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	<title>HTC Vive Pro Eye - Revision history</title>
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		<title>Betabot: Improving page with detailed specifications, history, features, and references</title>
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		<updated>2026-01-08T08:49:22Z</updated>

		<summary type="html">&lt;p&gt;Improving page with detailed specifications, history, features, and references&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Device Infobox&lt;br /&gt;
|name = HTC Vive Pro Eye&lt;br /&gt;
|image =&lt;br /&gt;
|VR/AR = [[Virtual Reality]]&lt;br /&gt;
|Type = [[Head-mounted display]]&lt;br /&gt;
|Subtype = [[PC VR]]&lt;br /&gt;
|Platform = [[SteamVR]], [[Viveport]]&lt;br /&gt;
|Creator = [[HTC]]&lt;br /&gt;
|Developer = [[HTC]]&lt;br /&gt;
|Manufacturer = [[HTC]]&lt;br /&gt;
|Announcement Date = January 2019 (CES)&lt;br /&gt;
|Release Date = June 2019&lt;br /&gt;
|Price = $1,599 (full kit), $1,199 (headset only)&lt;br /&gt;
|Website = https://www.vive.com/&lt;br /&gt;
|Versions = HTC Vive Pro Eye&lt;br /&gt;
|Requires = VR-ready PC, SteamVR base stations&lt;br /&gt;
|Predecessor = [[HTC Vive Pro]]&lt;br /&gt;
|Successor = [[HTC Vive Pro 2]]&lt;br /&gt;
|Operating System = [[Windows 10/11]]&lt;br /&gt;
|Chipset = N/A (PC-tethered)&lt;br /&gt;
|CPU = N/A (host PC)&lt;br /&gt;
|GPU = N/A (host PC)&lt;br /&gt;
|HPU =&lt;br /&gt;
|Storage = N/A (host PC)&lt;br /&gt;
|Memory = N/A (host PC)&lt;br /&gt;
|SD Card Slot = No&lt;br /&gt;
|Display = Dual AMOLED&lt;br /&gt;
|Subpixel Layout = PenTile (Diamond)&lt;br /&gt;
|Peak Brightness = Not specified&lt;br /&gt;
|Resolution = 1440 × 1600 per eye (2880 × 1600 combined)&lt;br /&gt;
|Pixel Density = ~15 PPD&lt;br /&gt;
|Refresh Rate = 90Hz&lt;br /&gt;
|Persistence = Low persistence&lt;br /&gt;
|Field of View = 110°&lt;br /&gt;
|Horizontal FoV = ~110°&lt;br /&gt;
|Vertical FoV = ~110°&lt;br /&gt;
|Average Pixel Density = ~15 PPD&lt;br /&gt;
|Peak Pixel Density = ~15 PPD&lt;br /&gt;
|Foveated Rendering = Yes (eye tracking enabled)&lt;br /&gt;
|Optics = Dual Fresnel lenses&lt;br /&gt;
|Ocularity = Binocular&lt;br /&gt;
|IPD Range = 60.7-73.5mm (mechanical)&lt;br /&gt;
|Adjustable Diopter = No (glasses compatible)&lt;br /&gt;
|Passthrough = Yes (dual front cameras, low-res)&lt;br /&gt;
|Tracking = 6DoF (SteamVR Tracking 2.0)&lt;br /&gt;
|Tracking Frequency = 1000Hz (IMU)&lt;br /&gt;
|Base Stations = Required (SteamVR 1.0 or 2.0)&lt;br /&gt;
|Eye Tracking = Yes (Tobii, 120Hz)&lt;br /&gt;
|Face Tracking = No&lt;br /&gt;
|Hand Tracking = No (controller-based)&lt;br /&gt;
|Body Tracking = Via Vive Trackers&lt;br /&gt;
|Rotational Tracking = Yes&lt;br /&gt;
|Positional Tracking = Yes&lt;br /&gt;
|Update Rate = 90Hz&lt;br /&gt;
|Tracking Volume = Room-scale (up to 10m × 10m with 2.0)&lt;br /&gt;
|Play Space = Roomscale&lt;br /&gt;
|Latency = &amp;lt;20ms motion-to-photon&lt;br /&gt;
|Audio = Integrated headphones (Hi-Res Audio certified)&lt;br /&gt;
