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*'''[[Steam]]/[[SteamVR]]''' technically does not need to run when launching [[OpenVR]] games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu.
If you buy a native game on Steam that supports [[Oculus Rift]] game on Steamnatively (meaning, it has been compiled against the [[OVR SDK]]), you will get [[asynchronous timewarp]] and it will run exactly like the game from Oculus Home. It won't use the the [[SteamVR Runtime]], it will use the [[Oculus Runtime]]. Only downside is that launching the game is more difficult. Upside If you buy a game that is that your game could potentially be device agnosticcompiled against the [[OpenVR SDK]], i.e. games then it can support multiple run on [[headsetsVive]] nativelyand Rift. However, running on Rift uses both runtimes: Rendered Image using the OpenVR SDK -> SteamVR Runtime -> Oculus Runtime -> Rift The Oculus Runtime effectively thinks you are playing a game called "SteamVR", but the content of the "game" is actually the image that the SteamVR runtime got from the OpenVR compiled game. This seems to work rather well and personally I have not noticed any additional latency. In theory you would even get Asynchronous Timewarp, but that would only happen if SteamVR itself isn't responding in time. If an OpenVR game stalls completely, the SteamVR runtime will throw you back into the loading construct and continues to render at 90fps. Since the SteamVR runtime has this fail safe mechanism and all the Oculus Runtime sees is "SteamVR", it will most likely never trigger Asynchronous Timewarp.
==Wrappers and Injectors==