HTC Vive
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Product type | Virtual reality devices |
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Owner | HTC |
Markets | Worldwide |
Website | www |
VIVE, sometimes referred to as HTC Vive, is a virtual reality brand of HTC Corporation. It consists of hardware like its titular virtual reality headsets and accessories, virtual reality software and services, and initiatives that promote applications of virtual reality in sectors like business[1] and arts.[2]
The brand's first virtual reality headset, simply called HTC Vive, was introduced as part of a collaboration with Valve Corporation, implementing its SteamVR hardware and software ecosystem. It was unveiled during HTC's Mobile World Congress keynote in March 2015. Development kits were sent out in August and September 2015, and the first consumer version of the device was released in April 2016, with the cost of 500$.[3] It has since been succeeded by newer models with upgraded specifications. HTC has also released accessories that integrate with the Vive and SteamVR, including sensors for motion capture and facial capture.
In February 2022, HTC unveiled Viverse,[4] a metaverse ecosystem comprising its 5G products, Vive VR devices, and related initiatives, as well as partners like ENGAGE and VRChat.[5] VIVERSE is said to offer multiple routes into the metaverse by providing accessibility to virtual worlds from non-VIVE and non-VR devices like smartphones through software tools like VIVE Connect.[6] Parental controls will be available for metaverse users through a new app called VIVE Guardian.[7]
Development[edit]
Prototypes of a Valve-produced virtual reality system were demonstrated during 2014. On 23 February 2015, Valve announced SteamVR and that it would demonstrate a "SteamVR hardware system" at the 2015 Game Developers Conference.[8][9][10] HTC officially unveiled its device, Vive, during its Mobile World Congress keynote on 1 March 2015.[11]
During his Immersed 2015 keynote, Chief Content Officer for HTC Phil Chen explained that he "stumbled upon VR" and later, HTC met Valve, which turned out to be "serendipity".[12] Chen also explained that HTC and Valve don't have a clear dividing line between each of their responsibilities, and HTC is very much a partner in the research and development process.[13]
History[edit]
At International CES in January 2016, HTC and Valve unveiled a near-final hardware revision of the device, known as HTC Vive Pre.[14] Preorders started on 29 February 2016 at 10:00 a.m. EST.[15] In March, Valve and HTC announced that they also planned to distribute development models of the Vive for free to game developers who register online.[16]
In June 2016, HTC announced the release of their 'Business Edition' of the Vive for US$1,200 which would include a Professional Use License, a 12-month Commercial Warranty, access to an exclusive support line, a 5-meter (16 ft) cable extension kit, and it included the Deluxe Audio Strap.[17][18]
HTC announced an updated revision of the Vive known as the Vive Pro in January 2018, which featured a higher resolution and other design tweaks for comfort.[19][20] In 2019, HTC released the Vive Cosmos, which features inside-out motion tracking without external base stations, and also supports interchangeable faceplates with different functionality.[21][22]
Hardware[edit]
![]() An HTC Vive Pre head-mounted display with a camera near the bottom rim; two wireless handheld controllers; and two 'Lighthouse' basestations | |
Type | Virtual reality headset for room scale virtual reality |
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Release date | 5 April 2016 |
Manufacturer | HTC, with technology by Valve |
Display technology | PenTile[23] OLED |
Resolution | 2160×1200 (1080×1200 per eye)[24] |
Refresh rate | 90 Hz[24] |
Field of view (Nominal) | About 110 degrees[25] |
Tracking system | Lighthouse (2 base stations emitting pulsed IR lasers) |
Input | Video/data/Bluetooth |
Weight | 470 grams (previously 555 grams) |
Platform/operating system | SteamVR running on Microsoft Windows in addition to Linux support, with macOS support coming[26] |
Connection | 1× HDMI 1.4 or DisplayPort 1.2 and 1× USB 3.0 |
Introductory price | US$799/£689 |
Sound |
|
Controller input | SteamVR wireless motion tracked controllers |
Camera | Front-facing camera - enabling users to view the external world and a key component of the device’s 'chaperone' safety system. |
The HTC Vive implements "room-scale" virtual reality, whereby a user can walk freely around a play area rather than be constrained to a stationary position.[11] The controllers and headset use a positional tracking system known as "Lighthouse"; multiple external base station units (also referred to as "lighthouses") are installed in the play area, which each contain an array of LED lights, and two infrared lasers. The lasers are attached to rotating spinners which sweep the play area vertically and horizontally with timed pulses. The headset and controllers contain photosensors which detect the LED lights from the base stations, and then compare them with the timing of the laser sweeps in order to determine their relative position in 3D space.[28][29]
