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.

Tagged with: , , , , ,

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?

Tagged with: , , ,

Field in View: Valve, Facebook, Microsoft, Google, Sony – Who Believes What’s Best For VR?

Field in View: Valve, Facebook, Microsoft, Google, Sony – Who Believes What’s Best For VR?

I think it’s time to get things in order a little. To my mind, there are now five major companies publicly involved in the development of the VR ecosystem. Not just headsets, but the development, sale and distribution of content, and how they believe those processes will most benefit both themselves and the industry. Understanding what each is doing for VR is getting increasingly more complicated by the day.

Between Sony’s PlayStation VR, Google’s Daydream, Microsoft’s Windows Holographic, Facebook’s Oculus, and Valve’s SteamVR, we don’t just have different tech specs but different philosophies that will continue to seperate each of them as 2017 goes on and may ultimately decide who truly leads the industry in the years to come. Each will likely come under examination in a few weeks’ time at the Game Developers Conference, so let’s set the record straight on each approach right now.

Sony

As wonderful a headset as PSVR is, Sony’s approach to VR is probably the most incidental, not that that’s necessarily a bad thing. In comparison to its higher-end PC rivals, PSVR offers a limited VR experience with its single tracking camera but excels as an entry-level headset that doesn’t require people to transform a room in their house. It seemingly believes the compromises that it makes in a VR experience are worth it; many of PSVR’s biggest games are experienced with a DualShock 4 gamepad and ports of games like Job Simulator have been adapted to accommodate the tracking.

In terms of ecosystem, PSVR has adopted a similar approach to the PS4 that it works with. The company publishes exclusive content from first-parties like RIGS, arranges either full or timed exclusive VR games like the recent VR support for Resident Evil 7, and welcomes both big publishers and independent developers to work on its platform, though with added processes to launch on the PlayStation Store. The optimization needed to bring PC games to PSVR combined with the added method of getting onto the Store means games often come to the headset later than they do Rift or Vive.

Google

Though Oculus and Samsung’s Gear VR might have had a significant headstart, Google’s mobile VR ecosystem, Daydream is poised to lead the smartphone charge in the coming months. Google wants to essentially create the Android of VR by building on top of that exact operating system. It’s working with companies like Huawei and Samsung itself to create handsets that support Daydream with all the same functionality that its own Pixel phone offers. In theory, if the approach is successful, many thousands of people will be walking around with Daydream phones in the years to come.

To fuel its ecosystem right now, Google lined up a range of exclusive content with other developers, but the company itself is not developing exclusively; Google Earth and Tilt Brush are both available on the HTC Vive and may come to other devices in the future. While the company’s tactics aren’t as often discussed as PC VR right now, they’re bound to be just as important as mobile VR grows in prominence over the years.

Microsoft

Microsoft probably has the most curious approach to a VR ecosystem right now, simply because we don’t know all that much about it. The company believes that the Holographic operating system it’s developing, seemingly part of Windows 10 itself, could be the main OS for immersive headsets; not just VR but HoloLens too. To help prove that faster than it will take to get HoloLens to the consumer market, it’s teaming with the likes of Dell and Lenovo to make new VR headsets.

Those devices are launching later this year, but we know very little how they’ll exist alongside SteamVR and Oculus Home. Microsoft claims its devices don’t need high-powered PCs and its inside-out tracking trumps the external sensors for Rift and Vive. If it can convince consumers of that, then it could make a major play for VR dominance. The question is what that possible future would mean for other devices.

Facebook

Over the past year no one has come under fire for their approach to a VR ecosystem quite as much as Facebook’s Oculus. The Rift launched in March of 2016 and with it a dedicated Home app where people buy games and connect online. Home does not sell content that’s compatible with other headsets and Oculus has lined up a lot of exclusive content to help sway people to buy its headset over others.

