Steamworks Documentation
Found 20 search results for "steamvr.vr"
SteamVR

[section]Overview[/section] SteamVR is a runtime included with the Steam client that powers virtual reality experiences. SteamVR is automatically installed when Steam detects a headset connected to a user's PC. …

[url=https://steamcommunity.com/games/250820/announcements/detail/3062859752419079879]Read more about SteamVR Collectibles[/url] [section]SteamVR In the Enterprise[/section] SteamVR is designed to be distributed along with Steam, and receive updates via Steam. …

SteamVR Input

For device makers, SteamVR Input enables you to support many SteamVR applications without needing developers to build support for your device. You can read more about SteamVR Input [url=https://steamcommunity.com/games/250820/announcements/detail/3809361199426010680]here.[/url] SteamVR Input is provided as part of the OpenVR SDK. You can read more here: [url]https://github.com/ValveSoftware/openvr/wiki/SteamVR-Input[/url] If your application does not support SteamVR Input natively, you can still create bindings for it and share those with the community. …

SteamVR for Enterprise / Government Use

If you plan to use SteamVR for commercial purposes you should first identify whether you want to make your installation available to members of the public, such as in a VR arcade, a school or other educational or entertainment installation, or whether you want to use SteamVR internally, such as for your company's design or visualization teams. …

Select the tab "Installed Files" and click on the button labeled "Browse...". [*]The directory containing the SteamVR Runtime will open. Copy this entire directory onto a portable medium of your choice (e.g. a USB thumb drive) and copy it again onto the target PC that does not have access to the internet. [*]In order to run SteamVR you should start the file "vrstartup.exe" [*]SteamVR should now be running on the new PC and support any application that is built using the OpenVR SDK, the SteamVR Unity Plugin or the VR tools within Unreal Engine. …

Virtual Reality

[section]Overview[/section] Steam and Steamworks provide robust support for Virtual Reality experiences via SteamVR. This section provides information about how to develop SteamVR applications and additional requirements for distributing them on Steam. …

Check out the following links: [list] [*] [url=https://steamcommunity.com/app/358720/discussions/]Steam VR Community Hub[/url] [*][url=https://steamcommunity.com/app/633750]SteamVR Knuckles Community Hub[/url] [*][url=https://steamcommunity.com/app/507090/discussions/]SteamVR Tracking HDK Community Hub[/url] [*] [url=https://github.com/ValveSoftware/openvr]OpenVR GitHub Repository[/url] [*] [url=https://github.com/ValveSoftware/openvr/wiki/API-Documentation]OpenVR API Documentation[/url] [/list]…

Performance Assessment Overlay (VR titles)

To help evaluate how your VR title is doing with regards to the [doclink=steamframe/compat#FrameCompatibilityChecklist]Frame Compatibility Checklist[/doclink], SteamVR offers a [b]Performance Assessment[/b] overlay that measures resolution and frame rate. [section]Enabling the overlay[/section] You can turn on the in-headset performance assessment by opening the SteamVR Dashboard, toggling [b]Advanced Settings[/b] (bottom left corner) to [b]Show[/b], then head to the [b]Developer[/b] tab and enable [b]Draw Performance Assessment in Headset[/b]. …

This can be done by bringing up the SteamVR [b]Now Playing[/b] screen, then selecting [b]Clear Performance Assessment Status[/b]. [docimg=perf_criteria_clear.png]perf_criteria_clear.png[/docimg]…

Application Settings for Virtual Reality

[section]Overview[/section] You can manage the Virtual Reality settings for your application on Steamworks in two places: [list][*]Steamworks Settings - Set the SteamVR input binding mode for your application, as well as launch options. [*]Store Page - Describe your VR requirements and supported configurations[/list] [section]Steamworks Settings[/section] Steamworks settings enable you to define the SteamVR input binding mode for your application, and define your launch options. …

If you built your application with the OpenVR SDK, select "Launch SteamVR App." You can add additional launch options depending on the needs of your application by clicking "Add New Launch Option.…