The Vive is bundled with two wand-like motion controllers; they feature circular trackpads similar to the Steam Controller.[30] The headset contains two OLED display panels with a resolution of 1080×1200 per-eye, with a refresh rate of 90 Hz and a 110 degree field of view.[31] It contains a accelerometer, gyroscope and proximity sensor,[32] and a front-facing camera used for the "Chaperone" feature, which can display the boundaries of the user's chosen perimeter or the view of the camera in order to help guide the user away from objects and walls in their play area.[14][33]
The headset must be connected to a supported PC using a "link box", which contains USB 3.0, HDMI, and power connectors.[34] The Vive initially required computers running Microsoft Windows. In February 2017, support was added for Linux,[35] followed by support for macOS in June 2017.[26] However, SteamVR support for macOS was discontinued by Valve in 2020, with the company stating that it planned to focus solely on Linux and Windows moving forward.[36]
Product lines[edit]
Vive Pro[edit]
On 8 January 2018, HTC unveiled an upgraded Vive model known as HTC Vive Pro. It features higher-resolution displays, now at 1440×1600 resolution per-eye, along with a second outward-facing camera, attachable over-ear speakers, a microphone for noise cancellation analysis, and a refreshed design with a more "balanced" form, lighter weight, and a sizing dial. It also featured a new navy blue-coloured exterior.[19][37][20] It uses Mini DisplayPort as a display connection instead of HDMI.[34]
The Vive Pro was sold alongside the original HTC Vive as a high-end model; initially, the headset was sold standalone without base stations or controllers, as it was intended as a drop-in replacement for the original Vive in an existing setup. HTC later released bundles of the Vive Pro with base stations and controllers, with the "Starter Kit" including the original controllers and base stations,[38] and the "Full Kit" featuring updated SteamVR 2.0 base stations, which have improved performance and tracking volume (supporting spaces of up to 10 square metres in size) but are not backwards compatible with the original HTC Vive headset and controllers.[39][40]
In January 2019 at CES, HTC unveiled the Vive Pro Eye, which adds built-in eye tracking.[41]
On 11 May 2021, HTC unveiled the Vive Pro 2, which upgrades its screens to 2448×2448 resolution per-eye (marketed as 5K resolution), with a 120-degree field of view, 120 Hz refresh rate, and Display Stream Compression support. HTC promoted that the displays had "minimal motion blur" and that they had "virtually eliminated" the screen-door effect. It carries backwards compatibility with all existing HTC Vive and SteamVR-compatible accessories and controllers.[42] As with the original Pro, it was initially released as a standalone headset only. The Full Kit version of the Vive Pro 2 will begin shipping in October 2021.[43]
Vive Focus[edit]
The HTC Vive Focus is a standalone headset which does not require a computer to operate. It targets the business market, and supports a small, remote-like controller, or motion controllers using three degrees of freedom.[44] The headset uses a Qualcomm Snapdragon 835 system-on-chip.[44] It was initially released exclusively in China, and launched internationally in November 2018.[45]
In February 2021, HTC announced the Vive Focus Plus, a refresh model with updated motion controllers that support six degrees of freedom, and design tweaks for improved weight distribution.[44]
A direct successor known as the Vive Focus 3 was unveiled in May 2021. It uses the Qualcomm Snapdragon XR2 system-on-chip, has a per-eye resolution of 2448×2448 at 90 Hz, a 120-degree field of view, and improved comfort. It supports Vive Business Streaming for playing VR content from a computer.[46]
Vive Cosmos[edit]
Also at CES 2019, HTC announced the Vive Cosmos,[47] which began shipping on 3 October 2019.[22]
Similarly to the Oculus Quest, it uses "inside-out" tracking, whereby the controllers are tracked using six cameras in the front faceplate of the headset rather than external base stations. The Cosmos uses different, handheld controllers than the "wand" controllers used by existing Vive models. Its faceplate can flip up, allowing views of the real world without completely taking off the headset.[47]
The Cosmos features a 90 Hz LCD display, with an 110-degree field of review and overall resolution of 2880×1700.[22] It supports interchangeable faceplates to change its functionality, such as an External Tracking faceplate (which supports tracking with Lighthouse base stations).[22] It uses a software platform known as Vive Reality System rather than SteamVR, with the "Lens" user interface and integration with HTC's Viveport platform.[22]
In February 2020, HTC announced additional Vive Cosmos SKUs, with different faceplates and accessories included for specific use cases;[21]
- Vive Cosmos Elite, a high-end model with the External Tracking faceplate, and two Lighthouse base stations and wand controllers included.[21][48]
- Vive Cosmos XR, a version of the Cosmos with a faceplate containing "high-quality XR passthrough cameras", designed for enhanced mixed reality experiences.