|Microphone = Yes (dual noise-canceling)&lt;br /&gt;
|3.5mm Audio Jack = Yes&lt;br /&gt;
|Camera = 2× front cameras (passthrough)&lt;br /&gt;
|Connectivity = DisplayPort 1.2, USB 3.0, proprietary link box&lt;br /&gt;
|Ports = USB-C, 3.5mm audio, proprietary&lt;br /&gt;
|Wired Video = Yes (DisplayPort 1.2)&lt;br /&gt;
|Wireless Video = Optional (Vive Wireless Adapter)&lt;br /&gt;
|WiFi = No (optional wireless adapter)&lt;br /&gt;
|Bluetooth = Yes (base station power management)&lt;br /&gt;
|Power = Powered by link box&lt;br /&gt;
|Battery Capacity = N/A&lt;br /&gt;
|Battery Life = N/A (tethered)&lt;br /&gt;
|Charge Time = N/A&lt;br /&gt;
|Dimensions = Not specified&lt;br /&gt;
|Weight = ~555g (headset only)&lt;br /&gt;
|Material = Plastic, fabric, metal&lt;br /&gt;
|Headstrap = Deluxe Audio Strap (integrated)&lt;br /&gt;
|Haptics = Controller haptics&lt;br /&gt;
|Color = Blue/Black&lt;br /&gt;
|Sensors = Eye tracking cameras, G-sensor, gyroscope, proximity, IPD sensor&lt;br /&gt;
|Input = Vive Controllers, SteamVR controllers&lt;br /&gt;
|Compliance = FCC, CE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;HTC Vive Pro Eye&amp;#039;&amp;#039;&amp;#039; is an enterprise-focused [[virtual reality]] [[head-mounted display]] developed by [[HTC]] in partnership with [[Tobii]], announced at CES in January 2019 and released in June 2019 at a price of $1,599 for the full kit. Building upon the Vive Pro platform, the Vive Pro Eye integrated Tobii&amp;#039;s precision eye tracking technology directly into the headset, enabling foveated rendering for performance optimization, natural eye-based interaction, and gaze data collection for enterprise applications. Featuring the same dual 1440 × 1600 AMOLED displays as the Vive Pro with 110° field of view and 90Hz refresh rate, the Vive Pro Eye added 120Hz eye tracking without compromising the proven SteamVR Tracking 2.0 system. Targeting enterprise customers in training, simulation, research, and design review, the Vive Pro Eye represented HTC&amp;#039;s push into professional VR markets where eye tracking data and foveated rendering provided tangible value for complex applications and training assessment.&lt;br /&gt;
&lt;br /&gt;
== History and Development ==&lt;br /&gt;
&lt;br /&gt;
=== Vive Pro Platform ===&lt;br /&gt;
Foundation device:&lt;br /&gt;
* April 2018 Vive Pro launch&lt;br /&gt;
* Professional upgrade path&lt;br /&gt;
* High-resolution displays&lt;br /&gt;
* Integrated audio&lt;br /&gt;
&lt;br /&gt;
=== Tobii Partnership ===&lt;br /&gt;
Eye tracking integration:&lt;br /&gt;
* Tobii eye tracking expertise&lt;br /&gt;
* Leading eye tracking company&lt;br /&gt;
* VR integration development&lt;br /&gt;
* Enterprise focus&lt;br /&gt;
&lt;br /&gt;
=== CES 2019 Announcement ===&lt;br /&gt;
January reveal:&lt;br /&gt;
* Integrated Tobii eye tracking&lt;br /&gt;
* Foveated rendering support&lt;br /&gt;
* Enterprise applications&lt;br /&gt;
* June 2019 availability&lt;br /&gt;
&lt;br /&gt;
=== Enterprise Focus ===&lt;br /&gt;
Market positioning:&lt;br /&gt;
