HTC Vive Pro offers a higher-resolution window into virtual worlds

HTC announced an updated version of its Vive virtual-reality headset this afternoon ahead of CES. The Vive Pro boosts the resolution of the original Vive headset from 1080×1200 per eye to 1440×1600 per eye, an improvement that HTC says will result in crisper text and more immersive experiences in VR.

The Vive Pro also sports built-in headphones with their own dedicated amplifier on board and a new strap design with a sizing dial that HTC says is good for a more balanced headset with more even weight distribution. The headset also has dual microphones with active noise cancellation and dual front-facing cameras that are meant to "empower developer creativity." HTC will announce pricing and availability of the Vive Pro "soon."

HTC also announced a first-party wireless adaptor for the Vive headset today. The Vive Wireless Adaptor uses Intel's WiGig interface, a 60 GHz signal that HTC claims is optimal for low latency and low interference. Details are otherwise scant, but HTC says it'll begin shipping the Wireless Adaptor in the third quarter of this year.

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    • Airmantharp
    • 2 years ago

    1440 x 3200 –> 4.6MP, which should be fun to try and drive at 90+FPS (with requisite low frametimes!).

    I think my 1080Ti could handle it in most modern games… but that may very well be the minimum!

      • CScottG
      • 2 years ago

      Yup.

      Whatever happened to the idea of one video card rendering for one eye/monitor and another card rendering for the other? I keep expecting it will be taken-out of the game developers “hands” (who rarely provide for this) and transferred over to an interface? that will offer this needed functionality for ALL games.

        • psuedonymous
        • 2 years ago

        [quote<]Whatever happened to the idea of one video card rendering for one eye/monitor and another card rendering for the other?[/quote<] Turns out multi-GPU is very hard to implement, even moreso when you're latency-sensitive rather than throughput-sensitive. Any work that is not per-eye is either duplicated by both GPUs (inefficient), or you need to wait for one GPU to finish and then transfer the results to the other GPU before continuing. In either case, scaling is far from 100%. [quote<] I keep expecting it will be taken-out of the game developers "hands" (who rarely provide for this) and transferred over to an interface?[/quote<]Things are going the opposite direction. SLI/Crossfire was previously considered a "drivers do this for us" feature, but with the rise of 'low level' APIs like DX12 and Vulkan, the engine developer needs to handle multi-GPU instead. On top of this, neither AMD not Nvidia have figured out a way to 'retrofit' multi-GPU to a VR application without just introducing more latency and performing worse than a single GPU, because parallelising operations implicitly is hard enough without also having to worry about keeping them temporally coherent. --- tl;dr: multi-GPU for VR continues to be dead, and this is unlikely to change without a radical change to GPU architectures to focus on minimising render time instead of maximising render throughput as they do currently.

          • Pville_Piper
          • 2 years ago

          It will be exclusive to next Gen Nvidia cards until AMD offers it for free…

            • DoomGuy64
            • 2 years ago

            I thought AMD already did this in their Polaris cards, excluding low level apis of course.

            • psuedonymous
            • 2 years ago

            Both vendors have their own proprietary implementation, both are freely available, both have implementations in the two major middlewares (Unreal and Unity), and both have a completely lack of adoption by developers.

        • DPete27
        • 2 years ago

        What ever happened to SMP (simultaneous multi projection) where the GPU simply renders a slightly larger field of view to cover both screens rather than two individual 1440×1600 screens that are mostly the same image?

      • DataMeister
      • 2 years ago

      Isn’t the resolution 2880 x 1600 for both eyes combined?

        • CScottG
        • 2 years ago

        That’s what sources are reporting. Presumably the same OLED panels in the Samsung HMD Odyssey.

        • Shobai
        • 2 years ago

        It doesn’t really matter, as both resolve to 4.608 MP.

          • Shobai
          • 2 years ago

          If my maths is off, please let me know.

          In the context of driving the display at 90+ Hz, the number of pixels (and not their arrangement) will be the important metric.

      • Pville_Piper
      • 2 years ago

      It will struggle in Elite Dangerous…

        • Chrispy_
        • 2 years ago

        Elite, at least, is a really good candidate for ASW rendering, so 45fps actually works really well there.

      • Chrispy_
      • 2 years ago

      Actually, with VR there are huge savings in rendering two viewports that have very similar content.

      Don’t think of it as trying to render a single 4.6MP viewport, think of it as rendering a couple of 2.3MP viewports where the cost of the second viewport is 60% lower than the first. It ought to be easier to drive than a single 2560×1440 display is, so Vega or 1070Ti ought to be up to the job.

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