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1,283 bytes added, 03:15, 19 May 2016
Runtimes
*'''[[SteamVR Runtime]]''' is responsible for [[reprojection]] and supports [[Rift]] and [[Vive]].
 
If you launch a game on Steam that supports [[Rift]] natively (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.
 
If you buy a game that is compiled against the [[OpenVR SDK]], then it can run on [[Vive]] and 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.
==App Stores==
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