Two early attempts at a VR controller.Valve's early work on VR controllers was primitive, to say the least. The first (that's been made public) simply attached what looked like an oversized Dungeons & Dragons die to the top of a Steam Controller. The original attempts at a laser-tracked system followed a similar path, grafting some antenna-like sensors onto a regular game controller. But the team swiftly realized they needed something different.
"This is the one time in our lives when we can make a clean start," explained Faliszek. "We said, 'You know what, we're not going to have X, A, B, Y. We're going to say no. We're going to make something specifically for the thing we're making it for.'" What Valve and HTC landed on was a mashup of two existing products. The Vive controllers have the same basic form of Sony's PlayStation Move, introduced in 2010, but add the precise input of the trackpad from Valve's Steam controller as well as laser-tracking sensors.
For a first-gen product, the controllers offer an elegant solution. But they weren't always so dainty. The initial prototype was a bunch of circuitry attached to a pair of spring clamps, which served as a test-bed for the laser-tracking system. It swiftly evolved into the controller first shown to the public, now referred to as the "sombrero" because of its solid tracking disc.
The sombrero doesn't have many buttons, which was apparently the source of a lot of initial complaints from developers. "The first thing they'd say is, 'There aren't enough buttons,'" Faliszek recalled. "By the second week they'd be like, 'Oh, I don't need all those buttons, in fact I'm probably not going to use all these.'" Many common tasks previously assigned a unique button are now being handled by gestures. Faliszek gave the examples of replacing the "press I for inventory" trope with simply reaching behind you for a backpack or eschewing the "lean" command by physically leaning to one side to look around an obstacle.
Developers
Less than six months after HTC and Valve started working together, they were ready to share their vision with others. On Oct. 20th, 2014, a select group of developers were invited to Valve's Bellevue, Washington, offices to try out Vive. "We made them sign NDAs [nondisclosure agreements] just to look at the actual NDA," Faliszek laughed. "It confused everybody, but they came." Who wouldn't?
Developers were adamant that HTC and Valve shouldn't "splinter" the community.
They gathered a lot of feedback from that initial meeting. Developers were adamant that HTC and Valve shouldn't splinter the community. No choice between 180-degree tracking and 360-degree tracking. No bundled controllers or unbundled controllers. One product. One specification. "We'd been thinking similarly along the way," Faliszek said. "It was really an affirmation of that."
The first developer kits rolled out in Dec. 2014. Known posthumously as the "-v1," they were handmade, hand-delivered and set up personally by Valve employees. In the following weeks, HTC's production line kicked in, and the first factory-made units started finding their way to more developers.
As a smartphone manufacturer, HTC knows more than a few things about products breaking cover early. But the Vive didn't. "Over 20 companies were involved, and no one leaked," O'Brien explained. Why? Faliszek attributes it to camaraderie among developers. There were only so many people with the kits, and Valve arranged a private forum where everybody could share their work and help one another out.
One strength of this community was that developers would apparently call one another out on their mistakes. "Normally when a developer shows another developer something they say, 'Hey that's great,' rather than, 'Hey no you're screwing up here, you have to fix this, this is wrong,' but that's what they were doing."
Going public
With developers on board, the aggressive pace of the Vive project continued. HTC and Valve decided on MWC 2015 for its grand reveal. A second showcase two weeks later at GDC 2015 focused on games. By every account, the launch was a complete success. Even journalists who had tried dozens of VR experiences before Vive were impressed by the room-scale demos and the accurate head and controller tracking. The plan was then set in stone. Exactly one year in, preorders were to go live, with the final consumer edition to be unveiled at MWC and game demos at GDC. Now they had to make the thing.