SteamVR Update 1.7 Adds New Default PC VR View And Bug Fixes

Valve updated SteamVR today with new device status icons and a default view into VR docked to the window.

A post detailing the update on Steam explains “the new VR View is docked to the bottom of the status window with the option to undock or go full screen. The undocked view also comes with a new “Both Eyes” mode that blends the left and right views together for a better approximation of the field of view visible in the headset. We’re also bringing you updated device status icons sporting new colors and support for high-DPI displays.”

valve index steamvr docked viewThe update includes a lengthy list of bug fixes which were tested as beta updates previously, including “Fixed passing depth through to the Oculus runtime from apps which provide it” that could be help to some Rift owners.

For folks using Valve’s SteamVR Tracking “Lighthouse” system, the update should improve “the registration of controllers to headsets when moving together rigidly coupled, such as with a gun stock accessory. This applies to all combinations of HMDs, controllers, and tracking pucks made by Valve and HTC.”

Here’s the full list of updates:

SteamVR:

  • Simplified the user experience to more clearly and consistently communicate general VR and specific device status.
  • Added an improved VR display view, with new docked preview and full screen modes, plus new blended left/right-eye views. To display or hide the new VR View, visit the SteamVR status window menu or right-click on the headset icon, then select this item in its context menu.
  • Device icons updated to reflect Steam, SteamVR, and Valve Index styles.
  • Device icons updated to support high-DPI displays for Valve Index, Valve Index Controllers, Vive, Vive Pro, Vive Controllers, Vive Trackers, Rift S, and Rift S Controllers.
  • Fixed issue with only one auto-launching overlay app starting when multiple were set to auto-launch.
  • Added URL handler to open the Debug Commands window. vrmonitor://debugcommands
  • Added ‘Open Debug Commands’ to VR View menu.
  • Added url hander for individual debug commands (e.g. vrmonitor://debugcommands/async_mode_toggle).
  • Fixed keyboard placement relative to overlays so it will stop obscuring the overlay that the input is going to.
  • Chaperone restricts room center to be within 1km of your tracking system origin. 1km ought to be enough for anybody. (This prevents chaperone adjustment tools from accidentally moving the center of your room outside the solar system, causing floating point math issues that manifest as things like “flickering in HMD”).
  • Fix a case where launching a VR app from Steam that never connected to SteamVR would prevent you from launching other VR apps from Steam until that launch transition timed out.
  • Fix for a minor set of Index’s Bluetooth initialization errors locking out one of the two Index HMD radios. This caused connectivity issues on one of the controllers.
  • Fixed an issue that could cause room setup to automatically launch for drivers that provide their own chaperone bounds. This should fix Oculus users who were being prompted to run room setup after reboot.
  • Fixed “show controls” UI breaking when switching to another action set in certain titles. Notably, this affected “On Foot” in No Man’s Sky.
  • Fix a rare crash when a user hand-edits their settings file to be valid JSON but not valid settings.

SteamVR Home:

  • Fixed Friend count not showing up in lobby panels.
  • Fixed a bug where in some cases on Windows 10, SteamVR Home would incorrectly claim that its files were corrupted and fail to load
  • Fixed Thor’s Hammer collectible not spawning in game
  • Fixed sorting issues with screenshot/image panels
  • Fixed vrwebhelper apps showing up in recent games panel
  • Fixed Linux crash

SteamVR Input:

  • Added setting in binding configs called “Return bindings with X hand” that cause the gamepad or treadmill bindings to also apply to left/right hand devices when a SteamVR Input application restricts its action results by device.
  • For legacy input applications, when the trigger is clicked the trigger value will not be set to 1.0 if the click action is already coming from the trigger. This fixes a bug with Oculus Touch controllers in games like VRChat, where the grip trigger value would jump from partially pulled to fully pulled. For legacy bindings that put a trigger click action on another button, the existing behavior remains and the axis value will be set to 1.0.
  • Fixed issue that prevented ‘axis 2’ from being used as a trigger in legacy games on Index Controllers. When combined with new bindings this fixes The Forest, and possibly other games.
  • Fixed issue with the changed bit being incorrect when Get*ActionData is called more than once per frame.
  • Fixed issue with retrieving a pose from a skeletal action returning the default pose instead of whatever is bound (and also spamming the log in the process.)
  • Fixed unsafe conditions for games that call GetDigitalActionData and GetAnalogActionData from multiple threads.

