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  • Watch Valve's vision of our virtual reality future (and other Steam Dev Days talks) right here

    by 
    Ben Gilbert
    Ben Gilbert
    02.11.2014

    We did our best to break down and explain talks given by Valve's virtual reality leaders at Steam Dev Days, but there's no replacing the real deal. As such, we'd be silly not to share news that Valve's published to YouTube all 28 talks given at its first-ever developer's conference -- including the two virtual reality talks from Michael Abrash and Joe Ludwig, not to mention Oculus VR founder Palmer Luckey's talk. We've embedded all three of those below, but the whole shebang is available right here for your marathoning pleasure.

  • Valve: The future of Virtual Reality is just one year away

    by 
    Ben Gilbert
    Ben Gilbert
    01.18.2014

    The most exciting aspect of contemporary virtual reality is its implications. Even using Oculus VR's early duct taped-prototype, most users immediately "get it." You're transported to, say, Tuscany, or an underwater exploration vehicle, or a space fighter, and that experience is enough to trigger a flood of ideas for other potential interactions -- interactions that are dramatically heightened by employing a VR headset. How about deep-sea exploration in 4K? Or maybe Mars? And we're not talking just video games, but experiences. Valve VR lead Michael Abrash detailed that notion in a recent talk: "Not only could VR rapidly evolve into a major platform, but it could actually tip the balance of the entire industry from traditional media toward computer entertainment." Abrash believes that VR headsets so vastly outperform other interaction methods (TV, theaters, etc.) that how folks absorb media in general may be impacted by the coming wave of head-mounted displays. His concept of our potential future may be distant-sounding, but the beginning of consumer-grade, extremely polished VR headsets isn't far off: 2015. At least that's what Abrash and Valve are targeting as primetime for VR, and they're laying the groundwork right now.

  • This is what game devs are saying about Valve's prototype VR hardware

    by 
    Sean Buckley
    Sean Buckley
    01.17.2014

    We've seen quite a bit the Oculus Rift, but another major player in the coming virtual reality revolution has eluded us: Valve. Save for adding an experimental VR mode to the Steam Client Beta, the company's experiments in the space have been kept largely under wraps. That changed this week during Steam Dev Days, however, when select developers were given a peek at the company's R&D efforts. Some of those developers are even talking about their experiences, though their descriptions are still pretty vague. Tripwire interactive's David Hensley, for instance, tweeted this week that wearing the company's VR hardware prototype was like being in a "lucid dream state." In fact, Hensley compares it to the holodeck featured on Star Trek, thanks largely to the advanced physical tracking Valve employed in its demo. Users could reportedly walk around a confined space and have their movements (including simple actions like crouching) mirrored in the virtual world. "It's hard to explain just how immersive it felt," Garry Newman (creator of Garry's Mod) wrote on his blog. "Imagine being in a room and looking around seeing and hearing things in that room. That's what it was like." As impressive as the full-room tracking experience sounds, the prototype's other improvement are just as notable. According to Newman, Valve's headset offers a less nauseating experience compared to his time with Oculus' Rift, though he doesn't seem completely sure why. Hensley credits it to a higher resolution image and lower latency than Oculus dev kits available today, noting that he's heard it's comparable to the Crystal Cove prototype shown at CES (though he admits he hasn't used both units). Unfortunately, we're not likely to see these improvements in the public anytime soon -- Valve's efforts seem to be largely experimental, as the firm has already stated that it doesn't plan to release hardware of its own. Still, it sounds like an great example of where the technology could be headed in the future, even if that future is rather far flung.

  • Oculus' best practices explains how to create a VR experience that doesn't make people sick

    by 
    Sean Buckley
    Sean Buckley
    01.16.2014

    Couldn't make it out to Valve's Steam Dev Days to hear Palmer Luckey gab about how to build a good virtual reality experience? No worries - Oculus' new VR Best Practices guide will fill you in on the details. The 39-page document is designed to help combat simulator sickness, which can leave users of a poorly optimized virtual reality experience feeling nauseous, disoriented and uncomfortable. Inside it has guidelines for minimum framerates, graphics aliasing and response times, but most of it focuses on creating an experience that feels natural to the user. Seemingly simple things, like a player's walking speed or limitations in camera control, can have a major impact on how uncomfortable a player can feel in a virtual space. The user's awareness of their own presence in VR is also pretty important. "Looking down and having no body is disconcerting," the document reads. "A full character avatar can do a lot to ground the user in the virtual environment." The guide has health warnings too, suggesting that users take 10 to 15 minute breaks for every hour spent in the Oculus Rift and declaring its 3D technology potentially unsafe for children. Gee, that sounds familiar.

