The SteamVR Beta has been updated with the following changes.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue.
SteamVR:
Fixed issue with internal scene transitions in applications which use IVRApplications::LaunchInternalProcess within the first 60 seconds of the application starting up. One example of this is entering Secret Shop or Aperture Robot Repair in The Lab.
SteamVR Input:
Fixed issue binding vector1 actions to Boolean inputs
The SteamVR Beta has been updated with the following changes.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue.
SteamVR:
Fix a crash if SteamVR is started while Steam is sitting at a login prompt.
SteamVR Input:
Fixed issue with controller binding UI in-headset showing a small blank rectangle instead of UI.
SteamVR Home:
Fix for incorrect tool entity position (was causing tool sounds to be incorrectly spatialized).
Consolidate config files to use a single _vr suffix, instead of a per-controller suffix. This reduces loss of user flags such as whether or not they’ve completed the tutorial.
The SteamVR Beta has been updated with the following changes.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue.
SteamVR:
Fix some issues that could lead to SteamVR hangs.
Set the default load priority for driver_kinoni to -800 because it always claims to have an HMD (which will block access to any later drivers). See the 1.5.1 release notes for more information about load priority.
SteamVR Input:
Added ability to bind boolean inputs to vector1 actions.
Added headers to action selection window in binding interface.
Added callout for required actions in binding interface.
The SteamVR Beta has been updated with the following changes.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue.
SteamVR:
Fixed the "runtime out of date" message showing up much more often than it should.
Fixed right clicking on the status window in the new "Searching..." and "Standby" states.
SteamVR Input:
Fixed “Pretend to be this type of controller” button looking wrong if nothing was set at all.
Fixed double-click while publishing a binding actually publishing two copies.
Changed the default name when publishing a binding or saving a favorite to include the user’s Persona name rather than the old (usually default) binding name.
Note: This build was amended at 5:50PM PDT with a trivial change to SteamVR Home to prevent a couple over-eager virus scanners from preventing SteamVR from installing.
The SteamVR Beta has been updated with the following changes.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue.
Fixed a crash when running through Windows Remote Desktop.
Moved the “Searching…” popup into the main status window.
Added a “Standby” status for when the HMD isn’t being worn.
Fixed Steam crashing when SteamVR was launched and 'Enable GPU Profiling' was enabled.
Deprecate driver-supplied Prop_DoNotApplyPrediction_Bool. (See Windows MR notes for more information).
Add a per-driver “loadPriority” (higher is earlier loading) to control the order that we check drivers for available HMDs. The default loadPriority is 0. Drivers can set a different default in resources/settings/default.vrsettings. The user can override those settings in their personal steam/config/steamvr.vrsettings file. Drivers with the same priority continue to be loaded in alphabetical order as before.
The default null driver loadPriority (which has historically been forced to be “last”) is -999.
The default iVRy driver loadPriority is -100 because it takes a fixed 5 seconds to initialize even when not in use. Users of iVRy should not notice any change.
The default AMD WVR driver (part of AMD “Relive”) loadPriority is -900 because it will always claim to have an HMD (previously because it started with “a” it would block access to all other actual HMDs whenever it was installed).
Valve Index:
Always treat thumbsticks as touched when they are moved away from the center.
Oculus:
Updated Oculus SDK to 1.37.0.
Fixed warning not popping up when the user has an outdated version of the Oculus software.
Switched all Rift haptics to use the non-buffered API.
When Rift S is used, don't show tracking camera icons.
When Oculus Guardian is updated while SteamVR is running, update Chaperone automatically without requiring a restart.
Windows MR:
When using third-party software to mix Windows MR HMDs with non-MR trackers and controllers, correctly predict poses for the non-MR devices. (Currently the MR driver supplies already predicted poses, and uses an HMD velocity of zero to prevent HMD pose extrapolation.)
Compositor:
Fixed a Motion Smoothing related crash on AMD hardware.
Fixed startup crash when trying to use wireless on unsupported hardware.
Added support for DXGI_FORMAT_R32G8X24_TYPELESS textures passed as depth from applications.
Added support for passing left-handed projection matrices when supplying additional depth info.
SteamVR has been updated with the latest beta build, 1.4.18. This update fixes several problems that were introduced in 1.4.x, as well as a few longer-standing issues.
Disabled force fading to the grid when applications are repeatedly missing > 10 frames in a row.
Removed “Application is not responding” dialog.
Fixed vrserver crash on startup on a corrupted config file.
Fixed crash when initializing motion smoothing on AMD on certain driver revisions.
Fix hang caused by rapidly submitting image overlays.
Don’t force SteamVR to exit after the system goes to sleep and wakes up.
Allow display of skybox overrides set by applications when application hangs even if they didn’t explicitly call IVRCompositor::FadeGrid to signal they are loading or otherwise unable to Submit frames at a reasonable rate.
SteamVR Input:
Fixed haptics in legacy games with mirrored bindings.
