Difference between revisions of "SteamVR"

From XVRWiki
Jump to navigation Jump to search
m (Text replacement - " " to "")
 
(23 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:SteamVRLogo.jpg|thumb|right|290px|A SteamVR logo]]
+
[[File:SteamVRLogo.jpg|thumb|SteamVR logo]]
'''SteamVR''' is a [[virtual reality]] runtime developed by [[Valve]] as an extension of [[Steam]]. SteamVR offers a full room [[VR]] experience. It is compatible with a number of VR headsets including the [[HTC Vive]] and the [[Valve Index]].
+
'''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.<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>
  
It was officially announced on March 1, 2015 during the Mobile World Congress. Valve partnered with [[HTC]] to release SteamVR's first device, [[HTC Vive]]. SteamVR features full-scale room tracking, allowing the users to move and position themselves freely in a space.
+
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 supports the HTC Vive and other HMDs such as the [[Oculus Rift]].
+
SteamVR was originally released for Windows, macOS, and Linux. Since then, Valve has dropped macOS support for SteamVR 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>
  
==Devices==
+
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>
===HTC Vive===
+
__NOTOC__
'''[[HTC Vive]]''' is SteamVR's first commercial product. Pre-orders for the device began on February 29, 2016. Units shipped on April 5, 2016.
+
== Hardware ==
 +
The first gadget 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>
  
===HTC Vive Developer Editions===
+
The first gadget 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>
'''[[HTC Vive DK1]]''' or '''VDK1''' is SteamVR's first development kit. The HDM was a partnership between Valve and HTC. It was announced on March 1, 2015 and showcased during the GDC 2015 between March 2 - 6. When paired with 2 [[SteamVR Base Stations]] and 2 [[SteamVR Controllers]], HTC Vive can accurately track the position and movements of your head and hands within the 15 by 15 feet space.
 
  
'''[[HTC Vive Pre]]''' or '''VDK2''' is SteamVR's second development kit. It improved upon VDK1 in many areas, including the implementation of a pass-through camera on the HMD. 7,000 units were shipped to select developers in January and February 2016.
+
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>
  
==Accessories==
+
SteamVR hardware uses the [[Lighthouse tracking system]].
===Tracking===
 
'''[[Base Stations]]''' - are part of the [[Lighthouse]] tracking system of SteamVR. These small, rectangular objects are placed in the opposite corners of the room, near the ceiling. They serve as reference points that enable the [[positional tracking]] of your HMD and SteamVR controllers within the 3D space. The Base Stations enable Lighthouse to track your head and hands with accuracy, low latency and sub-millimeter precision within a specified space (currently about 15 by 15 feet).
 
  
===Input devices===
+
== Software ==
'''[[SteamVR Controllers]]''' - these wireless controllers look like a pair of nunchucks with sensors on top. Each hand holds 1 of the 2 wireless controllers. Each controller has a trigger and circular haptic trackpad. The sensors allow the controllers to be tracked by the SteamVR Base Stations with the same way as the [[HMD]]. The controllers are tracked with very high precision and low latency.
 
  
The sensors on the controllers are [[photodiode]]s.
+
[[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>
  
==Developer==
+
The SteamVR APIs and runtimes provide support for VR [[head mounted displays]] and accessories to a standard desktop computer.
'''[[OpenVR API]]'''
 
  
==Technology==
+
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.
===Positional Tracking===
 
'''[[Lighthouse]]''' is a laser-based [[positional tracking]] system developed by [[Valve]] for SteamVR. It tracks the position and orientation of the user's HMD and controllers in real time.
 
  
===Chaperone===
+
SteamVR launches into [[SteamVR Home]].
'''[[Chaperone]]''' is a system that helps to prevent users from bumping into physical objects or moving outside of the sensor range while using the HMD. The system differentiates soft and hard boundaries. Soft boundaries are the space designated for the specific app or detectable by the sensors while hard boundaries consist of physical walls, obstacles and objects.  
 
  
When you move near the edge of the "holodeck", virtual grid walls would appear in your display. These walls indicate that you are at the boundary of the sensors or near physical walls of your room. The walls would disappear when you move away from the boundary.
+
There is an in-application overlay available called [[Dashboard]]. [[Dashboard]] is an overlay for [[VR Apps]] in [[SteamVR]]. It allows the player to access Steam functionalities while playing a [[VR]] game.
  
==Features==
+
It uses the [[Chaperone]] system.
'''[[Dashboard]]''' -  Steam overlay for [[VR apps]].
 
  
'''[[SteamVR Desktop Theater Mode]]''' - Play non-VR Steam games in VR on a large virtual home theatre.
+
== 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]].
  
'''[[SteamVR Home]]''' - [[SteamVR Collectibles]]
+
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>
  
[[SteamVR Media Player]]
+
==References==
 +
{{Reflist}}
  
==History==
+
[[Category:SteamVR]]
'''March 1, 2015''' - SteamVR and HTC Vive were officially announced on March 1, 2015 in World Mobile Conference.
+
[[Category:Virtual reality]]
 
 
'''March 2 - 6, 2015''' - SteamVR and HTC Vive were showcased first time to the public.
 
 
 
'''April 21, 2015''' - Sign-ups for the Developer Edition of HTC Vive began.
 
 
 
'''April 30, 2015''' - [[OpenVR]] SDK was released.
 
 
 
'''June 5, 2015''' - HTC Vive Developer Editions (HTC Vive DK1) began shipping to developers selected by Valve.
 
