With deliveries of the HTC Vive Developer Edition now arriving, Valve has released the ‘Setup guide pamphlet’ that’s included in the box. Filled with classic subtle humor from Valve, the pamphlet also confirms IPD and eye-relief adjustments on the HTC Vive headset, as well as several interesting tidbits about the system.

htc-vive-developer-edition-setup-guide-pamphletValve opted to share the SteamVR Setup guide pamphlet via a post to the official SteamVR blog. The detailed guide reveals some interesting information, though the big red ‘Prototype Developer Edition Work in Progress’ stamp on the front is a warning that any and all of it is subject to change.

See Also: Closeup with the HTC Vive Developer Edition Headset for SteamVR

IPD and Eye-Relief

Steps 19 and 20 show that the HTC Vive headset has both IPD and eye-relief adjustments, allowing users to change the distance between the lenses as well as how far the lenses are from their eyes.

htc-vive-ipd-adjustment-eye-relief-setup-guide-pamphlet

The IPD adjustment is done with a previously mysterious knob on the bottom right of the headset. The pamphlet explicitly says that “Space for eyewear can be created” using the eye-relief adjustment. While eye-relief is not quite the same as a diopter adjustment, which would be ideal for those without perfect vision, the eye-relief adjustment may help accommodate some folks who would rather not wear glasses with the headset in order to improve the field of view.

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The VR-Gear IPD adapter for Oculus Rift (white)

While Oculus has long supported IPD-specific rendering along with eye-relief adjustments on the Rift development kits, the company has not added a physical IPD adjustment despite longstanding requests from those with an IPD that falls outside of the average. Some folks even endeavored to make adapters to adjust the IPD of the Rift development kits. It’s unclear at this point if the consumer version of the Oculus Rift will allow for physical IPD adjustments.

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Hide-and-Seek VR Shooter 'Mannequin' Launches on Quest & Steam, Trailer Here

Sync Cable (Developer Edition Only)

Step 14 instructs developers on how to plug in their Lighthouse base stations. In addition to access to a power outlet, the units need to be tethered together with the included 50 foot sync cable.

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The step has a “Developer Edition Only” banner across the top left, which we take to mean that the consumer version of the Lighthouse base stations won’t require a sync cable. And we quite hope so—needing nothing but a power outlet makes the base stations as simple to enable as a regular lamp, but a long sync cable running across your room makes the notion quite a bit less consumer-friendly.

See Also: Valve’s Lighthouse Base Station in Action, Inner Workings Explained

Presumably Valve is working to integrate syncing in the consumer version by sending information from the base stations’ laser/LEDs, or perhaps a wireless link between them.

A Little Humor in the Face of Serious Questions

One of SteamVR’s biggest advantages over its competitors is the ‘room-scale’ play space that it enables. But will users have room (or care to make room) to use that space? Cringe-worthy comparisons to the Kinect are all too common when this question is raised.

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Valve apparently thinks people will make room, even if it means piling their other furniture in the corner, as Step 4 demonstrates, saying “Clear the space that you will make your tracked area for VR.” I’ve always said that I’d happily give up a TV room for a SteamVR space; Valve seems to agree, showing a huge HDTV slung off to the side and leaned up against the wall.

SEE ALSO
HTC Cuts Vive XR Elite Price in More Regions Ahead of New Headset Reveal

See Also: HTC Vive and SteamVR Hands-on – A Stage of Constant Presence

 

Step 2 also asks developers to “Escort unpredictable, untracked objects from space,” showing a depiction of a cat. Pets/infants have been brought up as a serious potential concerns for consumer use.

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Later in the guide we also see the oft quoted “15 by 15 foot ‘room scale’ space” refined downard, at least for the Developer Edition, as Step 11 notes: “Rough
linear dimensions of playspace are: 12 x 9ft.”

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • SuperDre

    “The pamphlet explicitly says that “Space for eyewear can be created” using the eye-relief adjustment.”

    uhh, what pamphlet are you talking about, because the one which is linked with the article doesn’t mention “eye-relief” at all, all it says is:

    “Space for eyewear can be created by extending
    face gasket out and re-tightening inside knob.
    Having lenses closer to your eye results in better
    field of view.”

    And if you look closely to the bottom of the Oculus teaser of the consumer version, you also see a slider, which I presume might be the physical IDP button…

    • Ben Lang

      The adjustment alters the distance between the eye and lens—the DK1 and DK2 have similar mechanisms for adjusting this distance—this is called eye-relief. You are right that the pamphlet doesn’t use those word specifically, the quotes indicate which parts were taken verbatim from the pamphlet and which are our own words.