Compositor:

  • Fixed a gpu scheduling issue with motion smoothing on AMD hardware which was causing motion smoothing to disable itself after a while due to poor performance.
  • Improved throttling logic when motion smoothing is enabled. Previously, throttling and prediction were locked together when motion smoothing is enabled. This update allows throttling to back off of the prediction level based on the current average gpu performance. A typical example is when an app can render at half-rate (i.e. each rendered frame takes more than a single frame to finish, but less than two), but spends an extra frame on the cpu performing the draw calls, etc. This makes each of those frames a total of three frame latent, but can still deliver a new frame every other vsync interval. Note: This only applies to Lighthouse based hmds (e.g. Vive, Index) since most other headsets (e.g. Rift, WMR) use their own compositor and associated logic for throttling and prediction.

Oculus:

  • Fixed passing depth through to the Oculus runtime from apps which provide it.
  • Added support for importing standing-only guardian setups. This fixes the issue where running guardian setup to set the floor level but skipping the room bounds step was resulting in the headset being stuck in the floor in SteamVR.
  • When the Oculus runtime returns one of its library load errors (ovrError_LibLoad, ovrError_LibSymbols, or ovrError_LibPath) and we know the HMD is present and the service is running, attempt to fix the PATH and try ovr_Initialize again. This is the case that results in SteamVR error 1114 (which currently suggests a re-install of Oculus SW or a reboot to fix PATH issues). Known causes of this PATH issue: Users manually placing Steam first in their path (possibly combined with putting unknown “fix” DLLs into the Steam folder), users who have the Oculus runtime installed but not in their path, and users launching VR from third party tools (like Unity Editor) which completely replace the path prior to launch.

Lighthouse:

  • Improve the registration of controllers to headsets when moving together rigidly coupled, such as with a gun stock accessory. This applies to all combinations of HMDs, controllers, and tracking pucks made by Valve and HTC.
  • Fix an issue where launching SteamVR with a wireless controller already connected (such as when using the controller itself to launch SteamVR from Steam) could prevent the controller from tracking.
  • Reduce the amount of tracking disruption caused by plugging in additional USB devices in the middle of a play session.

Index Controller:

  • Changed default index controller binding for keyboard to move Shift and Symbols to the A buttons, and analog tracking to the thumbsticks+triggers.

Index HMD

  • Added brightness control, set in-headset under Display Settings (firmware update required)
  • Enabled column correction to mitigate vertical “screendoor” (firmware update required). Column correction is only active during SteamVR [beta] usage. Controls are available in-headset, under Display Settings -> Advanced.

Gamepad

  • Reduce default loadPriority of the Valve-supplied gamepad driver so that it loads after most VR drivers. This is to favor VR drivers in the case where both drivers want to load gamepad related DLLs and there are version conflicts.

Linux:

  • Fixed various performance issues.
  • Fixed IVRCompositor::GetFrameTiming() reporting bad data when async mode was enabled, correcting the reporting of impossibly long frame times in the frame timing window.
    Fixed a system hang when async compute is enabled.
    Reduce CPU utilization when async reprojection is disabled.

Additional Notes:

  • Note to external SteamVR driver developers: The runtime now looks for icons with @2x variants and will automatically pick them up for your driver(s) if provided. See the drivers that ship with SteamVR for reference (e.g. runtime/drivers/indexhmd/resources/icons).
  • On first launch, if the stylized icons do not exist, they will be automatically generated and saved next to your existing icons with a custom postfix, then used for subsequent launches. You are encouraged to ship these generated icons with your driver(s) alongside your existing icons, which should remain unchanged. Doing so will enable your icons to already exist on disk for users upon launch. You also should feel free to hand-edit the automated output as needed. Please contact us if you have any questions.
  • Icon style changes can be reverted by setting they keys customIconStyle and customOffIconStyle to the empty string in your steamvr.vrsettings file. As always, exercise extreme caution when modifying this file as no error checking is performed.

