I don't think you can base anything about future headsets and their compatibility with current tech from the Vive and Vive Pro. The Vive Pro is just a minor upgrade to the Vive. Better looks and more comfortable with a small bump in resolution, but same basic underpinnings.
What I would be hoping for is that the wireless adapter won't be compatible with the next Vive headset as that means we haven't progressed much at all.
Indeed, I think you hit the nail on the head here.
Hi mate, can you give me some hints on a cable suspension system, I'm going to try and get one going in my room.
The whole VIVE eco-system just really worries me in regards to how future proof it is. I'm not dropping £300 on a wireless adapator for it to be useless in Gen 2.
To echo what melmac noted, the VR market is still in quite a disruptive phase with a number of new players entering the market (StarVR, Pimax, etc) and converging push and pull pressures from mobile VR and mixed reality. While a lot of the VR systems share the same types of underlying technology, manufacturers are still pushing proprietary elements (VR title exclusives, their own storefronts, different tracking systems, etc). The current VR market reminds me a bit of the early 3dfx Voodoo 1 and 2 period in the late 90s where there were loads of companies working on 3D accelerators of varying capabilities (S3, Matrox, Rendition, Intel, ATi, Nvidia, 3DLabs, PowerVR and so on) and different APIs such as GLide/OpenGL/DirectX. It was only really a couple of years later in the early 2000s when ATi and Nvidia emerged as the two dominant players by buying out the remainder or driving them out of the market or into niche areas that the market settled on a dominant API (DirectX) and OpenGL to some extent. 3D graphics and gaming saw an extended period of substantial performance and feature updates with each new generation from that point as two pretty evenly matched competitors drove the industry forward and encouraged the adoption of standardised interfaces: VGA -> DVI -> HDMI/DP ->.
To be honest, it's probably unreasonable at this stage to be opting for a particular VR system and expecting an upgrade path where you can re-use certain components and this applies to all current eco-systems. I'm certainly not expecting to be able to reuse the Vive Wireless adaptor with whatever next-gen VR headset I upgrade to a in few years. VR is still a pretty niche market. However, of the current VR systems I'd suggest the Vive is more open to accessories/upgrade/modification than most, e.g. the Vive Pro being able to reuse the Lighthouse 1.0 system, 1.0 wands. The general expectation is that the Valve Knuckles should also work with the Vive and so on. Hopefully there is more standardisation on the horizon with
VirtualLink.
As for a cable suspension system I can't link the one I use here but if you google "VR Cable Management System" the generic 6x cable pulley type system with ceiling mounts will crop up. There's a few manufacturers offering very similar systems. Expect to pay £20-25.