- Vive Cosmos Play, an entry-level model with only four cameras on the faceplate.
Hardware and accessories[edit]
HTC Vive headsets support a number of accessories
- Vive Controllers: The controllers have multiple input methods including a track pad, grip buttons, and a dual-stage trigger and a use per charge of about 6 hours.[32] Across the ring of the controller are 24 infrared sensors that detect the base stations to determine the location of the controller.[49] The SteamVR Tracking system is used to track the controller location to a fraction of a millimeter, with update rates ranging from 250 Hz to 1 kHz.[50]
- Vive Tracker: A motion tracking accessory; it is designed to be attached to physical accessories and controllers, so that they can be tracked via the Lighthouse system. Vive Trackers feature a connector that can be used to communicate with the accessory it is attached to. On launch, the Vive Tracker was sold as a standalone product, and in bundles with accessories and games designed to integrate with it, such as the Hyper Blaster (a light gun-style controller), and a racquet designed for sports games. Other third-party accessories have been developed for use with Vive Trackers, such as bands designed to be attached to a user's arms or legs to enable body tracking. As of 2021 there have been 3 separate iterations of the Vive tracker which have fine-tuned and optimised battery life as well as tracking performance.[51][52][53]
- Deluxe Audio Strap: In June 2017, HTC released the Deluxe Audio Strap, a replacement head strap for Vive headsets which includes integrated over-ear speakers (similar in design to the first-generation Oculus Rift), and padding to improve weight distribution and comfort.[54][55][56]
- Vive Wireless Adapter: The Vive Wireless Adapter was launched as an accessory in September 2018 for the original Vive and Vive Pro, which allows the headset to be operated wirelessly with a battery pack and transmitter, using V band WiGig technology.[57][58][59] In November 2016, HTC had also unveiled a third-party wireless kit for the Vive known as TPCast, which was developed by a startup funded through the Vive X accelerator program.[60][61]
- Vive Facial Tracker: In March 2021, HTC announced and released the Vive Facial Tracker, an accessory attached to the headset containing infrared-illuminated cameras for facial motion capture. The functionality can be used in applications such as social worlds, and combined with the eye tracking system on supported models.[62]
- The aGlass lenses are alternate eyepieces developed by 7invensun as part of the Vive X program, which add eye tracking support to the headset.[63]
The Vive also supports other SteamVR-compatible controllers and accessories, such as the Index Controllers.[43]
Games and software[edit]
Most HTC Vive headsets implement the SteamVR platform, and support all games and software which use it. HTC also operates its own first-party storefront known as Viveport, which includes a subscription-based service with unlimited access to participating games, as well as curated storefronts intended for commercial clients such as entertainment centers and workplaces.[64][65]
A tool known as Revive was developed to allow Oculus Rift-specific software to operate on HTC Vive.[66]
Adoption[edit]
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Valve released its OpenVR software development kit (SDK), an updated version of its Steamworks VR API with documentation and examples of how to build software that supports SteamVR hardware.[67][68] It provides support for the HTC Vive Developer Edition, including the SteamVR controller and Lighthouse.[69]
SteamVR was launched with native support for Unity on its platform.[70]
On 30 April 2015, Epic Games announced support for Valve's SteamVR technology, allowing developers to create VR projects with Unreal Engine 4 for the HTC Vive.[71][72] Epic said that SteamVR is completely integrated into Unreal Engine 4 across Blueprint visual scripting and native code, meaning projects can be built without being dependent on programmer support if needed.[73] Epic's own Showdown tech demo can already be experienced on SteamVR using the Vive headset.[74][75]
In July 2016, VR news website Road to VR used game session figures from the Steam VR platform to estimate that approximately 100,000 Vive headsets had been shipped since launch.[76] In the same month, SensoMotoric Instruments (SMI), a computer vision company, integrated its eye tracking technology in the HTC Vive to turn it into a dedicated eye tracking solution for research and professional applications.[77][78] In November 2016, Vive announced that it would begin the first retail sales of its headsets at JB Hi-Fi and Harvey Norman stores in Australia later that month.[79]
On 23 November 2016, HTC announced that the Vive was sold at a profit and that HTC Vive sales were "much higher" than 140,000.[80]
Since the launch of Vive, HTC has increasingly targeted its products towards the business market. In 2021, Vive General Manager Dan O'Brien stated that "the consumer market has gravitated toward these artificially subsidized price points that really only one company in the world [Facebook] has any tolerance for", and that "the enterprise and professional market is a very healthy and rapidly growing market where we can bring real value and solutions."[29]
See also[edit]
References[edit]
- ^ "VIVE Business". www.vive.com. Retrieved 4 October 2021.
