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{{Platform Infobox
{{Platform Infobox
|image={{#ev:youtube|qYfNzhLXYGc|350}}
|image=[[File:steamvr_logo1.jpg|350px]]
|Type=[[Virtual Reality]]
|Type=[[Virtual Reality]]
|Subtype=[[Head-mounted Display]]
|Subtype=[[VR Runtime]]
|Creator=
|Creator=[[Valve Corporation]]
|Developer=[[Valve]]
|Developer=[[Valve Corporation]]
|Manufacturer=
|Manufacturer=
|Devices=[[HTC Vive]]
|Devices=[[HTC Vive]], [[Valve Index]], [[Windows Mixed Reality]] headsets, [[Oculus Rift]], [[Oculus Rift S]], [[VIVE Pro]], [[VIVE Cosmos]], [[Pimax]]
|Accessories=
|Accessories=[[SteamVR Controllers]], [[Valve Index Controllers]], [[VIVE Trackers]], [[Base Stations]]
|Release Date=
|Release Date=April 5, 2016 (with [[HTC Vive]])
|Price=
|Price=Free (platform), hardware prices vary
|Website=[http://steamvr.com/ SteamVR]
|Website=[http://steamvr.com/ SteamVR]
}}
}}
[[SteamVR]] is a [[Virtual Reality Platform]] developed by [[Valve]] as an extension of [[Steam]]. SteamVR offers a 360 degrees, full room [[VR]] experience. 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]], a VR [[HMD]] similar to [[Oculus Rift]]. Unlike Oculus, SteamVR features a [[holodeck]] experience, allowing the users to move and position themselves freely within a confined space.
[[SteamVR]] is a [[Virtual Reality Platform]] developed by [[Valve Corporation]] as an extension of the [[Steam]] digital distribution platform. SteamVR offers a 360-degree, [[room-scale]] [[VR]] experience, allowing users to fully immerse themselves in virtual environments. It was officially announced on March 1, 2015, during the [[Mobile World Congress]]. Valve partnered with [[HTC]] to release SteamVR's first [[device]], the [[HTC Vive]], a VR [[Head-mounted Display|HMD]] similar to [[Oculus Rift]]. Unlike early Oculus implementations, SteamVR features a [[holodeck]]-like experience, allowing users to move and position themselves freely within a defined physical space.<ref name="steamvr-announce">[https://www.roadtovr.com/valve-htc-announce-vive-vr-headset-powered-by-steamvr-shipping-this-year/ Road to VR: Valve and HTC Announce Vive VR Headset Powered by SteamVR, Shipping This Year]</ref>
 
As a platform, SteamVR supports various VR headsets beyond its own ecosystem, including [[Oculus]] devices, [[Windows Mixed Reality]] headsets, and others, making it one of the most versatile and hardware-agnostic VR platforms available. This cross-compatibility has helped establish SteamVR as a central hub for VR gaming and applications.<ref name="steamvr-compatibility">[https://store.steampowered.com/app/250820/SteamVR/ SteamVR on Steam - Supporting Various VR Headsets]</ref>
 
==System Overview==
SteamVR consists of several key components that work together to create a comprehensive virtual reality platform:
 
===Runtime===
The [[SteamVR Runtime]] is the core software that powers the SteamVR experience. It acts as the central background process that manages communication between VR hardware (HMDs, controllers, trackers, base stations), VR applications, and the Steam client. The runtime is responsible for tracking, rendering, device detection, pose updates, input processing, and managing the overall VR experience for users.<ref name="steamvr-runtime">[https://partner.steamgames.com/doc/features/steamvr/steamvr_overview Valve Developer Documentation: SteamVR Overview]</ref> <ref name="runtime_compositor">[https://developer.valvesoftware.com/wiki/SteamVR/Concepts#Runtime Steam Developer Community Wiki: SteamVR Concepts - Runtime]</ref>
 
===Compositor===
The [[Compositor]] is a critical component of SteamVR responsible for taking rendered images from VR applications and displaying them correctly on the HMD. It handles essential functions including:
* Lens distortion correction
* [[Chromatic aberration]] correction
* [[Asynchronous Reprojection|Reprojection]] techniques (like [[Motion Smoothing]]) to maintain smooth visuals even when applications drop frames
* Rendering overlays such as the [[Chaperone]] boundary system and SteamVR Dashboard
* Final image compositing and presentation to the headset display<ref name="runtime_compositor"/>
 
===OpenVR SDK===
[[OpenVR]] is an [[Application Programming Interface|API]] and [[Software Development Kit|SDK]] developed by Valve that serves as the interface between VR hardware and software applications. It allows developers to create VR content that works across different VR systems without needing to develop separately for each hardware platform.<ref name="openvr-sdk">[https://github.com/ValveSoftware/openvr OpenVR GitHub Repository]</ref>
 
While OpenVR was initially the primary SDK for SteamVR development, Valve now also provides full support for [[OpenXR]], an open, royalty-free standard from the [[Khronos Group]] designed to provide universal access to VR and AR hardware across platforms.<ref name="openxr_steamvr">[https://store.steampowered.com/news/app/250820/view/3066366090050186497 Steam Community: SteamVR is now officially OpenXR conformant]</ref>
 
===VR Dashboard===
The [[VR Dashboard]] is an in-VR interface, accessible via a button press on the controller, that allows users to interact with Steam, launch applications, adjust settings, view their desktop, and manage VR sessions without removing the headset.<ref name="dashboard_feature">[https://www.roadtovr.com/steamvr-update-brings-major-dashboard-overhaul-new-features/ RoadToVR: SteamVR Update Brings Major Dashboard Overhaul & New Features]</ref>
 
===Tracking System===
SteamVR utilizes the [[Lighthouse]] tracking system, which provides high-precision, low-latency positional tracking for VR headsets and controllers. This system enables the platform's signature room-scale VR capability.


