Issue link: https://digital.copcomm.com/i/639267
The Vive needs to be wired to a PC, like the Oculus Ri. Perhaps this sheds some light on the subject. The Vive is part of Valve's SteamVR virtual-reality system. Valve is building the tools and plans to partner up with multiple hardware companies for the SteamVR headset. The first such hardware provider (and seemingly the only thus far) is HTC, which is providing the Vive headset that will be powered via SteamVR. Pricing initially was "guessti- mated" in the $600 range, but reports just days aer Facebook revealed Oculus's $599 tag have Vive costing anywhere from $200 to $600. But it's all specu- lation at this point. While details are still incomplete, the Vive prom- ises high-quality graphics, video that plays at 90 fps, and impressive audio fidelity. In fact, comparisons show that its display (OLED), resolution (2160x1200), and refresh rate (90 Hz) are the same as the Ri. This is also true for the field of view (110 degrees) and connections (HDMI, USB 2.0, USB 3.0). The differences are with the platform. For the Vive, this will be SteamVR, Valve's storefront for VR applications and experiences. Additional content from partners such as HBO is also expected. The Vive touts a pair of SteamVR controllers for exploring virtual environments and for use as game control- lers; the SteamVR controllers function similar to a modified Steam Controller. The Vive also supports a PC-compatible gamepad. The Vive uses laser po- sitioning and more than 70 sensors, including a gyroscope and accelerometer. It also has a front-facing camera that integrates directly with the so-called Chaperone system for the Room Scale Experience that lets users walk around a room that's up to 15x15 feet. This feature employs sensor boxes to identify the perimeter and objects in the space; a grid outline of the room is projected when the user gets too close to these barriers. In a nutshell, it merges the real world with the virtual world (but do not mistake this for AR). Plus, it offers unmatched freedom of movement in VR space (but it is still limited by the cable that attaches the HMD to the PC). The headset itself has many laser sensors that receive data from two Base Stations at- tached to two walls of the room where it is used. At CES in January, the com- pany was showing off the Vive Pre, the latest version of the hardware. Initially, the Vive was to ship at the end of 2015, but that was delayed due to some design changes, including the addition of the front-facing camera (which no doubt will affect the price of the device). Other tweaks are expected before the HMD hits shelves, as HTC and Valve have stated that the Pre developer's unit will be followed by another, final version. PLAYSTATION VR FROM: Sony SHIPPING: 2016 (estimated first half of the year) PRICE: Unknown It was known as Project Mor- pheus but more recently has been identified as PlayStation VR (PSVR). Whatever you call it, the device is a major competitor to Oculus Ri in that compari- sons are continually being made between the two HMDs. As of press time, pricing for PlayStation VR was still un- known, and whether Sony will take note of the disgrun- tled community's reac- tion January 6 aer Facebook unveiled the $599 price tag for the Ri is any- one's guess at this point. Early speculation points to $800 to $1,200. PSVR, like Ri, will sport a 5.7-inch OLED display. It will have a combined resolution of 1920x1080, or 960x1080 per eye, which is less than Ri and Vive. Its refresh rate is touted at 90 hz (like Ri), although it can render games at up to 120 hz. Furthermore, PSVR is said to have a vertical field of view of approximately 100 degrees, slightly narrower than the Ri's. Similar to the Ri, PSVR contains an accelerometer and gyroscope, but whereas the Ri contains the Oculus Constella- tion tracking system, the PSVR will use the PlayStation Eye tracking system (an approxi- mate $50 add-on). And yes, it also has 3D audio with built-in speakers. As for input, a Play- Station Move and Dual Shock 4 controller are needed. While the Ri is being positioned as a consumer VR headset for games and much more, PlayStation's entry to the market will be used for the PlayStation 4 gaming console, which currently costs $350. Whether it will also work with other applications and platforms is unknown. Alas, the Ri requires a souped-up PC – a major beef with users, but it will offer a more powerful platform than the console. Will the PSVR work out of the box with the PS4, or will a special upgrade be required? That has yet to be answered. Everything anyone seems to know about the PSVR comes from what we have FINAL APPROACH (TOP) AND ARIZONA SUNSHINE (BOTTOM) WILL BE READY TO USE WITH THE HTC VIVE. j a n u a r y . f e b r u a r y 2 0 1 6 c g w 2 1