Setting up your Steam Frame for development

[docimg=steamframe-steambeta.png]steamframe-steambeta.png[/docimg] For SteamVR, go to its app page in your [b]Steam Library[/b] (still on your Desktop PC), click the gear icon, select [b]Properties > Betas > Beta Participation[/b] and select [b]SteamVR Beta Update[/b]. …

[docimg=steamframe-streamtopc2.png]steamframe-streamtopc2.png[/docimg] [i]Note: SteamVR will automatically reconnect to the last wireless headset it was launched with, so you can just launch SteamVR from the PC rather than needing to initiate from in-headset each time. …

OpenVR

This repository on GitHub is an SDK that contains the API and samples. The runtime is under SteamVR in the "Tools" library in the Steam client. Documentation for the API is available on the [url=https://github.com/ValveSoftware/openvr]OpenVR GitHub Wiki[/url]. More information on OpenVR and SteamVR can be found at http://steamvr.com. [subsection]Engine Support[/subsection] SteamVR implements OpenVR and is natively supported by Unreal Engine 4, and is also natively supported in Unity version 5.4+. …

Suggesting default user settings for your game

SteamVR offers a rich set of customizable settings to the user. To ensure that a game will run well out-of-the-box, a developer can suggest tailored default user settings for their game on Steam Frame, including the refresh rate or the display resolution that should be optimal for the experience. …

Developers can include a file named [b]vrpreferences.json[/b] at the root of their game package and SteamVR will read this file and automatically create the corresponding per-application default values for relevant settings. [callout]The [b]vrpreferences.json[/b] file is read when the application is being installed or upon startup of SteamVR. …

Steam Frame Debugging

The files are formatted as Comma Separated Values (CSV), with the following metrics available on a periodic interval (sample): [list] [*][b]dashboard[/b]: Whether the SteamVR dashboard was visible at any point during the period since the last sample. [*][b]fps[/b]: The framerate, corresponding to the actual number of frames submitted by the application. [*][b]peakCpu(ms)[/b] and [b]peakGpu(ms)[/b]: The peak CPU and GPU frame times, in milliseconds, corresponding to the maximum time the application took to submit a frame. [*][b]reprojected[/b]: The number of frames reprojected by the SteamVR Compositor. These events occur when the application frame times are too high, or the application is being throttled (for example via SteamVR Settings for the application or when using SteamVR Motion Smoothing). [*][b]peakGpu(MHz)[/b]: The peak GPU clock, in Megahertz. [*][b]peakPower(W)[/b]: The peak total system power, in Watts. [*][b]refresh(Hz)[/b]: The headset's refresh rate (as set by the user in the SteamVR Settings for the application). [*][b]throttle[/b]: The frame limit, either set by the user through SteamVR Settings for the application, or by SteamVR when Motion Smoothing is active. [*][b]width[/b] and [b]height[/b]: The minimum resolution of any frame submitted by the application during the period since the last sample. …

Steam Frame

The headset integrates high-resolution displays, inside-out tracking, integrated audio, and full gamepad input into a self-contained system running SteamOS. By maintaining full compatibility with SteamVR and OpenXR, Steam Frame provides a consistent development target across streamed PC VR content and on-device applications. Supported execution models include Windows and Linux PC titles as well as native ARM64 and Android-based APKs. …

Steam Frame Input

[docimg=steamframe-controllers_1.png]steamframe-controllers_1.png[/docimg] [subsection]VR Compatibility[/subsection] While you will always get a better user experience by tailoring your title to the Frame Controllers specifically, our controller compatibility modes have become quite robust. SteamVR will always use a Frame Controller binding by default but in the case one is not available it will first look for a [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_KHR_generic_controller]OpenXR Generic Controller[/url] binding, then an [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#semantic-paths-oculus-touch-controller-profile]Oculus Touch[/url] binding, and remap those to the Frame Controller layout. …