Rift’s tracking technology is entirely proprietary, which puts it at odds with Valve’s SteamVR which currently powers the HTC Vive and will, in the future, fuel other headsets too. If Facebook’s headset becomes the best-selling VR device then it will be definitively controlled by Facebook itself. There are many advantages to the singular approach in terms of simplicity, but its the fears over that control that have many people worried about the company’s policies. Whether those concerns are unfounded or not will be one of VR’s biggest stories for the next few years.

Valve

In SteamVR and OpenVR Valve is heavily pushing an open ecosystem that it thinks is exactly what the tech needs to thrive. Just this week Valve has expressed its disdain for exclusive software, and this year’s CES was peppered with headsets that utilized SteamVR. Companies like HTC are bringing new gadgets into the ecosystem like the Vive tracker that allow developers to experiment with VR in ways that they couldn’t on other platforms.

As pioneers of room scale technology, Valve wants VR to be an uncompromising experience. It was the first to offer a headset that you can walk around a tracked space with. That means its tech is expensive and likely inaccessible to many people right now, but the company envisions a future in which its ecosystem becomes increasingly viable in the home space.

Tagged with: , , , , , ,

The Big Question: What Are Valve’s Three VR Games?

The Big Question: What Are Valve’s Three VR Games?

It’s an urban myth that Valve hates 3’s. The beloved studio has taken us up to Half-Life 2, Half-Life 2: Episode 2, Portal 2, Left4Dead 2, Team Fortress 2, and DOTA2, but it can can never quite bring itself to complete a trilogy. This week, though, the company announced that it’s breaking that curse in a way; it’s currently working on three VR games.

That’s enough to get anyone that’s been playing games over the last five to 20 years very excited. Over that period, this developer has released some of the most celebrated and popular games of all time, including pretty much all of the above. More recently, it’s turned its attention to VR and built the SteamVR system seen in the HTC Vive, as well as The Lab and Destinations. We’ve long wondered when Valve would combine its brilliant new hardware with its famed game making skills for a more robust experience, and now we know it’s really happening. One of these three could be Valve’s killer app.

But what is Valve actually making?

That’s the real question here, and one that we’ll go mad thinking over in the coming weeks and months. We’re expecting at least one of these games to be revealed this year but, until it is, we’re all going to be guessing as to what the studio is working on. Let’s get our thoughts in order.

New IP

This is probably the safest bet for at least one or two of these games. VR gives developers a whole new set of tools to play with and, while we desperately want to see some Valve franchises in VR, it makes more sense to build a universe from the ground up, or at least a new property in the existing Half-Life/Portal-verse. You shouldn’t turn your nose up at that thought; all of Valve’s celebrated series had to start somewhere. Think about how incredible the first Portal was, and then imagine if they could pull that off again in VR.

Team Fortress 3/Counter-Strike VR

At first we thought these were the least likely sequel options out of Valve’s stable of IP, but then we recalled the early days of the Oculus Rift, when development kit owners tried TF2 running on the headset. I also remembered that Valve recently invited the developer of one of VR’s most popular online FPSs, Onward, to work at their studio over January, seemingly legitimizing their belief in the genre. Could TF3 really be in the works?

DOTA Spin-off

DOTA2 already has some basic VR integration, but it doesn’t allow you to actually play the game. While we’d love for DOTA3 to fully support headsets, there’s no reason for Valve to make the sequel while this MOBA remains so popular, and certainly not restrict its popularity. But it could still put the series’ colorful cast of characters to work in VR with a spin-off adventure. There’s a lot of potential there we hope they’ll explore.

Left4Dead 3

It’s been a long time since we had a new entry in the Left4Dead series, unless you count the arcade installment that hit Japan a few years back. VR is the perfect venue for its return although, frankly, we’ve seen a lot of shooters that try to distill the series’ intense combat into a stationary experience. If Valve is making L4D3 in VR, we’d want it to be the full experience with full locomotion. How could they possibly pull that off? That’s up to Valve to solve.

The Lab 2

Valve assures us that these new games will be full experiences, but that doesn’t mean one couldn’t build on the world(s) it established in its free minigame compilation. The Lab still features some of the most compelling mechanics in VR and, if the company were to build some of these into full games, they could definitely create something compelling.