Fixed issue with users with custom bindings when switching between builds of games where one build uses SteamVR Input and the other has legacy bindings. The user will now be changed back to the default instead of having bindings that won’t work.
Fixed rare crash when downloading bindings from the Steam Workshop.
Oculus:
Fixed haptics on Rift S controllers.
Note: This build was amended Friday, May 31st at 9:40AM PDT with a trivial change to SteamVR Home to prevent a couple over-eager virus scanners from preventing SteamVR from installing.
The SteamVR Beta has been updated with the following changes. This build is a candidate to hotfix the full release. It will likely be released to everyone within the next few days.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue.
SteamVR:
Fixed vrserver crash on startup on a corrupted config file.
Fix a shutdown crash.
SteamVR Input:
Fixed issue with newly published or edited bindings disappearing from the binding list.
Oculus:
Fixed haptics on Rift S controllers.
Note: This build was amended at 5:05PM PDT to pick up the other half of the SteamVR Input fix.
The SteamVR Beta has been updated with the following changes. This build is a candidate to hotfix the full release. It will likely be released to everyone within the next few days.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue.
SteamVR Input:
Fixed issue with users with custom bindings when switching between builds of games where one build uses SteamVR Input and the other has legacy bindings. The user will now be changed back to the default instead of having bindings that won’t work.
Fixed rare crash when downloading bindings from the Steam Workshop.
SteamVR:
Don’t force SteamVR to exit after the system goes to sleep and wakes up.
Disabled force fading to the grid when applications are repeatedly missing > 10 frames in a row.
Removed “Application is not responding” dialog.
Allow display of skybox overrides set by applications when application hangs even if they didn’t explicitly call IVRCompositor::FadeGrid to signal they are loading or otherwise unable to Submit frames at a reasonable rate.
The SteamVR Beta has been updated with the following changes. This build is a candidate to hotfix the full release. It will likely be released to everyone within the next few days.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue.
SteamVR Input:
Fixed haptics in legacy games with mirrored bindings.
SteamVR:
Fixed crash when initializing motion smoothing on AMD on certain driver revisions.
Fix hang caused by rapidly submitting image overlays.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue.
Added support for the Valve Index and removed the need for the external drivers that were in use during development. This also adds support for HMDs that support multiple framerates.
Added a couple of long-requested features to SteamVR Input: the ability to edit bindings for controllers that aren’t physically connected, and the ability to cause one kind of controller to appear to the game as another kind of controller.
Motion Smoothing is now supported on both NVIDIA and AMD GPUs.
Visual overhaul to the controller pairing UI. Now provides instructions on pairing Vive Trackers and Index Controllers.
Fixed numerous stability issues and bugs.
Full Update Notes
1.4.15:
Fix a case where attempting to activate one driver and failing could block a later driver from being able to succeed. Specific examples include driver_ivry (which always activates an HMD and looks for a potential wireless connection for 5 seconds) blocking Vive or Oculus HMDs, and driver_lighthouse in cases where a user has both Vive + Rift and switches between them by moving the HDMI connection.
Fix a case during application launch where an app transition can be aborted immediately after it was started.
Fix for not being able to complete Room Setup with a gamepad plugged in
1.4.14:
Changed “Waiting for application to respond” color from Firetruck Red to Seattle Grey.
Controller binding window title bar no longer hides off-screen on 1080p and smaller displays.
Fixed vrmonitor failing to start on Windows 7 based systems.
Fixed issue with theBlu not appearing in-headset after selecting a scene.
Updated default skybox
Deleted unused preferences
Automatic Application Resolution scalar is now clamped at 1.5x (was 2.0x) and resulting resolution is now aligned to 4 pixels. Users may still override this value with a custom setting under the Video section of the desktop SteamVR settings or in per-Application settings.
Removed Calibrate Controller option from non-Vive Controllers. (This trackpad calibration only affects Vive Controllers.)
Removed the controller context menu completely from non-Lighthouse controllers. Pairing, firmware update, and Identify are only available on Lighthouse devices.
When SteamVR is restarting (from a user prompt, such as changing framerate or enabling the camera), don’t turn off controllers.
Steam will not launch SteamVR if you press and hold the controller system button to turn off the controller.
Fixed a crash when VR_Init() is called multiple times in the same client process.
Blank HMD display when remote desktopping into machine. This can be disabled in General Settings via the “Enable headset while computer is locked” option.
Disabled “start from button press” functionality when the computer is locked.
Visual overhaul to the controller pairing UI. Now provides instructions on pairing Vive Trackers and Index Controllers.
Fixed issues with controller binding callouts not handling very tall lists of actions.
Fixed vrserver crash caused by corrupted chaperone files.
Fix bug only allowing one screenshot to be taken in an app that hooks screenshot handling to do custom rendering.
Add a retry to a case associated with error 208.
Fixed crash on shutdown on machines with AMD cards. This also fixes firmware update for Lighthouse devices on machines with AMD cards.
Fixed some uncommon hangs in SteamVR.