As a platform, SteamVR not only supports its own HMDs such as the [[Vive]] but also other HMDs like the [[Rift]].
==Devices==
==Devices==
{{#ev:youtube|qYfNzhLXYGc|350|right}}
SteamVR supports a wide array of VR headsets, ensuring compatibility across platforms and manufacturers:
===HTC Vive===
===HTC Vive===
'''[[HTC Vive]]''' or '''VCV1''' is SteamVR's first commercial product. Pre-orders for the device began on February 29, 2016. Units shipped on April 5, 2016.
The '''[[HTC Vive]]''' (also known as '''VCV1''') was SteamVR's first commercial product. Pre-orders for the device began on February 29, 2016, with units shipping on April 5, 2016. The HTC Vive was one of the first consumer VR systems to offer room-scale VR with 6 [[degrees of freedom]] (6DOF) motion tracking.<ref name="htc-vive">[https://www.htc.com/us/virtual-reality/ HTC VIVE Official Website]</ref>
 
The original HTC Vive features:
* Dual [[OLED]] displays with a combined resolution of 2160×1200 (1080×1200 per eye)
* 90 Hz refresh rate
* 110-degree field of view
* Integrated microphone and audio output
* Front-facing camera for mixed reality applications
* SteamVR tracking 1.0 via external base stations


===HTC Vive Developer Editions===
===HTC Vive Developer Editions===
'''[[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 DK1]]''' (or '''VDK1''') was SteamVR's first development kit. This HMD was a partnership between Valve and HTC. It was announced on March 1, 2015, and showcased during the [[Game Developers Conference]] (GDC) 2015 between March 2-6. When paired with two [[SteamVR Base Stations]] and two [[SteamVR Controllers]], the HTC Vive DK1 could accurately track the position and movements of the user's head and hands within a 15 by 15 feet space.<ref name="vive-dk1">[https://www.roadtovr.com/valve-reveals-htc-vive-dev-kit-participation-details/ Road to VR: Valve Reveals Details for HTC Vive Dev Kit Participation]</ref>
 
'''[[HTC Vive Pre]]''' (or '''VDK2''') was SteamVR's second development kit. It improved upon the 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.<ref name="vive-pre">[https://www.engadget.com/2016-01-05-htc-vive-pre-second-generation-developer-kit.html Engadget: HTC Vive Pre is a redesigned VR headset for developers]</ref>
 
===Valve Index===
The '''[[Valve Index]]''' is a high-end VR headset released by Valve on June 28, 2019. It represents Valve's first self-branded VR hardware and incorporates several technological advancements over previous SteamVR-compatible headsets.<ref name="valve-index">[https://www.valvesoftware.com/en/index Valve Index Official Page]</ref>
 
Key features of the Valve Index include:
* Dual [[LCD]] displays with a combined resolution of 2880×1600 (1440×1600 per eye)
* Adjustable refresh rate (80Hz, 90Hz, 120Hz, and experimental 144Hz modes)
* Wider 130-degree field of view
* Reduced pixel persistence for clearer images during motion
* Off-ear audio speakers for improved audio immersion
* Advanced controllers (known as "Knuckles" during development) with individual finger tracking
* Compatibility with existing SteamVR 1.0 and 2.0 base stations
 
===HTC Vive Pro===
The '''[[HTC Vive Pro]]''' is an upgraded version of the original HTC Vive, released on April 5, 2018. It offers several improvements over its predecessor, including higher resolution displays, integrated headphones with [[3D spatial audio]], and a more comfortable design.<ref name="vive-pro">[https://www.vive.com/us/product/vive-pro/ HTC VIVE Pro Official Page]</ref>
 
Key features include:
* Dual AMOLED displays with a combined resolution of 2880×1600 (1440×1600 per eye)
* 90 Hz refresh rate
* 110-degree field of view
* Built-in headphones with spatial audio
* Dual front-facing cameras for enhanced mixed reality
* Improved ergonomics with better weight distribution
 
===HTC Vive Cosmos===
The '''[[HTC Vive Cosmos]]''' was released on October 3, 2019, as a successor to the original Vive. Unlike previous HTC VR headsets, the Cosmos utilizes [[inside-out tracking]] through cameras on the headset itself, rather than requiring external base stations.<ref name="vive-cosmos">[https://www.vive.com/us/product/vive-cosmos/overview/ HTC VIVE Cosmos Official Page]</ref>
 
Key features include:
* LCD display with a resolution of 2880×1700
* 90 Hz refresh rate
* Six tracking cameras for inside-out tracking
* Flip-up visor design for easy transitioning between virtual and real worlds
* Modular faceplate for potential upgrades and customization
 
===Other Compatible Headsets===
SteamVR supports a wide range of VR headsets beyond those developed specifically for the platform:
 
* '''[[Meta Quest]] Series''' (formerly Oculus Quest) - Supported via [[Oculus Link]], [[Air Link]], or third-party solutions like [[Virtual Desktop]], allowing the standalone Quest headsets to run PC VR content via SteamVR.<ref name="quest_link">[https://www.meta.com/help/quest/articles/headsets-and-accessories/oculus-link/ Meta Quest Help Center: Oculus Link]</ref>
 
* '''[[Oculus Rift]]''' and '''[[Oculus Rift S]]''' - Full support through the Oculus SDK and SteamVR integration, leveraging the Oculus runtime.<ref name="steamvr_oculus_support">[https://www.roadtovr.com/how-to-use-oculus-rift-with-steamvr-play-steam-games/ RoadToVR: How To Use Oculus Rift With SteamVR]</ref>
 
* '''[[Windows Mixed Reality]]''' headsets - Including devices from HP, Samsung, Acer, and others, supported via the "Windows Mixed Reality for SteamVR" software bridge available on Steam.<ref name="wmr-steamvr-bridge">[https://store.steampowered.com/app/719950/Windows_Mixed_Reality_for_SteamVR/ Steam Store: Windows Mixed Reality for SteamVR]</ref>
 
* '''[[Pimax]]''' VR headsets - Wide FOV headsets compatible with SteamVR tracking.<ref name="pimax-steamvr">[https://pimax.com/ Pimax Official Website (features SteamVR compatibility)]</ref>


'''[[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.
* '''[[Varjo]]''' - Professional-grade VR headsets used in enterprise and simulation applications.


==Accessories==
==Accessories==
===Tracking===
===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).
'''[[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).<ref name="lighthouse-tracking">[https://www.valvesoftware.com/en/index/base-stations Valve Index Base Stations Technology Overview]</ref>
 
There are two generations of SteamVR Base Stations:
* '''Lighthouse 1.0''' (launched with the original HTC Vive) - Requires two base stations with direct line of sight to each other, supporting a maximum play area of approximately 5 meters diagonally.
* '''Lighthouse 2.0''' (launched with Vive Pro and Valve Index) - Supports up to four base stations for larger play areas (up to 10m x 10m with four stations) and better occlusion handling. Base Station 2.0 units are only compatible with hardware featuring SteamVR Tracking 2.0 sensors (like Valve Index, Vive Pro series, Vive Controllers 2.0, Vive Trackers 2018/3.0).<ref name="bs_1vs2">[https://www.vive.com/us/support/vive/category_howto/what-is-the-difference-between-base-stations.html HTC Vive Support: What is the difference between Base Stations 1.0 and 2.0?]</ref>
 
