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The SteamVR platform uses the OpenVR SDK to support headsets from multiple manufacturers, including HTC, Windows Mixed Reality headset manufacturers, and Valve themselves. A list of supported video games can be found here .
A virtual reality headset (or VR headset) is a head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with VR video games , but they are also used in other applications, including simulators and trainers.
OpenVR is a software development kit (SDK) and application programming interface (API) developed by Valve for supporting the SteamVR [1] [2] and other virtual reality headset devices. [ 3 ] [ 4 ] The SteamVR platform uses it as the default application programming interface and runtime. [ 5 ]
Using the PS5 Tempest 3D AudioTech, the headset supports 3D audio through headphones, allowing the in-game audio to dynamically adapt to the user position and head movements. [29] Additionally, the headset has a cooling system that incorporates a duct and a small fan to cool the onboard IC chip . [ 30 ]
The Valve Index is a consumer virtual reality headset created and manufactured by Valve. Announced on April 30, 2019, the headset was released on June 28 of the same year. [6] [7] The Index is a second-generation headset and the first to be fully manufactured by Valve. Half-Life: Alyx is bundled with the headset.
It was the first virtual reality headset to provide a realistic experience at an accessible price, utilizing novel technology to increase quality and reduce cost by orders of magnitude compared to earlier systems. [1] The first headset in the line was the Oculus Rift DK1, released on March 28, 2013. [2]
In November 2021, Qualcomm stated that at least 10 million Quest 2 headsets had been shipped worldwide. [49] In late-December 2021, the Oculus app (which is required to complete first-time setup) [ 17 ] became the most popular app on the iOS App Store and Google Play Store in the United States for the first time—implying that Quest headsets ...
Virtual reality sickness may have undesirable consequences beyond the sickness itself. For example, Crowley (1987) argued that flight simulator sickness could discourage pilots from using flight simulators, reduce the efficiency of training through distraction and the encouragement of adaptive behaviors that are unfavorable for performance, compromise ground safety or flight safety when sick ...