The post SteamVR Update 1.7 Adds New Default PC VR View And Bug Fixes appeared first on UploadVR.

Valve Prototyp mit Inside-Out-Tracking aufgetaucht

Auch wenn es von Valve selbst keine VR-Brille auf dem Markt gibt, schafft das Unternehmen neue Standards und ermöglichte damit auch HTC, Pimax und Co. den Eintritt in die Virtual Reality. Während bekannt ist, dass Valve an neuen Controllern für die VR arbeitet, war es lange Zeit still um eine neue Virtual-Reality-Brille. Jetzt sind jedoch vermeintliche Bilder eines neuen Headsets von Valve im Netz aufgetaucht, welches auf Inside-Out-Tracking setzt und sich somit von den Lighthouse-Stationen abwendet.

Valve Prototyp mit Inside-Out-Tracking aufgetaucht

Valve Inside out Tracking

Sollte es sich nicht um einen ausgeklügelten Fake handeln, dann wurden die Bilder im Juli von einem Mitarbeiter angefertigt. Dies verrät ein Blick auf die Uhrzeit und das Datum auf dem Monitor im zweiten Foto. Ein anderes Bild wiederum zeigt das Innenleben der Brille und somit auch ein Logo von Valve auf einer Platine.

Valve selbst hat noch keine Angaben zum Prototypen gemacht und wie die Bilder zeigen, handelt es sich noch um eine recht frühe Version. Mittlerweile könnte die Entwicklung aber fortgeschritten sein und es bleibt spannend, wann Valve sich komplett von der Lighthouse-Technologie verabschieden wird. Zwar war das Laser-System eine wichtige Errungenschaft und  eröffnete neue Möglichkeiten, jedoch ist es bis heute recht unflexibel und damit Verbesserungswürdig.

Aktuell würden wir nicht davon ausgehen, dass Valve eine eigene VR-Brille plant. Denkbar ist jedoch, dass Valve die Baupläne an andere Hersteller gibt, damit diese für VR-User auf Steam sorgen können.

(Bildquelle: Imgur / Reddit)

Der Beitrag Valve Prototyp mit Inside-Out-Tracking aufgetaucht zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Chinese School Opens Full-Function VR Classrooms

In Collaboration with HTC Vive, schools in China’s NingXia Province has opened the first of 20 fully functional virtual reality (VR) classrooms that are capable of having up to 50 students concurrently using HTC Vive devices.

Alvin Wang Graylin of HTC Vive went into a little more detail about the new VR classrooms, saying that the HTC Vive team worked with the schools to create Lighthouse shielding which allowed multiple users to use the lighthouse motion tracking concurrently without interfering with each other.

According to Graylin’s Twitter posts, the HTC Vive team managed to design a special shell to contain the lighthouse tracking units which allowed the signals to co-exist in the same physical space without cross-interference. The shell was made of metal with a kind of flat paint.

There is currently little information available on what the VR curriculum at these VR classrooms entails, though Graylin did show some footage of a VR auto-repair course, which was apparently some type of same UI used to test the system. The system used allows all the students in VR to see and engage with content presented by the teacher, but not each other.

Full details of exactly what this set-up entails have yet to be released by HTC vive, but Graylin says that further information will be made fully available soon.

Presently, the interference created by multiple lighthouse trackers occupying the same physical space has created a problem for demonstrations at big events as well as location-based VR centres, so a simple solution to this problem could have a large potential impact.

VRFocus will bring you further information on HTC Vive and VR in education as it becomes available.

SteamVR Tracking 2.0 – Mehr als zwei Lighthouse-Stationen nutzen

Es ist kein Geheimnis, dass Valve weiterhin an Verbesserungen der eigenen Lösung für das Tracking von Virtual Reality Geräten arbeitet. Das Lighthouse-System von Valve wird aktuell nur von der HTC Vive genutzt, doch in diesem Jahr wird auch eine neue Brille von LG erscheinen, welche die Technologie von Valve verwendet. Valve wird also zukünftig auf zahlreiche Partner setzen und dementsprechend muss das System auch erweitert werden. Mit dem SteamVR Tracking 2.0 wird Valve noch in diesem Jahr das System mit neuen und wichtigen Funktionen ausstatten.

