SteamVR

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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 in May 2020 but has continued support for Windows and Linux.[6]

As of February 22, 2022, 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]

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.

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. 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/.