SteamVR: Difference between revisions
Appearance
Xinreality (talk | contribs) No edit summary |
Xinreality (talk | contribs) No edit summary |
||
(3 intermediate revisions by the same user not shown) | |||
Line 12: | Line 12: | ||
|Website=[http://steamvr.com/ SteamVR] | |Website=[http://steamvr.com/ 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 [[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/ | [[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/htc-vive-steam-vr-headset-available-to-developers-in-spring/ Road to VR – ‘‘HTC ‘Vive’ SteamVR Headset Available to Developers in Spring’’ (Mar 1 2015)]</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> | 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> | ||
Line 57: | Line 57: | ||
===HTC Vive Developer Editions=== | ===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.<ref name="vive-dk1">[https://www.roadtovr.com/ | '''[[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/htc-vive-developer-edition-signups-open-steamvr-free-selected-devs-not-for-sale/ Road to VR – ‘‘HTC Vive Developer Edition Sign‑ups Now Open’’ (Apr 21 2015)]</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- | '''[[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-virtual-reality-chaperone.html Engadget – ‘‘HTC’s Vive Pre adds a front‑facing camera for mixed reality’’ (Jan 5 2016)]</ref> | ||
===Valve Index=== | ===Valve Index=== | ||
Line 113: | Line 113: | ||
There are two generations of SteamVR Base Stations: | 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 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/ | * '''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-pro2/category_howto/can-different-versions-of-base-stations-be-used.html HTC Vive Support: Can Different Versions of Base Stations Be Used?]</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> | 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> | ||
Line 167: | Line 167: | ||
===SteamVR Skeletal Input=== | ===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 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://github.com/ValveSoftware/openvr/wiki/SteamVR-Skeletal-Input SteamVR Skeletal Input Documentation – ValveSoftware/openvr Wiki]</ref> | ||
===Steam Workshop=== | ===Steam Workshop=== | ||
Line 192: | Line 192: | ||
'''[[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> | '''[[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 ( | '''[[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=== | ||
Line 198: | Line 198: | ||
===Supersampling=== | ===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:// | '''[[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://www.roadtovr.com/how-to-improve-your-htc-vive-image-quality-with-supersampling-pixel-density-tweak/ Road to VR: How to Sharpen Your HTC Vive’s Visuals with Supersampling (Jun 27 2016)]</ref> | ||
==Features== | ==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.<ref name="dashboard">[https:// | '''[[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://store.steampowered.com/app/250820/SteamVR/ Steam Store: SteamVR overview - Dashboard & in‑VR overlay features].</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:// | '''[[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://developer.valvesoftware.com/wiki/SteamVR/Desktop_Game_Theater Valve Developer Community: “SteamVR/Desktop Game Theater”].</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 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. | ||
Line 209: | Line 209: | ||
'''[[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> | '''[[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:// | '''[[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://help.steampowered.com/en/wizard/HelpWithGameIssue/?appid=250820&issueid=373 Steam Support: SteamVR camera & tracking troubleshooting guide].</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- | '''[[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-launch-steam-link-meta-quest-steamvr-pc-vr/ Road to VR – ‘‘Valve Launches ‘Steam Link’ on Quest for a Direct Connection to SteamVR’’ (Nov 30 2023)]</ref> | ||
==History== | ==History== | ||
'''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. | '''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.theverge.com/2015/3/1/8127445/htc-vive-valve-vr-headset The Verge: “Valve’s VR headset is called the Vive and it’s made by HTC” (Mar 1 2015)].</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> | '''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> | ||
Line 224: | Line 224: | ||
'''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> | '''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:// | '''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://time.com/4167586/htc-vive-ces-2016-virtual-reality/ TIME: “HTC’s Virtual Reality Headset Just Got Even Better” (Jan 5 2016)].</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 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> | ||
Line 236: | Line 236: | ||
'''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> | '''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/ | '''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/steamvr-tracking-2-0-will-support-33x33-foot-playspaces-with-4-base-stations/ Road to VR – ‘‘SteamVR Tracking 2.0 Will Support 33 × 33 ft Playspaces’’ (Jan 9 2017)]</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 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> | ||
Line 252: | Line 252: | ||
'''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> | '''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> | ||
'''October 25, 2023''' - '''SteamVR 2.0''' public release, unifying UI with [[Steam Deck]].<ref name="steamvr2-release">[https://www.theverge.com/valve | '''October 25, 2023''' - '''SteamVR 2.0''' public release, unifying UI with [[Steam Deck]].<ref name="steamvr2-release">[https://www.theverge.com/2023/10/25/23932715/valve-steamvr-2-0 The Verge – ‘‘Valve officially releases SteamVR 2.0’’ (Oct 25 2023)]</ref> | ||
'''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> | '''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> |