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[[File:SteamVRLogo.jpg|thumb|SteamVR logo]]
{{Platform Infobox
'''SteamVR''' is a [[virtual reality]] hardware and software platform developed by Valve, with a focus on allowing "room-scale" experiences using [[positional tracking]] base stations.<ref name="cnet vr">{{cite web |url=http://www.cnet.com/news/htc-vive-valve-the-lab-steamvr-desktop-theater-mode-gdc-2016/ |title=Valve's 'Lab' and desktop theater mode could be the perfect introduction to virtual reality (hands-on) |work=[[CNet]] |date=March 16, 2016 |access-date=March 17, 2016 |first=Sean |last=Hollister |url-status=live |archive-url=https://web.archive.org/web/20160317011947/http://www.cnet.com/news/htc-vive-valve-the-lab-steamvr-desktop-theater-mode-gdc-2016/ |archive-date=March 17, 2016}}</ref>
|image={{#ev:youtube|qYfNzhLXYGc|350}}
|Type=[[Virtual Reality]]
|Subtype=[[Head-mounted Display]]
|Creator=
|Developer=[[Valve]]
|Manufacturer=
|Devices=[[HTC Vive]]
|Accessories=[[SteamVR Controllers]]
|Release Date=
|Price=
|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 was first introduced for the [[Oculus Rift]] headset in 2014,<ref>{{cite web |url=http://www.pcgamer.com/valve-launch-steam-vr-beta-ahead-of-their-dev-days-event |title=Valve Launch SteamVR Beta Ahead of Their Dev Days Event |author=Phil Savage |work=[[PC Gamer]] |date=January 13, 2014 |access-date=April 26, 2015 |url-status=live |archive-url=https://web.archive.org/web/20150502114358/http://www.pcgamer.com/valve-launch-steam-vr-beta-ahead-of-their-dev-days-event/ |archive-date=May 2, 2015}}</ref> and later expanded to support other [[virtual reality headset]]s, such as the [[HTC Vive]] and [[Valve Index]].<ref>{{Cite web |url=https://arstechnica.com/gaming/2015/03/hands-on-valvehtc-vive-opens-up-the-virtual-reality-experience/ |title=Hands-on: Valve/HTC Vive opens up the virtual reality experience |last=Orland |first=Kyle |date=March 5, 2015 |website=Ars Technica|access-date=November 21, 2019}}</ref><ref>{{Cite web |url=https://arstechnica.com/gaming/2015/06/steamvr-the-room-scale-vr-world-that-feels-like-an-imax-in-your-house/ |title=SteamVR: The room-scale VR world that feels like an 'IMAX in your house' |last=Machkovech |first=Sam |date=June 12, 2015 |website=Ars Technica |access-date=November 21, 2019}}</ref><ref name="cnet vr"/><ref>{{cite web |url=https://arstechnica.com/gaming/2015/03/steam-controller-steamvr-steam-machines-valves-hardware-push-in-photos/ |title=Steam Controller, SteamVR, Steam Machines: Valve's hardware push in photos |first=Sam |last=Mackovech |date=March 4, 2015 |access-date=March 10, 2015 |work=Ars Technica |url-status=live |archive-url=https://web.archive.org/web/20150309233012/http://arstechnica.com/gaming/2015/03/steam-controller-steamvr-steam-machines-valves-hardware-push-in-photos/ |archive-date=March 9, 2015}}</ref>
As a platform, SteamVR not only supports its own HMDs such as the [[Vive]] but also other HMDs like the [[Rift]].
==Devices==
===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.


SteamVR was originally released for Windows, macOS, and Linux. Since then, Valve has dropped macOS support for SteamVR in May 2020 but has continued support for Windows and Linux.<ref>{{cite web | url = https://www.engadget.com/valve-cancels-steamvr-support-macos-162443682.html | title = Valve will no longer support SteamVR on macOS | first = Marc | last = DeAngelis | date = May 1, 2020 | access-date = May 1, 2020 | work = [[Engadget]] }}</ref>
===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.


