<story><title>A Third of Valve Is Now Working on VR</title><url>http://uploadvr.com/valve-third-vr/</url></story><parent_chain><item><author>jn1234</author><text>The by far most interesting comment from the thread is this one (It&amp;#x27;s by Alan Yates who works on Vive&amp;#x2F;SteamVR) &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;www.reddit.com&amp;#x2F;r&amp;#x2F;Vive&amp;#x2F;comments&amp;#x2F;4osav8&amp;#x2F;lighthouse_tracked_osvr&amp;#x2F;d4geko7&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;www.reddit.com&amp;#x2F;r&amp;#x2F;Vive&amp;#x2F;comments&amp;#x2F;4osav8&amp;#x2F;lighthouse_tra...&lt;/a&gt;.&lt;p&gt;&amp;gt;Of course. We want AR&amp;#x2F;VR&amp;#x2F;MR to be ubiquitous.
Over the past four years or so I&amp;#x27;ve seen many companies big and small bring their demos to show and tell. They all have bits and pieces of the larger puzzle. Good eye tracking, interesting haptic techniques, next generation display technologies. But most of them are narrowly focused on their thing, and struggle alone to make a successful product. Partially this was just because the market didn&amp;#x27;t exist but also many of them were&amp;#x2F;are just trying to boil the ocean. The minimum viable product is now a pretty high bar and that can stifle innovation. We can offer a running start, the traditionally &amp;quot;hard&amp;quot; parts of HMD technology, the things other than GPUs that kept VR niche for so long.
In return we ask that your device leveraging our technology works with our platform. And mostly that is it. We won&amp;#x27;t ask that it only works on our platform, we won&amp;#x27;t stop you from targeting other industries. This gives both you and your users freedom of choice and security that isn&amp;#x27;t dependant on either party&amp;#x27;s future decisions. It is a pretty good deal really. Our platform has a rapidly growing collection of great content for your end-users so your product won&amp;#x27;t be an orphan and you don&amp;#x27;t need to convince anyone to author for it. Day one people can fire up Tilt Brush and have their minds blown by your awesome new hardware.&lt;p&gt;If Valve games are &amp;quot;locked&amp;quot; to SteamVR and won&amp;#x27;t play on Oculus, then nobody is going to buy an Oculus. Does Facebook really think that people are going to choose Lucky&amp;#x27;s Tale over Portal 3 or Half-Life 3?  Facebook is going to have to capitulate and focus on their hardware advantage.</text></item></parent_chain><comment><author>nilkn</author><text>It&amp;#x27;s the opposite. I think you might have misunderstood the quote. SteamVR fully supports the Rift. It even supports the unreleased Touch controllers which likely won&amp;#x27;t be out until the end of the year. And Valve has made no indication that they&amp;#x27;re going to change this. In fact, they&amp;#x27;ve suggested that they&amp;#x27;re very serious about always supporting all HMDs.</text></comment>
<story><title>A Third of Valve Is Now Working on VR</title><url>http://uploadvr.com/valve-third-vr/</url></story><parent_chain><item><author>jn1234</author><text>The by far most interesting comment from the thread is this one (It&amp;#x27;s by Alan Yates who works on Vive&amp;#x2F;SteamVR) &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;www.reddit.com&amp;#x2F;r&amp;#x2F;Vive&amp;#x2F;comments&amp;#x2F;4osav8&amp;#x2F;lighthouse_tracked_osvr&amp;#x2F;d4geko7&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;www.reddit.com&amp;#x2F;r&amp;#x2F;Vive&amp;#x2F;comments&amp;#x2F;4osav8&amp;#x2F;lighthouse_tra...&lt;/a&gt;.&lt;p&gt;&amp;gt;Of course. We want AR&amp;#x2F;VR&amp;#x2F;MR to be ubiquitous.
Over the past four years or so I&amp;#x27;ve seen many companies big and small bring their demos to show and tell. They all have bits and pieces of the larger puzzle. Good eye tracking, interesting haptic techniques, next generation display technologies. But most of them are narrowly focused on their thing, and struggle alone to make a successful product. Partially this was just because the market didn&amp;#x27;t exist but also many of them were&amp;#x2F;are just trying to boil the ocean. The minimum viable product is now a pretty high bar and that can stifle innovation. We can offer a running start, the traditionally &amp;quot;hard&amp;quot; parts of HMD technology, the things other than GPUs that kept VR niche for so long.
In return we ask that your device leveraging our technology works with our platform. And mostly that is it. We won&amp;#x27;t ask that it only works on our platform, we won&amp;#x27;t stop you from targeting other industries. This gives both you and your users freedom of choice and security that isn&amp;#x27;t dependant on either party&amp;#x27;s future decisions. It is a pretty good deal really. Our platform has a rapidly growing collection of great content for your end-users so your product won&amp;#x27;t be an orphan and you don&amp;#x27;t need to convince anyone to author for it. Day one people can fire up Tilt Brush and have their minds blown by your awesome new hardware.&lt;p&gt;If Valve games are &amp;quot;locked&amp;quot; to SteamVR and won&amp;#x27;t play on Oculus, then nobody is going to buy an Oculus. Does Facebook really think that people are going to choose Lucky&amp;#x27;s Tale over Portal 3 or Half-Life 3?  Facebook is going to have to capitulate and focus on their hardware advantage.</text></item></parent_chain><comment><author>alcari</author><text>But Valve hasn&amp;#x27;t locked out the Oculus. Plug one into a computer with Steam and it&amp;#x27;ll pop up a prompt to setup SteamVR just the same as plugging in a Vive. It even includes a link to Oculus-specific instructions: you need to set it up with the Oculus app and change a setting there to enable the Oculus device for use outside the Oculus store.&lt;p&gt;(Source: anecdotal experience from plugging a Rift into a computer that didn&amp;#x27;t have a real GPU; no idea if there are any other issues.)</text></comment>