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Valve opens up SteamVR Tracking to everybody for free

dex3108

Member
SteamVR® Tracking

Whether you're building a VR golf club or an indoor quad-copter, 3D tracking is the heart of your product. Developed in-house at Valve, SteamVR Tracking is a hardware/software solution that lets your devices know in real time where they are, within a room. Valve is now making SteamVR Tracking fully available to other companies, without licensing fees.

https://partner.steamgames.com/vrtracking
 
This is pretty awesome, but it's not quite free right now:
For now, Valve requires at least one individual representative from each licensee company to attend this in-person training program. (In the future, in-person training may not be a requirement of licensees.) The tuition for this program, paid to Synapse, will be approximately $3000 USD per participant. The first available classes will be held in September 2016. Session A will be September 12-15, session B will be September 21-23.
 
This is pretty awesome, but it's not quite free right now:

Some fine print, but Tbf you probably should get some kind of training in regards to best practices, especially since the market for this will be niche at first and you don't want bad press from amateurs mudding up your product integrity.
 
It's likely that this approach will work in Valve's favour in the long run. Unlike the Oculus approach of trying to lock shit down.

Of course they are in a far better position to do that, because they aren't manufacturing and selling devices, they just need to keep customers using Steam.
 
People often say that Oculus is better because they fund games and Valve doesn't. But in my opinion opening Vive and tracking tech is on same level or even more important.
 
People often say that Oculus is better because they fund games and Valve doesn't. But in my opinion opening Vive and tracking tech is on same level or even more important.

valve giving away base-level tech like this and source 2 is potentially way more impactful and is definitely far more scalable than simply funding games
 
There's no doubt that allowing hardware manufacturers to make their own tracked devices royalty-free is a huge deal. In the very long run, assuming lighthouse tracking becomes the standard, this will be more impactful. In the near future, I'm more excited about larger-budget and larger-scale VR games.

I kinda doubt Source 2 will be a huge thing when we have UE4 and Unity around, but I've been surprised by Valve before.
 
There's no doubt that allowing hardware manufacturers to make their own tracked devices royalty-free is a huge deal. In the very long run, assuming lighthouse tracking becomes the standard, this will be more impactful. In the near future, I'm more excited about larger-budget and larger-scale VR games.

I kinda doubt Source 2 will be a huge thing when we have UE4 and Unity around, but I've been surprised by Valve before.

it doesn't have the install base but source 2 being entirely free is pretty big, ue4 and unity still charge royalty rates as long as you're selling a product made with those engines
 
it doesn't have the install base but source 2 being entirely free is pretty big, ue4 and unity still charge royalty rates as long as you're selling a product made with those engines

Yeah, but people put up with the royalty because Epic and Unity actually put effort into their engines being something that's suitable for customers to use. There's a reason why Source 1 has an average of less than three third party games a year. Hell, even Valve themselves uses Unity over Source 2 for some of their VR projects.
 
Yeah, but people put up with the royalty because Epic and Unity actually put effort into their engines being something that's suitable for customers to use. There's a reason why Source 1 has an average of less than three third party games a year. Hell, even Valve themselves uses Unity over Source 2 for some of their VR projects.

did they not improve the dev tools from source 1? i thought that was the big reason behind the engine rework, disappointing if that didn't succeed
 
did they not improve the dev tools from source 1? i thought that was the big reason behind the engine rework, disappointing if that didn't succeed

Their most recent public-facing version of the tools, the Destinations SDK, is... a lot better than Source tools have ever been, for sure, but not really in the same ballpark as UE4 as far as intuitiveness (and I assume feature set) goes.

But Destinations isn't a game development platform, obviously, and who knows when they're planning on releasing the full SDK, etc etc
 
Their most recent public-facing version of the tools, the Destinations SDK, is... a lot better than Source tools have ever been, for sure, but not really in the same ballpark as UE4 as far as intuitiveness (and I assume feature set) goes.

well that's a shame

unity has proven conclusively that ease of use is the most important factor in getting developer uptake on an engine, even with all of its deficiencies over the years it's still got huge marketshare
 
Yeah, but people put up with the royalty because Epic and Unity actually put effort into their engines being something that's suitable for customers to use. There's a reason why Source 1 has an average of less than three third party games a year. Hell, even Valve themselves uses Unity over Source 2 for some of their VR projects.

In regards to Valve using Unity a few times, it's probably not really fair to use that against them - Source 2 was /still is in development and they also wanted to work with building out Unity support for SteamVR - there are plenty of reasons as to why it would have been beneficial for Valve to use Unity in a few of their projects for SteamVR that have nothing to do with how good Source 2 is to develop with.
 
In regards to Valve using Unity a few times, it's probably not really fair to use that against them - Source 2 was /still is in development and they also wanted to work with building out Unity support for SteamVR - there are plenty of reasons as to why it would have been beneficial for Valve to use Unity in a few of their projects for SteamVR that have nothing to do with how good Source 2 is to develop with.
I wasn't really using it as a "gotcha" or anything, it's more of a point that shows that Source 2 isn't really ready for primetime.

did they not improve the dev tools from source 1? i thought that was the big reason behind the engine rework, disappointing if that didn't succeed

Well, it's better. But there's also the issue of the dev tools being Windows only (depsite the fact that the games can compile cross platform), no real console or mobile support to speak of, no real customer service or community self-help, etc.
 
Hopefully Oculus uses it because as is, it's such a half assed VR solution. Room scale or nothing, IMO. This is far better than their current solution.
 
Hopefully Oculus uses it because as is, it's such a half assed VR solution. Room scale or nothing, IMO. This is far better than their current solution.

Valve themselves have shown, really elegantly, that Oculus hardware does full 360-degree room scale tracking in a manner that is awfully comparable to the Lighthouse tracking system.

Lighthouse versus Oculus Camera isn't a roomscale vs forward-facing thing. Oculus supporting roomscale is just a matter of Oculus including long enough cables in the Touch box and saying "sure we'll do roomscale too" on the software end, but even if they don't support it people will be able to use SteamVR software combined with Oculus hardware to get it.
 
did they not improve the dev tools from source 1? i thought that was the big reason behind the engine rework, disappointing if that didn't succeed

Unity now has over 1000 employees. Valve is like 300 and the vast majority aren't working on Source 2.

It may do some specific things very well but there's no way it can compete with Unity in features/support/ease of use/community.
 
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