- ^ "VIVE Arts". www.vive.com. Retrieved 4 October 2021.
- ^ "VIVE NOW SHIPPING IMMEDIATELY FROM HTC, RETAIL PARTNERS EXPAND DEMO LOCATIONS". www.htc.com. Retrieved 28 January 2019.
- ^ "VIVERSE - Open, Secure Metaverse for Any Device User". HTC VIVE.
- ^ "HTC VIVE debuts its new metaverse offering with 'Viverse'". Retrieved 8 March 2022.
- ^ "HTC VIVE Unveils VIVERSE, Advancements in 5G and Location Based Entertainment, and holoride in-car VR at Mobile World Congress 2022". Retrieved 8 March 2022.
- ^ "HTC Vive's metaverse vision includes safeguards for children". Retrieved 8 March 2022.
- ^ "Valve is making a VR headset and its own Steam Machine". Engadget. Retrieved 1 March 2015.
- ^ "Valve showing off new virtual reality hardware and updated Steam controller next week". The Verge. 23 February 2015. Retrieved 1 March 2015.
- ^ "Valve's VR headset revealed with Oculus-like features". The Verge. 3 June 2014. Retrieved 1 March 2015.
- ^ a b "Valve's VR headset is called the Vive and it's made by HTC". The Verge. March 2015. Retrieved 1 March 2015.
- ^ Neil Schneider (8 October 2015). MTBS-TV: Conversing With Phil Chen, Chief Content Officer, HTC. Event occurs at 11m55s – via YouTube.
- ^ Neil Schneider (8 October 2015). MTBS-TV: Conversing With Phil Chen, Chief Content Officer, HTC. Event occurs at 16m46s – via YouTube.
- ^ a b "HTC Vive Pre impressions: A great VR system has only gotten better". Ars Technica. 28 January 2016. Retrieved 28 January 2016.
- ^ "HTC Vive pre-orders to start on February 29". Telegraph.co.uk. Retrieved 22 January 2016.
- ^ "Valve, HTC Offering Free Vive VR to Developers". The Verge. Retrieved 6 April 2015.
- ^ Hayden, Scott (9 June 2016). "HTC Announces Vive 'Business Edition' for $1200". Road to VR. Retrieved 19 December 2017.
- ^ "VIVE | Business Edition and Commercial VR". www.vive.com. Retrieved 19 December 2017.
- ^ a b Warren, Tom (9 January 2018). "A closer look at HTC's new higher-resolution Vive Pro". The Verge. Retrieved 19 September 2021.
- ^ a b "HTC's Vive Pro will add more pixels to an otherwise familiar-looking VR system [Updated]". Ars Technica. Retrieved 9 January 2018.
- ^ a b c Byford, Sam (20 February 2020). "HTC unveils new Vive Cosmos VR lineup with swappable faceplates". The Verge. Retrieved 19 September 2021.
- ^ a b c d e Warren, Tom (12 September 2019). "HTC's new Vive Cosmos VR headset arrives on October 3rd for $699". The Verge. Retrieved 19 September 2021.
- ^ Hutchinson, Lee (22 March 2016). "Ask Ars: I can't choose between Oculus Rift, HTC Vive, and PlayStation VR!". Ars Technica. Retrieved 24 September 2016.
- ^ a b "VIVE™ | Discover Virtual Reality Beyond Imagination". www.vive.com.
