Steam VR | KitGuru https://www.kitguru.net KitGuru.net - Tech News | Hardware News | Hardware Reviews | IOS | Mobile | Gaming | Graphics Cards Mon, 05 Feb 2024 14:41:49 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.3 https://www.kitguru.net/wp-content/uploads/2021/06/cropped-KITGURU-Light-Background-SQUARE2-32x32.png Steam VR | KitGuru https://www.kitguru.net 32 32 Metro: Awakening is an ‘origin story’ coming to VR platforms this year https://www.kitguru.net/gaming/matthew-wilson/metro-awakening-is-an-origin-story-coming-to-vr-platforms-this-year/ https://www.kitguru.net/gaming/matthew-wilson/metro-awakening-is-an-origin-story-coming-to-vr-platforms-this-year/#respond Fri, 02 Feb 2024 17:00:13 +0000 https://www.kitguru.net/?p=646865 Earlier this week, Deep Silver announced plans for a brand new Metro game. While this won't be the next major game in the series from 4A Games, it will be an exciting spin-off, bringing the tense world of Metro to VR for the first time. Metro: Awakening is an origin story, putting players in the …

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Earlier this week, Deep Silver announced plans for a brand new Metro game. While this won't be the next major game in the series from 4A Games, it will be an exciting spin-off, bringing the tense world of Metro to VR for the first time.

Metro: Awakening is an origin story, putting players in the shoes of Serdar, a doctor in the Metro tunnels, searching for medication to treat his wife's illness. The search begins in the tunnels beneath Moscow, with players having to be careful to avoid or fight through mutants. Something that will jump out to fans of the books and games is the fact that author Dmitry Glukhovsky penned the narrative for Metro: Awakening, so it won't feel like an out-of-place spin-off and should be a meaningful single-player Metro adventure.

While the game was first announced as part of a Sony State of Play stream, Metro: Awakening will not be exclusive to the PlayStation VR2 platform, it will be playable across Steam VR, the Meta Quest platform, as well as PlayStation VR2.

The game doesn't have a final release date yet but it is due to come out later this year. The game is being developed by Vertigo Games, the studio that also produced Arizona Sunshine.

Discuss on our Facebook page, HERE.

KitGuru Says: Metro seems like a perfect fit for a VR game. I'm expecting the playthrough to be very tense, similarly to Half-Life: Alyx. Will any of you be picking up Metro: Awakening when it drops later this year?

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Valve brings Steam Link to Quest headsets for wireless PC VR https://www.kitguru.net/gaming/matthew-wilson/valve-brings-steam-link-to-quest-headsets-for-wireless-pc-vr/ https://www.kitguru.net/gaming/matthew-wilson/valve-brings-steam-link-to-quest-headsets-for-wireless-pc-vr/#respond Thu, 30 Nov 2023 18:32:13 +0000 https://www.kitguru.net/?p=639398 Valve is bringing official Steam Link support to Meta's VR headsets. Starting today, Quest 2, Quest 3 and Quest Pro owners will be able to use Steam Link to wirelessly play their VR games on Steam through their headsets. You could previously use Oculus Link to wirelessly connect your Quest headset to your PC to …

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Valve is bringing official Steam Link support to Meta's VR headsets. Starting today, Quest 2, Quest 3 and Quest Pro owners will be able to use Steam Link to wirelessly play their VR games on Steam through their headsets.

You could previously use Oculus Link to wirelessly connect your Quest headset to your PC to play games owned on the Oculus/Meta store for apps and games. Now, you'll be able to do the same for all the games on your Steam library, but you will need a decent home network to get it running well without a direct wired connection.

There are some minimum requirements for using Steam Link with a Quest headset. Valve says you'll need a 5GHz wireless connection at minimum, as well as Windows 10 and a GTX 970 or newer graphics card. Those are just the minimum requirements though, Valve recommends WiFi 6 or WiFi 6E, 16GB of RAM and an RTX 2070 graphics card or newer for the best experience.

To get it all set up you'll need Steam and SteamVR installed and running on your PC. Then you'll need to connect your Quest headset to the same network as your PC and download the free Steam Link app for it. After that, the app will walk you through the rest of the steps.

KitGuru Says: Wireless VR has really taken over at this stage, with even enthusiasts swiftly growing sick of dangling cables and mounting sensors. With Steam Link, it will now be more accessible to access your PC VR games wirelessly with a headset like the Quest 3. Hopefully in the not too distant future, Valve will have a wireless VR headset of its own, something that the company has been rumoured to be working on in recent years.

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HP is working with Valve and Microsoft on a ‘next gen’ VR headset https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/hp-is-working-with-valve-and-microsoft-on-a-next-gen-vr-headset/ https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/hp-is-working-with-valve-and-microsoft-on-a-next-gen-vr-headset/#respond Tue, 24 Mar 2020 16:38:52 +0000 https://www.kitguru.net/?p=458349 It looks like Valve and Microsoft aren't done with third-party partnerships in the virtual reality space. This week, HP announced that it is developing a “next gen” VR headset in collaboration with Valve and Microsoft, presumably meaning it will support both Windows Mixed Reality and Steam VR. The announcement doesn't give much away, but the …

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It looks like Valve and Microsoft aren't done with third-party partnerships in the virtual reality space. This week, HP announced that it is developing a “next gen” VR headset in collaboration with Valve and Microsoft, presumably meaning it will support both Windows Mixed Reality and Steam VR.

The announcement doesn't give much away, but the following teaser image gives us a small look at it:

The announcement also comes with the following statement: “Developed in collaboration with Valve and Microsoft, the next gen HP VR headset delivers a more immersive, comfortable and compatible experience than the previous generation. It’s the new standard in VR.”

With Half-Life: Alyx now out, there is going to be increased interest in VR headsets, particularly those that support Steam VR tracking, as they will be compatible with the Valve Index controllers. We should get more details later in the year.

Discuss on our Facebook page, HERE.

KitGuru Says: The teaser confirms Steam VR support but doesn't officially label Windows Mixed Reality, which is an interesting point. Perhaps Microsoft has some renewed interest in the VR space.

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BeBop Sensors VR haptic glove will be on show at CES https://www.kitguru.net/gaming/james-dawson/bebop-sensors-vr-haptic-glove-will-be-on-show-at-ces/ https://www.kitguru.net/gaming/james-dawson/bebop-sensors-vr-haptic-glove-will-be-on-show-at-ces/#respond Wed, 01 Jan 2020 15:00:58 +0000 https://www.kitguru.net/?p=444355 CES will be full of innovative new PC hardware due to launch in 2020, one new product that looks particularly interesting is the VR haptic glove designed for devices such as Oculus, HTC, Microsoft and Varjo VR and mixed reality headsets from BeBop sensors. BeBop Sensors has announced it will showcase its new VR haptic …

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CES will be full of innovative new PC hardware due to launch in 2020, one new product that looks particularly interesting is the VR haptic glove designed for devices such as Oculus, HTC, Microsoft and Varjo VR and mixed reality headsets from BeBop sensors.

BeBop Sensors has announced it will showcase its new VR haptic glove at CES. The Forte Data Glove is exclusively engineered for a range of VR or mixed reality headsets and will allow users to touch and feel textures or surfaces and move digital objects as if they exist in real life. The BeBop Forte Data Glove is the first affordable All-Day wireless VR/AR haptic glove designed for enterprise training applications.

Additionally, the Forte Data Glove is the first haptic VR glove to fully support Oculus Quest Link to allow Oculus Quest to utilise the graphical capabilities and processing power of a high-end VR computer, to provide higher-end VR interactions. The Forte Data Glove brings the next generation of VR by allowing users to complete practical tasks in the virtual world using natural hand interactions like they would in the real world. The glove provides tactile feedback to the virtual world for a more realistic VR experience.

BeBop Sensors Forte Data Glove features:

  • Hand tracking ties natively into each system’s translation system.
  • Top-of-the-line finger tracking supplied by Bebop Sensors’ fabric sensors.
  • Unparalleled haptic feelings for hitting buttons, turning knobs, opening doors, etc. for touch sensations in VR/AR.
  • All versions are available for purchase right away and price competitively.
  • Comfortable, universal open palm design fits most people.
  • Cleanable, hygienic and breathable with waterproof sensors.
  • Powerful haptics for an intuitive feel of different textures and surfaces.
  • Long battery life for all-day use.
  • Fast sensor speeds at 160Hz with instantaneous response.
  • 9-degree IMU (Inertial Measurement Units) provide extremely low drift and reliable pre-blended accelerometer and gyro sensor data.
  • 6 haptic actuators are located on 4 fingertips, the thumb, and the palm.
  • Up to 16 unique haptic sound files can be resident on the glove with new files rapidly uploaded over Bluetooth or USB.

The BeBop Sensors Forte Data Glove supports a super-fast 6 ms response time and all-day battery life, as well as featuring a comfortable design that should fit almost everyone. It incorporates powerful hand haptics for true and intuitive had interactions to feel realistic textures for an accurate and immersive VR experience.

BeBop Sensors will be showcasing the Forte data Glove at CES from 7th-10th January at booth 22032 LVCC South Hall. The Forte data Glove is available to purchase now from the official BeBop Sensors website.

Discuss on our Facebook page HERE.

KitGuru says: Although the Forte Data Glove is initially designed for training and enterprise applications, advancements in VR gaming may see the glove become compatible with future VR game releases. What do you guys think to this haptic feedback glove from BeBop Sensors?

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SteamVR Tracking 2.0 will support more sensors and larger spaces https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/steamvr-tracking-2-0-will-support-more-sensors-and-larger-spaces/ https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/steamvr-tracking-2-0-will-support-more-sensors-and-larger-spaces/#comments Mon, 16 Oct 2017 16:10:31 +0000 https://www.kitguru.net/?p=350568 While Oculus started off with a focus on seated virtual reality experiences, Valve has always focussed its efforts on ‘room scale’. At the moment, SteamVR supports two Base Stations for detecting 12×12 feet playspaces. With SteamVR Tracking 2.0, this will be upgraded to support four base stations and up to 33×33 foot play areas. Valve’s …

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While Oculus started off with a focus on seated virtual reality experiences, Valve has always focussed its efforts on ‘room scale’. At the moment, SteamVR supports two Base Stations for detecting 12×12 feet playspaces. With SteamVR Tracking 2.0, this will be upgraded to support four base stations and up to 33×33 foot play areas.

Valve’s Joe Ludwig announced the upgrades last week as part of an update on the newer sensors the company is working on. At launch, these new base stations will only work in a two sensor set up but at some point in early 2018, this will be ramped up to four sensors.

With four sensors, Ludwig expects to be able to cover a single room play space of “roughly 10×10 meters”, which is 33×33 feet. Valve may support configurations beyond four sensors at some point but there is no roadmap for this just yet.

Valve’s new base stations have been of particular interest over the last year. The company has managed to make them cheaper to manufacture, which could help bring down the high entry cost of VR. These newer stations are going to start shipping out to ‘licensees’ in early 2018, in this case, that would be companies like HTC and LG, which are both producing SteamVR headsets.

KitGuru Says: If Valve can finish up work on its new base stations and the Knuckles VR controllers in 2018, then we may see another round of headsets from the likes of HTC and others using the SteamVR license. Then again, with Steam Dev Days off the table for this year and next, that may be a bit too optimistic.

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Oculus Rift update makes the headset more friendly for Steam use https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/oculus-rift-update-makes-the-headset-more-friendly-for-steam-use/ https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/oculus-rift-update-makes-the-headset-more-friendly-for-steam-use/#comments Mon, 07 Aug 2017 14:47:51 +0000 https://www.kitguru.net/?p=342925 When the Oculus Rift first launched, Oculus attracted some criticism for its closed platform approach to virtual reality. Since then though, things have been opening up and now, the Rift is more friendly for Steam users than ever before, with a software update allowing you to launch non-Oculus Home apps from within the headset. Previously, …

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When the Oculus Rift first launched, Oculus attracted some criticism for its closed platform approach to virtual reality. Since then though, things have been opening up and now, the Rift is more friendly for Steam users than ever before, with a software update allowing you to launch non-Oculus Home apps from within the headset.

Previously, you could launch non-Oculus apps on the headset but you had to take the headset off and launch everything from your PC. Now with the latest Rift software patch, you can “quickly launch all apps that support Rift from within the Oculus software, even if you acquired those apps from outside the Oculus Store”.

That means those choosing to invest money into building their Steam VR library over purchasing from the Oculus Store, will never have to take the headset off to switch games or launch new apps. This also goes for apps outside of Steam, such as indie projects that have yet to find a place on any store front.

The Oculus Rift 1.17 update also adds chat parties to Oculus Home, so you can voice chat with multiple friends across different apps. So far, only four people can join a chat party at once but this will hopefully increase later on.

KitGuru Says: The Oculus Rift may have had a rough start but at this point, it seems a lot of issues have been ironed out and the company is working hard to repair its public image. This seems like another step closer to a more open VR platform for Rift users, which can only be a good thing.

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Do you have space for room-scale VR? Check here https://www.kitguru.net/components/vr/jon-martindale/do-you-have-space-for-room-scale-vr-check-here/ https://www.kitguru.net/components/vr/jon-martindale/do-you-have-space-for-room-scale-vr-check-here/#comments Wed, 02 Mar 2016 09:49:04 +0000 http://www.kitguru.net/?p=285777 If you're a VR fan with deep pockets, then likely you've gone back and forth in your mind about whether to pre-order an Oculus Rift or HTC Vive. Making that choice comes down to a lot of different factors, but one is whether you actually have the physical space for room-scale VR – but without …

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If you're a VR fan with deep pockets, then likely you've gone back and forth in your mind about whether to pre-order an Oculus Rift or HTC Vive. Making that choice comes down to a lot of different factors, but one is whether you actually have the physical space for room-scale VR – but without the games, how do we know? Well now we do, as the physical specs for many of them have been unveiled.

All of this is possible because following the HTC Vive pre-orders opening up earlier this week, a number of compatible titles have appeared on Steam, giving us a much better idea of what we're going to play when our headsets arrive. That is of course if we aren't going to end up punching a wall when fully immersed.

brandonspace

Fortunately it looks like almost everything requires just a minimum of two metres by two metres, which for most people should be doable, if not permanently, at least by sliding a sofa back a couple of feet. Here's the list of smaller space titles compiled by Redditor ShoneysBreakfast:

This list of games doesn't even require a couple of metres in each direction, which shows that it will be possible to play many Vive games as long as you have enough space to stand still and spin in a circle with arms outstretched. Better yet, two of them – Fantastic Contraption and Job Simulator – come free with the Vive, so you know you are getting at least two games that will work in small spaces right off of the bat.

There are games that need a little more space though, but even they don't push you beyond three metres by three metres:

[yframe url='http://www.youtube.com/watch?v=NixHENChoQ4′]

We also know from an earlier video, that Hover Junkers by Stress Level Zero, will require just enough space to stand still and point in any direction. That's thanks to its clever ship-designs, which come in many shapes and sizes, offering everyone, regardless of space, the chance to gun each other down in VR.

Discuss on our Facebook page, HERE.

KitGuru Says: There are also applications like TiltBrush which will likely infinitely scale depending on the space you have, but will work just fine standing still too.

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Potential leak paints a bleak future for HTC Vive headset https://www.kitguru.net/channel/generaltech/matthew-wilson/potential-leak-paints-a-bleak-future-for-htc-vive-headset/ https://www.kitguru.net/channel/generaltech/matthew-wilson/potential-leak-paints-a-bleak-future-for-htc-vive-headset/#comments Wed, 09 Dec 2015 17:55:47 +0000 http://www.kitguru.net/?p=277710 This week, HTC and Valve announced that the release of the Vive virtual reality headset has been officially pushed out of 2015, with the new release date pegged for April next year. However, it turns out that this delay may have been planned for months and it won't be the last. It turns out that …

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This week, HTC and Valve announced that the release of the Vive virtual reality headset has been officially pushed out of 2015, with the new release date pegged for April next year. However, it turns out that this delay may have been planned for months and it won't be the last.

It turns out that HTC is not only battling to keep its share prices from plummeting, but delays and issues surrounding the development of the Vive headset are intentionally being hidden from the public and investors, according to a pastebin text file. Obviously this isn't the best source, as the author of the file is anonymous, since they don't want to be fired or put in to legal trouble for breaking NDA, so we don't have a way of verifying this information. As a result, take it all with a pinch of salt.

HTC-Vive_Black-600x375

While HTC is working with Valve's licensed virtual reality technology, it is still solely in-charge of putting the headset together and getting it out there, Valve doesn't have a huge hand in development. However, HTC is running in to plenty of issues, the first of which is the display. While the Vive's display will be the same resolution as the Oculus Rift, it has an issue with pixel consistency, with a “rainbow speckle” appearing on scenes with low contrast or brightness.

The second issue right now is the camera. HTC partnered with a third-party company for the Vive's camera technology but it seems that the hardware isn't up to scratch and the company in question under-delivered on promises, leaving HTC with two options: Scrap the camera from the bundle and go back on its prior announcement, or rely on software updates to get things up to scratch after release.

