![]() I'm going to break this into categories, purely for ease of navigation and comprehension. Come April, and a flood of releases, we'll be saying a whole lot more about that side of things. ![]() This article focuses more on the practicalities of using a Vive than on what the software experiences are like for precisely that reason. Particularly, all of the games I have access to are either just demos or in some state of incompleteness. To the best of my understanding there are no noteworthy hardware differences between a Vive Pre and a consumer release model, but all software - including firmware, drivers and configuration tools - is subject to change. Which leads to this vitally important proviso: everything I have tried is essentially pre-release. Other than having a different name stamped on it, it is apparently functionally identical to the consumer Vive due for release in a matter of weeks. Or: is the VR revolution here yet?Īll of the guidance and impressions in this article are based on use of an HTC Vive Pre sent to me by Valve for testing purposes. What that all boils down is the essential question of whether this is a device I'm going to use a lot, or just a little. Specifically, things about space, comfort, image quality, performance and cables. I've had one in my small terraced home in Brighton for just short of a week, and I have a great many things to tell you about it. What's been more of an unknown is how the much-anticipated 'room-scale VR' hardware holds up when used in a more average-sized house, and for long periods rather than just the length of a demo. You've seen and read a bunch about the Valve & HTC Vive being demonstrated on a show floor or in some cavernous conference room you might even have been able to try it for yourself in such a space.
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