SteamVR - nathann
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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

SteamVR:
  • Fixed a bug that caused low framerates with 3rd party headsets while using AMD graphics cards if hardware was unplugged/replugged after session start.
  • Added new tracker roles: Wrist (L/R), Ankle (L/R)
  • Added ‘autoremapping’ to the Automatic Rebinding files to simplify component remapping.

OpenXR:
  • Implemented XR_HTC_vive_wrist_tracker_interaction extension
  • Conformance test fixes (properly validate valid but unsupported view config type checks, correctly recognize negative xrTime input)


This beta has known issues on Linux.
May 3, 2023
SteamVR - nathann
SteamVR 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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

SteamVR:
  • Fixed the new Steam Beta client showing "SteamVR Error: Not Initialized (109)"
  • Fixed Steam's Big Picture overlay not showing up when using the latest Steam Beta client.

SteamVR Home:
  • Made five finger hands default for controllers/gloves with finger tracking. This change was originally shipped in May 2022, then accidentally un-shipped in March 2023, now being un-un-shipped.
SteamVR - nathann
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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

SteamVR:
  • Dashboard recenter button now recenters both seated and standing universes, instead of just the current universe of the scene application.
  • Fixed a bug that caused audio devices with emojis in the name to break the settings UI.

OpenVR:
  • Fixed a bug where calling ResetZeroPose on the seated universe in a standing universe app would reset the standing universe to its original setup position.
  • Fixed a bug where calling ResetZeroPose on the standing universe in a seated universe app would move the origin of the standing universe to the hmd position.

OpenXR:
  • The recenter button now affects OpenXR applications.
  • The XrReferenceSpaceChangePending event is now sent when the playspace is recentered.
  • OpenXR applications that use XR_REFERENCE_SPACE_TYPE_STAGE when calling xrLocateViews will immediately switch to using the same chaperone visiblity rules as OpenVR standing experiences, where the chaperone will appear when the hmd or controllers get close to the origin.
  • OpenXR applications that use only XR_REFERENCE_SPACE_TYPE_LOCAL for longer than 3 seconds when calling xrLocateViews will use the same chaperone visibility rules as OpenVR seated experiences, and the chaperone won't display while the user is within a 1m radius of the origin.
  • The runtimeVersion instance property is now set to the current SteamVR version.
  • Re-enabled instance creation even if there is no active hmd available.
  • Fixed crash on some Unity games when there is no active hmd available.

This beta has known issues on Linux.


SteamVR - nathann
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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

In this update we're building off our existing controller compatibility features to make more games instantly accessible to more controllers with automatic rebinding. In version 1.24 we introduced Compatibility Mode, which allows players to set up a binding that lets a controller mimic one that the game is expecting. Now, when a game is missing a binding for your controller, SteamVR will automatically create a new binding, configure it based on a more common controller, and set it to simulate that controller type. Controller driver developers can specify a list of different controllers they want to be able to use bindings from as well as directions on how to remap from one controller to another. For example, if a game has only set up bindings for Oculus Touch controllers but you're using Windows Mixed Reality controllers, SteamVR will remap actions using the trigger-style grip of the Oculus Touch to the button style grip of the WMR controller. If a developer does decide to create a native binding for your controller, SteamVR will switch to that as soon as its available. This feature will work for all titles using OpenXR and SteamVR Input.

To kickstart this endeavor we've created a number of default remappings for popular controller types. Driver developers can override these as they see fit. New controllers can also use this feature to get instant compatibility with the majority of the SteamVR catalog with no additional game developer work needed.

While native support and explicit bindings will always be superior, having this compatibility layer will smooth releases and lighten the load on game developers and controller manufacturers alike. Controller driver developers can get more information on creating a rebinding file at this documentation page.

SteamVR:
  • A handle has been added to the dashboard, allowing it to be positioned in space. The position is reset whenever it is summoned.
  • Added automatic rebinding for controllers without native bindings. For SteamVR Input and OpenXR games we will attempt to rebind to a supported controller type.

OpenXR:
  • The dedicated OpenXR settings tab has been re-enabled. The buttons in this tab currently bring up the UAC prompt, which cannot be clicked in VR. This tab has the ability to manually enable and disable implicit OpenXR api layers on Windows.
Mar 24, 2023
SteamVR - aaron.leiby
SteamVR 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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

Compositor:
  • Fix for horizontal black lines when using an Nvidia graphics card. This only applies to headsets which use SteamVR's native compositor (e.g. Vive, Index, not Quest or WMR).
SteamVR - aaron.leiby
This build is a candidate for a full release. If you encounter issues, please report them in the forum so they can be fixed before this build goes out to everyone.

