What are OpenVR and SteamVR?

OpenVR is an SDK and API developed by Valve for supporting the HTC Vive virtual reality headset and other XR devices. Valve’s OpenVR SDK provides a C++ API as well as integration plugins for specific game engines, including Unreal and Unity.

SteamVR is Valve’s implementation of their OpenVR standard as well as the name of the VR runtime shipped with Steam, their software platform. Among other functionality, Steam acts as a marketplace where developers can distribute their applications.

What is in the Meta 2 OpenVR SDK?

As part of our SDK installer, we provide a SteamVR “driver.” This driver is not a driver in the traditional operating systems sense, but rather a plugin for SteamVR that allows SteamVR to communicate with and support the Meta 2.

How do I install the Meta 2 OpenVR SDK?

The Meta 2 OpenVR SDK is included in the Meta 2 SDK.

Note: You must have Steam and SteamVR installed prior to running the Meta 2 SDK installer, otherwise the option to install the Meta 2 OpenVR SDK will not be available during installation. Additionally, if SteamVR is not installed in the default Steam library folder, it may not be detected. If you’re sure that SteamVR is installed but the Meta SDK installer does not show the option to install the Meta OpenVR SDK, try uninstalling SteamVR, reinstalling it to the library under the Steam installation folder, and running the Meta SDK installer again.

What display modes and graphics devices does the Meta 2 OpenVR SDK support?

Rendering is supported in direct mode only. As the Meta 2 SDK currently only supports direct mode for NVIDIA graphics devices, the Meta 2 OpenVR SDK thus currently only works with NVIDIA graphics which support direct mode.

What input methods are supported?

You can interact with OpenVR applications using your hands. You can also use on-controller inputs (e.g. buttons and trackpads). However, the controllers are tracked in a separate coordinate system from the Meta 2. This means that although they will translate and rotate as you move them, the position and rotation of the controllers as reported to an OpenVR application will not match the actual position and rotation of the physical controllers relative to the Meta 2.

See here for details on both of these types of input.

Other traditional forms of input such as mouse and keyboard are supported, provided that the user has given input focus to the appropriate window.