The technical operation of Lighthouse involves base stations emitting timed infrared laser sweeps and flashes across the play area. The headset and controllers are covered with [[photodiode]] sensors that detect these signals. By timing how long it takes for the laser sweeps to hit each sensor, the system can calculate the precise position and orientation of the devices with sub-millimeter accuracy.<ref name="lighthouse_howitworks">[https://www.youtube.com/watch?v=J54dotTt7k0 YouTube: Alan Yates (Valve) Explains Lighthouse Tracking]</ref>


===Input Devices===
===Input Devices===
'''[[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.  
'''[[SteamVR Controllers]]''' (often called '''Vive Wands''') are the original motion controllers that shipped with the HTC Vive. These wireless controllers look like a pair of wands with sensors on top. Each hand holds one of the two wireless controllers. Each controller has a trigger and circular haptic trackpad. The sensors allow the controllers to be tracked by the SteamVR Base Stations in the same way as the [[HMD]]. The controllers are tracked with very high precision and low latency.<ref name="vive-controllers">[https://www.vive.com/us/accessory/controller/ HTC VIVE Controllers]</ref>
 
The sensors on the controllers are [[photodiode]]s that work with the Lighthouse tracking system to determine their precise position and orientation in 3D space.
 
'''[[Valve Index Controllers]]''' (previously known as '''Knuckles''' during development) are advanced VR controllers developed by Valve for use with SteamVR. Released alongside the Valve Index headset in 2019, these controllers feature:<ref name="index-controllers">[https://www.valvesoftware.com/en/index/controllers Valve Index Controllers Official Page]</ref>
* Individual finger tracking via capacitive sensors
* Pressure-sensitive grips for natural grabbing motions
* Traditional buttons, triggers, and thumbsticks
* The ability to release the controller completely while still having it attached to the hand via adjustable straps
* Compatibility with any SteamVR-tracked headset


The sensors on the controllers are [[photodiode]]s.
'''[[VIVE Trackers]]''' are puck-shaped devices that can be attached to physical objects to track them in VR. They use the same Lighthouse tracking technology as the headsets and controllers, allowing developers and users to bring real-world objects into the virtual space. Common applications include:<ref name="vive-trackers">[https://www.vive.com/us/accessory/vive-tracker/ HTC VIVE Tracker]</ref>
* Full-body tracking (by attaching trackers to the feet and waist)
* Prop tracking for simulators (such as racing wheels or sports equipment)
* Motion capture for animation
* Integration of specialized controllers for specific applications


==Developer==
==Apps==
===SteamVR Home===
'''[[SteamVR Home]]''' is a customizable virtual environment that serves as the default starting point for SteamVR users. It features:<ref name="steamvr-home">[https://store.steampowered.com/app/250820/SteamVR_Home/ SteamVR Home on Steam]</ref>
* Customizable environments and avatars
* Social features allowing users to visit friends' spaces
* Mini-games and interactive elements
* [[SteamVR Collectibles]] that can be earned through achievements in VR games or purchased through the Steam marketplace
 
===Notable SteamVR Applications===
Some of the most popular and influential applications on the SteamVR platform include:
* '''[[Half-Life: Alyx]]''' - Valve's flagship VR game set in the Half-Life universe
* '''[[Beat Saber]]''' - A rhythm game where players slice blocks with virtual lightsabers
* '''[[VRChat]]''' - A social VR platform allowing users to interact with others using custom avatars
* '''[[SUPERHOT VR]]''' - A unique time-manipulation shooter
* '''[[The Lab]]''' - Valve's collection of VR experiments and mini-games
* '''[[Job Simulator]]''' - A humorous simulation game that was a launch title for the HTC Vive
* '''[[Tilt Brush]]''' - A 3D painting application for creating art in virtual space
 
==Developer Tools==
===OpenVR API===
'''[[OpenVR API]]''' is the programming interface that allows developers to integrate SteamVR support into their applications. It provides access to tracking data, input from controllers, display output, and other VR-specific features. While still supported, Valve is encouraging developers to transition to OpenXR.<ref name="openvr-api">[https://github.com/ValveSoftware/openvr/wiki/API-Documentation OpenVR API Documentation]</ref>
 
===OpenXR Support===
SteamVR is a fully compliant [[OpenXR]] runtime. OpenXR is an open, royalty-free standard from the [[Khronos Group]] designed to provide universal access to VR and [[Augmented Reality|AR]] hardware and software platforms. Developing with OpenXR allows applications to run across different VR runtimes (like SteamVR, Oculus, WMR) with less porting effort. Valve actively supports and contributes to OpenXR development.<ref name="openxr_steamvr"/>
 
===SteamVR Unity Plugin===
The '''[[SteamVR Unity Plugin]]''' provides tools and components for developing VR applications in the [[Unity game engine]]. It includes prefabs for common VR interactions, a camera rig for proper VR rendering, input handling for controllers, and integration with OpenVR.<ref name="steamvr-unity">[https://valvesoftware.github.io/steamvr_unity_plugin/ SteamVR Unity Plugin Documentation]</ref>
 
===SteamVR Input System===
The '''[[SteamVR Input System]]''' allows developers to define actions rather than specific button mappings, making it easier to support multiple controller types. It also gives users the ability to customize control schemes to their preference, improving accessibility.<ref name="steamvr-input">[https://github.com/ValveSoftware/steamvr_unity_plugin/wiki/SteamVR-Input SteamVR Input System Documentation]</ref>
 
===SteamVR Skeletal Input===
'''[[SteamVR Skeletal Input]]''' provides access to hand pose data for more natural interactions in VR applications, enabling developers to implement realistic hand animations and gestures.<ref name="steamvr-skeletal">[https://steamvr.com/steamvr-skeletal-input SteamVR Skeletal Input Documentation]</ref>
 
===Steam Workshop===
The '''[[Steam Workshop]]''' integration allows users and developers to share custom home environments, props, avatar skins, and controller bindings, fostering a creative community around SteamVR Home.<ref name="steamvr-workshop">[https://steamcommunity.com/workshop/about/?appid=250820 SteamVR Workshop]</ref>


==Technology==
==Technology==
===Positional Tracking===
===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.
'''[[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. It was developed by Alan Yates, a Valve engineer, and represents one of the most accurate consumer-grade tracking systems available.<ref name="lighthouse-tech">[https://www.valvesoftware.com/en/index/base-stations Valve Index Base Stations]</ref>


===Chaperone===
===Chaperone===
'''[[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.  
'''[[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.<ref name="chaperone-system">[https://support.steampowered.com/kb_article.php?ref=6281-TOKV-4722 SteamVR Chaperone Documentation]</ref>