SteamVR Tracking 2.0

SteamVR Tracking 2.0

Mit dem verbesserten Verfahren sollen endlich mehr als zwei Lighthouse-Stationen unterstützt werden. Dies bedeutet, dass ihr zukünftig den Tracking-Bereich erweitern könnt, indem ihr weitere Stationen verwendet. Zudem sollen die neuen Lighthouse-Stationen kleiner, leiser, stromsparender und günstiger sein als die bisherigen Stationen. Ob jedoch tatsächlich beliebig viele Lighthouse-Stationen eingebunden werden können, wird die Zukunft zeigen. Besonders für VR-Arcades ergeben sich durch das Update extrem spannende Möglichkeiten, denn das Tracking-System wird flexibler und breiter einsetzbar werden.

Die neuen Einheiten sollen im November 2017 erscheinen. Ob LG die neuen Stationen der VR-Brille beilegen wird, ist aktuell noch nicht klar. Die alten Basis-Stationen werden auch weiterhin mit allen Geräten kompatibel bleiben, doch die neuen Funktionen können nicht per Update nachgereicht werden.

(Quelle: Valve)

Der Beitrag SteamVR Tracking 2.0 – Mehr als zwei Lighthouse-Stationen nutzen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

SteamVR Tracking Volume Increased, New Sensor Announced

Hot-off-the-heels of the announcement of a SteamVR beta for Mac format PCs, Valve has revealed a new update for the HTC Vive. Along with an update which will allow for larger tracking volumes for the device, Valve has revealed that new lighthouse base stations are on the way.

Lighthouse Base Station
Credit: PC Gamer

In a lengthy and somewhat complicated post over on the official Steam website, Valve revealed that a new data sync through optimised laser transmission will allow for more lighthouse base stations to be incorporated into a single HTC Vive set-up. This would in-turn allow for a greater tracking volume for setups which house more than two lighthouse base stations.

Furthermore, new lighthouse base stations designs are on the way. Due to the improvements in data transmission, the sync blinker – which, according to Valve, is the source of most of the interference between base stations and is also a significant driver of base station cost – can now be removed from the devices. The result is smaller, quieter, lower power, more reliable, and less expensive lighthouse base stations.

However, not all is rosey. According to Valve, there will be some limitations on the new base stations, including incompatibility with older devices.

“Because the new Valve-built base stations don’t include a sync blinker, one side-effect of the sync-on-beam technology in tracking 2.0 is that those base stations will only work with TS4231-based devices. Valve-built base stations will not work with older 1.0 devices. The older 1.0 base stations will continue to work with new devices, just without any of the new features,” reads the official post.

 

HTC Vive Lighthouse 2.0Valve will have base stations available in production quantities starting in November 2017, however developers interested in engineering samples of the new base stations may begin receiving them later this month.

No price structure, beyond the statement that they will be ‘less expensive’, has yet been announced for the new lighthouse base stations. However, VRFocus will of course keep you updated with all the latest details.

Students Hack Positional Tracking onto Gear VR with SteamVR Tracking

In a reverse engineering exercise, two students at Utah State University have hacked positional tracking onto a Gear VR headset using SteamVR Tracking technology. Mobile VR solutions like Samsung’s Gear VR currently employ rotational tracking only.

The popular forms of mobile VR headsets, such as the Samsung Gear VR and Google Daydream View and Cardboard, are currently limited to rotational head tracking, meaning that you can look around comfortably from a single vantage point, but movements of the head through 3D space (like leaning forward or backward) cannot be tracking. Positional tracking adds not only comfort but also immersion to virtual reality, and is a feature of all major tethered VR headsets. However, achieving the same on mobile VR has proved challenging.