* Training and simulation&lt;br /&gt;
* Research applications&lt;br /&gt;
* Design review&lt;br /&gt;
* Professional deployment&lt;br /&gt;
&lt;br /&gt;
== Design Philosophy ==&lt;br /&gt;
&lt;br /&gt;
=== Integrated Eye Tracking ===&lt;br /&gt;
Built-in solution:&lt;br /&gt;
* Factory-calibrated&lt;br /&gt;
* Tobii technology&lt;br /&gt;
* Professional grade&lt;br /&gt;
* No add-on needed&lt;br /&gt;
&lt;br /&gt;
=== Enterprise Applications ===&lt;br /&gt;
Professional value:&lt;br /&gt;
* Foveated rendering&lt;br /&gt;
* Gaze interaction&lt;br /&gt;
* Training assessment&lt;br /&gt;
* Research data&lt;br /&gt;
&lt;br /&gt;
=== Proven Platform ===&lt;br /&gt;
Vive Pro foundation:&lt;br /&gt;
* Established reliability&lt;br /&gt;
* Ecosystem compatibility&lt;br /&gt;
* Known performance&lt;br /&gt;
* Professional support&lt;br /&gt;
&lt;br /&gt;
== Display Technology ==&lt;br /&gt;
&lt;br /&gt;
=== Dual AMOLED Displays ===&lt;br /&gt;
High-resolution panels:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: 1440 × 1600 per eye&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Combined&amp;#039;&amp;#039;&amp;#039;: 2880 × 1600&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type&amp;#039;&amp;#039;&amp;#039;: AMOLED&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Layout&amp;#039;&amp;#039;&amp;#039;: PenTile&lt;br /&gt;
&lt;br /&gt;
=== Visual Quality ===&lt;br /&gt;
Professional clarity:&lt;br /&gt;
* 78% resolution increase vs Vive&lt;br /&gt;
* Reduced screen door effect&lt;br /&gt;
* Vivid colors&lt;br /&gt;
* Deep blacks&lt;br /&gt;
&lt;br /&gt;
=== 90Hz Refresh Rate ===&lt;br /&gt;
Smooth performance:&lt;br /&gt;
* Standard VR timing&lt;br /&gt;
* Comfortable experience&lt;br /&gt;
* Proven reliability&lt;br /&gt;
* Wide compatibility&lt;br /&gt;
&lt;br /&gt;
== Field of View ==&lt;br /&gt;
&lt;br /&gt;
=== 110° FOV ===&lt;br /&gt;
Standard VR coverage:&lt;br /&gt;
* Good immersion&lt;br /&gt;
* Natural field&lt;br /&gt;
* Comfortable viewing&lt;br /&gt;
* Professional adequate&lt;br /&gt;
&lt;br /&gt;
== Optical System ==&lt;br /&gt;
&lt;br /&gt;
=== Dual Fresnel Lenses ===&lt;br /&gt;
Proven optics:&lt;br /&gt;
* Good clarity&lt;br /&gt;
* Wide sweet spot&lt;br /&gt;
* Some god rays&lt;br /&gt;
* Standard quality&lt;br /&gt;
&lt;br /&gt;
=== Mechanical IPD ===&lt;br /&gt;
Physical adjustment:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Range&amp;#039;&amp;#039;&amp;#039;: 60.7-73.5mm&lt;br /&gt;
* Knob adjustment&lt;br /&gt;
* Precise fit&lt;br /&gt;
* Wide accommodation&lt;br /&gt;
&lt;br /&gt;
== Eye Tracking System ==&lt;br /&gt;
&lt;br /&gt;
=== Tobii Eye Tracking ===&lt;br /&gt;
Industry-leading technology:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Frequency&amp;#039;&amp;#039;&amp;#039;: 120Hz&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Accuracy&amp;#039;&amp;#039;&amp;#039;: &amp;lt;0.5° typical&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Technology&amp;#039;&amp;#039;&amp;#039;: Tobii&lt;br /&gt;