They support finger tracking via the [url=https://github.com/ValveSoftware/openvr/wiki/SteamVR-Skeletal-Input/4db5b685942e4b84f16bb3796143e292ad9226e6]Skeletal Input API[/url] and all of the controls listed above. You can create bindings for it in the SteamVR Binding UI. …

Features

[/td][/tr] [tr][td][doclink=features/steamvr][/doclink][/td][td]Steam and Steamworks provide robust support for Virtual Reality experiences via SteamVR. This section provides information about how to develop SteamVR applications and additional requirements for distributing them on Steam.…

Unity

[i]Requirements: Unity OpenXR Plugin v1.9.1+[/i] [*][b]Valve Utils: Refresh Rate[/b] - This feature lets you query and request refresh rates on the headset via the [url=https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_FB_display_refresh_rate]XR_FB_display_refresh_rate[/url] OpenXR extension. Currently in SteamVR we only expose the currently in-use refresh rate. [i]Requirements: OpenXR[/i] [/list] [section]Project Settings[/section] These settings are required for Android OpenXR builds to work on the Steam Frame. …

If you setup your project to run OpenXR on Standalone (desktop) you can just hit Play in the editor and do most of your gameplay testing on PC through SteamVR, even while you're project currently targets Android. Remember to add the Steam Frame Controller to the list of Enabled Interaction Profiles on the Windows/Mac/Linux tab for the bindings to be the same as when on Android. …

Licensees

[section] Steam PC Café Features[/section] [h4]Licensed Use of Commercial Content[/h4] [list] [*]A [b]free license to offer Steam and SteamVR[/b] access to the public in your registered locations. [*][b]Access to purchase commercial game licenses for content offered on Steam[/b] from participating developers/publishers. …

Custom Engines

[subsection]OpenXR[/subsection] See [doclink=steamhardware/steamframe/input][/doclink] for details. [subsection]Foveated Rendering[/subsection] SteamVR supports the following recommended OpenXR extensions: [list] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation]XR_FB_foveation[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_configuration]XR_FB_foveation_configuration[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_vulkan]XR_FB_foveation_vulkan[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_swapchain_update_state]XR_FB_swapchain_update_state[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_foveation_eye_tracked]XR_META_foveation_eye_tracked[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_vulkan_swapchain_create_info]XR_META_vulkan_swapchain_create_info[/url] [/list] [subsection]Eye Tracking[/subsection] Our current support for eye tracking uses the [b]XR_EXT_eye_gaze_interaction [/b]OpenXR extension. …

Onboarding

Non-game software may be accepted for distribution if it fits into one of the following categories: [list] [*] Animation & Modeling [*] Audio/Video Production [*] Design & Illustration [*] Photo Editing [*] Educational & Tutorials [*] Finance & Accounting [*] Player Tools [*] SteamVR Tools (Drivers, Overlays, Utilities) [/list] [section]Next Steps[/section] After you have completed onboarding, check out the rest of the documentation for information on managing your partner account, exploring the SDK, and setting up your first product on Steam.…

Steam Frame Standalone Compatibility Review Process

[callout]To assist in evaluating performance, we've added a [doclink=steamframe/compat/perf_criteria]Performance Assessment Overlay[/doclink] to SteamVR. [/callout] [/list] [b]Input[/b] [list] [*][b]controller models[/b]: VR games that render controller models must show Frame's controllers. …

Publishers

[/h4] No, agreeing to the PC Café license provides the individual or business with a license to use Steam, SteamVR and any commercially licensed content that is available for free on Steam. [*][h4]Can I provide Steam Keys to Cafés?[/h4] Only commercial licenses, purchased via Steam, will be compatible with the Café program and its suite of features. …

Unreal Engine

This is very useful for debugging and tuning! [section]Steam Frame Controllers[/section] While SteamVR will automatically remap bindings from other controllers if no bindings are provided for the Frame Controllers, specifying native bindings will always give the best user experience. …