Valve Finally Brings SteamVR To Linux As A Developer Release

Valve Finally Brings SteamVR To Linux As A Developer Release

It was over four months ago now that Valve showed SteamVR running in Linux for the first time. Today, it’s finally launching the platform on the operating system, albeit in a limited form.

SteamVR comes to Linux as a development release, meaning it’s intended for content creators to start working on apps for the open-source OS, and not for regular Linux users to access. To that end, users must have opted into the public Beta for Steam or SteamVR to access it along with obtaining pre-release drivers. On Nvidia cards that means the 375.27.10 “Developer Beta Driver”, while AMD users will need a pre-release version of the radv driver. You’ll also need Unity 5.6 to actually create content through Linux.

The SteamVR version of Linux is built on top of the Vulkan API. Currently, you’ll find essentials like the compositor, dashboard, VR status windows, and the room setup and tutorial software. Known issues include the desktop view currently not working properly and power management of base stations not being properly implemented. It’s available over on GitHub, but there’s no word on when a more stable build will be releases.

Significantly, Valve’s own operating system, SteamOS, is built upon Linux, and is used in the company’s Steam Machines, designed for gaming. Bringing Linux support to SteamVR will open up the number of people that can actually use these headsets, then, even if it’s not as significant a number as the amount of Windows users out there.

Late last month, we also reported that Valve had added “initial support” for Apple’s OSX, suggesting we may soon see SteamVR on Apple’s Macs too.

Linux support, meanwhile, was added as part of a wider SteamVR update which also includes things like improve quality of supersampling, and changes to the desktop theater mode. It’s release apparently caused an issue with brightness in Euro Truck Simulator 2, but Valve has just fixed that. How’s that for service?

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Valve Removes $3,000 SteamVR Tracking Hurdle, Will Offer Base Stations This Year

Valve Removes $3,000 SteamVR Tracking Hurdle, Will Offer Base Stations This Year

Back in August of last year, Valve started to roll out of its innovative and royalty-free tracking technology. The company made a development kit available to licensees, but only if they attended a $3,000 training session that would teach the ins and outs of the tech. The introductory course was likely a bit of quality control, but the price of the session was also a daunting obstacle to some. This is no longer a concern, as Valve is removing the requirement of the course, thus making the highly regarded tracking technology more readily available.

Valve has over 500 companies signed up currently, though that number is sure to change a great deal in response to this new development. The original in-person training course will still be available, but the coursework (in English or Chinese) will be available for free.

On top of all this, the SteamVR base stations that emit lasers to track sensors throughout the room will be available directly from Valve later this year.

The tech itself opens up a plethora of opportunities for enhancing the immersion of VR. SteamVR Tracking is a system that works with low-weight sensors that can be placed on various objects so they can be brought into virtual spaces. For example, players could be handed realistic props for baseball, ping pong, or even shooters and they’d be tracked accurately in whatever experiences were built around them.

At the beginning of the year, we addressed the idea of SteamVR Tracking potentially being 2017’s most important VR technology, and it is very encouraging to see it made available in such a way. As it makes its way into the hands of more creatives and engineers, we’ll hopefully be able to find out if a more immersive hardware and accessory ecosystem will bring VR into more homes.

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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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Vive Tracker Includes USB Add-on To Connect The Additional Accessory

Vive Tracker Includes USB Add-on To Connect The Additional Accessory

HTC recently released a document (PDF) detailing how its upcoming Tracker is supposed to function. The small puck-sized unit is meant to be attached to a range of objects and accessories, bringing physical guns, baseball bats, phones, cameras and much more into virtual reality with you.

The Tracker holds enormous promise for extending 1:1 physical simulation to a wide range of activities. An example we saw at CES was a firehose, with the Vive Tracker attached to the end for a realistic firefighting experience.

The system could dramatically lower the cost for high-end simulation systems that look, sound and feel very much like the real thing. The device could potentially lower the cost of training so a wide range of professionals could practice their jobs using VR. The Tracker could also dramatically expand the types of games seen at VR arcades. Imagine, for instance, batting cages, but instead of mechanical arms throwing the balls, batters are swinging at virtual pitches.

Owners of the HTC Vive who have the headset in their homes already will also benefit from extra accessories as well. The Trackers should be compatible with the base stations and headset already in the homes of HTC Vive buyers. We’ve also confirmed with HTC that a Tracker can connect wirelessly through the headset in place of one of the existing Vive controllers. In addition, though, the Tracker will ship with a USB add-on that plugs into your PC to wirelessly connect the unit. This should make adding the Tracker and its related accessories relatively easy for most setups since you won’t have to disconnect your existing controllers to add the new piece. That said, if you did want to save the extra USB port on your PC and only use the new accessory, you could do so through the headset’s connection and leave out the traditional controller, according to HTC.

