SteamVR has been updated to the contents of the most recent beta (plus one minor internal change.)
Note: Chaperone bounds now draw when SteamVR controllers are close to them. However there’s not yet a test for activity on controllers before testing whether they should cause the bounds to draw. If your bounds are on all the time, make sure you don’t have a controller sitting right next to them.
General:
Fixed issue that caused haptics on controllers to stop working after a while. The same bug caused the dashboard to forget what app was running and possibly other problems.
SteamVR will now run room setup automatically on startup if there is no chaperone data for the current universe.
Added taskbar jumplist to the HMD Status window.
Made several cases of the error HMDError_NoHmdFound be more specific.
Remove all USB Devices will now automatically invoke UAC dialog when necessary.
Chaperone has seen many improvements. It now pays attention to the velocity of the headset as well as to the controllers. Furthermore the rendering has been improved to overlay better on existing surfaces, show vertical grid lines, and show the far walls differently from the near one.
Room Setup:
Added labels to handles.
Added label that shows the distance between the base stations in meters.
Fixed orientation handle being confusing to manipulate.
Added buttons in 2D overlay for raising and lowering the floor by centimeters.
Renamed Safe-Zone to Play Area. Renamed Hard Bounds to Physical Bounds.
SteamVR has been updated to the contents of the most recent beta (plus one minor internal change.)
Note: Chaperone bounds now draw when SteamVR controllers are close to them. However there’s not yet a test for activity on controllers before testing whether they should cause the bounds to draw. If your bounds are on all the time, make sure you don’t have a controller sitting right next to them.
General:
Fixed issue that caused haptics on controllers to stop working after a while. The same bug caused the dashboard to forget what app was running and possibly other problems.
SteamVR will now run room setup automatically on startup if there is no chaperone data for the current universe.
Added taskbar jumplist to the HMD Status window.
Made several cases of the error HMDError_NoHmdFound be more specific.
Remove all USB Devices will now automatically invoke UAC dialog when necessary.
Chaperone has seen many improvements. It now pays attention to the velocity of the headset as well as to the controllers. Furthermore the rendering has been improved to overlay better on existing surfaces, show vertical grid lines, and show the far walls differently from the near one.
Room Setup:
Added labels to handles.
Added label that shows the distance between the base stations in meters.
Fixed orientation handle being confusing to manipulate.
Added buttons in 2D overlay for raising and lowering the floor by centimeters.
Renamed Safe-Zone to Play Area. Renamed Hard Bounds to Physical Bounds.
Today we are adding some more games on Steam for Vive developers to play.
One is an old favorite, the original Cloudhead Demo for GDC – The Gallery. They recently debuted their next steps for the title at PAX, so no Blink in this one but it does feature some great interactive elements.
Alongside them, fellow Canadians or at least people living in Canada for the next few days – Northway Games and Radial games are making Fantastic Contraption available. This puzzle game just premiered its VR version at PAX Prime. It is a great example of room scale gaming, Warning on that 4th puzzle – the one where a cart won’t solve it? Brains will explode when the eureka moment hits.
Not to be left out, the other new game premiered at PAX – Final Approach by Phaser Lock Interactive is now also available. This game came from our Austin game jam and puts you smack dab in the middle of an airport landing planes and helicopters, while putting out fires and more.
As we continue on to launch, developers should let us know when they have new content to either premiere at shows, or share so other developers so they can learn and be inspired and you can get feedback. Just let us know you are ready and we will add it to Steam via the VR Demo package. You can post a thread here to solicit feedback - http://steamcommunity.com/app/358720/discussions/1/
We also wanted to call out - The latest Steam Client beta brings with it some changes to the way VR applications are represented and exposed to OpenVR. You will need to set up your VR application to have Steam deal with it correctly. Check out this post for more information on how to correctly configure you VR App & let us know what you would like to see changed or added.
Today we are adding some more games on Steam for Vive developers to play.
One is an old favorite, the original Cloudhead Demo for GDC – The Gallery. They recently debuted their next steps for the title at PAX, so no Blink in this one but it does feature some great interactive elements.
Alongside them, fellow Canadians or at least people living in Canada for the next few days – Northway Games and Radial games are making Fantastic Contraption available. This puzzle game just premiered its VR version at PAX Prime. It is a great example of room scale gaming, Warning on that 4th puzzle – the one where a cart won’t solve it? Brains will explode when the eureka moment hits.
Not to be left out, the other new game premiered at PAX – Final Approach by Phaser Lock Interactive is now also available. This game came from our Austin game jam and puts you smack dab in the middle of an airport landing planes and helicopters, while putting out fires and more.
As we continue on to launch, developers should let us know when they have new content to either premiere at shows, or share so other developers so they can learn and be inspired and you can get feedback. Just let us know you are ready and we will add it to Steam via the VR Demo package. You can post a thread here to solicit feedback - http://steamcommunity.com/app/358720/discussions/1/
We also wanted to call out - The latest Steam Client beta brings with it some changes to the way VR applications are represented and exposed to OpenVR. You will need to set up your VR application to have Steam deal with it correctly. Check out this post for more information on how to correctly configure you VR App & let us know what you would like to see changed or added.