HTC VIVE vs HTC VIVE Pro

Every spec side by side, from each maker's published figures.

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VIVE compared with VIVE Pro
HTCVIVEHTCVIVE Pro
Overview
ReleasedApril 2016April 2018
Display
Resolution per eye1080 × 12001440 × 1600 (better)
PanelOLEDOLED
Refresh rate90 Hz90 Hz
Display detailsDual 3.6-inch AMOLED displays; 1080 × 1200 per eye at 90 Hz. HTC's stated 110° field of view has no specified axis.Dual 3.5-inch AMOLED displays; 1440 × 1600 per eye at 90 Hz. HTC's stated 110° field of view has no specified axis.
LensesFresnel lenses (PC Gamer); separate eye-relief adjustmentFresnel lenses retained from original VIVE (Ars Technica); eye relief adjusts separately
Lens spacing (IPD)Physical lens-spacing knob; 60.2–74.5 mm range reported by Ars TechnicaPhysical lens-spacing knob with on-screen distance indication; manufacturer range omitted because not established
Tracking and input
Eye trackingNoNo
Hand trackingYesYes
Controllers in the boxYesNo
Colour passthroughYesYes
SensorsSteamVR Lighthouse tracking with two external base stations; seated, standing and room-scale use. Later VIVE Hand Tracking SDK supports controller-free skeleton tracking in compatible apps; its 3D print mode is not supported on original VIVE. No built-in eye tracking.SteamVR Tracking 1.0 and 2.0 compatible; external base stations required. VIVE Hand Tracking SDK supports controller-free tracking in compatible apps. Original Pro has no built-in eye tracking; Pro Eye is a separate model.
ControllersTwo wireless tracked wands with trackpads, grip buttons, dual-stage triggers and haptic feedback; Micro-USB charging. Controller battery life is separate from the PC-powered headset.Original headset-only package excludes controllers and base stations; existing VIVE controllers and base stations can be reused. Later Full Kit includes Controller (2018) and SteamVR Base Stations 2.0.
PassthroughSingle front camera; SteamVR offers boundary outlines or a small full-colour live view (Ars Technica)Two front-facing RGB cameras; HTC's SRWorks SDK provides a stereoscopic see-through view and depth sensing. Camera software support was expanded after launch; use requires compatible software and enabling cameras in SteamVR.
Performance
WorksNeeds a PC or consoleNeeds a PC or console
ConnectionsPC connection through powered link box; HDMI 1.4 or DisplayPort 1.2 and USB 2.0 or newer. Original tether combines HDMI, USB and power (Ars Technica).Powered link box connects to PC over DisplayPort 1.2 or newer and USB 3.0; supplied DisplayPort and USB cables. Proprietary headset tether; optional VIVE Wireless Adapter sold separately.
Design
BatteryNone (powered by a PC or console)None (powered by a PC or console)
Weight (headset)555 g (better)769 g
AudioIntegrated microphone, 3.5 mm headphone connection and separate earbuds; original headset has no integrated headphones. Deluxe Audio Strap is a separate later accessory.Removable on-ear headphones with built-in amplifier; integrated microphones. HTC also supplies Audio SDK support for alert and conversation modes.
StrapAdjustable fabric straps; original launch headset is 555 g without cables according to Ars Technica. Later hardware revisions may differ.Rigid adjustable headband, rear sizing dial and top strap; 769 g without cable measured by Tom's Hardware. Its complete headset and cable measured 1017 g.
In the boxHeadset, two controllers, two base stations, link box, tether, earbuds, cables, chargers and mounting accessories; gaming PC separateLaunch headset-only package has headset and cable, face cushion, cleaning cloth, earphone hole caps, link box, power adaptor, DisplayPort cable, USB 3.0 cable and mounting pad; PC, controllers and base stations separate

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