We can’t wait to see how these devices end up changing the VR ecosystem when it ships in the coming months. It is also notable, however, that Oculus is attaching its Oculus Touch controllers to the Rock Band guitar so that object can be tracked in VR as well. Could that be the first of many tracked Rift accessories?

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NOLO Phone-based SteamVR Project Fully Funded on Kickstarter

NOLO Phone-based SteamVR Project Fully Funded on Kickstarter

There’s no getting around that fact that the $799 price tag on the HTC Vive and cost of a high-end computer makes it difficult for many people to get into high-end VR. NOLO VR wants to change that with the help of your smartphone.

Similar to solutions from Ximmerse and others, Chinese company LYRobotix’s set of sensors and controllers that make up this new offering promise to enable Roomscale VR on mobile phones. NOLO, which you could theoretically use with a phone you already have and an inexpensive mobile headset, claims to be fully compatible with SteamVR. This mean you would have access to Vive’s entire content library, at least according the creators of this project.

NOLO consists of two position tracked remote-like controllers, a singular base station, and a headset marker placed on top of any smartphone-holding VR device. The marker can fit most mobile headsets, including Gear VR, Google Daydream and Cardboard. The base station is said to feature a 100 degree field of view.

The setup is said to be compatible with Android phones right now, with plans to integrate iOS later. The solution isn’t just for SteamVR, though, as it can also be used with native mobile VR games that are developed with the setup in mind, and LYRobotix says it is preparing an SDK that’s compatible with both Unreal and Unity Engines.

The mere promise for the kit alone has been enough to sell a lot of VR fans: NOLO has a fully funded Kickstarter campaign just one day after launching. The company had asked for $50,000 but, at the time of writing, has raised nearly $75,000 and still has well over 30 days to go. The campaign is offering early bird sets for $99, with limited quantities left.

It almost sounds too good to be true, and it might be. We haven’t seen this for ourselves and the wireless setup requires streaming from a PC over the Riftcat and VRidge apps, which display VR content on your phone but also come with the usual concerns about latency, which LYRobotix claims to keep under 20 milliseconds. If streaming to a smartphone gives you even more than a few milliseconds of delay between turning your head and the image catching up, it may be unplayable for many. There’s also only one base station included, so we wonder if occlusion could become an issue.

Still, we haven’t gone hands-on with the device ourselves, so we really can’t say whether or not it works at this point.

LYRobotix plans to ship the kit in May of this year.

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‘Thumper’ Is Now Playable on Oculus Rift and HTC Vive

‘Thumper’ Is Now Playable on Oculus Rift and HTC Vive

Back when Thumper launched in October, there was a lot of shock and surprise regarding the fact that the PlayStation 4 version was the only version with actual VR support via the PS VR headset. Even though you could download and play the game on your PC through Steam, that version was unfortunately 2D screens only. Not anymore.

Today, Drool is officially announcing that Thumper is now fully playable on both the HTC Vive and Oculus Rift VR headsets through both Steam and Oculus Home.

“Today’s free Steam update adds support for both HTC Vive and Oculus Rift via SteamVR. It includes Oculus SDK support as well. We’ve added basic support for both Oculus Touch and Vive controllers. Thumper is available in the Steam Store.

Today, we’re also releasing Thumper for Rift in the Oculus Store.

Of course, you can still play all nine epic levels (including PLAY+ mode) in both traditional 2D and VR mode.”

When we reviewed Thumper [Review: 9/10] on PS VR, it was clearly one of the platform’s best titles. The combination of pulsating visuals, intense music, and violently rhythmic gameplay all melds together to create one of the most visually satisfying and addictive experiences. You play through the game as a sort of metallic beetle, barreling along a track, that must evade and collide with obstacles in time with the music. It’s hypnotic and the ‘boss’ battles are incredibly satisfying.

This sort of game isn’t what you’d typically think ‘needs’ VR support, but it adds so much intensity that I can’t personally see myself playing it without a headset now. Thumper was also nominated at The Game Awards for ‘Best VR Game’ this year.