- ^ "Advanced VR Rendering, Alex Vlachos, Valve" (PDF).
- ^ a b Machkovech, Sam (5 June 2017). "SteamVR is coming to Mac—and Apple says it will actually work". Ars Technica. Retrieved 5 June 2017.
- ^ Fenlon, Wes (1 March 2017). "HTC's Deluxe Audio Strap is a huge improvement over the Vive's elastic straps".
- ^ Buckley, Sean. "This Is How Valve's Amazing Lighthouse Tracking Technology Works". Gizmodo. Retrieved 21 November 2017.
- ^ a b Lang, Ben (13 April 2017). "Latest HTC Vives Are Shipping with Tweaked Base Stations, Redesigned Packaging". Road to VR. Retrieved 21 November 2017.
- ^ Robertson, Adi (5 April 2016). "HTC Vive VR review: great ideas, unfinished execution". The Verge. Retrieved 19 September 2021.
- ^ "Valve and HTC reveal Vive VR headset". GameSpot. Retrieved 1 March 2015.
- ^ a b "VIVE™ | VIVE Virtual Reality System". www.vive.com. Retrieved 21 November 2017.
- ^ "HTC: Why Vive Will Beat Oculus VR at Its Own Game". Tom's Guide. 17 July 2015. Retrieved 18 July 2015.
- ^ a b Pocket-lint (17 October 2019). "HTC Vive Pro tips: How to set up the Vive Pro and tackle issues". www.pocket-lint.com. Retrieved 21 September 2021.
- ^ "Valve launches SteamVR support for Linux". Engadget. Retrieved 26 June 2017.
- ^ "SteamVR Drops Support For macOS". UploadVR. Retrieved 19 September 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ "A closer look at HTC's new higher-resolution Vive Pro". The Verge. Retrieved 9 January 2018.
- ^ "$1,099 Vive Pro Starter Kit has everything you need for VR but the PC". Engadget. Retrieved 10 May 2018.
- ^ Hayden, Scott (23 April 2018). "Vive Pro Bundle With 2.0 Base Stations & Controllers Now Available at $1400". Road to VR. Retrieved 10 May 2018.
- ^ "Valve announces the first big SteamVR 2.0 feature: waaay more space". Ars Technica. Retrieved 9 January 2018.
- ^ Statt, Nick (7 January 2019). "HTC announces new Vive Pro Eye virtual reality headset with native eye tracking". The Verge. Retrieved 14 January 2019.
- ^ Vincent, James (11 May 2021). "HTC unveils new Vive Pro 2 with 5K resolution display and 120Hz refresh rate". The Verge. Retrieved 19 September 2021.
- ^ a b Feltham, Jamie. "HTC Vive Pro 2 Full Kit Ships In October For $1,399". UploadVR. Retrieved 21 September 2021.
{{cite web}}
: CS1 maint: url-status (link) - ^ a b c Porter, Jon (21 February 2019). "HTC announces new VIVE Focus with two updated motion controllers". The Verge. Retrieved 28 September 2021.
- ^ Robertson, Adi (8 November 2018). "HTC's China-exclusive Vive Focus VR headset is now launching worldwide". The Verge. Retrieved 14 January 2019.
- ^ Robertson, Adi (11 May 2021). "HTC's self-contained $1,300 Vive Focus 3 headset has a 5K screen and ships June 27th". The Verge. Retrieved 19 September 2021.
- ^ a b Robertson, Adi (7 January 2019). "HTC announces a PC-powered VR headset called the Vive Cosmos". The Verge. Retrieved 14 January 2019.
- ^ "HTC debuts Vive Cosmos Elite, Play, and XR models, plus new faceplates". VentureBeat. 20 February 2020. Retrieved 19 September 2021.
- ^ "Exploring the magic behind the HTC Vive controller". VRHeads. Retrieved 21 November 2017.
- ^ "Welcome to Steamworks". partner.steamgames.com. Retrieved 21 November 2017.
- ^ "HTC launches Vive tracker bundles". The Verge. Retrieved 9 January 2018.
- ^ "Everything you need to know about the Vive Tracker". VRHeads. Retrieved 27 November 2017.
- ^ "HTC's Vive Tracker adds much-needed tactile control to VR". Engadget. Retrieved 27 November 2017.
