Product test

HTC Vive Pro: This pixel splendour will cost you dearly

Philipp Rüegg
9.4.2018
Translation: machine translated

More pixels, more comfort, more money. Unfortunately, you don't get the latter with the HTC Vive Pro, you have to fork out. HTC and Valve charge a hefty sum for their VR upgrade. Is the investment worth it?

Although not version 2.0, the new HTC Vive Pro is a clear leap in development. It was obviously still a little too early for a completely revised model, but many VR fans have probably been eagerly awaiting this upgrade. Unfortunately, as with the first model, early adopters will have to dig deep into their pockets.

The most important difference between the Pro and the standard version is the higher resolution. Everyone who tries one of the various VR solutions for the first time usually complains about the pixelated image. This problem does not disappear completely with the new model either. Although you get a whopping 78 per cent higher resolution with 2880×1660 pixels instead of 2160×1200 pixels, the pixel grid is still visible. On the other hand, you can now read text much better, which was previously a real imposition. At 1440×1600 pixels per eye, the resolution is now even slightly higher than Full HD. Otherwise, the lenses still have the same Fresnel design. This means that only the centre of your field of vision is really sharp. The refresh rate of 90 Hz and the field of view of 110 degrees also remain unchanged.

The Vive Pro is compatible with the existing Vive controllers and the Lighthouse tracking system. However, the Linkbox has different connections. Therefore, you cannot continue to use your existing cables. The Linkbox is connected to the Vive with a proprietary cable and connected to the PC on the other side via mini display port and a USB 3.0 Type A. It also requires power. It also requires power. That's at least two cables less.

The headphones sit comfortably on the ears and have a volume control.
The headphones sit comfortably on the ears and have a volume control.

More comfort

The second major innovation concerns the design. And I'm not talking about the blue colour. The new headband ensures a much more comfortable weight distribution. I was never afraid of losing the headset, even when moving quickly. The additional flexible rear headrest, which can be easily adjusted with a twist lock, also contributes to this - just like the PSVR. The display, which can be moved forwards and backwards using a button, has probably also been copied from Sony and is particularly helpful for people who wear glasses. Last but not least, you can change the distance between the lenses (IPD) using a wheel on the display. I didn't notice a big difference and I even measured the distance between my eyes with a ruler as described by HTC. It certainly didn't look stupid ;). The Vive Pro is also better sealed at the nose, which means that practically no light gets in.

The design changes are a welcome upgrade overall. However, you will still have a crushed face after longer gaming sessions. The increased weight (555 g instead of 470 g) is also noticeable at some point. I don't get anywhere near gaming times like sitting in front of the PC with it.

As with the bike helmet, the headset can be tightened with a twist lock.
As with the bike helmet, the headset can be tightened with a twist lock.

Like the Oculus Rift, the Vive Pro now has integrated headphones that can be folded up, moved or removed completely if required. The volume can also be adjusted and the sound muted on the left-hand side. The sound quality is solid. It can't necessarily compete with high-end headphones, but the quality is impressive and the 3D sound also works well. As these are over-ear headphones, they provide little external shielding. But at least you can still hear something of the outside world. Even after prolonged use, they didn't feel uncomfortable on my ears.

Last but not least, HTC has given the Vive Pro two stereoscopic front cameras. The predecessor had one such camera, which served as a window to the outside world. However, the delay was so long that it was better to simply remove the headset. Apart from that, there were practically no applications that made use of the camera and, unlike Microsoft's mixed reality headsets, they are not used for tracking. So you still need the Lighthouse satellites.

You can adjust the lens distance using this wheel.
You can adjust the lens distance using this wheel.

Let's play

I had our new self-built splendour PC at my disposal for the test with a GTX 1080Ti, Intel i7 8700k and water cooling. This machine delivers significantly more performance than the minimum requirement of a GTX 1060.

The increased resolution is immediately noticeable in practically all applications. Although the image is still miles away from the razor-sharp appearance of a PC monitor, it is also almost as far away from the grainy look of the old VR generation. Text is clearer to read and details are generally much easier to make out. "Doom VR" is a good example of this, which can be played for longer with the Vive Pro.

The two cameras do not yet fulfil any purpose.
The two cameras do not yet fulfil any purpose.

"Superhot VR", one of the best VR games ever, makes shots more clearly recognisable thanks to the higher resolution and allows the minimalist polygon-style graphics to come into their own even better. Incidentally, it took 10 seconds for my colleague Martin Jud to knock over a box and also knock over the monitor behind it. This was more down to his overzealousness than his new-found realism, but I still wanted to mention it ;).

"Thumper" is another parade title that literally starts to shine in 2880×1660 pixels. The spaced-out design really comes into its own and the rhythm action game becomes even more of a trip.

SteamVR has been automatically adjusting the resolution to the GPU since the last update (it can rarely be adjusted manually) in order to achieve the optimum mix of quality and performance. In most cases, this works perfectly and gives no cause for complaint. In "Fallout VR", however, you will encounter washed-out textures, even for a Bethesda title. Deactivating the automatic resolution does result in a nicer picture, but it makes the game almost unbearable due to constant stuttering. Something needs to be patched here.

Conclusion: A lot of money per pixel

Looks monstrous, but fits surprisingly well.
Looks monstrous, but fits surprisingly well.

The Vive Pro doesn't hold many surprises. You get exactly what you expect. The higher resolution is a clear added value that significantly enhances any VR experience. The integrated headphones are a practical addition and the new design ensures much better comfort. The setup has also been simplified somewhat. However, the best VR headset currently on the market also comes at a premium price. For almost 1000 francs, you only get the glasses. The controller and tracking system are not included - and a powerful PC is still a prerequisite. If you have the money, you'll be delighted with the purchase. The masses will have to reach for PSVR or wait for a price reduction.

Note: The first batch of the Vive Pro is already sold out in our country. However, the next batch should arrive soon. After that, the Vive Pro will only be available as a bundle.

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Being the game and gadget geek that I am, working at digitec and Galaxus makes me feel like a kid in a candy shop – but it does take its toll on my wallet. I enjoy tinkering with my PC in Tim Taylor fashion and talking about games on my podcast http://www.onemorelevel.ch. To satisfy my need for speed, I get on my full suspension mountain bike and set out to find some nice trails. My thirst for culture is quenched by deep conversations over a couple of cold ones at the mostly frustrating games of FC Winterthur. 


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