* Factory-calibrated&lt;br /&gt;
&lt;br /&gt;
=== Tracking Capabilities ===&lt;br /&gt;
Comprehensive data:&lt;br /&gt;
* Gaze point&lt;br /&gt;
* Eye position&lt;br /&gt;
* Pupil size&lt;br /&gt;
* Blink detection&lt;br /&gt;
&lt;br /&gt;
=== Calibration ===&lt;br /&gt;
User setup:&lt;br /&gt;
* Quick calibration process&lt;br /&gt;
* Per-user profiles&lt;br /&gt;
* Accurate results&lt;br /&gt;
* Easy to use&lt;br /&gt;
&lt;br /&gt;
== Foveated Rendering ==&lt;br /&gt;
&lt;br /&gt;
=== Eye Tracking Enabled ===&lt;br /&gt;
Performance optimization:&lt;br /&gt;
* Full resolution at gaze point&lt;br /&gt;
* Reduced peripheral detail&lt;br /&gt;
* GPU performance boost&lt;br /&gt;
* Quality maintained&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
Rendering efficiency:&lt;br /&gt;
* Higher framerates possible&lt;br /&gt;
* More headroom&lt;br /&gt;
* Complex scenes enabled&lt;br /&gt;
* Power efficiency&lt;br /&gt;
&lt;br /&gt;
=== Developer Support ===&lt;br /&gt;
SDK integration:&lt;br /&gt;
* Tobii SDK&lt;br /&gt;
* Unity support&lt;br /&gt;
* Unreal Engine support&lt;br /&gt;
* SteamVR integration&lt;br /&gt;
&lt;br /&gt;
== Enterprise Features ==&lt;br /&gt;
&lt;br /&gt;
=== Training Assessment ===&lt;br /&gt;
Learning analytics:&lt;br /&gt;
* Gaze data collection&lt;br /&gt;
* Attention tracking&lt;br /&gt;
* Performance metrics&lt;br /&gt;
* Skill evaluation&lt;br /&gt;
&lt;br /&gt;
=== Research Applications ===&lt;br /&gt;
Scientific use:&lt;br /&gt;
* Eye movement studies&lt;br /&gt;
* Visual attention&lt;br /&gt;
* Behavioral research&lt;br /&gt;
* User studies&lt;br /&gt;
&lt;br /&gt;
=== Gaze Interaction ===&lt;br /&gt;
Natural interface:&lt;br /&gt;
* Look to select&lt;br /&gt;
* Gaze-based UI&lt;br /&gt;
* Hands-free navigation&lt;br /&gt;
* Accessibility&lt;br /&gt;
&lt;br /&gt;
== Tracking System ==&lt;br /&gt;
&lt;br /&gt;
=== SteamVR Tracking 2.0 ===&lt;br /&gt;
Lighthouse technology:&lt;br /&gt;
* External base stations&lt;br /&gt;
* Sub-millimeter accuracy&lt;br /&gt;
* 10m × 10m possible&lt;br /&gt;
* Professional reliability&lt;br /&gt;
&lt;br /&gt;
=== Controller Tracking ===&lt;br /&gt;
6DoF controllers:&lt;br /&gt;
* Vive Controllers included (full kit)&lt;br /&gt;
* Third-party compatible&lt;br /&gt;
* Precise tracking&lt;br /&gt;
* Room-scale&lt;br /&gt;
&lt;br /&gt;
=== Tracker Support ===&lt;br /&gt;
Body tracking option:&lt;br /&gt;
* Vive Trackers compatible&lt;br /&gt;
* Full-body tracking&lt;br /&gt;
* Object tracking&lt;br /&gt;
* Enterprise applications&lt;br /&gt;
&lt;br /&gt;
== Audio System ==&lt;br /&gt;
&lt;br /&gt;
=== Integrated Headphones ===&lt;br /&gt;
Hi-Res Audio certified:&lt;br /&gt;
* Over-ear design&lt;br /&gt;
* Good quality&lt;br /&gt;
* Convenient&lt;br /&gt;
* No additional gear&lt;br /&gt;
&lt;br /&gt;
=== Dual Microphones ===&lt;br /&gt;
Voice capture:&lt;br /&gt;
* Noise-canceling&lt;br /&gt;
* Communication capable&lt;br /&gt;
* Voice commands&lt;br /&gt;
* Recording&lt;br /&gt;
&lt;br /&gt;
=== 3.5mm Jack ===&lt;br /&gt;