Portal 3

Personally, I’d bet that this is one of the three games; a trailer for the HTC Vive last year seemed to drop a pretty big hint that a Portal VR game was in the works. We’ve had a glimpse into what the mind-bending world of Portal can look like in mixed reality, but the potential for an amazing VR experience is almost too good to pass up. Imagine more intricate puzzles that have you sticking arms and heads through multiple portals to solve challenges. There’s a lot of great opportunity here. There is a solid but short VR mod for Portal 2 to tide you over in the meantime.

Half-Life 3

There, we said it. Don’t shoot the messenger.

Tagged with: , , , ,

Gabe Newell Teases ‘House-Scale’ VR, Three ‘Full’ Valve VR Games

Gabe Newell Teases ‘House-Scale’ VR, Three ‘Full’ Valve VR Games

The knowledge that Valve was working on a VR game was enough to get any headset fan excited. But the company’s plans for the future go well beyond that.

At a press briefing in Seattle this week, as reported by Gamasutra, company founder Gabe Newell teased what it was working on in VR right now, and shared thoughts about where he thought the tech would go in the near future. He said that he believed room-scale VR, a concept the company introduced with the help of the HTC Vive, would eventually grow into “house-scale” VR that transform a series of rooms into a VR experience.

That obviously requires positionally-tracked (likely inside-out) wireless headsets, which Newell called a “solved problem”. He said wireless VR would be an “add-on” this year, likely referring to kits like TPCAST’s wireless adapter for the Vive, and that it would become an integrated feature by 2018. Could that possibly suggest there will be wireless SteamVR headsets — maybe even a second Vive — next year?

Newell also revealed that the company is actually working on not one but three full VR games. That doesn’t mean short tech demos, that means three actual games.

The SteamVR creator first confirmed that it was working on a full game for the tech at last years Steam Dev Days event, and Newell recently reconfirmed its interest in developing content for headsets.

This week, though, he said that working on both VR hardware with the Vive and software gave the company the kind of advantage that legendary Nintendo developer and Super Mario creator Shigeru Miyamoto also benefited from.

“[Miyamoto] has had the ability to think about what the input devices & the design of systems should be like while he’s trying to design games,” Newell said. “Our sense is that that’s going to allow us to actually build much better entertainment experiences for people.”

Newell explained that these projects will also hopefully teach positive and possibly negative lessons to other developers, further describing the games as “very different.”

“Each game developer will be able to look at those and say, that was great, that was not as great,” he said. “Which is part of, from our point of view, that’s a useful charateristic of these three.”

Previously, Valve has released two VR experiences. The first, The Lab, is a free collection of minigames from the company, showcasing just what you can do with the HTC Vive and room scale VR, two technologies that are sure to be supported in the company’s new games. The second was Destinations, a sort of hub app that allows people to visit user-created worlds, either with friends or on their own. They’re both great, but they’re not the true games that Valve crafts so well.

As for if you’ll see these games only on Vive? Newell’s stance on exclusive content didn’t make it seem that way. “It’s like you’ve got people building proprietary walled gardens who say be exclusive to us and we’ll give you this bunch of money,” he said, likely rreferringto Facebook’s Oculus and its Home ecosystem. “And we’re like, we hate exclusives. We think it’s bad for everybody, certainly in the medium- to long-term, and I’d probably argue in the short-term as well.”

That’s not a new stance from the company, and Newell reiterated that Valve works with developers to help “manage your cashflow”.

At this point, we don’t need to remind you of the developer’s resume, and why you should be looking out for these games. The company previously suggested that we might see at least one of them at some point this year, and the 2017 Game Developers Conference is right around the corner. Could Valve be planning to steal the show there?

Tagged with: , ,

Valve Turns Destinations Into Social VR Platform With Trading And Quests

Valve Turns Destinations Into Social VR Platform With Trading And Quests

Valve Software just released a big update to its Destinations software that could make it a fun place to hang out with friends in virtual reality.

