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SteamVR

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Copy from https://www.xvrwiki.org/wiki/SteamVR
{{Platform Infobox|image={{#ev[[File:youtubeSteamVRLogo.jpg|qYfNzhLXYGcthumb|350}}SteamVR logo]]|Type='''SteamVR''' is a [[Virtual Realityvirtual reality]]|Subtype=hardware and software platform developed by Valve, with a focus on allowing "room-scale" experiences using [[Head-mounted Displaypositional 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/ |Creatortitle=Valve's 'Lab' and desktop theater mode could be the perfect introduction to virtual reality (hands-on) |Developerwork=[[ValveCNet]]|Manufacturerdate=March 16, 2016 |Devicesaccess-date=[[HTC Vive]]March 17, 2016 |Accessoriesfirst=[[SteamVR Controllers]]Sean |Release Datelast=Hollister |Priceurl-status=live |Websitearchive-url=[https://web.archive.org/web/20160317011947/http://steamvrwww.cnet.com/ SteamVR]news/htc-vive-valve-the-lab-steamvr-desktop-theater-mode-gdc-2016/ |archive-date=March 17, 2016}}[[SteamVR]] is a [[virtual reality]] platform and runtime 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.</ref>
As a platformSteamVR 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 not only supports its own HMDs 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]] but also other HMDs like the and [[RiftValve Index]].<ref>{{Cite web |url=https://arstechnica.com/gaming/2015/03/hands-on-valvehtc-vive-opens-up-the-virtual-reality-experience/ |title=DevicesHands-on: Valve/HTC Vive opens up the virtual reality experience |last=Orland |first=Kyle |date=March 5, 2015 |website=Ars Technica|access-date=HTC ViveNovember 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''[[HTC Vive]]''' or '''VCV1''' is |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 commercial product. Pre=Sam |last=Mackovech |date=March 4, 2015 |access-orders for the device began on February 29date=March 10, 20162015 |work=Ars Technica |url-status=live |archive-url=https://web. Units shipped on April 5archive.org/web/20150309233012/http://arstechnica.com/gaming/2015/03/steam-controller-steamvr-steam-machines-valves-hardware-push-in-photos/ |archive-date=March 9, 2016.2015}}</ref>
===HTC Vive Developer Editions==='''[[HTC Vive DK1]]''' or '''VDK1''' is SteamVR's first development kitwas originally released for Windows, macOS, and Linux. The HDM was a partnership between Since then, Valve has dropped macOS support for SteamVR in May 2020 but has continued support for Windows and HTCLinux.<ref>{{cite web | url = https://www.engadget.com/valve-cancels-steamvr-support-macos-162443682. It was announced html | title = Valve will no longer support SteamVR on March macOS | first = Marc | last = DeAngelis | date = May 1, 2015 and showcased during the GDC 2015 between March 2 2020 | access- 6. When paired with 2 date = May 1, 2020 | work = [[SteamVR Base StationsEngadget]] 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.}}</ref>
'''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>__NOTOC__== Hardware ==The first device to support SteamVR was the [[HTC Vive PreOculus Rift]]''' or '''VDK2''' is SteamVR's second development kitheadset. It improved upon VDK1 Valve issued an update to the Steam client in many areas2014 supporting an experimental VR mode for the first time, including with the implementation of 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 pass-through camera on the HMDgiant floating screen |url=https://www. 7,000 units were shipped to select developers in January and February 2016theverge.com/2014/1/14/5307056/valve-steamvr-beta-oculus-rift-support |access-date=2022-10-11 |website=The Verge |language=en-US}}</ref>
==Accessories=====Tracking==='''[[Base Stations]]''' The first device to support room- are part of scale tracking in SteamVR was the [[LighthouseHTC Vive]] tracking system of SteamVR. These small, rectangular objects are placed designed in the opposite corners of the room, near the ceilingcollaboration between Valve and HTC. They serve as reference points that enable the [[positional tracking]] of your HMD <ref>{{Cite web |title=Valve is making a VR headset and SteamVR controllers within the 3D spaceits own Steam Machine |url=https://www.engadget. The Base Stations enable Lighthouse to track your head and hands with accuracy, low latency and subcom/2015-02-23-steamvr-valve-virtual-reality-millimeter precision within a specified space (currently about 15 by 15 feet)gdc.html |access-date=2022-10-11 |website=Engadget |language=en-US}}</ref>
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=Input Devices3D 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 - these wireless controllers look like a pair of nunchucks with sensors on topSteam News |url=https://store. Each hand holds 1 of the 2 wireless controllerssteampowered. 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]]com/news/app/250820/view/2898585530113864598 |access-date=2022-10-11 |website=store. The controllers are tracked with very high precision and low latencysteampowered. com |language=en}}</ref>
The sensors on the controllers are [[photodiode]]s.== Software ==
[[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=Apps2022-10-11 |website=store.steampowered.com |language='''en}}</ref> The [[HTC Vive AppsUnity 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>
==Developer=='''The SteamVR APIs and runtimes provide support for VR [[OpenVR APIhead mounted displays]]'''and accessories to a standard desktop computer.
==Technology=====Positional Tracking==='''SteamVR typically operates from within [[LighthouseSteam (service)]]''' is , but it does not require the service to work at a laser-based [[positional tracking]] system basic level. Video games can be developed by [[Valve]] for and played with SteamVR. It tracks the position and orientation of without having to access the user's HMD and controllers in real timesteam store.
===Chaperone==='''SteamVR launches into [[ChaperoneSteamVR Home]]''' 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 There is an 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-application overlay available called [[Dashboard]].
==Features=='''It uses the [[Dashboard]]''' - Steam overlay for [[VR AppsChaperone]]system.
'''== Room Scale VR =={{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 [[SteamVR Desktop Theater ModeLighthouse tracking system]] for [[pose tracking]]''' - Play non-VR Steam games in VR on a large virtual home theatre.
'''The lighthouse system uses base stations that are placed at opposite sides of the room. The base stations send out [[SteamVR Homeinfra-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 [[SteamVR Collectiblespose (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 Media Player]]==References=={{Reflist}}
==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''' - Category:SteamVR supports [[Oculus Touch]] [[controllers]], dual [[Constellation sensors]] and [[Room-scale VR]] with [[Oculus Rift]].  [[Category:Platforms]] [[Category:Virtual Reality Platformsreality]]
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