SteamVR: Difference between revisions - Wikipedia


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{{Afd-merge#REDIRECT to|[[Steam (service)|#SteamVR|17 October 2022}}]]

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{{Infobox software platform

| name = SteamVR

| logo =

| logo size = 100px

| image =

| caption =

| developer = Valve, HTC

| target = Windows, Linux, macOS

| runtime = OpenVR, OpenXR

| language = <!--programming languages used to build content on the platform-->

| application = [[Virtual reality]]

| status = Active

| license = <!--Freeware, Shareware, Proprietary, Open-source, etc-->

}}

'''SteamVR''' is a [[virtual reality]] hardware and software platform developed by Valve, with a focus on allowing "room-scale" experiences using [[positional tracking]] base stations, as opposed to those requiring the player to stay in a singular location.<ref name="cnet vr">{{cite web |url=http://www.cnet.com/news/htc-vive-valve-the-lab-steamvr-desktop-theater-mode-gdc-2016/ |title=Valve's 'Lab' and desktop theater mode could be the perfect introduction to virtual reality (hands-on) |work=[[CNet]] |date=March 16, 2016 |access-date=March 17, 2016 |first=Sean |last=Hollister |url-status=live |archive-url=https://web.archive.org/web/20160317011947/http://www.cnet.com/news/htc-vive-valve-the-lab-steamvr-desktop-theater-mode-gdc-2016/ |archive-date=March 17, 2016}}</ref> SteamVR was first introduced for the [[Oculus Rift]] headset in 2014,<ref>{{cite web |url=http://www.pcgamer.com/valve-launch-steam-vr-beta-ahead-of-their-dev-days-event |title=Valve Launch SteamVR Beta Ahead of Their Dev Days Event |author=Phil Savage |work=[[PC Gamer]] |date=January 13, 2014 |access-date=April 26, 2015 |url-status=live |archive-url=https://web.archive.org/web/20150502114358/http://www.pcgamer.com/valve-launch-steam-vr-beta-ahead-of-their-dev-days-event/ |archive-date=May 2, 2015}}</ref> and later expanded to support other [[virtual reality headset]]s, such as the [[HTC Vive]] and [[Valve Index]].<ref>{{Cite web |url=https://arstechnica.com/gaming/2015/03/hands-on-valvehtc-vive-opens-up-the-virtual-reality-experience/ |title=Hands-on: Valve/HTC Vive opens up the virtual reality experience |last=Orland |first=Kyle |date=March 5, 2015 |website=Ars Technica|access-date=November 21, 2019}}</ref><ref>{{Cite web |url=https://arstechnica.com/gaming/2015/06/steamvr-the-room-scale-vr-world-that-feels-like-an-imax-in-your-house/ |title=SteamVR: The room-scale VR world that feels like an 'IMAX in your house' |last=Machkovech |first=Sam |date=June 12, 2015 |website=Ars Technica |access-date=November 21, 2019}}</ref><ref name="cnet vr"/><ref>{{cite web |url=https://arstechnica.com/gaming/2015/03/steam-controller-steamvr-steam-machines-valves-hardware-push-in-photos/ |title=Steam Controller, SteamVR, Steam Machines: Valve's hardware push in photos |first=Sam |last=Mackovech |date=March 4, 2015 |access-date=March 10, 2015 |work=Ars Technica |url-status=live |archive-url=https://web.archive.org/web/20150309233012/http://arstechnica.com/gaming/2015/03/steam-controller-steamvr-steam-machines-valves-hardware-push-in-photos/ |archive-date=March 9, 2015}}</ref> SteamVR was originally released for Windows, macOS, and Linux. Since then, Valve has dropped macOS support for SteamVR in May 2020 but has continued support for Windows and Linux.<ref>{{cite web | url = https://www.engadget.com/valve-cancels-steamvr-support-macos-162443682.html | title = Valve will no longer support SteamVR on macOS | first = Marc | last = DeAngelis | date = May 1, 2020 | access-date = May 1, 2020 | work = [[Engadget]] }}</ref>

As of February 22, 2022, there were over 2.93 million ''monthly connected headsets'' on Steam.<ref>{{Cite web |last=Lang |first=Ben |date=2022-03-10 |title=New Data from Valve Reveals the Growth of VR Users on Steam in 2021 |url=https://www.roadtovr.com/valve-steam-vr-headset-stats-2021-monthly-active-users/ |access-date=2022-10-11 |website=Road to VR |language=en-US}}</ref>