As of February 22, 2022, there were over 2.93 million monthly connected headsets on Steam.<ref>{{Cite web |last=Lang |first=Ben |date=2022-03-10 |title=New Data from Valve Reveals the Growth of VR Users on Steam in 2021 |url=https://www.roadtovr.com/valve-steam-vr-headset-stats-2021-monthly-active-users/ |access-date=2022-10-11 |website=Road to VR |language=en-US}}</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.
__NOTOC__
== Hardware ==
The first device to support SteamVR was the [[Oculus Rift]] headset. Valve issued an update to the Steam client in 2014 supporting an experimental VR mode for the first time, with the Oculus Rift being the only supported headset at the time.<ref>{{Cite web |last=Souppouris |first=Aaron |date=2014-01-14 |title=Valve's Oculus Rift interface is a giant floating screen |url=https://www.theverge.com/2014/1/14/5307056/valve-steamvr-beta-oculus-rift-support |access-date=2022-10-11 |website=The Verge |language=en-US}}</ref>


The first device to support room-scale tracking in SteamVR was the [[HTC Vive]], designed in collaboration between Valve and HTC.<ref>{{Cite web |title=Valve is making a VR headset and its own Steam Machine |url=https://www.engadget.com/2015-02-23-steamvr-valve-virtual-reality-gdc.html |access-date=2022-10-11 |website=Engadget |language=en-US}}</ref>
==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).


Multiple types of controllers and accessories are compatible with SteamVR.<ref>{{Cite web |date=2022-01-06 |title=Virtual Reality Controllers: The Way of Interacting in the Metaverse {{!}} Circuit Stream |url=https://circuitstream.com/blog/vr-controllers-the-way-of-interacting-with-the-virtual-worlds/ |access-date=2022-10-11 |website=3D Development Bootcamp & XR Courses {{!}} Circuit Stream |language=en-US}}</ref><ref>{{Cite web |date=2018-05-14 |title=SteamVR - Controllers Controllers Controllers: Introducing SteamVR Input - Steam News |url=https://store.steampowered.com/news/app/250820/view/2898585530113864598 |access-date=2022-10-11 |website=store.steampowered.com |language=en}}</ref>
===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.  


== Software ==
The sensors on the controllers are [[photodiode]]s.


[[OpenVR]] was the original software development kit (SDK) and application programming interface (API) developed by Valve for supporting SteamVR. SteamVR has supported OpenXR alongside OpenVR since 2020, encouraging developers to transition from OpenVR to OpenXR.<ref>{{Cite web |date=2020-06-11 |title=SteamVR - OpenXR Developer Preview - Steam News |url=https://store.steampowered.com/news/app/250820/view/2396425843528787269 |access-date=2022-10-11 |website=store.steampowered.com |language=en}}</ref> The [[Unity Engine]] has supported SteamVR via OpenXR since one of its 2020 releases.<ref>{{Cite web |title=OpenXR Plugin {{!}} OpenXR Plugin {{!}} 1.5.3 |url=https://docs.unity3d.com/Packages/[email protected]/manual/index.html |access-date=2022-10-11 |website=docs.unity3d.com}}</ref>
==Apps==
'''[[HTC Vive Apps]]'''


The SteamVR APIs and runtimes provide support for VR [[head mounted displays]] and accessories to a standard desktop computer.
==Developer==
'''[[OpenVR API]]'''


SteamVR typically operates from within [[Steam (service)]], but it does not require the service to work at a basic level. Video games can be developed and played with SteamVR without having to access the steam store.
==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.


SteamVR launches into [[SteamVR Home]].
===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.  


There is an in-application overlay available called [[Dashboard]].
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.


It uses the [[Chaperone]] system.
==Features==
'''[[Dashboard]]''' -  Steam overlay for [[VR Apps]].


== Room Scale VR ==
'''[[SteamVR Desktop Theater Mode]]''' - Play non-VR Steam games in VR on a large virtual home theatre.
{{Main|Room scale}}
One of the primary contributions of SteamVR to the VR industry was Room Scale VR, or 6DOF VR. To accomplish this, SteamVR uses the [[Lighthouse tracking system]] for [[pose tracking]].


