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HTC permanently trims $200 off Vive Pro price tag

RuneSR2RuneSR2 Posts: 4,558 Valuable Player
edited February 12 in General
In January HTC reduced the HMD from $799 to $599, this is effective worldwide:

https://www.vive.com/us/product/vive-pro/

Full kit is down to $899 - including 2 x base stations v. 2.0 and Wands:

https://www.vive.com/us/product/vive-pro-starter-kit/

This is probably HTC trying to fight the Index - and not a bad move at all - with the Cosmos problems, it makes sense to make the Vive Pro more attractive. .

Note that HTC charges $199 per base station and $129 per controller if bought separately - that's $660 for controllers and base stations. Valve charges $149 per base station v. 2.0 and $279 for 2 Index controllers ($577 in comparison for 2 base stations and 2 controllers). 

Getting Vive Pro with 2 base stations and Index controllers will be $1176, so that's still significantly more expensive than the full Index kit ($999) - but then again, you can't buy the Index kit right now. Due to Vive Pro's high res oled screens, physical ipd, the tracking and the audio, paired with Index controllers this solution may be close to one of the best non-Oculus solutions. Compared to Index, Vive Pro has reduced fov, lacks support for 120-144 Hz and many will consider Index to have better audio. 

Vive Pro could be an interesting option for those wanting a second hmd and wanting oled for better blacks - preferably those who already have base stations and Index controllers:



Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

"Ask not what VR can do for you – ask what you can do for VR"

Comments

  • WildtWildt Posts: 2,163 Valuable Player
    Throw in the wireless adapter and sell the full kit (with index controllers) for 1000 bucks, and I might bite when my CV1 dies.
    PCVR: CV1 || 4 sensors || TPcast wireless adapter || MamutVR Gun stock V3
    PSVR: PS4 Pro || Move Controllers || Aim controller
    WMR: HP Reverb
  • RuneSR2RuneSR2 Posts: 4,558 Valuable Player
    edited February 12
    Wildt said:
    Throw in the wireless adapter and sell the full kit (with index controllers) for 1000 bucks, and I might bite when my CV1 dies.

    That would actually make a lot of sense - after using a lcd hmd (Index) for months I'm not ready for a world without oled. Unless 3080 Ti is the cure, the power of asw 2.0 probably should not be underrated though - would not be in Stormland without it - nor in Asgard, lol. 

    2 x Base stations (v. 2.0) will ensure that you get at least the same awesome tracking provided by 3 CV1 sensors. Actually I think base stations are better - they cover more ground - when I wander off in Saints & Sinners to the very edges of CV1 tracking, I'd still have perfect tracking using Index (but of course that may depend on the room). Like CV1 tracking, you don't need any light to use the base stations - I use Index in complete darkness or close, just like I use the CV1.  
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • TomCgcmfcTomCgcmfc Posts: 1,734 Valuable Player
    Actually the $899 is for the Vive Pro starter kit w/1.0 base stations/controllers.  Probably ok for most unless you have a pretty big play area.  The full kit w/2.0 base stations/controllers is now listed at $1199.

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti (from my old AGA), 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd.  Asus  ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro, Vive Cosmos, Vive Wireless.

  • Hiro_Protag0nistHiro_Protag0nist Posts: 4,923 Valuable Player
    TomCgcmfc said:
    Actually the $899 is for the Vive Pro starter kit w/1.0 base stations/controllers.  Probably ok for most unless you have a pretty big play area.  The full kit w/2.0 base stations/controllers is now listed at $1199.

    So annoying.  Shouldn't even be selling v1.0 base stations in my opinion.  I remember all the talk about v2 being cheaper to manufacture.
  • RuneSR2RuneSR2 Posts: 4,558 Valuable Player
    TomCgcmfc said:
    Actually the $899 is for the Vive Pro starter kit w/1.0 base stations/controllers.  Probably ok for most unless you have a pretty big play area.  The full kit w/2.0 base stations/controllers is now listed at $1199.
    Thanks for the correction, I wasn't aware they still sold v. 1.0, although these should be fine also for the Index (don't know if v. 2.0 is faster for 120+ Hz though)
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • WildtWildt Posts: 2,163 Valuable Player
    TomCgcmfc said:
    Actually the $899 is for the Vive Pro starter kit w/1.0 base stations/controllers.  Probably ok for most unless you have a pretty big play area.  The full kit w/2.0 base stations/controllers is now listed at $1199.

