Review of the HTC VIVE Pro 2 VR helmet: a leader, although not ideal
Specifications and prices
The leadership in features allowed HTC to set the VIVE Pro 2 at the highest price among its closest rivals. The helmet itself is sold separately by the company for $799, and the complete set with controllers and base stations for $1,399. The corresponding Valve Index offers are priced at $499 and $999, and the HP Reverb G2 kit costs $599. Finally, at a higher price point ($1429) is the Pimax Vision 8K X, which does not have its own set of base stations and controllers.
In the Russian market, the arrangement of rivals in general terms repeats the dollar prices. The recommended retail price of VIVE Pro 2 HMD is 79,990 rubles. and for this amount a helmet can really be purchased in many stores, although there are also many more expensive offers. A complete set will be delivered to the Russian Federation starting in October, its recommended retail price will be 141,990 rubles. At the moment, some sellers are assembling a ready-made system from VIVE Pro 2 HMD and individual accessories – this turns out to be much more expensive than the factory Full Kit planned for delivery, especially the seller chose Valve Knuckles as controllers (we met prices up to 169 thousand rubles).
Valve Index is finally available with us for more or less acceptable amounts of 70 and 125.5 thousand, respectively. The HP Reverb G2 kit costs at least 67.5 thousand, and a separate Pimax Vision 8K X helmet costs 120. In such a situation, the HP product looks like a clear leader in terms of price and performance ratio, but we need to emphasize that the Reverb G2 uses internal tracking, which still does not give the same high accuracy as external tracking using IR stations. But compared to the Valve Index, HTC’s offer justifies the extra charge for the best specifications – at least on paper, because we will still check the actual image quality of VIVE Pro 2 with specialized software. There is another point: the Index is not officially shipped to Russia and, as a result, the buyer will not receive a manufacturer’s warranty, while HTC helmets,
Until the official VIVE Pro 2 kit appears in our area, the “naked” helmet will become the most rational purchase – both for those who already use SteamVR-compatible equipment, and for those who will build a system from scratch. After all, as base stations, you can take cheap HTC base stations for early VIVE models of the SteamVR 1.0 standard (14.5 thousand rubles each). And most importantly, it will be possible to find a better replacement for controllers that, in fact, have not been updated since the original VIVE. Yes, HTC still does not have new controllers capable of working in an external tracking system! Valve Knuckles manipulators in our latitudes cost absolutely inadequate money (at least 42 thousand rubles per pair), but the VIVE Pro 2 self-assembly kit in this case will cost less than what sellers are now offering.
Design and ergonomics
Externally, the VIVE Pro 2 hasn’t changed much from the original HMD, which is both a good thing and a bad thing. It’s still a perfectly balanced helmet with lots of padding. However, HTC switched to a different design in VIVE Cosmos helmets for a reason, and although it has been a year since I last wore Cosmos, the difference is immediately felt.
All helmet pads – back, front and sides – are made of foam material. An alternative option is faux leather pads, sold separately. The HMD comes with a wide face gasket that will suit most users, and if needed, again, you can buy a smaller one instead. There is a triangular cushion at the back of the head on the VIVE Pro 2 headband, but some HMD buyers may find that it does not fit snugly around the edges of the head. As a result, the fit of the helmet will not be as resistant to sharp head turns.
VIVE Pro 2 optics allow you to adjust both key individual parameters – the distance between pupils (IPD) ranging from 57 to 72 mm and the distance between the eyes and lenses (the latter is not possible in VIVE Cosmos). Moreover, it is not necessary to guess what your IPD is: you can find it out using a mirror and a test with a paper ruler, which is included in the package.
The “native” VIVE Pro 2 speakers are close to the ears – this is not as comfortable as the Valve Index near-field speakers hanging next to the auricles, but better isolation from external noise. There are no complaints about the sound of the speakers – this is an excellent audio system for VR games. Theoretically, separate headphones can be hoisted on top of the HMD by dismantling the built-in ones, but the thickness of the headband is unlikely to allow using anything other than earbuds.
Finally, the VIVE Pro 2 has a microphone and a pair of front-facing stereo cameras that deliver 480p resolution at a 90Hz refresh rate. The latter are installed more for security purposes than for AR applications. But the quality of the microphone, useful both for joint games and for work tasks, here, frankly, could be betterVIVE Pro 2 optics allow you to adjust both key individual parameters – the distance between pupils (IPD) ranging from 57 to 72 mm and the distance between the eyes and lenses (the latter is not possible in VIVE Cosmos). Moreover, it is not necessary to guess what your IPD is: you can find it out using a mirror and a test with a paper ruler, which is included in the package.