Destinations is evolving steadily and might be blossoming into a social VR platform that could rival those in the works from Facebook, High Fidelity, Linden Lab, Altspace and others. First launched as a set of tools for creating locations others could visit in VR, Valve added multiplayer to Destinations in July last year amid a steady stream of updates. This latest improvement adds quests for hidden items, rewarding you and fellow travelers with items to customize the way you look. You can even trade with other visitors.

From a blog post about the update:

Travel to various Destinations to find hidden item caches using the new Cache Finder tool. Locate one, and you (along with anyone questing with you) will earn a wearable item or avatar head to customize the way you look. Fancy a different hat than the one you found? Trade with other Destinations players on Steam or head over to the Steam Market. A new set of geocaching quests will appear each week, so get out there and find some caches!

In other words, first Destinations gave you places to visit in virtual reality and the tools to make your own places. Then they added multiplayer so you could visit these places with other people. Now they are giving you things to do in these places, and it isn’t just customizing how you look. The update also includes a variety of props and tools you can use, including a sketching tool and a drone you control by remote.

OpenVR SDK Adds ‘Initial’ Support For OSX, DX12

OpenVR SDK Adds ‘Initial’ Support For OSX, DX12

Valve promised OpenVR support for Mac users in late 2016. Now in early 2017, the company is taking the first steps towards that promise.

The SteamVR creator today launched v1.0.6 of its OpenVR SDK on GitHub, allowing applications to work across a range of VR headsets. A tweet from the OpenVR account noted that the update was “Highly recommended for driver devs”.

Look a little deeper into the changelog, though, and you’ll find this: “Added initial support for DirectX 12 and OSX IOSurfaces. Use at your own risk. Forward compatibility is not guaranteed.”

That should mean that developers are able to start testing their VR content on Apple’s operating system, though Valve’s precautions in wording should be taken to heart. Forward compatibility here likely means that any apps developers do get running on OSX may not work with future versions of the SDK.

VR support on Mac has been a tricky subject over the past few years. While early development kits for the Oculus Rift were compatible with the platform, the consumer edition of the device does not support it. In the past the company has explained that Macs don’t target the high-end components needed for a good VR experience. We’ve seen more powerful machines coming from Apple in recent months, though at the same time Oculus CTO John Carmack earlier this month joked that he wasn’t a Mac user unless “under duress” during his time on the stand in the ZeniMax/Oculus trial.

Could Mac’s barren days of VR soon be nearing? Perhaps, but Apple has shown far more interest in augmented reality (AR) than it has VR over the past year, particularly following the success of Pokemon GO. Perhaps 2017 will hold a new Apple device that’s better suited to running the Oculus Rift and HTC Vive.

Valve also said that support for the Linux OS is on the way, but no sign of that yet.

Tagged with: , , , ,

HTC’s Vive Tracker Passes FCC Regulations

vive tracker

HTC’s new Tracker peripherals for the Vive VR headset are expected to launch soon, and they may have just passed a big milestone.

It appears that, just a few days ago, the Tracker

This could mean a whole host of Vive-compatible add-ons are one step closer to their Q2 2017 release window. These peripherals are designed to enhance your VR experience by attaching the Tracker to real world items that you can then bring into the virtual world. The Trackers are essentially just extra markers for the Vive’s base stations to pick up on, a lot like the controllers you hold in your hands.

We’re already seeing some pretty inspiring uses for the Trackers. One developer is attaching them to smartphones that can then act as windows into the virtual world and even then be used for local multiplayer experiences. Even developers without the kit are acting upon their potential; Island 359 developer CloudGate Studio recently posted footage of full body tracking made possible with two Vive controllers stuck to the user’s feet, which will be swapped out for the Trackers soon.

We don’t yet have a price for the Trackers but we’ll be sure to update you as soon as we do. Combined with the new integrated audio strap that was also announced at CES, Vive is set to have a big year.