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.
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.
The Chaperone system can be customized through the SteamVR settings, allowing users to adjust:
* The color and opacity of the boundary grid
* The activation distance (how close to the boundary the grid appears)
* Floor boundary visibility
* Camera passthrough integration for seeing the real world when near boundaries
===Rendering===
SteamVR uses several advanced rendering techniques to ensure smooth, low-latency visuals:
'''[[Asynchronous Reprojection]]''' is a technique that helps maintain frame rate in demanding VR applications. When an application cannot render at the target frame rate (typically 90Hz), asynchronous reprojection generates intermediate frames based on head movement to smooth out the experience.<ref name="reprojection">[https://developer.valvesoftware.com/wiki/SteamVR/Frame_Timing Valve Developer Community: SteamVR Frame Timing]</ref>
'''[[Motion Smoothing]]''' is an advanced version of reprojection introduced in later SteamVR updates. It uses motion vectors to create more accurate intermediate frames, resulting in smoother motion during performance dips. When Motion Smoothing is active, the application renders at half frame rate (for example 45 FPS for a 90Hz display), and SteamVR synthesizes every other frame based on motion estimation from previous frames.<ref name="motion-smoothing">[https://steamcommunity.com/games/250820/announcements/detail/1705078594290082077 SteamVR Motion Smoothing Announcement]</ref>
===Direct Mode===
'''[[Direct Mode]]''' optimizes the display pipeline by treating the HMD as a dedicated monitor, reducing latency and improving compatibility. This allows the display driver to render directly to the HMD, bypassing OS-level compositor latency.<ref name="direct-mode">[https://steamcommunity.com/app/250820/discussions/0/492378265884093631/ Steam Community: Direct Mode Implementation]</ref>
===Supersampling===
'''[[Supersampling]]''' allows rendering at higher resolutions for improved image quality on capable hardware. Users can adjust this setting globally or per application based on their GPU performance.<ref name="supersampling">[https://steamvr.com/steamvr-supersampling SteamVR Supersampling Documentation]</ref>


==Features==
==Features==
'''[[Dashboard]]''' Steam overlay for [[VR Apps]].
'''[[Dashboard]]''' is the Steam overlay for [[VR Apps]]. It provides access to friends lists, the Steam store, system settings, and application switching without removing the headset. The Dashboard appears as a virtual panel that users can interact with using their controllers.<ref name="dashboard">[https://support.steampowered.com/kb_article.php?ref=7303-AISM-5898 SteamVR Dashboard Documentation]</ref>
 
'''[[SteamVR Desktop Theater Mode]]''' allows users to play non-VR Steam games in VR on a large virtual home theater screen. This feature makes the entire Steam library accessible in VR, even if the games themselves weren't designed for virtual reality.<ref name="theater-mode">[https://support.steampowered.com/kb_article.php?ref=8082-GHXN-2968 SteamVR Desktop Theater Mode]</ref>
 
'''[[SteamVR Home]]''' serves as both a customizable virtual environment and a social hub for SteamVR users. Users can collect and display [[SteamVR Collectibles]] earned through achievements in VR games or purchased through the Steam marketplace.


'''[[SteamVR Desktop Theater Mode]]''' - Play non-VR Steam games in VR on a large virtual home theatre.
'''[[SteamVR Media Player]]''' enables users to view videos and images in VR, with support for 360-degree and 3D content.<ref name="media-player">[https://steamcommunity.com/games/250820/announcements/detail/1696059027982397543 SteamVR Media Player Announcement]</ref>
 
'''[[Advanced Camera Settings]]''' on compatible headsets provide options for passthrough camera functionality, including reality overlay modes that blend the virtual and real worlds for mixed reality experiences.<ref name="camera-settings">[https://support.steampowered.com/kb_article.php?ref=8569-RPGE-9437 SteamVR Camera Settings]</ref>
 
'''[[Steam Link for VR]]''' - Official Wi-Fi streaming app (Quest 2/3/Pro) released November 2023, allowing wireless streaming of SteamVR content to Meta Quest devices.<ref name="steam-link">[https://www.roadtovr.com/valve-launches-steam-link-on-meta-quest/ Road to VR: Valve Launches Steam Link on Meta Quest]</ref>


==History==
==History==
'''March 1, 2015''' - SteamVR and HTC Vive were officially announced on March 1, 2015 in World Mobile Conference.
'''March 1, 2015''' - SteamVR and HTC Vive were officially announced on March 1, 2015 in World Mobile Conference in Barcelona, Spain.<ref name="announce-date">[https://www.roadtovr.com/valve-htc-announce-vive-vr-headset-powered-by-steamvr-shipping-this-year/ Road to VR: Valve and HTC Announce Vive VR Headset]</ref>
 
'''March 2 - 6, 2015''' - SteamVR and HTC Vive were showcased first time to the public at the Game Developers Conference (GDC) in San Francisco.<ref name="first-showcase">[https://www.theverge.com/2015/3/4/8150057/valve-steamvr-htc-vive-video-demo The Verge: Experiencing the HTC Vive at GDC 2015]</ref>
 
'''April 21, 2015''' - Sign-ups for the Developer Edition of HTC Vive began.<ref name="dev-signup">[https://steamcommunity.com/games/250820/announcements/detail/114686695887948313 Steam Community: HTC Vive Developer Edition Application]</ref>
 
'''April 30, 2015''' - [[OpenVR]] SDK was released, allowing developers to begin creating content for SteamVR.<ref name="openvr-release">[https://github.com/ValveSoftware/openvr/releases/tag/v0.9.1 OpenVR v0.9.1 Release]</ref>
 
'''June 5, 2015''' - HTC Vive Developer Editions (HTC Vive DK1) began shipping to developers selected by Valve.<ref name="dk1-shipping">[https://www.polygon.com/2015/6/4/8729097/valve-vr-developer-kit-htc-vive Polygon: Valve begins sending HTC Vive Developer Kits to selected developers]</ref>
 
'''January 5, 2016''' - HTC Vive Pre (HTC Vive DK2) was announced at CES 2016. 7000 of the HMD will ship to select developers in Q1 2016.<ref name="vive-pre-announce">[https://www.engadget.com/2016-01-05-htc-vive-pre-second-generation-developer-kit.html Engadget: HTC Vive Pre is a redesigned VR headset for developers]</ref>
 
'''February 11, 2016''' - SteamVR introduces [[Direct Mode]], allows the display driver to render to the HMD directly, improving performance and reducing latency.<ref name="direct-mode">[https://steamcommunity.com/app/250820/discussions/0/492378265884093631/ Steam Community: Direct Mode Implementation]</ref>
 
