Applications are now able to access SteamVR hardware using the new OpenVR SDK. The SDK is available for download here. It provides support for the HTC Vive Developer Edition, including the SteamVR controller and Lighthouse. See the release notes to learn what has changed from the Steamworks VR. The SDK also includes new documentation and samples.
Along with the OpenVR SDK support has been added to support Unity via the SteamVR Unity Plugin and native SteamVR support in Unreal 4.8. Both will be available soon.
This SDK release is the next step toward the first major Developer Edition shipment. If you have not yet applied to receive a Developer Edition, there is still time.
Applications are now able to access SteamVR hardware using the new OpenVR SDK. The SDK is available for download here. It provides support for the HTC Vive Developer Edition, including the SteamVR controller and Lighthouse. See the release notes to learn what has changed from the Steamworks VR. The SDK also includes new documentation and samples.
Along with the OpenVR SDK support has been added to support Unity via the SteamVR Unity Plugin and native SteamVR support in Unreal 4.8. Both will be available soon.
This SDK release is the next step toward the first major Developer Edition shipment. If you have not yet applied to receive a Developer Edition, there is still time.
The SteamVR beta has now been released for everyone. That includes the following changes.
General:
Added 64-bit Linux support
Added the Lighthouse driver. This is only available on Windows for now.
Fixed scale and rotation issues with various controller and HMD models that are supplied as part of SteamVR
Compositor:
Fix for big picture surface not showing up in VR mode in Steam
Fix for occasional crash when switching to VR mode in Steam
Tracking space now resets back to standing when apps exit
Grid now only renders a single large cell around viewer if standing area has not yet been calibrated (to avoid grid lines skewering the camera)
Fixed crash in compositor that occurs when no chaperone bounds are present.
Removed the chaperone bounds line that appeared at eye level. It did not stereo fuse properly, and because it was moving with the user’s eyes, it was disorienting.
added interfaces to get and set tracking space (standing vs seated). Previously this was always using standing.
Fix to allow InProcess compositor to work with OpenGL
Added keybinding (z) for ResetSeatedZeroPose (compositor window must have focus)
Fix for VR_COMPOSITOR=InProcess when using DXGI1.1
Turned hardbounds rendering back on in compositor
Removed fixup for chaperone hardbounds mirroring now that chaperone source data has been fixed
Fix for hardbounds from softbounds calculations to account for fixed chaperone data coordinate system
Added ability to disable compositor hard bounds rendering using env var VR_COMPOSITOR_BOUNDS=Off
Fix to make sure compositor doesn't fade down from grey until we have tracking
Lighthouse:
Removed need to specify PrimaryBasestation in config file
Added firmware images for Lighthouse devices
Added firmware update utility for Lighthouse devices
Chaperone:
Center View now applies across all active processes (e.g. both compositor and app)
The SteamVR beta has now been released for everyone. That includes the following changes.
General:
Added 64-bit Linux support
Added the Lighthouse driver. This is only available on Windows for now.
Fixed scale and rotation issues with various controller and HMD models that are supplied as part of SteamVR
Compositor:
Fix for big picture surface not showing up in VR mode in Steam
Fix for occasional crash when switching to VR mode in Steam
Tracking space now resets back to standing when apps exit
Grid now only renders a single large cell around viewer if standing area has not yet been calibrated (to avoid grid lines skewering the camera)
Fixed crash in compositor that occurs when no chaperone bounds are present.
Removed the chaperone bounds line that appeared at eye level. It did not stereo fuse properly, and because it was moving with the user’s eyes, it was disorienting.
added interfaces to get and set tracking space (standing vs seated). Previously this was always using standing.
Fix to allow InProcess compositor to work with OpenGL
Added keybinding (z) for ResetSeatedZeroPose (compositor window must have focus)
Fix for VR_COMPOSITOR=InProcess when using DXGI1.1
Turned hardbounds rendering back on in compositor
Removed fixup for chaperone hardbounds mirroring now that chaperone source data has been fixed
Fix for hardbounds from softbounds calculations to account for fixed chaperone data coordinate system
Added ability to disable compositor hard bounds rendering using env var VR_COMPOSITOR_BOUNDS=Off
Fix to make sure compositor doesn't fade down from grey until we have tracking
Lighthouse:
Removed need to specify PrimaryBasestation in config file
Added firmware images for Lighthouse devices
Added firmware update utility for Lighthouse devices
Chaperone:
Center View now applies across all active processes (e.g. both compositor and app)