Tagged with: , , ,

Valve Confirms More Headsets In The Works Compatible With SteamVR Tracking

Valve Confirms More Headsets In The Works Compatible With SteamVR Tracking

In a late comment to the Gabe Newell AMA on Reddit, Valve’s Joe Ludwig posted an update outlining progress licensing its SteamVR Tracking system.

The system could be critical to the adoption of VR in 2017 and the comment indicates additional head-mounted displays compatible with the SteamVR Tracking “lighthouse” technology are in the works. The headsets are among 500 companies which signed up to freely use the innovative tracking system, according to Ludwig.

Below is the full comment in response to the questions “Did you expect more hardware manufacturers to consider interest in releasing their own Lighthouse/Steam VR HMD instead of just HTC? Why do you think other companies haven’t (publically at least) gotten on board?”:

500 companies have signed up to use Lighthouse and some of them are making HMDs. A few of them have talked about that, but a bunch more will announce when they’re ready.

As far as we know, everything is in place for any store to support the Vive. As part of your initial setup you would still install Steam to get the drivers, but Steam doesn’t need to be running for the Vive to work.

The controller production line is still going strong and churning out controllers. The next line we’re building is for the base stations we talked about at Dev Days. They’ll start showing up later this year.

Using automation allows us to keep production local, which means our employees can be much more hands-on with the manufacturing process. That works a lot better with how Valve works, so we’ll probably keep doing that going forward.

SteamVR Tracking is an ingenious technology that bathes a room with lasers you can’t see with the naked eye, but it allows objects with sensors on the surface to be perfectly tracked throughout a space. A compatible system like lighthouse which works with products from a variety of manufacturers could lower the cost for upgrades (because the tracking system is already installed) while simultaneously opening up VR to an enormous collection of objects that can be brought into a virtual world. The end result would be a whole slew of VR experiences, from fighting fires to hitting a baseball, which would look, sound and feel extremely close to their real-world counterparts.

Tagged with: ,

Gabe Newell: ‘We’re Designing Our Own VR Games’ at Valve (Live Updates)

Gabe Newell: ‘We’re Designing Our Own VR Games’ at Valve (Live Updates)

Valve co-founder and president Gabe Newell was live on Reddit today participating in an official AMA (Ask Me Anything) that was hosted to focus on a wide variety of topics. The AMA was announced earlier this week and confirmed yesterday, but it looks like it got started a bit earlier than originally planned.

“There are a bunch of other Valve people here so ask them, too,” Newell begins. “I’m in a conference room with VR, Dota, Steam, and other people happy to answer your questions,” he writes in a follow-up comment. When the AMA was announced, VR was certainly expected to be a huge topic of conversation, as are continued rumors and speculation about Half-Life 2: Episode 3 and Half-Life 3.

Newell has been passionate about VR as a whole for years and was one of the featured voices in Oculus’ original Kickstarter pitch video. As the head of Valve, he is now one of the core forces behind the HTC Vive and the Steam’s position as one of the leading destinations for VR content on the internet.

Last year Newell stated that he had been spending a lot of his time with the VR team at the company, alluding to potential hardware and software developments. As it stands, The Lab is the company’s only real VR release, with Destinations and a DOTA 2 viewing mode also included.

The first VR-specific answer we got from Newell in the thread is in regards to Valve’s plans to work on a large VR-specific title at some point. It sounds like something they’re interested in pursuing. Reddit user GoodCrossing asked, “Is Valve interested in making a full game experience for the Vive? The Lab was great but we’d all love to get a full Valve game.” Somewhat cryptically Newell responded, “Yes. We think VR is pretty important as a tool for interesting games.


We’ll continue to update this story as news comes out of the AMA. Tune in to follow the thread on your own as well!

Update: When asked by Reddit user Air_chandler how the team looked at the future outlook and trajectory of Valve as a company, Newell responded, “The big thing right now is broadening the range of options we have in creating experiences. We think investing in hardware will give us those options. The knuckles controller is being designed at the same time as we’re designing our own VR games.

Tagged with: , , , , , ,