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Microsoft released its April Windows 10 update yesterday, and with it comes the official launch of SteamVR support for Windows “Mixed Reality” VR headsets.

After launching in Early Access in November last year, which allowed users to provisionally play SteamVR games with Windows VR headsets, Microsoft has made the integration ready for prime time thanks to five months-worth of updates that the company says improve performance, stability, haptic feedback for motion controllers, and improvements to how motion controllers appear in SteamVR. Check out the full list of updates on the software’s Steam page.

Some of the lesser highlights: it’s now easier to take screenshots in VR (hold the Windows button and tap the trigger), and it’s easier to personalize and manipulate content inside of Cliff House. , and the newest VR ‘home’ space called Skyloft.

Here’s what Microsoft has to say about its official release in a Steam update post:

“It’s important to clarify that today’s announcement doesn’t change anything about our ongoing commitment to our SteamVR experience and our community. We will continue to release regular updates with new fixes and features, and you will still find us here in the discussion forums. We aren’t going anywhere. In particular, we’ve heard the community’s requests for more customizable input and the ability to launch from the Cliff House. We’re investigating solutions and look forward to sharing more details soon!”

The company says that 422 VR games on the Steam Store now officially declare support for Windows VR, although many ‘non-supported’ games may actually work with Windows VR thanks to the all-inclusive nature of Valve’s OpenVR API.

Windows VR devices still occupy a pretty minimal spot on Steam, accounting for a total of ~5% of total VR headsets reported in this month’s Steam Hardware Survey. The ecosystem’s partner manufacturers—Dell, HP, Acer, Samsung, Lenovo and Asus—will no doubt continue to drive down prices though of their respective headsets, potentially giving Microsoft further influence in the thus far bi-polar fight between HTC Vive and Oculus Rift.