You can download and play Thumper on PC via Steam or Oculus Home. The Steam version officially supports HTC Vive, Oculus Rift, and OSVR headsets. It’s available for $19.99 in both storefronts. It will be playable in 2D and VR mode on all platforms now as well.

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‘Pluto’ Turns Any VR App Into A Social Experience

‘Pluto’ Turns Any VR App Into A Social Experience

Social VR is a hot topic right now. With the release of the Oculus Touch controllers, both of the major headsets — Oculus Rift and HTC Vive — have motion tracked controllers and roomscale capabilities. This not only means playing roomscale games and experiences that allow you to freely move around and navigate virtual worlds, but it means an extraordinary level of presence for social VR applications.

Head-tracking is one thing, but moving my hands around while inside VR, evoking that sense of body language, is a magical thing. We’ve all seen the slew of social VR applications on the market, from Altspace and vTime to Bigscreen and Facebook’s upcoming social experiences. No one knows who will snag the holy grail of social VR first, but according to Shawn Whiting of PlutoVR, the real vision is a layer of connectivity across all apps, not a single app for social interaction.

Enter Pluto, a VR app that adds a social layer of interaction across SteamVR, regardless of what you’re doing. During my demo, I launched Pluto, set up my audio configurations, made an avatar, and invited Whiting to a ‘Call.’ At first, it seemed like nothing happened. I hadn’t loaded into a VR app, I was still standing in my holodeck-skinned dashboard. Then I hear a voice say, “I’m behind you.” I spin around to see a floating head with two hands wave at me — right in the middle of my very own SteamVR environment.

Whiting explained that Pluto works by essentially running over the top of your other applications, almost like an independent overlay of sorts. I can adjust the opacity of the avatars, mute myself, show my hands, and tweak a variety of other options. I can even hide avatars all together if I just want to do a voice call.

The way it works is that each individual user sees whatever they would normally see, whether it’s their SteamVR dashboard or any other application. I could be playing a game of Onward while someone else is playing Space Pirate Trainer and we would see each other’s avatars in real-time. There’s even a position reset button you can press that brings all of the avatars together, regardless of where they are in their physical rooms, to make it easier to communicate.

Pluto becomes something even more special if you run apps concurrently, like Google Earth VR. We both loaded it into it together and went to the same spot at the top of the Golden Gate Bridge. Hovering in the air like superheroes, we chatted about the implications of the program and where social VR is going next. It was unlike anything I’ve tried in VR yet. You can’t connect apps together or sync up in locations like this using the program, but that’s something they’re looking into offering for those types of situations.

Looking down at my controllers, I could see opaque silhouettes of my avatar’s hands layered behind the Vive wand models. Resting my thumb on various parts of the Vive controller trackpads allowed me to make a thumbs up, or point my finger, and even do an open-hand gesture for high-fives.

 

The program is still in pre-alpha and is only accepting a very limited number in signups. But if you’ve got a Rift with Touch or a Vive, you can sign up on the official website right now in hopes of hearing back with alpha information.

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SteamVR Beta Now Renders Oculus Touch Controllers In VR

SteamVR Beta Now Renders Oculus Touch Controllers In VR

SteamVR, Valve’s foundation for VR experiences running on its digital store, has supported Oculus’ Touch controllers since June. Today, though, that support has received a major beta update.

Though SteamVR previously let you use Touch in games that supported position-tracked controls, they would appear as the Vive wands in VR, unless the given experience used its own specific model for hands. Several people have now reported that SteamVR has integrated rendered models of Touch. That means when you’re using the controllers and you’re meant to see them in VR, you’ll see what you’re actually holding, and not the HTC equivalent.

While it won’t make a huge difference to the experiences themselves — controls and interactions will remain the same — it will certainly help players get a better sense of where their hands really are in the virtual world. You can see the controllers in action on SteamVR in the tweet below from Paintey and Climbey developer, Brian Lindenhof. Users are also reporting that you can see the Touch controllers in Audioshield [Review: 7/10], a game that isn’t currently available on Oculus Home.

Oculus Touch launched earlier this week with well over 50 launch titles, many of which were already available on Vive. If you opt-in to play games outside of Oculus Home, you’ll be able to use them in compatible Steam games that support this type of input.

As for using Vive controllers in Touch exclusive games via ReVive, don’t expect a reversal of the situation, though that’s somewhat understandable, as that’s a hack and not Oculus allowing Vive owners access to its content.