The lighthouse system uses base stations that are placed at opposite sides of the room. The base stations send out [[infra-red light]] sweeps which are detected by the headset, controllers, and accessories at multiple sensor points on each object. Based on the exact timing data of when the light is detected at different parts of the tracked objects, a tracked object can determine its [[pose (computer vision)]] within the tracked area.<ref>{{Cite web |last=vradmin |date=2017-05-05 |title=SteamVR Lighthouse |url=https://www.vrs.org.uk/virtual-reality-gear/motion-tracking/steamvr-lighthouse.html |access-date=2022-10-11 |website=Virtual Reality Society |language=en-GB}}</ref> The system was codeveloped by Valve and HTC and then opened up to third party hardware developers in 2016.<ref>{{Cite web |last=Matney |first=Lucas |date=2016-08-04 |title=Valve opens up the HTC Vive's tracking system to third-party developers |url=https://techcrunch.com/2016/08/04/valve-opens-up-the-htc-vives-tracking-system-to-third-party-developers/ |access-date=2022-10-11 |website=TechCrunch |language=en-US}}</ref>
'''[[SteamVR Home]]''' - [[SteamVR Collectibles]]


{{Creative Commons text attribution notice|cc=zeroXVRWiki|url=https://www.xvrwiki.org/wiki/SteamVR}}
[[SteamVR Media Player]]


==References==
==History==
{{Reflist}}
'''March 1, 2015''' - SteamVR and HTC Vive were officially announced on March 1, 2015 in World Mobile Conference.


[[Category:SteamVR]]
'''March 2 - 6, 2015''' - SteamVR and HTC Vive were showcased first time to the public.
[[Category:Virtual reality]]
 
'''April 21, 2015''' - Sign-ups for the Developer Edition of HTC Vive began.
 
'''April 30, 2015''' - [[OpenVR]] SDK was released.
 
'''June 5, 2015''' - HTC Vive Developer Editions (HTC Vive DK1) began shipping to developers selected by Valve.
 
'''January 5, 2016''' - HTC Vive Pre (HTC Vive DK2) was announced. 7000 of the HMD will ship to select developers in Q1 2016.
 
'''February 11, 2016''' - SteamVR introduces [[Direct Mode]], allows the display driver to render to the HMD directly.
 
'''February 29, 2016''' - HTC Vive CV1 pre-orders begin.
 
'''April 5, 2016''' - HTC Vive CV1 is officially released.
 
'''June 17 2016''' - SteamVR supports [[Oculus Touch]] [[controllers]], dual [[Constellation sensors]] and [[Room-scale VR]] with [[Oculus Rift]].
 
 
[[Category:Platforms]] [[Category:Virtual Reality Platforms]]

Revision as of 08:22, 28 April 2025

SteamVR
Information
Type Virtual Reality
Subtype Head-mounted Display
Developer Valve
Devices HTC Vive
Accessories SteamVR Controllers
Website 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.

As a platform, SteamVR not only supports its own HMDs such as the Vive but also other HMDs like the Rift.

Devices

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.

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 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.

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).

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.

The sensors on the controllers are photodiodes.

Apps

HTC Vive Apps

Developer

OpenVR API

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.

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.

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

Dashboard - Steam overlay for VR Apps.

SteamVR Desktop Theater Mode - Play non-VR Steam games in VR on a large virtual home theatre.

SteamVR Home - SteamVR Collectibles

SteamVR Media Player

History

March 1, 2015 - SteamVR and HTC Vive were officially announced on March 1, 2015 in World Mobile Conference.

March 2 - 6, 2015 - SteamVR and HTC Vive were showcased first time to the public.

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

April 30, 2015 - OpenVR SDK was released.

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

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

February 11, 2016 - SteamVR introduces Direct Mode, allows the display driver to render to the HMD directly.

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

April 5, 2016 - HTC Vive CV1 is officially released.

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