Alternative audio:&lt;br /&gt;
* External headphones&lt;br /&gt;
* Custom audio&lt;br /&gt;
* Professional options&lt;br /&gt;
* User preference&lt;br /&gt;
&lt;br /&gt;
== Physical Design ==&lt;br /&gt;
&lt;br /&gt;
=== Vive Pro Ergonomics ===&lt;br /&gt;
Proven comfort:&lt;br /&gt;
* Balanced weight&lt;br /&gt;
* Adjustable headstrap&lt;br /&gt;
* Face gasket&lt;br /&gt;
* Extended wear capable&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Reasonable mass:&lt;br /&gt;
* ~555g headset only&lt;br /&gt;
* Well-distributed&lt;br /&gt;
* Comfortable&lt;br /&gt;
* Professional acceptable&lt;br /&gt;
&lt;br /&gt;
=== Build Quality ===&lt;br /&gt;
Professional construction:&lt;br /&gt;
* Durable materials&lt;br /&gt;
* Quality finish&lt;br /&gt;
* Enterprise grade&lt;br /&gt;
* Reliable&lt;br /&gt;
&lt;br /&gt;
== Connectivity ==&lt;br /&gt;
&lt;br /&gt;
=== Tethered Operation ===&lt;br /&gt;
Link box system:&lt;br /&gt;
* DisplayPort 1.2&lt;br /&gt;
* USB 3.0&lt;br /&gt;
* Power supply&lt;br /&gt;
* Cable management&lt;br /&gt;
&lt;br /&gt;
=== Wireless Option ===&lt;br /&gt;
Vive Wireless Adapter:&lt;br /&gt;
* Optional accessory&lt;br /&gt;
* 60GHz WiGig&lt;br /&gt;
* Untethered freedom&lt;br /&gt;
* Additional cost&lt;br /&gt;
&lt;br /&gt;
== Controllers ==&lt;br /&gt;
&lt;br /&gt;
=== Vive Controllers ===&lt;br /&gt;
Included with kit:&lt;br /&gt;
* 6DoF tracking&lt;br /&gt;
* Dual-stage trigger&lt;br /&gt;
* Trackpad&lt;br /&gt;
* Menu/grip buttons&lt;br /&gt;
&lt;br /&gt;
=== Third-Party Support ===&lt;br /&gt;
Controller options:&lt;br /&gt;
* Index Controllers compatible&lt;br /&gt;
* Enterprise controllers&lt;br /&gt;
* Tracked objects&lt;br /&gt;
* Flexibility&lt;br /&gt;
&lt;br /&gt;
== Software Platform ==&lt;br /&gt;
&lt;br /&gt;
=== SteamVR ===&lt;br /&gt;
Primary platform:&lt;br /&gt;
* Vast content library&lt;br /&gt;
* OpenXR support&lt;br /&gt;
* Developer tools&lt;br /&gt;
* Wide compatibility&lt;br /&gt;
&lt;br /&gt;
=== Viveport ===&lt;br /&gt;
HTC ecosystem:&lt;br /&gt;
* Enterprise applications&lt;br /&gt;
* Business content&lt;br /&gt;
* Subscription option&lt;br /&gt;
* Curated content&lt;br /&gt;
&lt;br /&gt;
=== Tobii SDK ===&lt;br /&gt;
Eye tracking development:&lt;br /&gt;
* Unity plugin&lt;br /&gt;
* Unreal plugin&lt;br /&gt;
* Native SDK&lt;br /&gt;
* Enterprise tools&lt;br /&gt;
&lt;br /&gt;
== Enterprise Applications ==&lt;br /&gt;
&lt;br /&gt;
=== Training Simulation ===&lt;br /&gt;
Skill development:&lt;br /&gt;
* Safety training&lt;br /&gt;
* Procedure practice&lt;br /&gt;
* Assessment capable&lt;br /&gt;
* Performance tracking&lt;br /&gt;
&lt;br /&gt;
=== Design Review ===&lt;br /&gt;
Product development:&lt;br /&gt;
* 3D model review&lt;br /&gt;
* Collaborative sessions&lt;br /&gt;
* Stakeholder presentations&lt;br /&gt;
* Design validation&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
Academic/industrial:&lt;br /&gt;
* Eye tracking studies&lt;br /&gt;
* User research&lt;br /&gt;
* Human factors&lt;br /&gt;
* Behavioral analysis&lt;br /&gt;