    So annoying.  Shouldn't even be selling v1.0 base stations in my opinion.  I remember all the talk about v2 being cheaper to manufacture.
    Dunno if the user is talking out of his bum, but there's a comment related to this article that might explain it:
    From my understanding things didn't go as planned and failure rates of 20-30% at factory (Flex @ Buffalo Grove Illinois - assembled in USA using foreign sourced components) meant production is off schedule. Some redditors report waiting from before Christmas for replacement 2.0 base stations with no ETA, and a number of these reports were for 2.0 dead on arrival or failure soon after powering up.
    Speaking to developer at event recently using Vive Pro, he said they'd had over a dozen 2.0 base stations fail within a year, compared to 1 failure of 1.0 over 2 year prior. There have been revisions of 2.0 base stations from units supplied to HTC and perhaps ongoing revisions for Valve's units for Index?


    PCVR: CV1 || 4 sensors || TPcast wireless adapter || MamutVR Gun stock V3
    PSVR: PS4 Pro || Move Controllers || Aim controller
    WMR: HP Reverb
  • ShocksVRShocksVR Posts: 476
    Trinity
    Wildt said:
    TomCgcmfc said:
    Actually the $899 is for the Vive Pro starter kit w/1.0 base stations/controllers.  Probably ok for most unless you have a pretty big play area.  The full kit w/2.0 base stations/controllers is now listed at $1199.

    So annoying.  Shouldn't even be selling v1.0 base stations in my opinion.  I remember all the talk about v2 being cheaper to manufacture.
    Dunno if the user is talking out of his bum, but there's a comment related to this article that might explain it:
    From my understanding things didn't go as planned and failure rates of 20-30% at factory (Flex @ Buffalo Grove Illinois - assembled in USA using foreign sourced components) meant production is off schedule. Some redditors report waiting from before Christmas for replacement 2.0 base stations with no ETA, and a number of these reports were for 2.0 dead on arrival or failure soon after powering up.
    Speaking to developer at event recently using Vive Pro, he said they'd had over a dozen 2.0 base stations fail within a year, compared to 1 failure of 1.0 over 2 year prior. There have been revisions of 2.0 base stations from units supplied to HTC and perhaps ongoing revisions for Valve's units for Index?



    That gives context to a STEAM Discussions thread I came across a few weeks back: https://steamcommunity.com/app/250820/discussions/0/1742265551915562955/
    Base Station 2.0 don't last??



    i7-7700k, GTX 1080Ti (11G) || MSI B150m (1 USB controller) + Inateck 4-port USB to PCIe (2nd USB controller)
    Oculus Rift S
    Oculus GO
    Oculus RIFT - 3 sensor Room-scale
  • Digikid1Digikid1 Posts: 2,073 Valuable Player
    But it is still a POS HTC product.
  • TomCgcmfcTomCgcmfc Posts: 1,734 Valuable Player
    Digikid1 said:
    But it is still a POS HTC product.
    The Base Stations (1.0 and 2.0) are actually Valve products.  HTC just buys these from them.  Fortunately my Vive Pro's 2x v2.0's work perfectly and are very quiet.  I use SteamVR bluetooth to automatically turn them on/off and I can barely hear one of them give a quiet windup noise during startup.  I was told by a Vive technician  that they do their own QC on these (1.0 and 2.0) and if necessary, return them back to Valve.  So, maybe this is why there seems to be fewer issues with Vive supplied ones, who knows?

    As far as the quality of VR headsets go, the Vive Pro is pretty hard to beat imho.  Now that I've installed the latest Etsy Gear VR lens mod on them (~$70, see etsy dot com) the clarity and sweet spot is even better (without any distortion or eyestrain btw).  Blacks/contrast in dark game environments now looks even better than my good old cv1 @2.0SS. 

    The Vive controllers are not nearly as nice to use as my Rift cv1 touch controllers but at least they do work, and are very well made (and very robust) imho.  Hopefully new/improved Index controllers and/or new Vive controller will be available in the near future. 

    I'm still very happy to be using a 2x headset setup with my Rift cv1 (which I still have a spare new cable for) and Vive Pro.  Thanks to the on/off button on the Vive link box, together with OTT's ovr/audio switching options these play well together (one at a time of course, lol!).  It's nice to be able to select the best headset of the job.  I currently still use my cv1 on all Oculus Store apps because I find that even the latest Revive is still a little flaky, esp. controller mapping.  I gotta say that thanks to the large number of Oculus supported apps on Steam and VivePort (which thanks to all my recent Vive purchases I still have ~1.5 years more free Infinity subscription) I cannot remember the my last Oculus Store purchase (think it was Vader 1).

