Introducing SteamVR Collectibles

19. juni - Lawrence


Today we are adding SteamVR Collectibles to SteamVR Home – items from other Steam titles that can be unlocked and used in SteamVR Home. We’ve partnered with a few VR game developers to create a set of items using characters and props from their titles, and they look amazing. This first wave of Collectibles will be made available to players based on ownership or playtime of the following titles:
  • Job Simulator
  • Fantastic Contraption
  • Space Pirate Trainer
  • Audioshield
  • The Gallery – Episode 1: Call of the Starseed
  • Arizona Sunshine
  • Onward
  • AirMech Command
  • Serious Sam: The Last Hope
  • Hover Junkers
  • The Lab
  • Dota 2
We think Collectibles will be a fun way for players to show their love for a game - whether it be by decorating their place or by modifying their avatar. This first wave is just the beginning and we’re excited to see where this will lead.

Let us know what you think in the discussion boards.

SteamVR Home Beta Now Available

8. juni - Lawrence


Today we are making SteamVR Home Beta publicly available. Every SteamVR user will now start in the new home experience, with access to more interactive, customizable, and social environments. To learn more about all of the new features, see this announcement.

Over the last few weeks, we've fixed bugs, added content, and added features to SteamVR Home. We're still in Beta and we're still adding features, but we think it's ready for the rest of the SteamVR community to get access to the new home space. Like all of our products, our roadmap and list of features to add is a mile long, and we look for feedback from our customers to determine what to work on next.

We've seen some amazing new content being added to the SteamVR Workshop, as well as environments being ported over from Destinations. If you have any content on Destinations, please follow this guide to bring it to SteamVR Home so your fellow players have access. If you are interested in creating environments for SteamVR Home, check these guides out.

If you'd like to opt out of SteamVR Home Beta, go to Settings in the Dashboard (Press the System button and select Settings) and uncheck SteamVR Home Beta.

See you in SteamVR!

SteamVR for MacOS: Beta Available Now

5. juni - natb
As part of our efforts to make VR available to developers and players on as many systems as possible, SteamVR for the Mac is now available in beta. The beta comes in tandem with the macOS High Sierra developer seed and hardware news from Apple's 2017 Worldwide Developers Conference (WWDC) that helps enable VR on the Mac.

SteamVR on the Mac offers players the same 360-degree, room-scale tracking as the Windows and Linux variants.

On the development side, we have worked closely with Epic and Unity to make Mac extensions of content built on those engine technologies as simple as possible. Extension tools for those engines, and others, are available as part of this beta.

We’ve also worked with Mozilla to help enable WebVR support on Firefox, so macOS-based web developers can start trying out VR.

To use SteamVR on your Mac
  1. Open Steam on your desktop
  2. Find SteamVR in your Library under Tools
  3. Right click and go to Properties
  4. Select the Betas tab and pick SteamVR Beta from the dropdown

To make something for SteamVR on the Mac
  • For more information and access to Unity's updates for SteamVR and macOS go here
  • Learn more about today's WWDC demo and Unreal Engine support for SteamVR on Mac here
  • Instructions for installing Firefox and WebVR samples can be found here
  • Download the latest OpenVR Software Development Kit (SDK) here

System Requirements
  • SteamVR for macOS requires Metal graphics support in macOS 10.11.6 or higher and runs best with Metal 2 in the macOS High Sierra developer seed
  • An HTC Vive and appropriate connectors for Mac hardware

Introducing SteamVR Home Beta

18. maj - Lawrence


Today we are updating SteamVR with a new home experience that is richer, more interactive, and more social than the existing launch area. SteamVR Home is currently in beta and we welcome your feedback in the discussion boards.

Ever since SteamVR was released last year, we've been steadily adding ways to customize the launch area (where players start when starting up SteamVR). It's been exciting to see the creativity of the community in the diverse environments and backgrounds submitted to the SteamVR Workshop so far. We've also heard loud and clear that creators want the ability to make more detailed home environments, with sound, animation, interaction, and social elements. All of these features and more are now available with the new SteamVR Home update.




Richer, customizable environments
Environments can now be higher resolution and support animation, sound, games, and interactivity. Players can teleport around and explore any of the hundreds of environments created by the community. In addition, players can customize and save their environment with props and drawings, then set it as their default home space.




