What are the benefits to using VRTK over SteamVR?

I’ve been using VRTK, but I may need to abandon it. Not because of technical reasons, rather other reasons that have nothing to do with the VRTK itself.

I just started looking at SteamVR, it looks like it may have everything I want… Supports Oculus, Vive. Has some pre-defined scripts, a decent example scene to learn from and some useful prefabs to reuse.

I started with VRTK because I thought SteamVR only supported Vive and after taking a quick peek at SteamVR, it seems as though I could easily make the switch.

Are there any technical reasons why I may want to stay with VRTK?

This is not a direct answer to your question but if you’re interested in migrating or porting an existing VRTK project to a native SDK or want to extend to other SDK, checkout parkerhill BridgeXR.
Here’s a new tutorial for BridgeXR and VRTK https://youtu.be/nDLi7wvN40k
Disclosure: i’m one of the developers of parkerhill bridgeXR

Hi linojon,

Thanks for the heads up. However, given the nature of our project and what we are doing with it, I can’t used “paid for” components. It does look nice though!

VRTK offers lots of different tools that are prebuilt. As well, it can support SDK other than just steam VR. If you dont need any of those tools, and your users are only using steam VR, then no need. How many oculus users are using steam vr? Does the oculus SDK offer other things that steam VR doesnt?

@linojon , Are you the owner, creator of BridgeXR? If so, best to state it when you recommend it to people or post about it in the forums.

If you never plan to release anywhere else than in Steam store then you can just use SteamVR but it will make it really hard to ever release to other stores or new non-Steam devices. This includes PSVR, Oculus Home, all mobile VR devices, etc.

You’re right, i updated my post

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Thanks. I am actually looking into your asset a bit deeper. Currently I am doing dev work for various similar mobile VR devices :wink: