Posts Tagged ‘SteamVR’

SteamVR: A Chat About What Worked And What Didn’t

By Alec Meer on March 20th, 2015.

Alec and Graham have both had a go on SteamVR, aka the HTC Vive (as described here and here). Yes, aren’t they glorious, beautiful, shining examples of humanity? You can touch them if you like. No, not there. And not for that long. What are you.. ew, no, no, get off.

Actually, just stand over there and avert your eyes while they have a big old natter about what worked best, what might go wrong in practice, where this might all lead to, whether this is basically MAGIC, Valve vs Oculus and whether the hell we should let children use this thing.
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12 Observations About SteamVR

By Alec Meer on March 18th, 2015.

Through a series of fortunate events, I found myself in a backroom at EGX Rezzed last week, wearing a plastic box on my face, clutching a wand-shaped controller in each hand and walking around digital worlds. I was trying out SteamVR, aka the HTC Vive, and it was… well, in the longer term I need to go and have a hard think about how to meaningfully convey experiences* with essentially involve perceiving new realities. For now, I’ll be merely practical.
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Valve’s Vive VR Prototype Is Better Than The Oculus Rift’s

By Graham Smith on March 5th, 2015.

I’ve used the Oculus Rift DK1, HD and DK2 for hours and hours and enjoyed my time with each of them immensely, but on each occasion, I’d feel some sense of relief upon taking the headset off. Relief that my head could cool down, relief my eyes could relax, relief that I hadn’t thrown up.

When my twenty minutes with Valve and HTC’s Vive came to an end, I felt no relief. Instead, I only felt disappointed that I couldn’t continue exploring the 3D painting demo or playing with the specially-designed Portal 2 vignette.

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Job Simulator: A Peek At One Of SteamVR’s First Games

By Philippa Warr on March 2nd, 2015.

Soon to be extinct

“There were once places beyond reach,” explains the chap hired to provide grandiose gravelly vocals on the overblown launch video for Valve’s virtual reality system, Vive.

“Sights unseen,” he adds as some guy dramatically takes an entire cosmic dustcloud to the face. “They called to us and let us hear. A world within ours – wild and without end. Welcome to a new reality.”

That new reality involves a slightly farty-sounding bottle of hot sauce being shaken over a virtual reality steak.

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So Valve’s Virtual Reality Thinger Got Announced…

By Alec Meer on March 1st, 2015.

…Please don’t do these sorts of things on a weekend, big companies. My heart can’t take it.

So: the ‘Vive!’ The first time Steam VR has broken cover! A hardware partnership between Valve and HTC! Dual 1200 x 1080 displays with a 90 frames per second refresh rate! All kinds of apparently super-precise head-tracking with no jitter! But that’s not the half of it. Add in a couple of ‘Steam VR Base Stations’ and you get to walk around, with the setup tracking your location. I.e. in theory you get to actually walk around a pretend world.

And out by this Christmas. Good lord. Trailer thingy below.
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Valve Showing Unannounced SteamVR Hardware At GDC

By Graham Smith on February 23rd, 2015.

Good news for people who like strapping things to their faces: Valve are bringing a new piece of virtual reality hardware to GDC next week.

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Steam In Your Eyes: Big Picture Now For VR Headsets

By Graham Smith on January 14th, 2014.

SteamVR will make loading TF2 marginally easier. Yay!

Years of only seeing the “VR” suffix in fiction has made it feel futuristic and unreal, but now it’s popping up everywhere. Valve have just quietly slipped support for virtual reality into Steam, letting you use their Big Picture interface while wearing a headset. It’s called SteamVR of course, and it’s in beta.
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