    As far as my Vive Cosmos goes the inside-out tracking is still a big disappointment.  I recently put my Cosmos into storage (under my pool table) and I only intend to bring it out again once Vive sorts out the tracking issues.  Actually, the Vive Wireless adapter works very well with the Cosmos, even better than with my Vive Pro for some reason.  So, maybe when Vive gets the tracking sorted out I will have a 3x headset setup (cv1, Pro, Cosmos Wireless), lol!

    Anyway, just my $0.02 worth.

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti (from my old AGA), 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd.  Asus  ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro, Vive Cosmos, Vive Wireless.

  • RuneSR2RuneSR2 Posts: 4,558 Valuable Player
    Yup, had my base stations since July, never had any problems - used them 10 min ago, lol. But since I also use both CV1 and Index, I may have used my base stations less than users who only use the Index (or other hmds using base stations 2.0).. 
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • kojackkojack Posts: 5,990 Volunteer Moderator
    TomCgcmfc said:
    Actually the $899 is for the Vive Pro starter kit w/1.0 base stations/controllers.  Probably ok for most unless you have a pretty big play area.  The full kit w/2.0 base stations/controllers is now listed at $1199.

    So annoying.  Shouldn't even be selling v1.0 base stations in my opinion.  I remember all the talk about v2 being cheaper to manufacture.
    The problem is V2.0 base stations aren't compatible with headsets that don't have 2.0 sensors. The Vive Pro has 2.0 sensors, but the Vive doesn't.
    1.0 base stations can work with 1.0 or 2.0 sensors (Vive, Vive Pro and Index), but 2.0 base stations only work with 2.0 sensors (Vive Pro and Index). So they still need to sell 1.0 base stations to support older headsets.

    The reason is the 1.0 sensors just detect the timing flash and the laser sweep, but 2.0 sensors can also read data modulated into the laser. All the timing data in 2.0 was moved into the beam and the timing flash hardware was removed. With no timing flash to sync the system and no ability to read the encoded data, 1.0 sensors can't track (with a 2.0 base station).

    RuneSR2 said:
    TomCgcmfc said:
    Actually the $899 is for the Vive Pro starter kit w/1.0 base stations/controllers.  Probably ok for most unless you have a pretty big play area.  The full kit w/2.0 base stations/controllers is now listed at $1199.
    Thanks for the correction, I wasn't aware they still sold v. 1.0, although these should be fine also for the Index (don't know if v. 2.0 is faster for 120+ Hz though)
    I don't think there's any performance increase with 2.0 (not totally sure). It still needs two laser sweeps per base station. It also uses sensor fusion, I know the 1.0 light house could return tracking at 250Hz.

    I've got an urge to explain how light house 1.0 and 2.0 work, but I should be doing my actual job (preparing a new lecture on how pointers in C++ work). :)
  • RuneSR2RuneSR2 Posts: 4,558 Valuable Player
    TomCgcmfc said:
    Digikid1 said:
    But it is still a POS HTC product.
    The Base Stations (1.0 and 2.0) are actually Valve products.  HTC just buys these from them.  Fortunately my Vive Pro's 2x v2.0's work perfectly and are very quiet.  I use SteamVR bluetooth to automatically turn them on/off and I can barely hear one of them give a quiet windup noise during startup.  I was told by a Vive technician  that they do their own QC on these (1.0 and 2.0) and if necessary, return them back to Valve.  So, maybe this is why there seems to be fewer issues with Vive supplied ones, who knows?

    As far as the quality of VR headsets go, the Vive Pro is pretty hard to beat imho.  Now that I've installed the latest Etsy Gear VR lens mod on them (~$70, see etsy dot com) the clarity and sweet spot is even better (without any distortion or eyestrain btw).  Blacks/contrast in dark game environments now looks even better than my good old cv1 @2.0SS. 

    The Vive controllers are not nearly as nice to use as my Rift cv1 touch controllers but at least they do work, and are very well made (and very robust) imho.  Hopefully new/improved Index controllers and/or new Vive controller will be available in the near future. 

    I'm still very happy to be using a 2x headset setup with my Rift cv1 (which I still have a spare new cable for) and Vive Pro.  Thanks to the on/off button on the Vive link box, together with OTT's ovr/audio switching options these play well together (one at a time of course, lol!).  It's nice to be able to select the best headset of the job.  I currently still use my cv1 on all Oculus Store apps because I find that even the latest Revive is still a little flaky, esp. controller mapping.  I gotta say that thanks to the large number of Oculus supported apps on Steam and VivePort (which thanks to all my recent Vive purchases I still have ~1.5 years more free Infinity subscription) I cannot remember the my last Oculus Store purchase (think it was Vader 1).

