Does headmaster have native oculus support on steam?

DF-1

2[H]4U
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Or should I get it from the oculus store? It's on sale on steam and looked interesting.

I found a "native list" on reddit and didnt see it there or in any of my searches.
 
If it's available on Steam, I always buy there first as SteamVR is designed with pretty much all VR headsets in mind to include the Rift. It's not more "native" in the Oculus store as the Steam version will run the same Oculus provided drivers/API/runtime for the game. Some game developers will even provide keys to both Steam and the Oculus store versions of their games - and in my comparisons of such, they run identically. There is no advantage for running it in one over the other.... that is of course unless it isn't available yet in Steam due to a timed exclusivity contract.
 
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Ok, so they don't support the Oculus SDK natively yet, however, it is supported via SteamVR. So, unless you have a really borderline system as to VR specs, it should still run just fine on the Rift. Another reason I prefer buying on Steam is that I own both VR HMD's, so I want to be able to switch between the two at times. I have yet to find any SteamVR game that doesn't run just fine on my rig with the Rift... then again, I've got a lot of performance headroom to spare in doing so.
 
Ok, so they don't support the Oculus SDK natively yet, however, it is supported via SteamVR. So, unless you have a really borderline system as to VR specs, it should still run just fine on the Rift. Another reason I prefer buying on Steam is that I own both VR HMD's, so I want to be able to switch between the two at times. I have yet to find any SteamVR game that doesn't run just fine on my rig with the Rift... then again, I've got a lot of performance headroom to spare in doing so.


I disagree. I've run into a lot of crashes/bugs caused by SteamVR's buggy API when the same software running from Oculus Home runs flawlessly. Also, ATW and ASW will not function when not using the Oculus API.
 
I disagree. I've run into a lot of crashes/bugs caused by SteamVR's buggy API when the same software running from Oculus Home runs flawlessly. Also, ATW and ASW will not function when not using the Oculus API.

I have yet to run into any issues in steam games, and I don't have a high end video card. If available on both, I go with whichever is cheaper. If they're the same price, I go with Steam as I may end up with a different headset next gen (who knows). I'm not sure which steam games I have that don't use the Oculus sdk as I think a couple of them do, but for sure the steam/valve generated stuff doesn't and I haven't had any issues at all in those. It's pretty seamless for me, tbh. Maybe because your vid card is right on the borderline where mine is one notch above borderline? In general I think Oculus is overall a notch better than the Vive which is why I bought one last year, but I like the fact that the Vive doesn't tie you at all to an ecosystem - and if not for the Vive we wouldn't have the choice of steam.

As to ATW/ASW, I think you're incorrect. You may have to disable reprojection in Steam for ASW/ATW to kick in (as with reprojection on the fps never drops below 90fps and the Oculus sdk wont kick in).

https://steamcommunity.com/app/250820/discussions/0/305510202679681031/
 
I suspect a lot of the issues you are seeing between SteamVR and Oculus are due to the 970 you are running as bobzdar pointed out. There just isn't a lot of headroom/spare performance to be had when using a min spec GPU when it comes to VR. SteamVR is a bit more resource hungry than the native support for the Rift coming from Oculus. I bet if you were to upgrade your GPU, the issues you are encountering with Steam would go away.
 
The problems I have aren't performance related. Steam's OVR services would often crash, kicking me out of the OpenVR environment. To fix it I'd often have to manually kill all Steam processes then restart Steam itself - otherwise Steam would complain about software already running and wouldn't allow me to open anything else on the Steam platform. Occasionally a warm reboot is the only way to fix it. A friend of mine with a Vive (and doesn't have Oculus Home installed at all I might add), and a beefier machine than I has this same issue.
 
The problems I have aren't performance related. Steam's OVR services would often crash, kicking me out of the OpenVR environment. To fix it I'd often have to manually kill all Steam processes then restart Steam itself - otherwise Steam would complain about software already running and wouldn't allow me to open anything else on the Steam platform. Occasionally a warm reboot is the only way to fix it. A friend of mine with a Vive (and doesn't have Oculus Home installed at all I might add), and a beefier machine than I has this same issue.

I've never had the issue. I don't know that it's Steam causing it but I can understand how that would not be fun. Are there any log files you can use to troubleshoot?
 
The problems I have aren't performance related. Steam's OVR services would often crash, kicking me out of the OpenVR environment. To fix it I'd often have to manually kill all Steam processes then restart Steam itself - otherwise Steam would complain about software already running and wouldn't allow me to open anything else on the Steam platform. Occasionally a warm reboot is the only way to fix it. A friend of mine with a Vive (and doesn't have Oculus Home installed at all I might add), and a beefier machine than I has this same issue.

Not saying that you aren't having problems, it's just that I've spent a lot of time in both HMD's and never experienced this to an extent where it bothered me. I've also run the SteamVR beta software the whole time, and yes there have been some bugs, but for the most part it has been fairly solid/stable for me. Crashing often or requiring a Steam or system restart has not been the norm.
 
I'm not sure. So, maybe? TBH I haven't spent a lot of time looking into the issue outside of mentioning it to a few friends. Steam works great outside of VR, and most of my VR library is either in Oculus Home, or uses the OH API.
 
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