  • Valve's investing in VR, but has no plans to release its own hardware

    by 
    Sean Buckley
    Sean Buckley
    01.16.2014

    Remember that Oculus Rift prototype that ran away with our Best of CES 2014 award? Turns out Valve helped make it a reality. Speaking at Steam Dev Days, Valve's Michael Abrash explained that the two companies collaborated on the Crystal Cove prototype's new tracking features, which combines sensors, markers and an external camera to keep track of the user's head and body position. In fact, the software company seems to be pinning most of its hopes for the space on the VR startup, noting that it currently has no plans to ship a Valve-produced headset. Although Abrash doesn't expect virtual reality technology to become mainstream for another two years, he does say that the Crystal Cove prototype is a big step in the right direction. Even so, there's still a lot of room to grow: headsets still need to shed their tethers, improve optics and solve multiple head and eye tracking issues. There are also content hurdles to overcome. According to Oculus founder Palmer Luckey (also taking the stage at Steam Dev Days), developers should be focusing on creating experiences tailored to VR. "Stop thinking about porting existing games," read one of his slides. We'd have to agree: EVE Valkyrie is one of the most compelling VR experiences you can have, and it's built specifically for the Rift. Despite the issues facing the budding technology, Valve seems confident that it will flourish, and pledges to continue working with Oculus to drive the VR revolution onward. Sounds mighty fine to us. [Image credit: @DaveOshry]

  • Steam Controller drops touchscreen, adds physical buttons (update: new controller image)

    by 
    Ben Gilbert
    Ben Gilbert
    01.15.2014

    It turns out that Valve's hardware beta was an actual beta: the Steam Controller is dropping its touchscreen and adding some physical buttons before going up for sale via Steam and at retail later this year. It's unclear exactly where the buttons will be, but we're seeing reports that they'll approximate a d-pad and the standard A/B/X/Y configuration. According to attendees tweeting from Valve's Steam Dev Days conference, a "ghosting" mode is offered in replacement (which presumably shows a visualization on-screen of however your buttons are being mapped -- that's our best guess as information comes in). Valve's also got an API to help devs integrate the Steam Controller into their games, which apparently supports up to 16 players at once. We'll have more specific news as we hear more. For a look at the previously planned touchscreen, we've got a mockup in our gallery right here. Update: The controller mockup with buttons and no touchscreen can be seen above. [Image credit: @TheIneQuation]

  • Alienware's Steam Machine launches in September

    by 
    Ben Gilbert
    Ben Gilbert
    01.15.2014

    The Alienware-made Steam Machine we showed you at CES 2014 arrives in September, the company announced during Valve's first Steam Dev Days conference in Seattle. Alienware's little black box has some form of Haswell chip inside, and promised us earlier this year that it'd "perform on par with a gaming notebook" -- outside of that, we don't know any specifics on what powers it. The company's apparently hoping to push it across "several market segments," which we take to mean you can configure it to a variety of different spec/price points. We've reached out to Dell for more specific info and will update this piece as we learn more! Update: Dell tells us, "We're targeting September but haven't confirmed a final date yet."

  • Valve hosting first Steam Dev Days game developer conference in January 2014

    by 
    Ben Gilbert
    Ben Gilbert
    10.10.2013

    Following Valve's trio of announcements last month, from SteamOS to Steam Machines and a brand new, bizarre controller, the gaming company revealed that its hosting a Steam development conference next January. The conference, titled "Steam Dev Days," runs for two days in Seattle's Washington State Convention Center, and promises panels, instruction, and hands-on with the aforementioned Steam products. There's also talk of VR discussion, something Valve continues to explore in interesting ways. Unlike the pricey San Francisco-based Game Developers Conference, Steam Dev Days costs just $95 to attend. All events on-site are off the record, though sessions are to be recorded and available after the show. Should you wish to present a panel, Valve's asking for submissions right here -- news on sessions and speakers already confirmed are coming "soon."