VRIF can support a multitude of devices, SDK's, and platforms. Some of these include the Oculus SDK, SteamVR, WMR Devices, HTC Devices, and the Pico SDK.
VRIF can even support custom devices not supported by the popular SDK's. If you have a custom input provider, that can be merged with VRIF with ease.
While VRIF can support just about any device, below is a list of devices tested by the developer and/or community :
The Oculus Quest, Quest 2, and Rift S are supported natively through XR Management and the Oculus plugin. Setup is generally very easy for these devices as the input is all handled through Unity packages. Additional features such as Hand Tracking, Spatial Audio, and Avatars are supported by installing the Oculus Integration Framework and enabling the Oculus Integration included with VRIF.
The Valve Index and HTC Cosmos headsets are SteamVR devices that require the SteamVR SDK for input. Check out the SteamVR SDK docs.
The HTC Vive is supported through OpenVR as well as through the use of the SteamVR SDK. Note - the HTC Vive Cosmos requires the SteamVR SDK to receive controller inputs.
Pico VR Headsets are supported through the use of the Pico SDK. This SDK must be included as the devices are not supported through OpenVR. Be sure to use a recent version of Unity 2019.4LTS and read the Pico documentation.
The HP currently requires the WindowsMR plugin to function with OpenXR.