'''February 29, 2016''' - HTC Vive CV1 pre-orders begin.<ref name="cv1-preorder">[https://blog.vive.com/us/2016/02/29/introducing-the-consumer-edition/ HTC Vive Blog: Introducing the Consumer Edition]</ref>
 
'''April 5, 2016''' - HTC Vive CV1 is officially released to consumers.<ref name="cv1-release">[https://www.theverge.com/2016/4/5/11358630/htc-vive-vr-review The Verge: HTC Vive Review]</ref>
 
'''June 17 2016''' - SteamVR supports [[Oculus Touch]] [[controllers]], dual [[Constellation sensors]] and [[Room-scale VR]] with [[Oculus Rift]].<ref name="oculus-support">[https://steamcommunity.com/games/250820/announcements/detail/612823460253865429 Steam Community: SteamVR adds Oculus Touch support]</ref>
 
'''November 9, 2016''' - The SteamVR Developer Hardware Grant Program was announced, providing free VR hardware to qualified developers.<ref name="dev-grant">[https://steamcommunity.com/games/250820/announcements/detail/289751074098300757 Steam Community: SteamVR Developer Hardware Grant Program]</ref>
 
'''June 9, 2017''' - Valve announced the development of new SteamVR Tracking 2.0 base stations with improved capabilities and support for larger play areas.<ref name="tracking2">[https://www.roadtovr.com/valve-reveals-new-steamvr-tracking-tech-base-station-to-ship-with-next-generation-of-vr-headsets/ Road to VR: Valve Reveals New SteamVR Tracking 2.0 Base Station]</ref>
 
'''April 5, 2018''' - HTC Vive Pro was released, offering higher resolution displays and improved ergonomics.<ref name="vive-pro-release">[https://www.vive.com/us/newsroom/2018-04-05-viveport/ HTC Newsroom: VIVE Pro Now Shipping]</ref>
 
'''April 30, 2019''' - Valve announced the Valve Index, its own SteamVR headset and controllers.<ref name="index-announce">[https://www.valvesoftware.com/en/index/announce Valve Index Announcement]</ref>
 
'''June 28, 2019''' - Valve Index began shipping to customers.<ref name="index-shipping">[https://www.roadtovr.com/valve-index-shipping-today/ Road to VR: Valve Index Now Shipping]</ref>
 
'''October 3, 2019''' - HTC released the Vive Cosmos, featuring inside-out tracking without the need for external base stations.<ref name="cosmos-release">[https://www.vive.com/us/product/vive-cosmos/overview/ HTC VIVE Cosmos Released]</ref>
 
'''March 23, 2020''' - Valve released [[Half-Life: Alyx]], a flagship VR game designed specifically for SteamVR, showcasing the platform's capabilities.<ref name="alyx-release">[https://www.half-life.com/en/alyx/ Half-Life: Alyx Official Website]</ref>


'''March 2 - 6, 2015''' - SteamVR and HTC Vive were showcased first time to the public.
'''May 1, 2020''' - SteamVR ended support for macOS.<ref name="macos-end">[https://9to5mac.com/2020/05/01/valves-steamvr-ends-support-for-macos/ 9to5Mac: Valve's SteamVR ends support for macOS]</ref>


'''April 21, 2015''' - Sign-ups for the Developer Edition of HTC Vive began.
'''December 16, 2021''' - SteamVR introduced [[OpenXR]] support, allowing developers to build applications that work across multiple VR platforms with minimal changes.<ref name="openxr">[https://steamcommunity.com/games/250820/announcements/detail/3131689764662886553 Steam Community: SteamVR OpenXR Support]</ref>


'''April 30, 2015''' - [[OpenVR]] SDK was released.
'''October 25, 2023''' - '''SteamVR 2.0''' public release, unifying UI with [[Steam Deck]].<ref name="steamvr2-release">[https://www.theverge.com/valve-officially-releases-steamvr-2-0 The Verge: Valve officially releases SteamVR 2.0]</ref>


'''June 5, 2015''' - HTC Vive Developer Editions (HTC Vive DK1) began shipping to developers selected by Valve.
'''November 30, 2023''' - Valve released Steam Link for Meta Quest, enabling official wireless streaming.<ref name="steam-link-release">[https://www.roadtovr.com/valve-launches-steam-link-on-meta-quest/ Road to VR: Valve Launches Steam Link on Meta Quest]</ref>


'''January 5, 2016''' - HTC Vive Pre (HTC Vive DK2) was announced. 7000 of the HMD will ship to select developers in Q1 2016.
==Competitors==
SteamVR competes with several other VR platforms in the market:


'''February 11, 2016''' - SteamVR introduces [[Direct Mode]], allows the display driver to render to the HMD directly.
'''[[Oculus Platform]]''' (now [[Meta Quest Platform]]) - Developed by Facebook (now Meta), the Oculus platform is SteamVR's primary competitor. It offers its own store, SDK, and exclusive content for Oculus devices.<ref name="oculus-platform">[https://developer.oculus.com/documentation/native/pc/dg-platform-intro/ Oculus Platform Documentation]</ref>


'''February 29, 2016''' - HTC Vive CV1 pre-orders begin.
'''[[Windows Mixed Reality]]''' - Microsoft's VR/AR platform integrates with Windows 10 and offers its own portal for VR content, though many WMR headsets are also compatible with SteamVR.<ref name="wmr-platform">[https://docs.microsoft.com/en-us/windows/mixed-reality/ Windows Mixed Reality Documentation]</ref>


'''April 5, 2016''' - HTC Vive CV1 is officially released.
'''[[PlayStation VR]]''' - Sony's VR platform for PlayStation consoles operates in a closed ecosystem with exclusive titles.<ref name="psvr">[https://www.playstation.com/en-us/ps-vr/ PlayStation VR Official Page]</ref>


'''[[VIVEPORT]]''' - While compatible with SteamVR, HTC's VIVEPORT is a separate store and subscription service for VR content.<ref name="viveport">[https://www.viveport.com/ VIVEPORT Official Website]</ref>


==References==
<references/>


[[Category:Platforms]] [[Category:Virtual Reality Platforms]]
[[Category:Platforms]] [[Category:Virtual Reality Platforms]]

Latest revision as of 04:23, 29 April 2025

SteamVR
Information
Type Virtual Reality
Subtype VR Runtime
Creator Valve Corporation
Developer Valve Corporation
Devices HTC Vive, Valve Index, Windows Mixed Reality headsets, Oculus Rift, Oculus Rift S, VIVE Pro, VIVE Cosmos, Pimax
Accessories SteamVR Controllers, Valve Index Controllers, VIVE Trackers, Base Stations
Release Date April 5, 2016 (with HTC Vive)
Price Free (platform), hardware prices vary
Website SteamVR

