- The third element of SteamVR is a pair of wand-shaped controllers Valve designed for VR games.The SteamVR controllers represent Nintendo Wii remotes with sensor arrays mounted on top of them for.
- Yesterday, AT&T announced that next month, they'll unveil a demo that achieves a significant milestone in delivering 6DoF interactive SteamVR content to a wireless head-mounted display (HMD) device. What makes this so great is that they plan to deliver the content over a 5G 39GHz mmwave radio, connected to a GPU-accelerated gaming server.
- This allows SteamVR to be utilized in a secure environment where the machines are not connected to the internet. When used on a machine with internet connectivity, the installer will not send or receive any data online. The VIVE Enterprise Portal hosts a library containing a broad range of SteamVR builds. With new releases added.
- SteamVR will automatically launch and you'll be greeted with SteamVR home from within the Oculus Quest. Once SteamVR loads up, press the menu button on the left Oculus Touch controller to pull up.
The SteamVR SDK is unlike other Unreal Engine 4 (UE4) Virtual Reality SDKs as it is not bound to be used with a particular Head Mounted Display (HMD). Because of this UE4 projects that are developed for SteamVR can be used with any HMD that supports SteamVR. The following guide will help to highlight some information that you need to know about when developing content for SteamVR and UE4.
Make sure SteamVR is sending audio to the correct playback device. Right click within SteamVR, select Settings, select Audio, in the Set Playback Device choose the USB headphones of your choice. Make sure Windows is sending audio to the USB headphone device plugged into the headset. In windows, right click on the volume icon in the task tray.
SteamVR Beta
To make sure that you have the most up to date version of SteamVR installed, make sure that you opted into the SteamVR Beta by right-clicking on the SteamVR Tool and going to Properties >Betas and then select the beta - SteamVR Beta Update option.
SteamVR HMD Target Frame Rate
Below you will find the frame rate that your UE4 project must meet when using SteamVR.
HMD Device | Target Frame Rate |
---|---|
Steamvr Oculus Quest The SteamVR Headset Mirror enables you to see what the user sees in the HMD. Enabling this mode is particularly useful if you need to record what you are seeing in your UE4 project and the SteamVR compositor. To enable the mirror, you will need to do the following:
SteamVR Developer LinksThe following is a collection of links that will provide useful information on items such as hardware or software issues with SteamVR. -->We encourage developers to test and optimize their SteamVR experiences to run on Windows Mixed Reality headsets. This documentation covers common improvements you can make to get your experiences running great on Windows Mixed Reality. Initial setup instructionsTo start testing out your game or app on Windows Mixed Reality make sure to first follow our getting started guide. Controller Models
ControlsWhen designing or adjusting your control layout, keep in mind the following set of reserved commands:
Note If you're using an HP Reverb G2 controller, clicking the right menu button is reserved for the Steam Dashboard.
If possible, default to thumbstick-based teleportation to match the Windows Mixed Reality home teleportation behavior Steamvr Vr WebpageTooltips and UIMany VR games take advantage of motion controller tooltips and overlays to teach users their app or games most important commands. When tuning your application for Windows Mixed reality, we recommend reviewing this part of your experience to make sure the tooltips map to the Windows controller models. Additionally if there are any points in your experience where you display images of the controllers make sure to provide updated images using the Windows Mixed Reality motion controllers. |
![Steamvr Steamvr](http://www.roadtovr.com/wp-content/uploads/2016/07/super_mario_sunshine_featured-large.jpg)
Haptics
Beginning with the Windows 10 April 2018 Update, haptics are now supported for SteamVR experiences on Windows Mixed Reality. If your SteamVR app or game already includes support for haptics, it should now work (with no additional work) with Windows Mixed Reality motion controllers.
Windows Mixed Reality motion controllers use a standard haptics motor, as opposed to the linear actuators found in some other SteamVR motion controllers. This can lead to a slightly different-than-expected user experience. So, we recommend testing and tuning your haptics design with Windows Mixed Reality motion controllers. For example, sometimes short haptic pulses (5-10 ms) are less noticeable on Windows Mixed Reality motion controllers. To produce a more noticeable pulse, experiment with sending a longer 'click' (40-70 ms) to give the motor more time to spin up before being told to power off again.
Launching SteamVR apps from Windows Mixed Reality Start menu
Steamvr Oculus Quest 2
For VR experiences distributed through Steam, we've updated Windows Mixed Reality for SteamVR along with the latest Windows releases. SteamVR titles now show up in the Windows Mixed Reality Start menu in the 'All apps' list automatically.
Windows Mixed Reality logo
To display Windows Mixed Reality support for your title, go to the 'Edit Store Page' link on your App Landing Page, select the 'Basic Info' tab, and scroll down to 'Virtual Reality.' Uncheck the 'Hide Windows Mixed Reality' and then publish to the store.
Bugs and feedback
Your feedback is invaluable when it comes to improving the Windows Mixed Reality SteamVR experience. Submit all feedback and bugs through the Windows Feedback Hub. Here are some tips on how to make your SteamVR feedback as helpful as possible.
If you have questions or comments to share, you can also reach us on our Steam forum.
FAQs and troubleshooting
If you're running into general issues setting up or playing your experience, check out the latest troubleshooting steps.