Business Type:
Manufacturer/Factory,Trading Company
Business Range:
Motherboard, Graphics Card, Monitor, VR Products, Mining Rigs
Establishment:
2016
R&D Capacity:
OEM, ODM, Others
Terms of Payment:
LC, T/T, D/P, Paypal, Western Union
Main Markets:
North America, Eastern Europe, Eastern Asia
OEM/ODM Service
Sample Available

Established in 2003 Guangzhou, more than 100 employees incl. more than 30 engineers and technicians, ISO 9001 certificated.As a diamond supplier to government, enterprices and channel IT distributors....

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    YRS
General Supplier

Htc Vive Pro Vive Pro Vive Pro Vr Headset

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Min. Order / Reference FOB Price
1 Pieces US $949.99/ Pieces
Local Area: Guangzhou, Guangdong, China
R&D Capacity: OEM, ODM, Other
Payment Terms: LC, T/T, D/P, Paypal, Western Union
Brand: HTC
Model Number: HTC VIVE PRO
Virtual Screen Size: 50" - 80"
3D Glasses Type: Polarized
Product Description
Product Parameters Screen:Dual AMOLED 3.5" diagonalResolution1440 x 1600 pixels per eye (2880 x 1600 pixels combined)Refresh rate90 HzField of view110 degreesAudioHi-Res certificate headsetHi-Res certificate headphone (removable)High impedance headphone supportInputIntegrated microphonesConnectionsUSB-C 3.0, DP 1.2, BluetoothSensorsSteamVR Tracking, G-sensor, gyroscope, proximity, IPD sensorErgonomicsEye relief with lens distance adjustmentAdjustable IPDAdjustable headphoneAdjustable headstrapVIVE PRO HMD includesHeadset
Headset cable (attached)Face cushion (attached)Cleaning clothEarphone hole cap (2)
documentaionlink box
Power adapter
DisplayPort™ cable
USB 3.0 cable
Mounting pad
Without considering price, it’s a headset you’d reach for every time over the original Vive thanks to its notably sharper image, and a few new features which make it more convenient and comfortable to use.
The Vive Pro is a hop but not a leap from the original Vive. The increased resolution makes everything notably sharper, and amplifies the stereoscopic effect. Smaller text is much more legible which is great for certain use-cases like virtual desktops and text-heavy games like Elite Dangerous. Textures are that much sharper and the extra resolution really stands out with highly optimized, well made VR experiences that are able to run at full settings. The screen door effect is also reduced (but not invisible), which further increases clarity.
At first glance, the Vive Pro’s design looks a lot like a simple reskin of the original Vive andDeluxe Audio Strapaccessory. Looking closer, it’s actually a more substantial redesign. The sensor placements have been tweaked, there’s now a dual-microphone, and the mechanism for adjusting the lens-to-eye distance has been substantially improved. There’s also now a stereo camera pair, though its functionality is sorely lacking, as it doesn’t even yet support stereo passthrough video, let alone hand-tracking, or any other interesting functions.
The redesigned head mount is more comfortable than ever, and I had no problem (after experimenting with the fit to get it just right) comfortably using the headset for multi-hour VR sessions. Compared to the original Vive’s default soft headstrap, the Vive Pro headmount is a major improvement especially thanks to the on-board audio. Unfortunately, the Vive Pro headphones are presently crippled with a “known issue” which has them missing out on a lot of bass tones. HTC says a fix for that is in the works, and you can remove the Vive Pro headphones and substitute your own if you wish. I hope the headphones get fixed sooner rather than later, as the volume and mic-mute buttons on the back of them are a useful touch.
One of the biggest draws of the Vive Pro, and perhaps the only element of the headset that truly makes sense of the “Pro” branding—SteamVR Tracking 2.0, bringing support for much larger tracking areas—still isn’t available since HTC isn’t yet selling 2.0 base stations or controllers. They plan to make them available later this year, but the price is unknown. In the meantime they’re asking people to instead drop $300 on 1.0 base stations and controllers, presumably to be replaced later down the road. That means that they’re asking $1,100 for a not quite fully-functional version of the Vive Pro.
The Vive Pro brings nice improvements, but when you zoom out and look at the (current) difference in experience between the original Vive and the Vive Pro, it’s hard to make sense of the asking price—even for the enterprise/commercial demographic, since they can’t currently make use of the headset’s (eventual) larger tracking volume.
A ‘pro’ headset should definitely have best-in-class resolution, but it should be paired with ‘pro’ lenses too.
The biggest improvement to the Vive Pro is its new displays, which have been updated to 1,440 x 1,600 per eye from 1,080 x 1,200. That might not seem like a big change when represented that way, but if you consider the figures in Megapixels, its 2.3MP per eye vs. 1.3MP, roughly a 77% increase in the number of pixels in each eye.
Looking through the headset, it’s a hop—but not quite a leap—in resolution. Everything looks notably sharper and clearer. Text is one place where the improvement is very tangible, with text becoming legible at distance where it would previously look like a shimmering mess. Jumping into Bigscreen to feel how the resolution would benefit the ‘headset-as-a-monitor’ use-case, I was quite impressed with how close the Vive Pro’s resolution is coming to the experience you’d get from a 1080p monitor sitting on your desk. The resolution isn’t there quite yet for a full monitor replacement, but it’s becoming increasingly realistic to work in VR at such resolutions.
Another place where the Vive Pro’s new resolution really shines is on highly optimized and well textured content. I was tempted back into Valve’s The Lab (2016) and felt like I was looking at some of the game’s subtle details with brand new eyes, like the wall of gauges in ‘Aperture Science Robot Repair’ (next to the drawers) and the birds flying high over ‘Vesper Peak’.
The boost in resolution doesn’t just make textures and text sharper, it also enhances the 3D effect. Since well defined edges are such a strong queue for our stereo vision, and the increased resolution sharpens the edges of geometry, it’s easier for our eyes and brain to see what’s in front and what’s behind, leading to an increased sense of 3D that doesn’t go unnoticed.Company Information

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