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A Third of Valve Is Now Working on VR

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Re: A Third of Valve Is Now Working on VR

#2
The by far most interesting comment from the thread is this one (It's by Alan Yates who works on Vive/SteamVR) https://www.reddit.com/r/Vive/comments/4osav8/lighthouse_tra....

>Of course. We want AR/VR/MR to be ubiquitous. Over the past four years or so I'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't exist but also many of them were/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 "hard" 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't ask that it only works on our platform, we won't stop you from targeting other industries. This gives both you and your users freedom of choice and security that isn't dependant on either party'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't be an orphan and you don'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.

If Valve games are "locked" to SteamVR and won't play on Oculus, then nobody is going to buy an Oculus. Does Facebook really think that people are going to choose Lucky's Tale over Portal 3 or Half-Life 3? Facebook is going to have to capitulate and focus on their hardware advantage.

Re: A Third of Valve Is Now Working on VR

#3
post #2

The by far most interesting comment from the thread is this one (It's by Alan Yates who works on Vive/SteamVR) https://www.reddit.com/r/Vive/comments/4osav8/lighthouse_tra... . >Of course. We want AR/VR/MR to be ubiquitous. Over the past four years or so I'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…

Amazing to hear someone who works for Valve actually mention "Half-Life 3".

Re: A Third of Valve Is Now Working on VR

#4
post #3
post #2

The by far most interesting comment from the thread is this one (It's by Alan Yates who works on Vive/SteamVR) https://www.reddit.com/r/Vive/comments/4osav8/lighthouse_tra... . >Of course. We want AR/VR/MR to be ubiquitous. Over the past four years or so I'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…

Amazing to hear someone who works for Valve actually mention "Half-Life 3".

He didn't, that section is from the OP.

Re: A Third of Valve Is Now Working on VR

#5
post #3
post #2

The by far most interesting comment from the thread is this one (It's by Alan Yates who works on Vive/SteamVR) https://www.reddit.com/r/Vive/comments/4osav8/lighthouse_tra... . >Of course. We want AR/VR/MR to be ubiquitous. Over the past four years or so I'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…

Amazing to hear someone who works for Valve actually mention "Half-Life 3".

I don't see where anyone working for Valve mentioned Half-Life 3.

Re: A Third of Valve Is Now Working on VR

#6
post #3
post #2

The by far most interesting comment from the thread is this one (It's by Alan Yates who works on Vive/SteamVR) https://www.reddit.com/r/Vive/comments/4osav8/lighthouse_tra... . >Of course. We want AR/VR/MR to be ubiquitous. Over the past four years or so I'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…

Amazing to hear someone who works for Valve actually mention "Half-Life 3".

That paragraph wasn't part of the quote, it ends the sentence before "If Valve..."

Re: A Third of Valve Is Now Working on VR

#7
post #3
post #2

The by far most interesting comment from the thread is this one (It's by Alan Yates who works on Vive/SteamVR) https://www.reddit.com/r/Vive/comments/4osav8/lighthouse_tra... . >Of course. We want AR/VR/MR to be ubiquitous. Over the past four years or so I'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…

Amazing to hear someone who works for Valve actually mention "Half-Life 3".

[deleted]

Re: A Third of Valve Is Now Working on VR

#8
post #2

The by far most interesting comment from the thread is this one (It's by Alan Yates who works on Vive/SteamVR) https://www.reddit.com/r/Vive/comments/4osav8/lighthouse_tra... . >Of course. We want AR/VR/MR to be ubiquitous. Over the past four years or so I'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…

Exclusivity is a two-edged sword. What will happen to Steam if Valve locks others out of their market, but then one of those others produces the magic ingredient that makes VR really work well for the vast majority of people? For example, what if magic leap's multiple virtual focus planes turns out to be simply that good.

This paragraph indicates that Valve seems to appreciate that no one company has really put together the whole package yet. If they know that, then perhaps they will be smart enough to open Steam's VR to the open market, even if that means supporting competitors like Oculus.

At this stage, VR could still implode again like it did in the nineties. The smart move is to do what it takes to ensure there is a VR market a few years from now, not hamstring yourself worrying about who gets the biggest slice.

Re: A Third of Valve Is Now Working on VR

#10
post #2

The by far most interesting comment from the thread is this one (It's by Alan Yates who works on Vive/SteamVR) https://www.reddit.com/r/Vive/comments/4osav8/lighthouse_tra... . >Of course. We want AR/VR/MR to be ubiquitous. Over the past four years or so I'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…

But Valve hasn't locked out the Oculus. Plug one into a computer with Steam and it'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.

(Source: anecdotal experience from plugging a Rift into a computer that didn't have a real GPU; no idea if there are any other issues.)

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