The next issue, which is pretty concerning, is the current build quality. Apparently, the new design is hard to manufacture and the failure rate is fairly high, which will cost HTC more in the long-run if the Vive ships in its current state.

And finally, we get down to the price, something that no company has officially touched on as of yet. It turns out that the Vive is much more expensive to make than initially thought, so HTC is buying time, hoping to see the launch price of the Oculus in order to ensure that it is competitive.

However, this tactic could backfire, as the author warns that if Oculus manages to get its price low enough, HTC will need to take more drastic action in order to cut costs, like remove the camera or lighthouse units from the bundle entirely.

Overall, the pastebin paints a pretty bleak future for the Vive and if true, provides some much needed and interesting insight in to the headset's development. You can read the full post for yourself, HERE.

KitGuru Says: Obviously the author of this pastebin is anonymous, so this could very well be a hoax in order to counter some of the positivity surrounding the Vive. However, it does seem like HTC is being overly ambitious with its release dates, so I wouldn't be surprised if at least some of this information was true. 

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Valve’s VR headset is getting a zombie horde shooter https://www.kitguru.net/gaming/matthew-wilson/valves-vr-headset-is-getting-a-zombie-horde-shooter/ https://www.kitguru.net/gaming/matthew-wilson/valves-vr-headset-is-getting-a-zombie-horde-shooter/#respond Fri, 22 May 2015 14:46:57 +0000 http://www.kitguru.net/?p=250751 Valve and HTC's collaborative virtual reality headset has a new game heading to it. The game is called ‘Arizona Sunshine', a zombie shooter title being made by Vertigo Games, a studio that has primarily focused on making games for the PlayStation 3, mobile and now virtual reality as well. In Arizona Sunshine, players will be …

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Valve and HTC's collaborative virtual reality headset has a new game heading to it. The game is called ‘Arizona Sunshine', a zombie shooter title being made by Vertigo Games, a studio that has primarily focused on making games for the PlayStation 3, mobile and now virtual reality as well.

In Arizona Sunshine, players will be put up against zombie hordes, set in a post-apocalyptic version of Arizona. The game will run on the HTC Vive headset, making use of its motion controllers, players will also need to manage consumables and weapons in order to stay in the fight.

Vertigo

[yframe url='http://www.youtube.com/watch?v=uEnUIGiPeOU&feature=youtu.be']

Arizona Sunshine is already up on the Steam Store, with a release date set for later this year. This isn't Vertigo's first Steam VR title either, it showed off another project at GDC earlier this year called ‘Skyworld', which is a turn-based strategy game.

Arizona Sunshine is built to allow players to jump in and out in small bursts with the motion controls thrown in for added realism. The game's description reads: “Arizona Sunshine is a VR shooter built and optimized for room-scale VR from the ground up. Step into the midst of a zombie apocalypse as if you were really there, and defend yourself against enemies close enough to touch. A custom-built physical animation system makes striking your undead enemies more thrilling and satisfying than ever before.”

Discuss on our Facebook page, HERE.

KitGuru Says: Valve's Steam VR headset is launching towards the end of this year, so its nice to see some games announced for it ahead of time. Are any of you looking forward to Valve's step in to virtual reality? Do you think Valve will launch a game of its own for the occasion? 

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Valve trademarks ‘Chaperone’ to bring physical objects in to VR https://www.kitguru.net/channel/generaltech/matthew-wilson/valve-trademarks-chaperone-to-bring-physical-objects-in-to-vr/ https://www.kitguru.net/channel/generaltech/matthew-wilson/valve-trademarks-chaperone-to-bring-physical-objects-in-to-vr/#comments Wed, 20 May 2015 15:43:03 +0000 http://www.kitguru.net/?p=250336 Valve has gone ahead and trademarked something called ‘Chaperone', no it isn't some weird new driving game where you drive your kids around, but rather a set of tools aimed to bring objects in the physical world around you in to virtual reality. This technology could end up debuting on the first games released for …

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Valve has gone ahead and trademarked something called ‘Chaperone', no it isn't some weird new driving game where you drive your kids around, but rather a set of tools aimed to bring objects in the physical world around you in to virtual reality. This technology could end up debuting on the first games released for The Vive.