Fix for Shift+A in SteamVR mirror window causing image to freeze when motion smoothing was enabled.
Fixed crash when loading chaperone data with very tall walls.
Safe mode now avoids loading the gamepad driver in case of issues with third party gamepad drivers. This only affects using gamepads for SteamVR menu navigation.
Display a special error when the HMD display cannot be detected on a laptop. This should help people get laptop-specific assistance more quickly.
Do not load the same driver multiple times even if it has been registered multiple times (mainly affects people developing drivers).
Fix for motion smoothing on wireless.
Fix a case where a slow-to-save screenshot would be misinterpreted as a hang.
Valve Index:
Added assets for the Valve Index HMD and removed the need for a separate driver install.
Added assets for the Valve Index Controller and removed the need for the “Knuckles” driver.
Renamed many Knuckles references to Valve Index Controller.
Adjusted finger tracking to better accommodate small hands.
Fixed an issue where the track button would track incorrectly when powered on with the sensor covered.
Improved trigger and thumbstick deadzones.
SteamVR Home:
Fixed controllers jittering at 120/144hz
Fix for incorrectly overriding map sorting choice in user config.
Fix for overriding controllers when connecting Index controllers with a Vive HMD and vice-versa.
One-time forcing of outfits to articulated hands for Index controllers.
Added tutorial and welcome panels for Index controllers.
Improved performance for users with large friends lists.
Fixed joining lobby with workshop map you haven’t downloaded yet.
Send users to the store instead of the library if they do not own a title.
Updated Index Controller render models.
Fixed improper highlighting on avatar entities.
Show global action set in the binding UI.
Update action manifest and default bindings to version 1.
Set most action sets to “single” to enable mirrored binding UI.
Added setting to allow bindings in legacy apps to appear to the application as a Touch or Vive controller. This helps with rebinding in many cases. For instance, if a game’s Touch input scheme is a better fit for a controller than its Vive Controller input scheme.
Removed the application’s icon from all the entries on the binding list screen to leave space for more important (and less redundant) information.
Fixed issue with app icons not always updating in app or binding lists.
Fixed a rare hang when calling activating haptic feedback in some apps.
Fixed loading generic_hmd bindings.
Fixed log spam when an app couldn’t load bindings.
Index Controllers - Grab mode - Release is recognized one tick closer to actual release, should improve throwing.
Added the ability to edit bindings for devices that are not currently connected. The supported devices are Vive Controller, Touch Controller, and Knuckles. (Editing Knuckles bindings requires the Knuckles driver to be installed.)
Added optional deadzones to joysticks.
Fixed Manage Vive Trackers option not bringing up the window on the desktop.
Lighthouse:
Fixed issues with the pairing UI.
Fixed old Mr Hat controllers not opening the controller half of the device.
Base Stations that are participating in Power Management (Settings->Base Stations) will now automatically go into their powered down standby state after 1 hour of headset inactivity and automatically power back on when headset activity is detected. NOTE: If you are in a group tracking scenario (more than one VR setup using the same base stations), we recommend you do not turn on Power Management.
Add more filtering to “sync on beam channel conflict” to avoid showing spurious warnings.
Fix a case where a controller that was unplugged from USB just as SteamVR was launching could become unavailable until the next SteamVR restart.
Fix a rare hang in the Lighthouse driver that could happen when plugging/unplugging USB connected controllers.
OpenVR:
Inverted the Prop_ImuToHeadTransform_Matrix34. It is now actually “IMU to head” instead of “head to IMU”.
Oculus:
Improved SteamVR’s behavior when the Oculus runtime loses its connection to the HMD. SteamVR now pops up an message explaining the problem and offers to restart instead of silently exiting.
Fixed the “touch” field on the right hand Touch controller not being bindable.
Linux:
Improve handling of failures to acquire a vulkan direct mode display.
Fixed a hang in vrcompositor.
Fixed some hangs when running in async mode.
Fixed Compositor_FrameTiming containing invalid data in async mode.
Room Setup:
Fixed scenarios where one controller couldn’t complete room setup.
Fixed scenarios where too many devices would inhibit room setup.
Valve Index support.
Improved flow in bounds setup.
Fixed some scenarios where dashboard would get permanently disabled.
Tutorial:
Minor flow updates.
Improved Windows MR support.
Improved Valve Index support.
Fixed some scenarios where dashboard would get permanently disabled.
Motion Smoothing on AMD: Motion Smoothing on AMD gpus has been enabled in this update. Motion Smoothing only works on graphics cards which support asynchronous reprojection. For AMD, this is the RX and Vega series. Motion Smoothing on R9 and older cards is not supported. Radeon VII is supported, however, there is currently a bug in its graphic driver which causes the motion estimation step to take too long. When this is detected, SteamVR shuts down the motion smoothing system until the next time you launch SteamVR. This will show up under the Video section of the SteamVR desktop settings as a yellow warning message stating that “Motion Smoothing is not supported on this gpu or the drivers are out of date.”