The “native” VIVE Pro 2 speakers are close to the ears – this is not as comfortable as the Valve Index near-field speakers hanging next to the auricles, but better isolation from external noise. There are no complaints about the sound of the speakers – this is an excellent audio system for VR games. Theoretically, separate headphones can be hoisted on top of the HMD by dismantling the built-in ones, but the thickness of the headband is unlikely to allow using anything other than earbuds.
Finally, the VIVE Pro 2 has a microphone and a pair of front-facing stereo cameras that deliver 480p resolution at a 90Hz refresh rate. The latter are installed more for security purposes than for AR applications. But the quality of the microphone, useful both for joint games and for work tasks, here, frankly, could be better
Installation, setup, game
If the user already has a system that is compatible with the SteamVR API, the base stations will not have to be changed: the new product is also friendly with SteamVR 1.0 base stations. However, the full VIVE Pro 2 bundle contains base stations version 2, which is an advantage for first-time HMD buyers: SteamVR 2.0 provides the base stations with a larger horizontal working angle and does not require them to be in line of sight from each other.
HTC helmets work in the SteamVR ecosystem, so the entire pre-launch procedure – laying out the playground and setting the neutral height of the helmet – is taken over by Steam. However, VIVE Pro 2, like VIVE Cosmos, requires its own additional software. The VIVE Console program is installed with the headset driver, without which it is impossible to change a number of key parameters, including resolution and refresh rate. The only thing that might be confusing is how the VIVE Console resolution setting interacts with the SteamVR resolution setting.
After a short setup, the VR system is completely ready to play or work. SteamVR external tracking, as always, provides unsurpassed positioning accuracy, but HTC sticks no longer meet modern standards, because these are almost the same controllers that came with the very first VIVE model in 2016. Over time, manipulators for VR systems have become smaller, and an analog stick has grown in place of the round touchpad, like HTC. In addition, the buttons on the sides of the native VIVE Pro 2 controller are too narrow for squeezing the device in your hand to be a natural movement. Finally, it doesn’t have finger tracking and the ability to let go of controllers like Valve Knuckles does. For professional visualization tasks, which VIVE Pro 2 is focused on no less than gaming, the “wands” are quite suitable, but in complex games like Half-Life: Alyx, many functions are performed by a touchpad that is not very adapted for this. HTC has other, modern controllers, but they only fit the standalone VIVE Focus 3 helmet or VIVE Cosmos with internal tracking (each has its own). Fortunately, using VIVE Pro 2 together with “native” controllers is not at all necessary, but, it should be noted, they provide an opportunity to save money: if we are talking about controllers of the first version (a little less than 15 thousand rubles apiece), a pair will cost less than Valve Knuckles.
After a short setup, the VR system is completely ready to play or work. SteamVR external tracking, as always, provides unsurpassed positioning accuracy, but HTC sticks no longer meet modern standards, because these are almost the same controllers that came with the very first VIVE model in 2016. Over time, manipulators for VR systems have become smaller, and an analog stick has grown in place of the round touchpad, like HTC. In addition, the buttons on the sides of the native VIVE Pro 2 controller are too narrow for squeezing the device in your hand to be a natural movement. Finally, it doesn’t have finger tracking and the ability to let go of controllers like Valve Knuckles does. For professional visualization tasks, which VIVE Pro 2 is focused on no less than gaming, the “wands” are quite suitable, but in complex games like Half-Life: Alyx, many functions are performed by a touchpad that is not very adapted for this. HTC has other, modern controllers, but they only fit the standalone VIVE Focus 3 helmet or VIVE Cosmos with internal tracking (each has its own). Fortunately, using VIVE Pro 2 together with “native” controllers is not at all necessary, but, it should be noted, they provide an opportunity to save money: if we are talking about controllers of the first version (a little less than 15 thousand rubles apiece), a pair will cost less than Valve Knuckles.
The horizontal viewing angle of VIVE Pro 2 is almost the same as the declared 120°, however this parameter depends on which definition of the viewing angle is taken as a basis and what are the settings of the HMD optics. We used the test scene of the TestHMD package, in which the viewing angle indicator is the visibility of vertical lines diverging from the center. So, with an IPD of 64 mm (in the center of the adjustment range) and a minimum distance between the eyes and eyepieces, peripheral vision distinguishes lines with an angle of 114 °. When viewed to the left or right, the corresponding line (left or right) is only visible at the 92° mark. The manufacturer, apparently, focuses on the first method of evaluation and, thus, we can say that with a certain degree of error and an adjustment for the influence of IPD, the specifications do not lie.