The trademark was filed with the US Patents and Trademarks office back in March but was only recently discovered by the good folks over at Reddit.

htc-vive-e1425668061583

Here is what the trademark describes specifically: “Hardware and software, sensors, and beacons for the detection and measurement of physical objects and the representation of such objects in virtual reality environments; Devices used for the detection and measurement of physical objects and the representation of such objects in virtual reality environments; Electronic apparatus for the detection and measurement of physical objects and the representation of such objects in virtual reality environments”.

The trademark does show Valve Corporation as the owner, so this doesn't appear to be any sort of hoax, which we have seen happen in the past. You can view the trademark for yourself, HERE. 

Discuss on our Facebook page, HERE.

KitGuru Says: Being able to scan real world objects and have them appear in your virtual reality world is a cool concept. It will be interesting to see if Valve implements this in to anything or merely passes it on as a tool for other developers to use. 

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Eve Valkyrie to remain exclusive to Oculus Rift on PC https://www.kitguru.net/gaming/matthew-wilson/eve-valkyrie-to-remain-exclusive-to-oculus-rift-on-pc/ https://www.kitguru.net/gaming/matthew-wilson/eve-valkyrie-to-remain-exclusive-to-oculus-rift-on-pc/#comments Fri, 20 Mar 2015 19:00:03 +0000 http://www.kitguru.net/?p=241235 Eve Valkyrie, CCP's upcoming space dogfighter built for virtual reality will remain exclusive to the Oculus Rift headset on the PC for now, meaning that it isn't being built to work with Valve's upcoming VR headset, the Vive. This news came from Owen O'Brien, speaking with PC Gamer. When asked if we will ever see …

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Eve Valkyrie, CCP's upcoming space dogfighter built for virtual reality will remain exclusive to the Oculus Rift headset on the PC for now, meaning that it isn't being built to work with Valve's upcoming VR headset, the Vive.

This news came from Owen O'Brien, speaking with PC Gamer. When asked if we will ever see Eve Valkyrie on Valve's HTC made headset, he said: “”We are exclusive on the Oculus on PC at the moment, but we're not ruling out other platforms in future. We're making a ‘VR' game, ultimately”.

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“There's scope to be on other platforms in the future. I don't want to say exactly when”. He then went on to comment on if there will be enough support for Valve's virtual reality solution, saying that it is currently one of the big questions.

“I think there's two types of people in the world, I think there are people who have tried these headsets and there are people who haven't. I haven't seen anybody yet who's put on one of these headsets and gone, ‘yeah, I was expecting more.' Everybody's gone, ‘oh fuck, it's working.”

KitGuru Says: I'm not sure I like the idea of different virtual reality headsets having their own exclusive games, it could really cause a rift in the PC gaming market. What do you guys think of this? Do you think VR headsets should have their own exclusives?

Source: PCGamer

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Valve to show off new gaming hardware at GDC https://www.kitguru.net/professional/development/matthew-wilson/valve-to-show-off-new-gaming-hardware-at-gdc/ https://www.kitguru.net/professional/development/matthew-wilson/valve-to-show-off-new-gaming-hardware-at-gdc/#comments Tue, 24 Feb 2015 20:27:34 +0000 http://www.kitguru.net/?p=237347 Valve has announced its plans for the Games Developers Conference. At the event next month the company will be showing off its own virtual reality hardware, the final Steam controller and new Steam machines, which are due to launch this year. The Steam client currently has a virtual reality mode and Valve has been known …

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Valve has announced its plans for the Games Developers Conference. At the event next month the company will be showing off its own virtual reality hardware, the final Steam controller and new Steam machines, which are due to launch this year.

The Steam client currently has a virtual reality mode and Valve has been known to experiment with the technology in the past, often helping out Oculus with its Rift headset. However, this will be the first time the company shows off its own system publicly.

Steam Universe

Valve will also be re-revealing Steam machines. The Steam OS based mini PCs were originally due to launch last year with a Steam controller but Valve delayed its plans. Now more work has been done and Valve has taken on board plenty of feedback so it may finally be ready to launch its invasion on the living room.

The Games Developers Conference takes place between the 4th and 6th of March. Valve is going to have a large presence at the event, with hardware, software and a few presentations.

For more information on Steam VR, you can check out Brendon's report from late last night, HERE.

Discuss on our Facebook page, HERE.

KitGuru Says: The fact that Valve is planning to show off some new stuff is pretty exciting. Are you guys looking forward to seeing what Valve has in store for us at GDC next week? 

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