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Microsoft has appear that the first Windows Mixed Reality devices will be supported by a number of early VR games currently available, including support for Steam and SteamVR. Steam support is likely disquisitional to the Mixed Reality concept, given that HTC's Vive relies on it, and information technology's still the largest VR market, despite contempo gains past Oculus in that area.

"The introduction of Windows Mixed Reality headsets is a big step frontwards for VR," Valve Software's Joe Ludwig said via an emailed statement. "Working with Microsoft to include SteamVR compatibility with these devices is likewise a big pace in growing VR every bit an open up platform for developers and consumers. With a broad range of hardware options bachelor from leading PC manufacturers, the Steam customs will have more than pick than ever to experience the astonishing potential of VR."

The offset $300 mixed-reality headset to hit the market is from Acer, and Engadget has spent some time with the hardware. They praise its overall capability and describe the Windows Mixed Reality controllers that are compatible with it as beingness a best-of-both-worlds fusion of the Oculus Touch and the HTC Vive's controllers. Overall, for $300, Engadget felt the experience compared quite well with the more than expensive VR brands, with Acer's 1440×1440 lenses likewise property up confronting the Vive and Oculus, both of which use 1080×1200 per-eye.

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Microsoft's mixed reality controllers

Microsoft is pushing the idea that even simple systems with integrated graphics can also benefit from VR apps, though I think a groovy bargain more testing is needed to ostend this. I'thou skeptical for a simple reason. Integrated GPUs may have improved markedly over the years, peculiarly in comparison with midrange products, but they still don't hold a candle to what a loftier-end GPU is capable of. The question isn't so much whether an integrated GPU can run VR, but what kind of quality sacrifices will be required to run information technology well, and whether we'll e'er encounter games back up this beyond the simplest titles. Microsoft claims that its command over the Bone allows it to squeeze more than efficiency out of lower-end GPUs, merely we've never seen anyone squeeze GTX 1080 performance out of an Intel or AMD iGPU, no thing how many rounds of optimization they use. In that location's a point where fauna force — ciphering and retention bandwidth, in this case — is simply required to maintain a 90fps target.

Engadget reports that Minecraft, yet, worked adequately well, while Microsoft has teased potential VR support in upcoming Halo titles, courtesy of its partnership with 343 Studios. More news on these efforts is expected in the coming days.

By and large speaking, we view the advent of lower-cost VR solutions every bit a good thing, fifty-fifty if HTC and Oculus don't lead the pack in developing them. A big OEM like Acer can exploit economies of scale in ways that neither HTC or Oculus can, to say nothing of companies similar HP and Dell. Moving headset prices down is disquisitional to driving overall VR adoption and right now it looks like Steam will be a common repository for VR titles, even if Oculus, Vive, and other companies still operate their own storefronts or rental services.

Now read: The all-time VR headsets and accessories