SteamVR is a Virtual Reality Platform developed by Valve Corporation as an extension of the Steam digital distribution platform. SteamVR offers a 360-degree, room-scale VR experience, allowing users to fully immerse themselves in virtual environments. It was officially announced on March 1, 2015, during the Mobile World Congress. Valve partnered with HTC to release SteamVR's first device, the HTC Vive, a VR HMD similar to Oculus Rift. Unlike early Oculus implementations, SteamVR features a holodeck-like experience, allowing users to move and position themselves freely within a defined physical space.[1]

As a platform, SteamVR supports various VR headsets beyond its own ecosystem, including Oculus devices, Windows Mixed Reality headsets, and others, making it one of the most versatile and hardware-agnostic VR platforms available. This cross-compatibility has helped establish SteamVR as a central hub for VR gaming and applications.[2]

System Overview

SteamVR consists of several key components that work together to create a comprehensive virtual reality platform:

Runtime

The SteamVR Runtime is the core software that powers the SteamVR experience. It acts as the central background process that manages communication between VR hardware (HMDs, controllers, trackers, base stations), VR applications, and the Steam client. The runtime is responsible for tracking, rendering, device detection, pose updates, input processing, and managing the overall VR experience for users.[3] [4]

Compositor

The Compositor is a critical component of SteamVR responsible for taking rendered images from VR applications and displaying them correctly on the HMD. It handles essential functions including:

  • Lens distortion correction
  • Chromatic aberration correction
  • Reprojection techniques (like Motion Smoothing) to maintain smooth visuals even when applications drop frames
  • Rendering overlays such as the Chaperone boundary system and SteamVR Dashboard
  • Final image compositing and presentation to the headset display[4]

OpenVR SDK

OpenVR is an API and SDK developed by Valve that serves as the interface between VR hardware and software applications. It allows developers to create VR content that works across different VR systems without needing to develop separately for each hardware platform.[5]

While OpenVR was initially the primary SDK for SteamVR development, Valve now also provides full support for OpenXR, an open, royalty-free standard from the Khronos Group designed to provide universal access to VR and AR hardware across platforms.[6]

VR Dashboard

The VR Dashboard is an in-VR interface, accessible via a button press on the controller, that allows users to interact with Steam, launch applications, adjust settings, view their desktop, and manage VR sessions without removing the headset.[7]

Tracking System

SteamVR utilizes the Lighthouse tracking system, which provides high-precision, low-latency positional tracking for VR headsets and controllers. This system enables the platform's signature room-scale VR capability.

Devices

SteamVR supports a wide array of VR headsets, ensuring compatibility across platforms and manufacturers:

HTC Vive

The HTC Vive (also known as VCV1) was SteamVR's first commercial product. Pre-orders for the device began on February 29, 2016, with units shipping on April 5, 2016. The HTC Vive was one of the first consumer VR systems to offer room-scale VR with 6 degrees of freedom (6DOF) motion tracking.[8]

The original HTC Vive features:

  • Dual OLED displays with a combined resolution of 2160×1200 (1080×1200 per eye)
  • 90 Hz refresh rate
  • 110-degree field of view
  • Integrated microphone and audio output
  • Front-facing camera for mixed reality applications
  • SteamVR tracking 1.0 via external base stations

HTC Vive Developer Editions

HTC Vive DK1 (or VDK1) was SteamVR's first development kit. This HMD was a partnership between Valve and HTC. It was announced on March 1, 2015, and showcased during the Game Developers Conference (GDC) 2015 between March 2-6. When paired with two SteamVR Base Stations and two SteamVR Controllers, the HTC Vive DK1 could accurately track the position and movements of the user's head and hands within a 15 by 15 feet space.[9]

HTC Vive Pre (or VDK2) was SteamVR's second development kit. It improved upon the 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.[10]

Valve Index

The Valve Index is a high-end VR headset released by Valve on June 28, 2019. It represents Valve's first self-branded VR hardware and incorporates several technological advancements over previous SteamVR-compatible headsets.[11]

Key features of the Valve Index include:

  • Dual LCD displays with a combined resolution of 2880×1600 (1440×1600 per eye)
  • Adjustable refresh rate (80Hz, 90Hz, 120Hz, and experimental 144Hz modes)
  • Wider 130-degree field of view
  • Reduced pixel persistence for clearer images during motion
  • Off-ear audio speakers for improved audio immersion
  • Advanced controllers (known as "Knuckles" during development) with individual finger tracking
  • Compatibility with existing SteamVR 1.0 and 2.0 base stations

HTC Vive Pro

The HTC Vive Pro is an upgraded version of the original HTC Vive, released on April 5, 2018. It offers several improvements over its predecessor, including higher resolution displays, integrated headphones with 3D spatial audio, and a more comfortable design.[12]

Key features include:

  • Dual AMOLED displays with a combined resolution of 2880×1600 (1440×1600 per eye)
  • 90 Hz refresh rate
  • 110-degree field of view
  • Built-in headphones with spatial audio
  • Dual front-facing cameras for enhanced mixed reality
  • Improved ergonomics with better weight distribution

HTC Vive Cosmos

The HTC Vive Cosmos was released on October 3, 2019, as a successor to the original Vive. Unlike previous HTC VR headsets, the Cosmos utilizes inside-out tracking through cameras on the headset itself, rather than requiring external base stations.[13]

Key features include:

  • LCD display with a resolution of 2880×1700
  • 90 Hz refresh rate
  • Six tracking cameras for inside-out tracking
  • Flip-up visor design for easy transitioning between virtual and real worlds
  • Modular faceplate for potential upgrades and customization

Other Compatible Headsets

SteamVR supports a wide range of VR headsets beyond those developed specifically for the platform:

  • Windows Mixed Reality headsets - Including devices from HP, Samsung, Acer, and others, supported via the "Windows Mixed Reality for SteamVR" software bridge available on Steam.[16]
  • Pimax VR headsets - Wide FOV headsets compatible with SteamVR tracking.[17]
  • Varjo - Professional-grade VR headsets used in enterprise and simulation applications.