&lt;br /&gt;
=== Healthcare ===&lt;br /&gt;
Medical applications:&lt;br /&gt;
* Therapy applications&lt;br /&gt;
* Training simulation&lt;br /&gt;
* Rehabilitation&lt;br /&gt;
* Assessment tools&lt;br /&gt;
&lt;br /&gt;
== Comparison with Competitors ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Vive Pro Eye !! Vive Pro !! Varjo VR-3&lt;br /&gt;
|-&lt;br /&gt;
| Price || $1,599 kit || $1,399 kit || $3,195+&lt;br /&gt;
|-&lt;br /&gt;
| Resolution || 1440×1600 || 1440×1600 || 2880×2720&lt;br /&gt;
|-&lt;br /&gt;
| Display || AMOLED || AMOLED || Micro-OLED + LCD&lt;br /&gt;
|-&lt;br /&gt;
| Eye Tracking || 120Hz Tobii || No || 200Hz&lt;br /&gt;
|-&lt;br /&gt;
| FOV || 110° || 110° || 115°&lt;br /&gt;
|-&lt;br /&gt;
| Refresh Rate || 90Hz || 90Hz || 90Hz&lt;br /&gt;
|-&lt;br /&gt;
| Target || Enterprise || Prosumer || Enterprise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strengths and Limitations ==&lt;br /&gt;
&lt;br /&gt;
=== Strengths ===&lt;br /&gt;
* Integrated Tobii eye tracking (120Hz)&lt;br /&gt;
* Foveated rendering support&lt;br /&gt;
* Proven Vive Pro platform&lt;br /&gt;
* SteamVR Tracking 2.0&lt;br /&gt;
* Mechanical IPD adjustment&lt;br /&gt;
* Hi-Res Audio headphones&lt;br /&gt;
* Wireless adapter option&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
* Premium enterprise pricing&lt;br /&gt;
* PenTile AMOLED (reduced effective resolution)&lt;br /&gt;
* Requires base stations&lt;br /&gt;
* 90Hz only (vs newer 120Hz+ headsets)&lt;br /&gt;
* Heavy (~555g)&lt;br /&gt;
* Tethered by default&lt;br /&gt;
* Superseded by Vive Pro 2&lt;br /&gt;
&lt;br /&gt;
== Technical Specifications Summary ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specification !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Display || Dual AMOLED, 1440 × 1600 per eye&lt;br /&gt;
|-&lt;br /&gt;
| Total Resolution || 2880 × 1600&lt;br /&gt;
|-&lt;br /&gt;
| Refresh Rate || 90Hz&lt;br /&gt;
|-&lt;br /&gt;
| FOV || 110°&lt;br /&gt;
|-&lt;br /&gt;
| Eye Tracking || Tobii 120Hz&lt;br /&gt;
|-&lt;br /&gt;
| IPD Range || 60.7-73.5mm (mechanical)&lt;br /&gt;
|-&lt;br /&gt;
| Tracking || SteamVR 2.0&lt;br /&gt;
|-&lt;br /&gt;
| Audio || Hi-Res Audio certified headphones&lt;br /&gt;
|-&lt;br /&gt;
| Weight || ~555g&lt;br /&gt;
|-&lt;br /&gt;
| Price || $1,599 (full kit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[HTC]]&lt;br /&gt;
* [[HTC Vive Pro]]&lt;br /&gt;
* [[HTC Vive Pro 2]]&lt;br /&gt;
* [[Tobii]]&lt;br /&gt;
* [[Eye Tracking]]&lt;br /&gt;
* [[Foveated Rendering]]&lt;br /&gt;
* [[Enterprise VR]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices]]&lt;br /&gt;
[[Category:VR Headsets]]&lt;br /&gt;
[[Category:Head-mounted displays]]&lt;br /&gt;
[[Category:PC VR]]&lt;br /&gt;
[[Category:Enterprise VR]]&lt;br /&gt;
[[Category:HTC]]&lt;br /&gt;
[[Category:Eye Tracking]]&lt;br /&gt;
[[Category:SteamVR]]&lt;br /&gt;
[[Category:2010s VR]]&lt;/div&gt;</summary>
		<author><name>Betabot</name></author>
	</entry>
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