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There Are Now Over 1,000 VR-Supported Games and Experiences on Steam

There Are Now Over 1,000 VR-Supported Games and Experiences on Steam

The Oculus Rift, created by Facebook-owned Oculus VR, launched on March 28th, 2016, with the HTC and Valve-created Vive headset launching just a week later on April 5th, 2016. Now with yesterday’s launch of the Oculus Touch motion controllers, both platforms are capable of hand-tracked, roomscale, virtual reality experiences that can truly transport you to faraway and fictional worlds of excitement and wonder. Throw in the releases of the PlayStation VR, the PlayStation 4 Pro, the Google Daydream platform, and countless other advancements and it’s clear that 2016 was truly the year that VR began its mainstream adoption.

Now, almost exactly 8 months after the Vive’s release, out of over 25,000 total pieces of software on the platform, Steam is now officially home to over 1,000 games, experiences, and applications with official VR support of some kind. That includes VR-only titles, apps that got VR updates after releasing without VR, and any other types of experiences that allows you to use a VR headset — regardless of manufacturer. It’s a major milestone. Just a few months ago in July, we reported on the fact that there were over 400 titles, meaning that approximately 600 have been added in the 5 months since then.

In October, it was stated at Steam Dev Days that over 1,000 new VR users were entering the platform each and every day. The accuracy and details of that statement are still unclear, but it seems safe to say that the industry’s growth has been strong as of late. The studios behind Raw Data and The Gallery: Call of the Starseed have each made over $1 million, for example.

Now, let’s break down those numbers a little bit. As of the time of this writing, of the 1,006 apps on Steam that support VR interfaces, 963 of them support the HTC Vive, 810 of them officially support the Oculus Rift, and 278 of them support OSVR. Of all of the 1,006 apps, 818 use tracked motion controllers and 709 support room-scale functionality. Of the 1,006 apps, I’d wager a healthy majority of them are demos or otherwise short, experimental experiences. But content is content and the growth is strong, regardless.

As we move into 2017 with more and more new VR titles releasing each and every week, it’s only a matter of time before we cross that 2,000 app mark.

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How To Play SteamVR Vive Games With Oculus Touch and Rift

How To Play SteamVR Vive Games With Oculus Touch and Rift

Last week we let you know about 10 great SteamVR games that work well with the Rift and Touch by default. Now that the Touch controllers have officially released into the world, we decided to tackle the topic in a bit more detail. How well do the Oculus Touch controllers work with SteamVR apps that are only designed with Vive in mind? Is anything unplayable? What are the common hiccups and limitations? Is it even worth buying things that may or may not get official support?

First of all, calm down, because that’s a lot of questions. Second of all, I’ll be sure to answer them as best I can. It’s impossible to test each and every game on Steam using Touch simply because there are nearly 1,000 VR supported games and applications on Steam right now, over 800 of which feature some type of tracked motion controller support. Of those 800, all of them support the HTC Vive officially, whereas only 180 support the Oculus Rift. Of those, not all of them are optimized for Touch, but rather may be optimized for the Razer Hydra, or another third-party peripheral.

The short version is that Touch is very new and most VR motion controller games on Steam don’t support either the Rift or the Touch officially right now. But that doesn’t mean they won’t work anyway or get official support in the future, thus here we are. Here’s everything you need to know.

Set Up Process

Assuming you don’t own a Rift already, you’ll want to go through the entire setup process from start to finish — including your Touch controllers. If you do have a Rift already, then you can just worry about setting up your Touch controllers. Depending on the configuration you choose, you may use either two or three sensors. Two front-facing sensors is the standard arrangement for using Touch in a 180-degree setup and will enable you to play all of the Oculus Touch titles on Oculus Home. However, two sensors diagonally across the room enables experimental 360-degree tracking, which should support all standing playspace apps on Steam.

But if you spring for a third sensor, then you can access roomscale tracking, which allows you to more freely move around and across the entire room inside the headset using your controllers. That’s what we compared to the Vive in our detailed roomscale breakdown here. You’ll need roomscale capabilities to play many of the best SteamVR titles.

After completing the Oculus Home setup process, you’ll want to launch Steam VR and launch the “Run Room Setup” option. This will walk you through the process for either a standing or roomscale arrangement, depending on your configuration. Everything’s very self-explanatory and Steam should automatically detect your sensors, both Touch controllers, and your Rift itself.

As of the time of this writing, the beta branch of SteamVR has fully enabled haptic feedback for the Touch controllers, finally, and remapped many of the default button configurations. For example, a week ago, accessing the SteamVR overlay inside the Rift using Touch meant pressing the A button (or maybe it was the B button?) on your right hand, which felt awkward. Now it’s the menu button on your left hand, which feels much more natural. You can still get to Oculus Home by pressing the right-handed menu button, just like you would in any VR app through Home.