Accessories

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).[18]

There are two generations of SteamVR Base Stations:

  • Lighthouse 1.0 (launched with the original HTC Vive) - Requires two base stations with direct line of sight to each other, supporting a maximum play area of approximately 5 meters diagonally.
  • Lighthouse 2.0 (launched with Vive Pro and Valve Index) - Supports up to four base stations for larger play areas (up to 10m x 10m with four stations) and better occlusion handling. Base Station 2.0 units are only compatible with hardware featuring SteamVR Tracking 2.0 sensors (like Valve Index, Vive Pro series, Vive Controllers 2.0, Vive Trackers 2018/3.0).[19]

The technical operation of Lighthouse involves base stations emitting timed infrared laser sweeps and flashes across the play area. The headset and controllers are covered with photodiode sensors that detect these signals. By timing how long it takes for the laser sweeps to hit each sensor, the system can calculate the precise position and orientation of the devices with sub-millimeter accuracy.[20]

Input Devices

SteamVR Controllers (often called Vive Wands) are the original motion controllers that shipped with the HTC Vive. These wireless controllers look like a pair of wands with sensors on top. Each hand holds one of the two wireless controllers. Each controller has a trigger and circular haptic trackpad. The sensors allow the controllers to be tracked by the SteamVR Base Stations in the same way as the HMD. The controllers are tracked with very high precision and low latency.[21]

The sensors on the controllers are photodiodes that work with the Lighthouse tracking system to determine their precise position and orientation in 3D space.

Valve Index Controllers (previously known as Knuckles during development) are advanced VR controllers developed by Valve for use with SteamVR. Released alongside the Valve Index headset in 2019, these controllers feature:[22]

  • Individual finger tracking via capacitive sensors
  • Pressure-sensitive grips for natural grabbing motions
  • Traditional buttons, triggers, and thumbsticks
  • The ability to release the controller completely while still having it attached to the hand via adjustable straps
  • Compatibility with any SteamVR-tracked headset

VIVE Trackers are puck-shaped devices that can be attached to physical objects to track them in VR. They use the same Lighthouse tracking technology as the headsets and controllers, allowing developers and users to bring real-world objects into the virtual space. Common applications include:[23]

  • Full-body tracking (by attaching trackers to the feet and waist)
  • Prop tracking for simulators (such as racing wheels or sports equipment)
  • Motion capture for animation
  • Integration of specialized controllers for specific applications

Apps

SteamVR Home

SteamVR Home is a customizable virtual environment that serves as the default starting point for SteamVR users. It features:[24]

  • Customizable environments and avatars
  • Social features allowing users to visit friends' spaces
  • Mini-games and interactive elements
  • SteamVR Collectibles that can be earned through achievements in VR games or purchased through the Steam marketplace

Notable SteamVR Applications

Some of the most popular and influential applications on the SteamVR platform include:

  • Half-Life: Alyx - Valve's flagship VR game set in the Half-Life universe
  • Beat Saber - A rhythm game where players slice blocks with virtual lightsabers
  • VRChat - A social VR platform allowing users to interact with others using custom avatars
  • SUPERHOT VR - A unique time-manipulation shooter
  • The Lab - Valve's collection of VR experiments and mini-games
  • Job Simulator - A humorous simulation game that was a launch title for the HTC Vive
  • Tilt Brush - A 3D painting application for creating art in virtual space

Developer Tools

OpenVR API

OpenVR API is the programming interface that allows developers to integrate SteamVR support into their applications. It provides access to tracking data, input from controllers, display output, and other VR-specific features. While still supported, Valve is encouraging developers to transition to OpenXR.[25]

OpenXR Support

SteamVR is a fully compliant OpenXR runtime. OpenXR is an open, royalty-free standard from the Khronos Group designed to provide universal access to VR and AR hardware and software platforms. Developing with OpenXR allows applications to run across different VR runtimes (like SteamVR, Oculus, WMR) with less porting effort. Valve actively supports and contributes to OpenXR development.[6]

SteamVR Unity Plugin

The SteamVR Unity Plugin provides tools and components for developing VR applications in the Unity game engine. It includes prefabs for common VR interactions, a camera rig for proper VR rendering, input handling for controllers, and integration with OpenVR.[26]

SteamVR Input System

The SteamVR Input System allows developers to define actions rather than specific button mappings, making it easier to support multiple controller types. It also gives users the ability to customize control schemes to their preference, improving accessibility.[27]

SteamVR Skeletal Input

SteamVR Skeletal Input provides access to hand pose data for more natural interactions in VR applications, enabling developers to implement realistic hand animations and gestures.[28]

Steam Workshop

The Steam Workshop integration allows users and developers to share custom home environments, props, avatar skins, and controller bindings, fostering a creative community around SteamVR Home.[29]

Technology

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. It was developed by Alan Yates, a Valve engineer, and represents one of the most accurate consumer-grade tracking systems available.[30]

Chaperone

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.[31]

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.

The Chaperone system can be customized through the SteamVR settings, allowing users to adjust:

  • The color and opacity of the boundary grid
  • The activation distance (how close to the boundary the grid appears)
  • Floor boundary visibility
  • Camera passthrough integration for seeing the real world when near boundaries

Rendering

SteamVR uses several advanced rendering techniques to ensure smooth, low-latency visuals:

Asynchronous Reprojection is a technique that helps maintain frame rate in demanding VR applications. When an application cannot render at the target frame rate (typically 90Hz), asynchronous reprojection generates intermediate frames based on head movement to smooth out the experience.[32]

Motion Smoothing is an advanced version of reprojection introduced in later SteamVR updates. It uses motion vectors to create more accurate intermediate frames, resulting in smoother motion during performance dips. When Motion Smoothing is active, the application renders at half frame rate (for example 45 FPS for a 90Hz display), and SteamVR synthesizes every other frame based on motion estimation from previous frames.[33]

Direct Mode

Direct Mode optimizes the display pipeline by treating the HMD as a dedicated monitor, reducing latency and improving compatibility. This allows the display driver to render directly to the HMD, bypassing OS-level compositor latency.[34]

Supersampling

Supersampling allows rendering at higher resolutions for improved image quality on capable hardware. Users can adjust this setting globally or per application based on their GPU performance.[35]

Features

Dashboard is the Steam overlay for VR Apps. It provides access to friends lists, the Steam store, system settings, and application switching without removing the headset. The Dashboard appears as a virtual panel that users can interact with using their controllers.[36]

SteamVR Desktop Theater Mode allows users to play non-VR Steam games in VR on a large virtual home theater screen. This feature makes the entire Steam library accessible in VR, even if the games themselves weren't designed for virtual reality.[37]

SteamVR Home serves as both a customizable virtual environment and a social hub for SteamVR users. Users can collect and display SteamVR Collectibles earned through achievements in VR games or purchased through the Steam marketplace.