 
 
'''January 5, 2016''' - HTC Vive Pre (HTC Vive DK2) was announced. 7000 units of the HMD will ship to select developers in Q1 2016.
 
 
 
'''February 11, 2016''' - SteamVR introduces [[Direct Mode]], allows the display driver to render to the HMD directly.
 
 
 
'''February 29, 2016''' - HTC Vive CV1 pre-orders begin.
 
 
 
'''April 5, 2016''' - HTC Vive CV1 is officially released.
 
 
 
'''June 17 2016''' - SteamVR supports [[Oculus Touch]] [[controllers]], dual [[Constellation sensors]] and [[Room-scale VR]] with [[Oculus Rift]].[[Category:Platforms]]
 

Latest revision as of 23:13, 16 December 2024

SteamVR logo

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.[1]

SteamVR was first introduced for the Oculus Rift headset in 2014,[2] and later expanded to support other virtual reality headsets, such as the HTC Vive and Valve Index.[3][4][1][5]

SteamVR was originally released for Windows, macOS, and Linux. Since then, Valve has dropped macOS support for SteamVR but has continued support for Windows and Linux.[6]

There were over 2.93 million monthly connected headsets on Steam.[7]

Hardware[edit]

The first gadget 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.[8]

The first gadget to support room-scale tracking in SteamVR was the HTC Vive, designed in collaboration between Valve and HTC.[9]

Multiple types of controllers and accessories are compatible with SteamVR.[10][11]

SteamVR hardware uses the Lighthouse tracking system.

Software[edit]

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.[12] The Unity Engine has supported SteamVR via OpenXR since one of its 2020 releases.[13]

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.

SteamVR launches into SteamVR Home.

There is an in-application overlay available called Dashboard. Dashboard is an overlay for VR Apps in SteamVR. It allows the player to access Steam functionalities while playing a VR game.

It uses the Chaperone system.

Room Scale VR[edit]

Main article: 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.[14] The system was codeveloped by Valve and HTC and then opened up to third party hardware developers in 2016.[15]

References[edit]

  1. Jump up to: 1.0 1.1 Hollister, Sean (March 16, 2016). "Valve's 'Lab' and desktop theater mode could be the perfect introduction to virtual reality (hands-on)". CNet. http://www.cnet.com/news/htc-vive-valve-the-lab-steamvr-desktop-theater-mode-gdc-2016/.
  2. Phil Savage (January 13, 2014). "Valve Launch SteamVR Beta Ahead of Their Dev Days Event". PC Gamer. http://www.pcgamer.com/valve-launch-steam-vr-beta-ahead-of-their-dev-days-event.
  3. Orland, Kyle (March 5, 2015). "Hands-on: Valve/HTC Vive opens up the virtual reality experience". https://arstechnica.com/gaming/2015/03/hands-on-valvehtc-vive-opens-up-the-virtual-reality-experience/.
  4. Machkovech, Sam (June 12, 2015). "SteamVR: The room-scale VR world that feels like an 'IMAX in your house'". https://arstechnica.com/gaming/2015/06/steamvr-the-room-scale-vr-world-that-feels-like-an-imax-in-your-house/.
  5. Mackovech, Sam (March 4, 2015). "Steam Controller, SteamVR, Steam Machines: Valve's hardware push in photos". Ars Technica. https://arstechnica.com/gaming/2015/03/steam-controller-steamvr-steam-machines-valves-hardware-push-in-photos/.
  6. DeAngelis, Marc (May 1, 2020). "Valve will no longer support SteamVR on macOS". Engadget. https://www.engadget.com/valve-cancels-steamvr-support-macos-162443682.html.
  7. Lang, Ben (2022-03-10). "New Data from Valve Reveals the Growth of VR Users on Steam in 2021" (in en-US). https://www.roadtovr.com/valve-steam-vr-headset-stats-2021-monthly-active-users/.
  8. Souppouris, Aaron (2014-01-14). "Valve's Oculus Rift interface is a giant floating screen" (in en-US). https://www.theverge.com/2014/1/14/5307056/valve-steamvr-beta-oculus-rift-support.
  9. "Valve is making a VR headset and its own Steam Machine" (in en-US). https://www.engadget.com/2015-02-23-steamvr-valve-virtual-reality-gdc.html.
  10. "Virtual Reality Controllers: The Way of Interacting in the Metaverse | Circuit Stream" (in en-US). 2022-01-06. https://circuitstream.com/blog/vr-controllers-the-way-of-interacting-with-the-virtual-worlds/.
  11. "SteamVR - Controllers Controllers Controllers: Introducing SteamVR Input - Steam News" (in en). 2018-05-14. https://store.steampowered.com/news/app/250820/view/2898585530113864598.
  12. "SteamVR - OpenXR Developer Preview - Steam News" (in en). 2020-06-11. https://store.steampowered.com/news/app/250820/view/2396425843528787269.
  13. "OpenXR Plugin | OpenXR Plugin | 1.5.3". https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.5/manual/index.html.
  14. vradmin (2017-05-05). "SteamVR Lighthouse" (in en-GB). https://www.vrs.org.uk/virtual-reality-gear/motion-tracking/steamvr-lighthouse.html.
  15. Matney, Lucas (2016-08-04). "Valve opens up the HTC Vive's tracking system to third-party developers" (in en-US). https://techcrunch.com/2016/08/04/valve-opens-up-the-htc-vives-tracking-system-to-third-party-developers/.