== Hardware ==

The first device to support SteamVR was the Oculus Rift headset. Valve issued an update to the Steam client in 2014 supporting an experimental VR mode for the first time, with the Oculus Rift being the only supported headset at the time.<ref>{{Cite web |last=Souppouris |first=Aaron |date=2014-01-14 |title=Valve's Oculus Rift interface is a giant floating screen |url=https://www.theverge.com/2014/1/14/5307056/valve-steamvr-beta-oculus-rift-support |access-date=2022-10-11 |website=The Verge |language=en-US}}</ref>

The first device to support room-scale tracking in SteamVR was the [[HTC Vive]], designed in collaboration between Valve and HTC.<ref>{{Cite web |title=Valve is making a VR headset and its own Steam Machine |url=https://www.engadget.com/2015-02-23-steamvr-valve-virtual-reality-gdc.html |access-date=2022-10-11 |website=Engadget |language=en-US}}</ref>

Multiple types of controllers and accessories are compatible with SteamVR.<ref>{{Cite web |date=2022-01-06 |title=Virtual Reality Controllers: The Way of Interacting in the Metaverse {{!}} Circuit Stream |url=https://circuitstream.com/blog/vr-controllers-the-way-of-interacting-with-the-virtual-worlds/ |access-date=2022-10-11 |website=3D Development Bootcamp & XR Courses {{!}} Circuit Stream |language=en-US}}</ref><ref>{{Cite web |date=2018-05-14 |title=SteamVR - Controllers Controllers Controllers: Introducing SteamVR Input - Steam News |url=https://store.steampowered.com/news/app/250820/view/2898585530113864598 |access-date=2022-10-11 |website=store.steampowered.com |language=en}}</ref>

== Software ==

[[OpenVR]] was the original software development kit (SDK) and application programming interface (API) developed by Valve for supporting SteamVR. SteamVR has supported OpenXR alongside OpenVR since 2020, encouraging developers to transition from OpenVR to OpenXR.<ref>{{Cite web |date=2020-06-11 |title=SteamVR - OpenXR Developer Preview - Steam News |url=https://store.steampowered.com/news/app/250820/view/2396425843528787269 |access-date=2022-10-11 |website=store.steampowered.com |language=en}}</ref> The [[Unity Engine]] has supported SteamVR via OpenXR since one of its 2020 releases.<ref>{{Cite web |title=OpenXR Plugin {{!}} OpenXR Plugin {{!}} 1.5.3 |url=https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.5/manual/index.html |access-date=2022-10-11 |website=docs.unity3d.com}}</ref>

The SteamVR APIs and runtimes provide support for VR [[head mounted displays]] and accessories to a standard desktop computer. SteamVR typically operates from within [[Steam (service)]], but it does not require the service to work at a basic level. Video games can be developed and played with SteamVR without having to access the steam store.

== Room Scale VR ==

{{Main|Room scale}}

One of the primary contributions of SteamVR to the VR industry was Room Scale VR, or 6DOF VR. To accomplish this, SteamVR uses the [[Lighthouse tracking system]] for [[pose tracking]].

The lighthouse system uses base stations that are placed at opposite sides of the room. The base stations send out [[infra-red light]] sweeps which are detected by the headset, controllers, and accessories at multiple sensor points on each object. Based on the exact timing data of when the light is detected at different parts of the tracked objects, a tracked object can determine its [[pose (computer vision)]] within the tracked area.<ref>{{Cite web |last=vradmin |date=2017-05-05 |title=SteamVR Lighthouse |url=https://www.vrs.org.uk/virtual-reality-gear/motion-tracking/steamvr-lighthouse.html |access-date=2022-10-11 |website=Virtual Reality Society |language=en-GB}}</ref> The system was codeveloped by Valve and HTC and then opened up to third party hardware developers in 2016.<ref>{{Cite web |last=Matney |first=Lucas |date=2016-08-04 |title=Valve opens up the HTC Vive's tracking system to third-party developers |url=https://techcrunch.com/2016/08/04/valve-opens-up-the-htc-vives-tracking-system-to-third-party-developers/ |access-date=2022-10-11 |website=TechCrunch |language=en-US}}</ref>

==References==

{{Reflist}}

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