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{{Platform Infobox | {{Platform Infobox | ||
|image={{#ev:youtube|qYfNzhLXYGc|350}} | |image={{#ev:youtube|qYfNzhLXYGc|350}} | ||
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|Developer=[[Valve]] | |Developer=[[Valve]] | ||
|Manufacturer= | |Manufacturer= | ||
|Devices=[[HTC Vive]] | |Devices=[[HTC Vive]], [[Valve Index]], [[Windows Mixed Reality]] headsets, [[Oculus Rift]], [[Oculus Rift S]], [[VIVE Pro]], [[VIVE Cosmos]] | ||
|Accessories=[[SteamVR Controllers]] | |Accessories=[[SteamVR Controllers]], [[Valve Index Controllers]], [[VIVE Trackers]] | ||
|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 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 handles the communication between VR hardware, the [[OpenVR API]], and VR applications. The runtime is responsible for tracking, rendering, 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> | |||
### 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> | |||
### 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 | |||
### 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.<ref name="htc-vive">[https://www.htc.com/us/virtual-reality/ HTC VIVE Official Website]</ref> | |||
'''[[ | |||
=== | The original HTC Vive features: | ||
'''[[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. | * 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.<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: | |||
* '''[[Oculus Rift]]''' and '''[[Oculus Rift S]]''' - Full support through the Oculus SDK and SteamVR integration | |||
* '''[[Windows Mixed Reality]]''' headsets - Including devices from HP, Samsung, Acer, and others | |||
* '''[[Pimax]]''' VR headsets - Wide FOV headsets compatible with SteamVR tracking | |||
* '''[[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).<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 | |||
* '''Lighthouse 2.0''' (launched with Vive Pro and Valve Index) - Supports up to four base stations for larger play areas and better occlusion handling | |||
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. | |||
### 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 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.<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 | |||
'''[[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 | |||
## 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 | |||
## 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.<ref name="openvr-api">[https://github.com/ValveSoftware/openvr/wiki/API-Documentation OpenVR API Documentation]</ref> | |||
### 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> | |||
## 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.<ref name="lighthouse-tech">[https://www.valvesoftware.com/en/index/base-stations Valve Index Base Stations]</ref> | |||
### 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.<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. | ||
==Features== | 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.<ref name="motion-smoothing">[https://steamcommunity.com/games/250820/announcements/detail/1705078594290082077 SteamVR Motion Smoothing Announcement]</ref> | |||
## 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://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 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> | |||
## 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.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> | ||
''' | '''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> | ||
## 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.<ref name="oculus-platform">[https://developer.oculus.com/documentation/native/pc/dg-platform-intro/ Oculus Platform Documentation]</ref> | ||
''' | '''[[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> | ||
''' | '''[[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]] |