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2 entries of 164 involving Valve

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2010-2019 The 2010s

Consumer virtual reality headsets finally reach ordinary buyers

The first consumer Oculus Rift shipped in late March 2016 and the HTC Vive, with room-scale tracking and motion controllers, arrived days later. Working virtual reality was on sale after decades of false starts.

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Period
The 2010s

Why it matters

The technical argument about whether comfortable consumer virtual reality was possible ended, and the commercial argument began. Room-scale tracking with hand controllers, introduced here, became the standard interface for the medium and remains the layout every subsequent headset has followed.

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2020-2029 The 2020s

A handheld computer runs an existing game library

Valve's portable ran a Linux-based system with a compatibility layer that plays Windows games, making large existing computer libraries genuinely mobile. A wave of competing handheld gaming computers followed.

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Who
Valve
Period
The 2020s

Why it matters

Personal computer gaming became portable without a separate library, subscription or ecosystem. The compatibility work involved also made Linux a practical platform for playing Windows games, reducing a dependency that had shaped computer gaming for a quarter of a century.

Read the full entry 3 sources