As a highly desirable feature for mobile VR headsets, positional tracking has been a priority for Oculus’ internal development for a long time, and various alternative solutions such as VicoVR and Univrses are beginning to appear. While the future points to self-contained, ‘inside-out’ tracking, already found on Microsoft’s Mixed Reality headsets and Google’s Tango technology, Utah State University students Brady Riddle and Sam Jungertat have created a positional tracking solution for Gear VR that uses Valve’s well-proven SteamVR Tracking system.

gear-vr-positional-tracking-hack-steamvr-trackingThree infrared sensors, detecting the flashes from an HTC base station (Lighthouse technology), are attached to the front of the Gear VR headset and connected to a microcontroller, which collects the timing data. The data is sent to a computer via UDP packet over Wi-Fi, and the results are displayed using the game engine Unity, as shown in the brief demonstration video heading this article.

Since Valve opened SteamVR technology to third parties for free, it has become easier to create tracked peripherals and other hardware. While it would be possible to create a product that provided positional tracking for the Gear VR in this manner, the student project was used to learn the technology, in a reverse engineering exercise. A detailed breakdown of the project and its inner workings is available here.

SEE ALSO
SteamVR Tracking HDK Now Available for Anyone to Buy

Though this project was academic in nature, it does point to one potential solution for positional tracking on mobile VR headsets—a system which would use rotational tracking as a baseline, but then be able to add positional tracking via the SteamVR Tracking technology when at home and near base stations.

The post Students Hack Positional Tracking onto Gear VR with SteamVR Tracking appeared first on Road to VR.

SteamVR Tracking HDK Now Available for Anyone to Buy

Valve is increasingly opening its SteamVR Tracking technology—that which powers the HTC Vive’s room-scale tracking—to the world. The royalty-free system requires no permission from Valve to be embedded and launched as part of third-party products. And now one of the final barriers to entry has been removed: anyone can buy the development hardware to begin building products with the tech.

Earlier this week Valve announced they would no longer require attendance of a $3,000 intro course in order to begin using SteamVR Tracking technology (formerly known as Lighthouse) for product development. The documentation and SDK would be made available online for free.

And now the final piece of the puzzle is here: formerly at the intro course participants were given SteamVR Tracking development kit, a curious hammer-looking device which had the essential SteamVR Tracking components inside. But now anyone can buy those components in the form of the official SteamVR Tracking HDK from Triad Semiconductor, a company who has worked alongside Valve to develop components used in SteamVR Tracking systems.

The SteamVR Tracking HDK starts at $595 and becomes cheaper as order scale increases, down to $500 for 100 units. Each kit contains the following components:

  • Watchman Core Module iCE40
    • The Watchman Core module supplies all of the processing power for a SteamVR tracked object.
  • EVM Application Board
    • The Application EVM board is a “batteries* included” companion to the Core module. This board breaks out the 80 pin interface connection of the Core module into user accessible ports. (*Note: Due to global regulations for shipping Lithium-Ion batteries, we are unable to provide battery packs at this time.)
  • “Chiclet” Sensor Module
    • The Chiclet Sensors are designed to be a small form factor TS3633 based optical sensor designed for placement anywhere inside a tracked object, even in very tight spaces. The schematic is identical to the TS3633-CM1 module but the overall PCB size is reduced to just 6mm by 10mm. The connection interface is a 4pin 0.5mm pitch flat flex connector for point to point signal routing back to the Sensor Breakout board.
  • Sensor Breakout Board
    • The Sensor Breakout provides the simple but valuable function of Fanning out the 100 pin connection interface of the Watchman Core module to 32 individual 4 pin connectors that may interface to the Chiclet flat flex connectors. This breakout board has 16 sensor connectors on the top side and an additional 16 sensor connectors on the bottom.
  • Steam Wireless Dongle
  • Four packs of 8 4in Flex Cables (32 cables total)
  • 2.4 GHz Antenna with u.FL Cable

The first batch of SteamVR Tracking HDK kits is planned to ship in mid-April. Anyone can buy the hardware, but it should be noted that you do need to be a SteamVR Tracking Licensee (free) in order download the SDK required to program the components. You can find more info about that process at the official SteamVR Tracking website.

SEE ALSO
Closeup: Next-generation SteamVR Tracking Base Station is "Better in every way"

Now of course at ~$500/unit, it’s unrealistic to build a consumer product at those costs. The SteamVR Tracking HDK is meant only for prototyping and pre-production development. I asked Triad Semiconductor’s VP of Marketing & Sales, Reid Wender, about the process of going from the HDK to manufacturing a full-blown product at scale.

