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|Website=[http://steamvr.com/ SteamVR] | |Website=[http://steamvr.com/ SteamVR] | ||
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[[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> | [[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> | 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 == | ==System Overview== | ||
SteamVR consists of several key components that work together to create a comprehensive virtual reality platform: | SteamVR consists of several key components that work together to create a comprehensive virtual reality platform: | ||
=== Runtime === | ===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> | 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 === | ===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: | 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 | * Lens distortion correction | ||
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* Final image compositing and presentation to the headset display<ref name="runtime_compositor"/> | * Final image compositing and presentation to the headset display<ref name="runtime_compositor"/> | ||
=== OpenVR SDK === | ===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> | [[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> | 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 === | ===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> | 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 === | ===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. | 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 == | ==Devices== | ||
{{#ev:youtube|qYfNzhLXYGc|350|right}} | {{#ev:youtube|qYfNzhLXYGc|350|right}} | ||
SteamVR supports a wide array of VR headsets, ensuring compatibility across platforms and manufacturers: | SteamVR supports a wide array of VR headsets, ensuring compatibility across platforms and manufacturers: | ||
=== HTC Vive === | ===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 '''[[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> | ||
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* SteamVR tracking 1.0 via external base stations | * SteamVR tracking 1.0 via external base stations | ||
=== 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/valve-reveals-htc-vive-dev-kit-participation-details/ Road to VR: Valve Reveals Details for HTC Vive Dev Kit Participation]</ref> | '''[[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> | '''[[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 === | ===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> | 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> | ||
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* Compatibility with existing SteamVR 1.0 and 2.0 base stations | * Compatibility with existing SteamVR 1.0 and 2.0 base stations | ||
=== HTC Vive Pro === | ===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> | 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> | ||
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* Improved ergonomics with better weight distribution | * Improved ergonomics with better weight distribution | ||
=== HTC Vive Cosmos === | ===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> | 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> | ||
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* Modular faceplate for potential upgrades and customization | * Modular faceplate for potential upgrades and customization | ||
=== Other Compatible Headsets === | ===Other Compatible Headsets=== | ||
SteamVR supports a wide range of VR headsets beyond those developed specifically for the platform: | SteamVR supports a wide range of VR headsets beyond those developed specifically for the platform: | ||
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* '''[[Varjo]]''' - Professional-grade VR headsets used in enterprise and simulation applications. | * '''[[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).<ref name="lighthouse-tracking">[https://www.valvesoftware.com/en/index/base-stations Valve Index Base Stations Technology Overview]</ref> | '''[[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> | ||
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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> | ||
=== Input Devices === | ===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.<ref name="vive-controllers">[https://www.vive.com/us/accessory/controller/ HTC VIVE Controllers]</ref> | '''[[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> | ||
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* Integration of specialized controllers for specific applications | * Integration of specialized controllers for specific applications | ||
== Apps == | ==Apps== | ||
===SteamVR Home=== | |||
=== 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> | '''[[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 | * Customizable environments and avatars | ||
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* [[SteamVR Collectibles]] that can be earned through achievements in VR games or purchased through the Steam marketplace | * [[SteamVR Collectibles]] that can be earned through achievements in VR games or purchased through the Steam marketplace | ||
=== Notable SteamVR Applications === | ===Notable SteamVR Applications=== | ||
Some of the most popular and influential applications on the SteamVR platform include: | 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 | * '''[[Half-Life: Alyx]]''' - Valve's flagship VR game set in the Half-Life universe | ||
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* '''[[Tilt Brush]]''' - A 3D painting application for creating art in virtual space | * '''[[Tilt Brush]]''' - A 3D painting application for creating art in virtual space | ||
== Developer Tools == | ==Developer Tools== | ||
===OpenVR API=== | |||
=== 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> | '''[[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 === | ===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 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 === | ===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> | 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 === | ===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> | 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=== | ||
'''[[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> | '''[[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 === | ===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> | 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. 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> | '''[[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.<ref name="chaperone-system">[https://support.steampowered.com/kb_article.php?ref=6281-TOKV-4722 SteamVR Chaperone Documentation]</ref> | '''[[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> | ||
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* Camera passthrough integration for seeing the real world when near boundaries | * Camera passthrough integration for seeing the real world when near boundaries | ||
=== Rendering === | ===Rendering=== | ||
SteamVR uses several advanced rendering techniques to ensure smooth, low-latency visuals: | SteamVR uses several advanced rendering techniques to ensure smooth, low-latency visuals: | ||
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'''[[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 (e.g., 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> | '''[[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 (e.g., 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=== | ||
'''[[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> | '''[[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=== | ||
'''[[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> | '''[[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]]''' 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> | '''[[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> | ||
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'''[[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> | '''[[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 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 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> | ||
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'''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> | ||
== Competitors == | ==Competitors== | ||
SteamVR competes with several other VR platforms in the market: | SteamVR competes with several other VR platforms in the market: | ||
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'''[[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> | '''[[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/> | <references/> | ||
[[Category:Platforms]] [[Category:Virtual Reality Platforms]] | [[Category:Platforms]] [[Category:Virtual Reality Platforms]] |