; but at the Interaction Station we have the HTC Vive available to work with. We also have an earlier version of the Oculus Rift (DK2).

Htcrift specs.jpg