Essentially, you’re running the Oculus SDK in the background with SteamVR running over the top of it. Once you finish all of that, virtually every SteamVR app — whether it claims to support the Rift or not — should run. In the case of Google Earth VR, you may need to trick it into running, since Google decided to limit that program to Vive only for now. But for the most part, you should be able to get Vive games running with your Rift and Touch.

The Limitations

Now things start to get a bit tricky. While every VR app on Steam should open up and play inside your Rift without any questions, the Vive and Rift do have some minor differences. If it isn’t officially supported by the developer, it may have some performance issues or slight variations in how well things run.

In the case of the Touch controllers, things are even more varied. To understand why, you have to understand the differences between the controllers themselves. The Vive wands are vertical devices that you grasp your hand around with rings on top. On the face of the device you’ll find a large track pad which you can move your hand around as a touchpad, or also click in various spots to access different functions. Above that is a button that can access options or items and below that is a menu button that can also be used to turn on the controller, then on the sides, where your fingers wrap around, you’ll find the grip buttons, often used for picking up objects in games. Finally, beneath the ring at the back is a trigger that you pull for shooting and selecting things inside the game world.

The Touch controllers are a bit different. Instead of a trackpad, they feature a more traditional analog stick on each controller, each of which can also be clicked in. There is also a right and left Touch controller that feature both A and B as well as X and Y buttons, respectively, as well as menu buttons on each device. On the sides of each controller is a grip button and a trigger underneath, similar to the Vive. So the biggest differences are the lack of ambidexterity (each Touch controller is built for either the left or right hand while Vive controllers work in either hand) and the inclusion of a control stick over a trackpad.

Initially, this may not seem like a big deal, but it actually can be in some cases. For example, in Tilt Brush, you use the touchpad on your offhand to slide a scale to increase the brush’s width. With a touchpad, when your thumb reaches the edge and you’ve maxed it out, you simply lift your thumb off and the input stops. In the case of a Touch controller, releasing the stick resets it to the middle, canceling out part of your input. The same thing happens regardless of the direction you tilt the stick, making it difficult to use some options in certain VR apps. In Tilt Brush, I found a workaround by exiting out of a menu while sliding the width option preserved it without defaulting back when I released the control stick.

Another example is with Onward, a military simulation shooter. It works great once you get the hang of everything, but one of the trickiest parts involves reloading. Each gun operates differently, so it takes a bit of getting used to your weapon of choice, but in some cases on the Vive you’d click the bottom part of the touchpad down on your dominant hand to release the magazine, but on the Oculus Touch, I found that pressing the analog stick down, then clicking it, felt far less natural.

The same goes for teleportation in apps like The Lab, which ask you to click the touchpad and point to teleport. On the Oculus Touch, clicking a thumbstick repeatedly to move around gets old pretty fast. Arizona Sunshine, when played on the Touch via Oculus Home, lets you teleport by simply tilting the stick instead of clicking it — an example of specific optimization.

The natural orientation for holding a Vive wand is vertically, like you would a hammer, whereas your hands wraps around the Oculus Touch controllers and the app in question may interpret that orientation as you pointing the controller down. The result is that some games, such as The Brookhaven Experiment, may think you’re pointing the gun downward or in some other direction because it isn’t optimized entirely for the controller you’re using.

Finally, and these are the most minor issues, because of how much wider the ring is around the Touch controller vs. the ring at the top of the Vive controller (relative to its position in your hand) causes the Touch controllers to collide sometimes when doing  two-handed actions in certain apps. Usually this can be resolved by just positioning your hands a bit differently, but bumping them together by accident can be immersion breaking. Also, you’ll probably have to look at virtual Vive controllers in most games unless developers decide to model in Oculus Touch Touch controllers in an update.

The Future

We explained all of this to make it clear how things stand currently. Yes, most SteamVR Vive games run on the Rift with Touch, but not all of them are optimized for it. You’ll find issues here and there until more developers add in official support — if they even decide to. With Valve working on its own new experimental prototype controllers that stylistically resemble the Oculus Touch controllers, we could be moving closer to a world of unity between platforms, but only time will tell.

For our preference, we prefer the Oculus Touch controllers as a whole, but still rank the Vive above the Rift with Touch and three sensors as an overall roomscale tracking solution.

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