Socialize with friends
SteamVR Home has social functions built in, making it easier than ever to connect to friends and other players. Invite friends to join you in your home space, or open any environment up to friends or the public. Voice chat with other players, interact with tools and props, and explore different SteamVR environments with others.




Customize your avatar
Choose your avatar's head and accessorize it with wearables and props. Additional avatars and wearables can be found by completing quests in other SteamVR environments.




Quick links
The default home space includes quick links to your most recently launched VR applications, your Friends list, and open Public or Private rooms. Creators will also have access to these panels and can embed them into any environments they create.

SteamVR Workshop
All existing SteamVR backgrounds and environments are being updated today and will still be available for use. Once updated, players will be able to move around, customize the environment, and invite their friends. The hand customization workshop is under active development and will be available soon.

Creators can use SteamVR Workshop Tools to create and submit environments. This application is accessible in the Tools section of the Steam Library. To learn more about how to get started creating an environment from 3D models or photogrammetry, visit the SteamVR Workshop Wiki.

Destinations
If the content of this update seems familiar, good eye! The core functionality for this update comes from one of our other VR applications - Destinations. To learn more about what's happening with Destinations, see this post.

We believe these updates will improve the SteamVR experience for all players. Let us know what you think in the discussion boards.

*If you'd like to opt out of SteamVR Home Beta, go to Settings in the Dashboard (Press the System button and select Settings) and uncheck SteamVR Home Beta.*

Steam Audio for Unreal Engine 4

3. maj - freemancw


Today we are excited to announce the first beta release of Steam Audio for Unreal Engine 4. Our plugin now ships with UE4 by default, so you can get started by upgrading to 4.16 Preview 2. This release brings our physically-based sound propagation and HRTF rendering to the UE4 engine, enabling developers to immediately begin creating immersive audio experiences for games and VR. The plugin is free of charge and is not locked to a particular platform or VR device. Users can get started by upgrading to 4.16 Preview 2, then grabbing the documentation from our downloads page.

The plugin is designed to work with the new audio engine introduced in 4.16. Starting UE4 with the -audiomixer flag will enable the new engine and give you access to the plugin. The first release is experimental and will benefit greatly from your feedback in the discussion forums. You can explore existing issues and report new ones over at our GitHub issues page. We expect to fix major issues as they arise and provide timely bug fixes as we progress through the beta. Many of the features we've built for the new audio engine together with Epic will be broadly helpful to all third party developers. We encourage developers to explore the plugin's source code to see the new capabilities exposed by the native audio engine.

The Steam Audio plugin for UE4 provides three major pieces of functionality: HRTF filtering with per-source settings, direct-sound occlusion, and physically-based sound propagation.

HRTF Filtering with Per-Source Settings

Two years ago, UE4 introduced support for third party HRTF spatialization. In 4.16, spatialization plugins can customize the behavior of HRTF processing on a per-source basis. Users configure spatialization plugins with Spatialization Plugin Settings assets. The Steam Audio plugin provides robust HRTF processing and lets users choose between nearest-neighbor and bilinear HRTF interpolation.



Direct-Sound Occlusion

UE4 provides a raycast occlusion solution by default. In 4.16, occlusion plugins can handle how direct sound is occluded on a per-source basis. Users control the processing with Occlusion Plugin Settings assets. The Steam Audio plugin lets users choose between raycast and partial occlusion, and whether to apply physics-based attenuation.



Physically-based Sound Propagation

UE4 allows users to author reverbs using traditional reverb volumes. In 4.16, reverb plugins can efficiently apply convolution reverb to mixed audio and customize how reverbs are generated and applied on a per-source basis. Users control the processing with Reverb Plugin Settings assets. The Steam Audio plugin lets users choose between realtime and baked sound propagation and configure a mixing fraction. Steam Audio also allows users to apply a globally-configured listener-centric reverb.



This portion of Steam Audio is what many users are going to be most excited about. We've introduced a variety of new actors and components that handle tagging acoustically meaningful geometry, specifying acoustic materials, and creating acoustic probes for baking sound propagation data. We've extended the UI in ways that should be familiar to UE4 users. In the same way that you use the Build menu to bake lightmap information, you can now find a button for baking listener-centric reverb. Finally, we have a robust set of globally-configurable settings to customize quality and performance.



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