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HTC has recently announced that the HTC Vive PRO HMD is now available to pre-order with shipping expected in April, on top of that the normal Vive has seen a price drop.

Ready for the PRO price, it's an eye-watering $799/£799. This price only includes the headset as well, so you don't get any controllers, base stations or the VIVE wireless adapter.

The PRO has been through a bit of a redesign when it comes to the cushions on your face, to block out more light. It's also seen a resolution bump to 1440 x 1600 pixels per eye (2880 x 1600 pixels combined) versus the 1080 x 1200 pixels per eye (2160 x 1200 pixels combined) in the standard model. It also has built-in headphone, so that's one less wire to fuss about with.

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As for the classic Vive, it's seen a drop in price down to $499/£499 making it quite a bit more enticing, although you still need a good PC on top of that to handle it of course.

For Linux gamers, I'm not sure if makes much sense picking one up right now. Not only is Linux VR support still quite raw, there's not a great deal of titles available.

More info on the Vive PRO and Vive here.

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phimath Mar 27, 2018
I think that performance issues are way more of an issue for linux SteamVR than lack of games right now. Even just in SteamVR home I get abysmal frames right now. Doesn't matter what games are supported until the performance issues are sorted out.
Mountain Man Mar 27, 2018
I still think VR will be a short-lived novelty for most gamers, like 3D television. I predict that it will always be an overpriced niche product.

Although I must admit that VR and X-Plane 11 looks like a killer combination. But we're still talking a niche application.
Luke_Nukem Mar 27, 2018
All VR HMD should be shipped with googly-eyes stuck to the front. It should be international law even...

I recently picked up a budget knockoff of the Google Cardboard VR, and wow... Honestly, until you try it, it's hard to get excited about it - and the Cardboard VR is a bloody brilliant way to get on board. So I've gone and ordered a Samsung Gear VR to tide me over until I'm allowed to purchase a Vive.

Y'all should get a Google Cardboard and have a play.
ShabbyX Mar 27, 2018
> For Linux gamers, I'm not sure if makes much sense picking one up right now. Not only is Linux VR support still quite raw, there's not a great deal of titles available.

It may be hard to raise us above 1% in sales in general, but if many Linux-exclusive gamers buy VR headsets, it would be easy to make us say 20% of VR market. That would be good for us.

We are at a point in history when we are not affected (much) by the chicken&egg problem w.r.t to VR. Not buying headsets because there are few games will only make sure this problem will become a reality for VR as well.

I would encourage people to buy headsets if I were you, Liam.
Ardje Mar 28, 2018
Quoting: ShabbyX> For Linux gamers, I'm not sure if makes much sense picking one up right now. Not only is Linux VR support still quite raw, there's not a great deal of titles available.

It may be hard to raise us above 1% in sales in general, but if many Linux-exclusive gamers buy VR headsets, it would be easy to make us say 20% of VR market. That would be good for us.

We are at a point in history when we are not affected (much) by the chicken&egg problem w.r.t to VR. Not buying headsets because there are few games will only make sure this problem will become a reality for VR as well.

I would encourage people to buy headsets if I were you, Liam.
I did not think of it that way. But that's a good idea.
The problem with the current vive though is that it has no hardware adjustable IPD (2 screens).
But if the price drop is ok..
elmapul Mar 28, 2018
Quoting: Shmerl
Quoting: JuliusYeah, VR on Linux is sadly held back mainly by a lack of compatible games.

You can't have anyone taking it seriously, until this will be ready: https://www.khronos.org/openxr

Otherwise developers will be wasting their time chasing tons of incompatible APIs. And then, there is a question of FOSS implementation of actual runtime.

GREAT, now we have 3 competing standards...

https://github.com/ValveSoftware/openvr
http://www.osvr.org/what-is-osvr.html
https://www.khronos.org/openxr

the question is wich one should be followed?
tuubi Mar 28, 2018
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Quoting: elmapulGREAT, now we have 3 competing standards...

https://github.com/ValveSoftware/openvr
http://www.osvr.org/what-is-osvr.html
https://www.khronos.org/openxr

the question is wich one should be followed?
Seeing as both Valve and the big players behind OSVR are involved in OpenXR, I'd say it's a safe bet. But it's early days and the standard isn't there yet.

Besides, this kind of fragmentation always happens with new tech.
Ardje Mar 28, 2018
Quoting: ShabbyXI would encourage people to buy headsets if I were you, Liam.
I am suddenly thinking that it's easily fixed by:
for i in $(seq 1000 9999); do useradd steam$i;done
and start steam for each user, and use their e-mail addresses for new steam accounts... :-)
Eike Mar 28, 2018
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Quoting: ArdjeI am suddenly thinking that it's easily fixed by:
for i in $(seq 1000 9999); do useradd steam$i;done
and start steam for each user, and use their e-mail addresses for new steam accounts... :-)

To make active users, they need to actually spend some money AFAIK.
(And you need to raise the number to make a difference.)
Shmerl Mar 28, 2018
Quoting: elmapulGREAT, now we have 3 competing standards...

https://github.com/ValveSoftware/openvr
http://www.osvr.org/what-is-osvr.html
https://www.khronos.org/openxr

the question is wich one should be followed?

I think only OpenXR is a collaborative effort, so the answer is obvious.
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