- ^ "HTC's Vive Deluxe Audio Strap is coming in June for $99.99". The Verge. Retrieved 19 December 2017.
- ^ Byford, Sam (4 January 2017). "HTC's Deluxe Audio Strap is a better headphone solution for the Vive". The Verge. Retrieved 19 September 2021.
- ^ Cheng, Roger. "HTC Vive Tracker lets you take real objects into the VR world". CNET. Retrieved 19 September 2021.
- ^ "Wirelss Adapter on Vive Webpage". www.vive.com. Retrieved 25 May 2019.
- ^ Lang, Ben (24 September 2018). "Vive Wireless Adapter now available". Road to VR. Retrieved 25 May 2019.
- ^ Warren, Tom (8 January 2018). "HTC announces Vive adapter for wireless VR". The Verge. Retrieved 19 September 2021.
- ^ "Hands-on: TPCAST's Wireless Vive Kit Really Works". UploadVR. 19 December 2016. Retrieved 24 February 2017.
- ^ Byford, Sam. "HTC's wireless Vive add-on actually works". The Verge. Retrieved 24 February 2017.
- ^ Robertson, Adi (10 March 2021). "HTC announces Vive Pro lip tracking module and new VR body trackers". The Verge. Retrieved 13 August 2021.
- ^ Robertson, Adi (1 May 2017). "The HTC Vive will track eye movement with a $220 upgrade kit". The Verge. Retrieved 20 September 2021.
- ^ Kastrenakes, Jacob (4 January 2017). "HTC's Viveport store is launching an unlimited VR app subscription". The Verge. Retrieved 19 September 2021.
- ^ McWhertor, Michael (21 November 2019). "Half-Life: Alyx is Valve's VR-exclusive, full-length prequel to Half-Life 2". Polygon. Retrieved 21 November 2019.
- ^ "Oculus Reverses DRM Course After Public Backlash". Techdirt. Retrieved 24 February 2017.
- ^ Takahashi, Dean (30 April 2015). "Valve launches OpenVR dev kit for virtual reality hardware makers". VentureBeat. Retrieved 3 May 2015.
- ^ Wawro, Alex (30 April 2015). "Valve launches new OpenVR SDK to expand SteamVR development". Gamasutra. UBM plc. Retrieved 8 May 2015.
- ^ Feltham, Jamie (1 May 2015). "Valve Launches OpenVR SDK". VRFocus. Retrieved 3 May 2015.
- ^ "Valve Is Bringing Native Unity Support To SteamVR". uploadvr. Retrieved 11 February 2016.
- ^ Hall, Charlie (30 April 2015). "Now anyone can build for SteamVR with Epic's Unreal Engine 4". Polygon. Vox Media. Retrieved 3 May 2015.
- ^ Kastrenakes, Jacob; Robertson, Adi (30 April 2015). "Steam's virtual reality just got a boost from the maker of Unreal Tournament". The Verge. Vox Media. Retrieved 3 May 2015.
- ^ Cowley, Dana (30 April 2015). "Unreal Engine 4 Releases With SteamVR Support". Unreal Engine. Epic Games. Retrieved 3 May 2015.
- ^ Parrish, Kevin (30 April 2015). "Epic's Unreal Engine 4 Will Support Valve's SteamVR". Tom's Hardware. Purch. Retrieved 9 May 2015.
- ^ Lang, Ben (30 April 2015). "HTC Vive-enabled Unreal Engine 4.8 Coming next Week, Devs Can Start Work with Rift DK2". Road To VR. Retrieved 3 May 2015.
- ^ Lang, Ben (4 July 2016). "HTC Vive Headset Nearing 100,000 Install Base, Steam Data Suggests". Road to VR. Retrieved 4 August 2016.
- ^ Durbin, Joe (22 July 2016). "SMI Releases Eye Tracking Developer Kit For The HTC Vive". UploadVR. Retrieved 26 September 2016.
- ^ Graham, Peter (22 July 2016). "SMI Reveals Eye Tracking Developer Kit for HTC Vive". VRFocus. Retrieved 26 September 2016.
- ^ Bogle, Ariel (4 November 2016). "HTC Vive's virtual reality headset is opening stores in Australia". Mashable. Retrieved 4 November 2016.
- ^ Lang, Ben (23 November 2016). "HTC Confirms Each Vive is Sold at Profit, "Much More" Than 140,000 Units in Sales".
External links[edit]
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