SteamVR Media Player enables users to view videos and images in VR, with support for 360-degree and 3D content.[38]

Advanced Camera Settings on compatible headsets provide options for passthrough camera functionality, including reality overlay modes that blend the virtual and real worlds for mixed reality experiences.[39]

Steam Link for VR - Official Wi-Fi streaming app (Quest 2/3/Pro) released November 2023, allowing wireless streaming of SteamVR content to Meta Quest devices.[40]

History

March 1, 2015 - SteamVR and HTC Vive were officially announced on March 1, 2015 in World Mobile Conference in Barcelona, Spain.[41]

March 2 - 6, 2015 - SteamVR and HTC Vive were showcased first time to the public at the Game Developers Conference (GDC) in San Francisco.[42]

April 21, 2015 - Sign-ups for the Developer Edition of HTC Vive began.[43]

April 30, 2015 - OpenVR SDK was released, allowing developers to begin creating content for SteamVR.[44]

June 5, 2015 - HTC Vive Developer Editions (HTC Vive DK1) began shipping to developers selected by Valve.[45]

January 5, 2016 - HTC Vive Pre (HTC Vive DK2) was announced at CES 2016. 7000 of the HMD will ship to select developers in Q1 2016.[46]

February 11, 2016 - SteamVR introduces Direct Mode, allows the display driver to render to the HMD directly, improving performance and reducing latency.[34]

February 29, 2016 - HTC Vive CV1 pre-orders begin.[47]

April 5, 2016 - HTC Vive CV1 is officially released to consumers.[48]

June 17 2016 - SteamVR supports Oculus Touch controllers, dual Constellation sensors and Room-scale VR with Oculus Rift.[49]

November 9, 2016 - The SteamVR Developer Hardware Grant Program was announced, providing free VR hardware to qualified developers.[50]

June 9, 2017 - Valve announced the development of new SteamVR Tracking 2.0 base stations with improved capabilities and support for larger play areas.[51]

April 5, 2018 - HTC Vive Pro was released, offering higher resolution displays and improved ergonomics.[52]

April 30, 2019 - Valve announced the Valve Index, its own SteamVR headset and controllers.[53]

June 28, 2019 - Valve Index began shipping to customers.[54]

October 3, 2019 - HTC released the Vive Cosmos, featuring inside-out tracking without the need for external base stations.[55]

March 23, 2020 - Valve released Half-Life: Alyx, a flagship VR game designed specifically for SteamVR, showcasing the platform's capabilities.[56]

May 1, 2020 - SteamVR ended support for macOS.[57]

December 16, 2021 - SteamVR introduced OpenXR support, allowing developers to build applications that work across multiple VR platforms with minimal changes.[58]

October 25, 2023 - SteamVR 2.0 public release, unifying UI with Steam Deck.[59]

November 30, 2023 - Valve released Steam Link for Meta Quest, enabling official wireless streaming.[60]

Competitors

SteamVR competes with several other VR platforms in the market:

Oculus Platform (now Meta Quest Platform) - Developed by Facebook (now Meta), the Oculus platform is SteamVR's primary competitor. It offers its own store, SDK, and exclusive content for Oculus devices.[61]

Windows Mixed Reality - Microsoft's VR/AR platform integrates with Windows 10 and offers its own portal for VR content, though many WMR headsets are also compatible with SteamVR.[62]

PlayStation VR - Sony's VR platform for PlayStation consoles operates in a closed ecosystem with exclusive titles.[63]

VIVEPORT - While compatible with SteamVR, HTC's VIVEPORT is a separate store and subscription service for VR content.[64]

References

  1. Road to VR: Valve and HTC Announce Vive VR Headset Powered by SteamVR, Shipping This Year
  2. SteamVR on Steam - Supporting Various VR Headsets
  3. Valve Developer Documentation: SteamVR Overview
  4. 4.0 4.1 Steam Developer Community Wiki: SteamVR Concepts - Runtime
  5. OpenVR GitHub Repository
  6. 6.0 6.1 Steam Community: SteamVR is now officially OpenXR conformant
  7. RoadToVR: SteamVR Update Brings Major Dashboard Overhaul & New Features
  8. HTC VIVE Official Website
  9. Road to VR: Valve Reveals Details for HTC Vive Dev Kit Participation
  10. Engadget: HTC Vive Pre is a redesigned VR headset for developers
  11. Valve Index Official Page
  12. HTC VIVE Pro Official Page
  13. HTC VIVE Cosmos Official Page
  14. RoadToVR: How To Use Oculus Rift With SteamVR
  15. Steam Store: Windows Mixed Reality for SteamVR
  16. Pimax Official Website (features SteamVR compatibility)
  17. Valve Index Base Stations Technology Overview
  18. HTC Vive Support: What is the difference between Base Stations 1.0 and 2.0?
  19. YouTube: Alan Yates (Valve) Explains Lighthouse Tracking
  20. HTC VIVE Controllers
  21. Valve Index Controllers Official Page
  22. HTC VIVE Tracker
  23. SteamVR Home on Steam
  24. OpenVR API Documentation
  25. SteamVR Unity Plugin Documentation
  26. SteamVR Input System Documentation
  27. SteamVR Skeletal Input Documentation
  28. SteamVR Workshop
  29. Valve Index Base Stations
  30. SteamVR Chaperone Documentation
  31. Valve Developer Community: SteamVR Frame Timing
  32. SteamVR Motion Smoothing Announcement
  33. 34.0 34.1 Steam Community: Direct Mode Implementation
  34. SteamVR Supersampling Documentation
  35. SteamVR Dashboard Documentation
  36. SteamVR Desktop Theater Mode
  37. SteamVR Media Player Announcement
  38. SteamVR Camera Settings
  39. Road to VR: Valve and HTC Announce Vive VR Headset
  40. The Verge: Experiencing the HTC Vive at GDC 2015
  41. Steam Community: HTC Vive Developer Edition Application
  42. OpenVR v0.9.1 Release
  43. Polygon: Valve begins sending HTC Vive Developer Kits to selected developers
  44. Engadget: HTC Vive Pre is a redesigned VR headset for developers
  45. HTC Vive Blog: Introducing the Consumer Edition
  46. The Verge: HTC Vive Review
  47. Steam Community: SteamVR adds Oculus Touch support
  48. Steam Community: SteamVR Developer Hardware Grant Program
  49. Road to VR: Valve Reveals New SteamVR Tracking 2.0 Base Station
  50. HTC Newsroom: VIVE Pro Now Shipping
  51. Valve Index Announcement
  52. Road to VR: Valve Index Now Shipping
  53. HTC VIVE Cosmos Released
  54. Half-Life: Alyx Official Website
  55. 9to5Mac: Valve's SteamVR ends support for macOS
  56. Steam Community: SteamVR OpenXR Support
  57. The Verge: Valve officially releases SteamVR 2.0
  58. Oculus Platform Documentation
  59. Windows Mixed Reality Documentation
  60. PlayStation VR Official Page
  61. VIVEPORT Official Website