    As far as my Vive Cosmos goes the inside-out tracking is still a big disappointment.  I recently put my Cosmos into storage (under my pool table) and I only intend to bring it out again once Vive sorts out the tracking issues.  Actually, the Vive Wireless adapter works very well with the Cosmos, even better than with my Vive Pro for some reason.  So, maybe when Vive gets the tracking sorted out I will have a 3x headset setup (cv1, Pro, Cosmos Wireless), lol!

    Anyway, just my $0.02 worth.
    Just wondering, how do you find sound (bass, music) when comparing Vive Pro and CV1?

    Played some Arizona Sunshine, again it's clear to me that the game needs oled - the idea of getting Vive Pro is interesting, I really love the Index controllers, could be a great combo.
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • TomCgcmfcTomCgcmfc Posts: 1,734 Valuable Player
    edited February 12
    RuneSR2 said:
    TomCgcmfc said:
    Digikid1 said:
    But it is still a POS HTC product.
    The Base Stations (1.0 and 2.0) are actually Valve products.  HTC just buys these from them.  Fortunately my Vive Pro's 2x v2.0's work perfectly and are very quiet.  I use SteamVR bluetooth to automatically turn them on/off and I can barely hear one of them give a quiet windup noise during startup.  I was told by a Vive technician  that they do their own QC on these (1.0 and 2.0) and if necessary, return them back to Valve.  So, maybe this is why there seems to be fewer issues with Vive supplied ones, who knows?

    As far as the quality of VR headsets go, the Vive Pro is pretty hard to beat imho.  Now that I've installed the latest Etsy Gear VR lens mod on them (~$70, see etsy dot com) the clarity and sweet spot is even better (without any distortion or eyestrain btw).  Blacks/contrast in dark game environments now looks even better than my good old cv1 @2.0SS. 

    The Vive controllers are not nearly as nice to use as my Rift cv1 touch controllers but at least they do work, and are very well made (and very robust) imho.  Hopefully new/improved Index controllers and/or new Vive controller will be available in the near future. 

    I'm still very happy to be using a 2x headset setup with my Rift cv1 (which I still have a spare new cable for) and Vive Pro.  Thanks to the on/off button on the Vive link box, together with OTT's ovr/audio switching options these play well together (one at a time of course, lol!).  It's nice to be able to select the best headset of the job.  I currently still use my cv1 on all Oculus Store apps because I find that even the latest Revive is still a little flaky, esp. controller mapping.  I gotta say that thanks to the large number of Oculus supported apps on Steam and VivePort (which thanks to all my recent Vive purchases I still have ~1.5 years more free Infinity subscription) I cannot remember the my last Oculus Store purchase (think it was Vader 1).

    As far as my Vive Cosmos goes the inside-out tracking is still a big disappointment.  I recently put my Cosmos into storage (under my pool table) and I only intend to bring it out again once Vive sorts out the tracking issues.  Actually, the Vive Wireless adapter works very well with the Cosmos, even better than with my Vive Pro for some reason.  So, maybe when Vive gets the tracking sorted out I will have a 3x headset setup (cv1, Pro, Cosmos Wireless), lol!

    Anyway, just my $0.02 worth.
    Just wondering, how do you find sound (bass, music) when comparing Vive Pro and CV1?

    Played some Arizona Sunshine, again it's clear to me that the game needs oled - the idea of getting Vive Pro is interesting, I really love the Index controllers, could be a great combo.
    Actually I find the Vive Pro audio to be very good.  The bass is not quite as good/deep as my cv1 but if I use win10 sounds settings/enhancement and select the bass boost it is very close. 

    Maybe just my head size (kinda on the large side) but I find the Vive Pro headphones a little more comfortable.  They just gently sit on my ears and I can flip them outward to act sort of like off the ear ones.  My cv1 headphones kinda clamp down on my ears a bit more but they are still comfortable.  I also like that the Vive Pro left headphone has a volume control at the rear of the headphone.  Also, on the right headphone there is a button to turn the mic on/off.  I don't use the mic on anything VR so I don't know how good (or bad) it works.

    BTW, I find that both headsets are very comfortable.  The cv1 is lighter but I find the Vive Pro is a little easier to take on/off.  I always have a couple of small desk fans blowing at me so I don't feel that either headset gets too warm or fogs up.

    I suspect that thanks to the Vive Pro on/off switch on its Link Box (which also comes with the headset only version) it would be pretty easy to switch between it and the Index but I'm not 100% sure about that.  You might still need to plug/unplug the Index.  Also, given the similar screen resolution probably most of your SteamVR resolution setting (but not +90hz refresh) would be about the same.

    So, maybe an Index/Vive Pro combo w/Index controllers would be a very nice combo.

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti (from my old AGA), 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd.  Asus  ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro, Vive Cosmos, Vive Wireless.

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