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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

Compositor:
  • Potential fix for horizontal black lines when using an Nvidia graphics card. This only applies to headsets which use SteamVR's native compositor (e.g. Vive, Index, not Quest or WMR). If you were experiencing this issue, please report whether this fixes the issue for you or not in this thread. To get this build if not already opted into the beta branch, right click on SteamVR in your Steam Library (under Tools) select Properties, Betas, and select "beta" from the drop-down. After launching SteamVR, verify the version number reports 1.25.7.
Mar 17, 2023
SteamVR - Keith
SteamVR 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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

OpenXR:
  • Temporarily reverted behavior where an application could create an OpenXR instance without a headset as some games were crashing. The new behavior will be put back in beta for testing by game devs.
  • Fixed an issue with action set priorities where some action sets would incorrectly override others.
  • Fixed a bug with the binding UI where some bindings wouldn't display correctly.
SteamVR - nathann
Update Highlights

Today’s update includes a few minor feature additions and a variety of bug fixes, particularly in OpenXR. We continue to focus on OpenXR as our preferred API for new games and applications. These improvements will help stabilize SteamVR and ease the release of some of our upcoming changes and new features.

SteamVR’s official OpenXR subforum is here and we’d love to hear your feedback, as well as suggestions for new features. To report a bug, please use our Bug Reports subforum, here. Guidelines for how to provide an effective bug report are pinned at the top of that subforum.

Full Update Notes

SteamVR:
  • Fix for crash where GPU would hang due to excessive bus usage.
  • Added a setting in the video tab to turn GPU bus monitoring on/off. Enabling bus monitoring may cause hitches on some systems. When enabled, the mini-performance graph will show bus percent usage when above 3% (currently Nvidia only). Bus usage measures memory transfer between the GPU and the rest of the system. The highest usage is usually during loading. If the GPU runs out of video memory and the OS starts paging critical resources to system memory, then there can be catastrophic performance loss. The easiest fix is typically to reduce your recommended render target resolution in SteamVR settings, or reduce max texture resolutions in the application’s settings.
  • Fixed missing font for many dashboard elements.
  • Fixed hitching issue for 40-series Nvidia cards.

OpenXR:
  • Fixed an issue for DX12 apps that use multiple swap chains per frame.
  • Fixed an issue with xrStopHapticFeedback having no effect on HTC Vive controllers.
  • Updated OpenGL supported depth format. Removed GL_DEPTH_COMPONENT32 and added GL_DEPTH_COMPONENT32F for wider driver compatibility.
  • Fixed an issue where multi-session applications would get old time information on the first frame of sessions after the first session.
  • Implemented XR_EXT_active_action_set_priority.
  • Fixed some issues with automapping Oculus Touch bindings to other controllers when no other bindings were suggested.
  • Enabled Visibility Mask for Oculus/Meta devices.
  • Fixed a bug with visibility mask vertex direction and related two-call idiom behavior.
  • Fixed some haptic issues, including pre-set minimum duration, to resolve issue with Vive Wands not responding to xrStopHapticFeedback.
  • Allow an OpenXR instance to be created even if there's no headset connected and the headless extension isn't enabled. This allows applications and tools to probe the SteamVR runtime for system information.
  • Provide better logging of errors when multiple application connections are attempted (e.g. multiple OpenXR instances, combination of an OpenVR scene app instance and an OpenXR instance).
SteamVR - nathann
This build is a candidate for a full release. If you encounter issues, please report them in the forum so they can be fixed before this build goes out to everyone.

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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

SteamVR:
  • Updated localization
SteamVR - nathann
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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

Compositor:
  • Fixed timing issue for 40-series Nvidia cards.

OpenXR:
  • Fixed a memory leak when using OpenXR with DX12.
  • New dedicated OpenXR settings tab and ability to manually enable and disable implicit openxr api layers.
  • Allow an OpenXR instance to be created even if there's no headset connected and the headless extension isn't enabled. This allows applications and tools to probe the SteamVR runtime for system information.
  • Provide better logging of errors when multiple application connections are attempted (e.g. multiple OpenXR instances, combination of an OpenVR scene app instance and an OpenXR instance).




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