“[The] next step [following the prototyping phase] would be to take the schematic design (included for free in the SteamVR Tracking SDK) and layout a printed circuit board (PCB) optimized for your application. This would likely be a small rigid PCB for the core module features and some number of flexible PCBs (maybe 2, 4, or 6 depending on your Tracked Object physical design),” Wender said. “You would then send this design along with the electronics component list to a contract manufacturer (CM). The CM would […] procure the electronics and assemble them onto the PCB. You would receive a quotation of a finished factory cost for each assembly based on your production volume. Higher volume of course would mean lower price.”

While the SteamVR Tracking HDK hardware will work with the Base Stations which ship with the consumer HTC Vive (or can be bought standalone from the company), Valve plans to sell upgraded Base Stations directly later this year.

SEE ALSO
Second-gen Lighthouse Chip Could Improve Tracking, Reduce Cost of HTC Vive 2

For those among us who aren’t hardware engineers, the forthcoming Vive Tracker is a standalone SteamVR Tracked device which can be attached to all manner of other objects to track them for various applications.

The post SteamVR Tracking HDK Now Available for Anyone to Buy appeared first on Road to VR.

Valve to Sell Base Stations Directly, Lower Barrier to SteamVR Tracking Development

Valve today announced plans to begin selling SteamVR Tracking base stations directly later this year; the first units on offer are expected to be the new single-rotor models the company recently teased. Valve is also making it easier to develop new tracked products and accessories with SteamVR Tracking by removing the requirement of a $3,000 introductory course.

When Valve opened up their SteamVR Tracking (aka ‘Lighthouse’) technology in 2016, the company did so in a quite open way: anyone could use the tracking tech in their own products, royalty free, and didn’t need any sort of certification or approval from Valve to launch those products. There was just one catch though: people hoping to use SteamVR Tracking in their devices would need to attend a $3,000 introductory course in Seattle.

The SteamVR Tracking base stations that ship with the HTC Vive

Today, Valve says the course will no longer be a requirement (though it will still be available). Anyone who wants to develop new products using SteamVR Tracking can do so as easily as buying the necessary hardware components and downloading the development software.

“After working with numerous third parties and updating the tools, Valve is opening more direct access to the technology and course work, available free of charge in English and Chinese. The full, in person training courses are still available for those interested,” the company wrote in a statement issued to Road to VR.

Valve also announced plans to sell the SteamVR Tracking base stations—the little beacons that project lasers to created a trackable volume—directly later this year. That’s a shift from the status quo, where the base stations come packaged with HTC’s Vive headset, or are bought as a standalone accessory from HTC.

Valve pioneered the tracking tech and this new move seems to indicate that the company plans to continue to be the driving force behind its advancement and adoption. Going forward we may find that HTC primarily drives the development of the Vive headset while Valve—who worked closely with HTC on Vive—retains control of the underlying tracking technology.

present-and-future-base-station
Upgrades to the SteamVR Tracking base stations will simplify the internal components

New SteamVR Tracking base stations were teased by Valve in late 2016 and the company confirmed previously that they would become available in 2017. The new models will move from a dual-rotor to a single-rotor design, which could bring “rapid cost reductions,” according to those involved with Valve’s tracking technology. Currently the standalone base stations sold by HTC cost $130.

SEE ALSO
Second-gen Lighthouse Chip Could Improve Tracking, Reduce Cost of HTC Vive 2

Valve says that more than 500 companies have signed up to develop with SteamVR Tracking technology. Oculus meanwhile had confirmed in 2015 plans to open up their own ‘Constellation’ tracking system to third-parties, but hasn’t broached the topic in recent years.

The post Valve to Sell Base Stations Directly, Lower Barrier to SteamVR Tracking Development appeared first on Road to VR.

Valve Shows ‘Cheaper, Smaller, Lighter’ Next Generation Base Station Prototype

Valve Shows ‘Cheaper, Smaller, Lighter’ Next Generation Base Station Prototype

We’ve already seen Valve tease the next generation of SteamVR controllers, now the company has offered a peak at a new base station too.

