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However, many of the best VR games require a connection to a PC to give the headset additional processing power. We think the Oculus Link cable is a worthy buy for any Quest 2 owner because it allows you to play PC games on the headset, unlocking the full Meta Quest and SteamVR libraries.
As is the case with any other VR headset, it feels hot inside the Quest 2. The foam face pad can quickly become soaked with sweat when you play an active game like Beat Saber. If you plan to share the headset with friends, it may be a good idea to pick up a few disposable masks.
While the Quest 2 focuses on freedom of movement and ease of use with its standalone design, the Vive Pro 2 seeks to bring your body and hands into VR in as much detail as possible. Setup involves placing two HTC SteamVR Base Station 2.0 devices in elevated locations; you can either mount them on a wall or set them on a shelf. Then, they communicate with your headset and controllers to create a strong sense of presence within VR. When you move your hands or take three steps, so does your in-game body.
As a result of the social and workplace focus, the Quest Pro is also not the right headset for anyone who would rather play video games. The Vive Pro 2 has a better screen, refresh rate, and field of view, and does a better job of tracking your movement around a room for slightly cheaper than the Quest Pro (provided you already own a PC). You can still have a great game experience (or visit to Meta Horizon Worlds) on the Quest 2 for a third of the price, with longer battery life to boot.
Steam is a video game digital distribution service and storefront from Valve. It was launched as a software client in September 2003 as a way for Valve to provide automatic updates for their games, and expanded to distributing third-party game publishers' titles in late 2005. Steam offers various features, like digital rights management (DRM), game server matchmaking, anti-cheat measures, social networking and game streaming services. Users receive automatic game updates, cloud storage for game progress, and community features such as direct messaging, in-game chats and a community market.
Valve released a freely available application programming interface (API) called Steamworks in 2008, which developers can use to integrate Steam's functions into their products, including in-game achievements, microtransactions, and user-created content support. Initially developed for Microsoft Windows operating systems, Steam was released for macOS in 2010 and Linux in 2012. Mobile apps to access online Steam features were first released for iOS and Android in 2012. The platform also offers other digital content and Valve gaming hardware, including productivity software, game soundtracks, videos and VR headset Valve Index.
The service is the largest digital distribution platform for PC gaming, estimated around 75% of the market share in 2013 according to IHS Screen Digest.[2] By 2017, users purchasing games through Steam totaled approximately US$4.3 billion, representing at least 18% of global PC game sales according to Steam Spy.[3] By 2021, the service had over 34,000 games with over 132 million monthly active users.[4] The success of Steam has led to the development of the Steam Machine line of gaming PCs in 2015, which includes the SteamOS operating system and Steam Controller, Steam Link devices for local game streaming, and the handheld Steam Deck tailored for running Steam games in 2022.
Valve had entered into a publishing contract with Sierra Studios in 1997 ahead of the 1998 release of Half-Life. The contract had given some intellectual property (IP) rights to Sierra in addition to publishing control. Valve published additional games through Sierra, including expansions for Half-Life and Counter-Strike. Around 1999, as Valve started work on Half-Life 2 and the new Source engine, they became concerned about their contract with Sierra related to the IP rights, and the two companies negotiated a new contract by 2001. The new contract eliminated Sierra's IP rights and gave Valve rights to digital distribution of its games.[5]
Valve was looking for a way to better update its published games[6] as providing downloadable patches for multiplayer games resulted in most of the online user base disconnecting for several days until players had installed the patch. Valve decided to create a platform that would update games automatically and implement stronger anti-piracy and anti-cheat measures. Through user polls at the time of its announcement in 2002, Valve also recognized that at least 75% of their users had access to high-speed Internet connections, which would continue to grow with planned broadband expansion in the following years, and recognized that they could deliver game content faster to players than through retail channels.[7] Valve approached several companies, including Microsoft, Yahoo!, and RealNetworks to build a client with these features, but were declined.[8]
Steam's development began in 2002, with working names for the platform being "Grid" and "Gazelle".[9][10] It was publicly announced at the Game Developers Conference event on March 22, 2002, and released for beta testing the same day.[11][12] To demonstrate the ease of integrating Steam with a game, Relic Entertainment created a special version of its game Impossible Creatures.[13] Valve partnered with several companies, including AT&T, Acer, and GameSpy.[how?] The first mod released on the system was Day of Defeat.[14] In 2002, Valve's President Gabe Newell said he was offering mod teams a game engine license and distribution over Steam for US$995.[14]
Prior to the announcement of Steam, Valve found that Sierra had been distributing their games in PC cafes which they claimed was against the terms of the contract, and took Sierra and their owners, Vivendi Games, to court in 2002. Sierra countersued, asserting that with the announcement of Steam, Valve had been working to undermine the contract to offer a digital storefront for their games, directly competing with Sierra. The case was initially ruled in Valve's favor, allowing them to leave the contract due to the breach and seek other publishing partners for retail copies of its games while continuing their work on Steam.[5] One such company had been Microsoft, but Ed Fries stated that they turned down the offer due to Valve's intent to continue to sell their games over Steam.[15]
Between 80,000 and 300,000 players participated in the beta test before Steam's official release on September 12, 2003.[9][14][16][17] A monthly subscription to Valve games on Steam was planned.[18] The client and website suffered outages and bugs at launch.[19] At the time, Steam's primary function was streamlining the patch process common in online computer games, and was an optional component for all other games. In 2004, the World Opponent Network was shut down and replaced by Steam, with any online features of games that required it ceasing to work unless they converted over to Steam.[20]
In November 2004, Half-Life 2 was the first game to be offered digitally on Steam and require installation of the Steam client to play for retail copies. During this time users faced problems attempting to play the game.[9][21][22] The requirement of Steam was met with concerns about software ownership, software requirements, and problems with overloaded servers demonstrated previously by the Counter-Strike rollout.[23]
In 2005, third-party developers were contracted to release games on Steam, such as Rag Doll Kung Fu and Darwinia.[24][25] Valve announced that Steam had become profitable because of some highly successful Valve games.[24][when?] Although digital distribution could not yet match retail volume, profit margins for Valve and developers were far larger on Steam.[26] Publishers, such as id Software,[27] Eidos Interactive,[28] and Capcom,[29] began distributing their games on Steam in 2007. By May of that year, 13 million accounts had been created on the service, and 150 games were for sale on the platform.[30][31] In 2008, more publishers like Ubisoft, THQ, Sega, Take-Two Interactive, Activision, and Electronic Arts had partnered with the service, but some games were unavailable or overpriced relative to market outside North America.[32][33] 041b061a72