Company Programmer Joe Ludwig showcased a prototype for the next iteration of the hardware at a press event inside the Valve offices earlier this month, captured on video by the Valve News Network. Base stations use Valve’s Lighthouse tracking system to find the positions of a VR headset and controllers in a tracked area, and relay that information into a VR experience, giving the user positional tracking and, in a big enough space, room scale VR experiences.

Ludwig described the prototype on display as “an early engineering model” that was subject to change. He pointed out that a base station used with the HTC Vive has two spinning motors inside, while the new device only has one. As a result the device is “cheaper, smaller, lighter”, producing less noise than the low hum you’ll hear in current base stations and using less power too.

Sadly, Valve didn’t get into the specifics of how much cheaper, smaller, and lighter the device would be, though these elements likely aren’t set in stone yet.

“We think it will track a little bit better, have a wider field of view,” Ludwig added. “[It’s] basically the next generation. Better in every way.”

It was following this that Valve co-founder Gabe Newell talked about a vision for “house-scale” VR in which several environments could be knitted together for more elaborate experiences.

This device will be shipping out to Lighthouse licensees later this year. Valve noted that it now has 500 of these licensees, working on everything from headsets to controllers. The Vive may not be the only major SteamVR headset for much longer.

Obviously these new base stations are big news for the future of SteamVR tracking, a technology that could be the most important to the VR industry in 2017. Cheaper tracking means that VR systems can come down in price, opening up the technology to a wider audience, and better tracking will give everyone more solid experiences.

Along with hardware, Valve is also making three full VR games that we’ll hopefully see later this year. GDC is just around the corner; is the company planning some big announcements?

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Valve’s Gabe Newell Expects PC VR Headsets in 2018 to Be Wireless

Valve chief Gabe Newell is optimistic about the future of VR, considering the studio is in development of three VR titles—not mini-games or experiences, but “full” VR games—but what about the future of VR hardware?

During a recent press briefing reported by Gamasutra, Newell maintains he’s confident that PC-powered room-scale VR will no longer be defined by a single ‘VR capable’ room but rather progress to “house-scale” VR in the near future.

Valve's Gabe Newell | Photo courtesy Kotaku
Valve’s Gabe Newell | Photo courtesy Kotaku

Valve’s laser-based Lighthouse tracking system is by design a scalable solution, with Valve hardware designer Alan Yates stating “you can in principle concatenate tracking volumes without limit like cell towers.” But for that to work, you’d need a wireless VR system to take advantage of the multi-room-scale space, a hardware issue Newell says is actually already a “solved problem.”

“My expectation is that [wireless] will be an add-on in 2017, and then it will be an integrated feature in 2018,” said Newell, as reported by Gamasutra.

wireless-htc-vive-accessory-tpcast
wireless, room-scale VR made possible with TPCAST

Newell’s “solved problem” might be in reference to KwikVR or TPCAST, two light-weight aftermarket devices that both use a wireless compression and transmission system that effectively let you cut the cord while in VR.

Saying PC VR headsets could come stock with wireless transmitters in 2018 may initially seem trivial coming from any old software company, but Valve has been intimately involved in researching VR hardware and prototyping room-scale headsets since at least 2012 with its QR code-laden VR room. Valve later  revealed in 2014 they were collaborating with Oculus “to drive PC VR forward,” consequently the same year that Oculus was acquired by Facebook for $2 billion and attracted key Valve talent such as Michael Abrash and Atman Binstock, both of whom were already working on Valve’s nascent VR hardware. The subsequent falling out would set the stage for Valve’s first SteamVR-capable headset, the HTC Vive.

Valve’s ongoing hardware projects, made public at last year’s Steam Dev Days, delve deeper into controllers, with their ‘hand presence’-inducing grip prototype, and a new single-rotor Lighthouse basestation coming later this year. Just what wireless PC VR tech they have up their sleeves, (or what sort of “house-scale” VR games you could play), we just can’t say, but we’d love to crack a drawer or two at their Bellevue, WA headquarters to find out.

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