SteamVR - Programmer Joe
The SteamVR Beta has been updated with the following changes.

SteamVR Input:
  • Fixed issue with throwing velocity in legacy apps.

Linux:
  • Fixed the compositor crashing on startup on systems with unified memory or large apertures

SteamVR - Programmer Joe
The SteamVR Beta has been updated with the following changes.

General:
  • Fixed crash in apps using an OpenVR SDK newer than 1.0.11.

SteamVR Input:
  • Fixed an issue that caused overlap of dpad inputs to be larger than requested, which would cause simultaneous dpad events to be sent even when the overlap was 0
  • Fixed the right hand joystick of the Windows MR controller not being bound correctly for legacy input games
  • Added the ability to invert the X and Y position for trackpad and joystick inputs

SteamVR Home:
  • Fixed up/down/left/right tool bindings on the Vive to be activated on press, not on touch (affected freeze tool)
  • Fixed teleport and turn left/right actions being sent simultaneously when the users thumb was near the north-east or north-west angle

VRCompositor:
  • Fixed a performance regression that was introduced in this beta cycle
SteamVR - Programmer Joe
The SteamVR Beta has been updated with the following changes.

  • Fixed an issue that was preventing most people from accessing the binding UI.
  • Fixed an issue causing scroll to not work when using the dashboard.

SteamVR Home:
  • Fixed right/left snap turn happening when using tools that use the trackpad/joystick
  • Increased deadzone on teleport/turn bindings, to reduce accidental turns

Linux:
  • Fixed some parts of vrdashboard disappearing

Lighthouse:
  • Fixed a case where an object wouldn't track due to a bad saved calibration value.

Steam Community Items - contact@rockpapershotgun.com (Dominic Tarason)

SteamVR Input

With every mega-corporation and their mega-dog throwing fat sacks of cash at Virtual Reality right now, and a multitude of headsets available, it’s easy to forget that nobody really> has any idea what they’re doing right now. While consensus on how to advance headset technology seems to be fairly universal, every company seems to have their own idea of how to control things in virtual space. Valve’s stopgap solution until folks can agree on stuff is SteamVR Input, a unified control-binding system for (quelle surprise) SteamVR.

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SteamVR - Programmer Joe
The SteamVR Beta has been updated with the following changes.

SteamVR Input Beta

General
  • Fixed a bug that caused available firmware updates not to appear.
  • Improved hidden area mesh for Vive and Vive Pro. Vive saves an additional 3% of rendering, and Vive Pro saves an additional 7% of rendering.

Knuckles
  • Fixed support for Knuckles prototype hardware.

Linux
  • Fixed Vive camera not working on 3.16 kernels
  • Fixed Vive camera not working on first SteamVR session after plugging in the HMD
SteamVR - Programmer Joe


SteamVR supports a lot of different controllers, and it can be difficult for developers to keep up with all of them. Today we are excited to release the first Beta for the new SteamVR Input system.

SteamVR Input allows users to build binding configurations for their favorite games, even for controllers that didn't exist when the game was written. They can adapt the controls of games to take left-handedness, a disability, or just personal preference into account. And once they build a configuration they can share them easily with other users of the same game via the Steam Workshop.

This new input system also allows developers to adapt their games more easily to diverse controllers. Developers control the default bindings for each controller type, and can offer alternate control schemes directly without the need to change the games themselves. When using SteamVR Input, developers expose high level "actions" in their applications that control how the binding UI presents their game to users.

All of this support is built right into SteamVR. It also works on every SteamVR application even if the developer of that application hasn't updated it to the new system yet.

In addition, with the introduction of SteamVR Input, hardware designers are free to try more kinds of input. They can expose whatever input controls exist on their device and then describe that device to the system.

All of this is accomplished through an easy to use UI that is available in-headset under the Settings menu.



SteamVR users who would like to try out the new system just need to opt-in to the Beta build of SteamVR. Look under properties in Steam.

Developers should view details on our OpenVR SDK 1.0.15 page and the documentation to see how to enable native support in their applications.

Hardware developers should look at the driver API documentation to see how they can enable this new system for their devices.

For folks ready to jump into creating binding files for different games and controllers, check out this guide.

We would love to hear what you think of SteamVR Input. Please give it a try in the beta and leave a comment below or in the SteamVR forums to tell us what you think.

SteamVR - natb
SteamVR has been hot fixed with the following changes:

macOS
  • corrects problems which led to persistent frame lag.
SteamVR - natb
The SteamVR Beta has been updated with the following changes:

macOS
  • corrects problems which led to persistent frame lag.
SteamVR - Pierre-Loup
SteamVR has been updated again with the following regression fix:

Linux:
  • Fixed a crash when loading a SteamVR scene into the Unity Editor
SteamVR - Programmer Joe
SteamVR has been updated with the following changes. This is the same build that was released as a beta on May 2nd.

General
  • Fixes a crash in driver logging
  • Fixed occasional crash that occurred in settings.
  • Fixed issues with plugging in an HMD after SteamVR starts.


Compositor:
  • Fixed issue in non-async mode where interleaved reprojection would occasionally get stuck switching off and on every four frames.
  • On macOS, fixes a startup crash and reduces performance impact of debug mirror window.

SteamVR Home:
  • Now populating application lists for trophies, artwork and screenshots with SteamVR’s list of VR apps, in case users’ game list in Steam isn’t public
  • crash fixes


Linux:
  • Fixed cross process memory leaks


macOS:
  • corrects a resource leak which could lead to persistent frame lag
  • Fixes controller pairing failures.


Gamepads:
  • Fixed issue with gamepads going into “standby” mode even though buttons are being pressed on the gamepad.

Dashboard:
  • Fixed issue with some unreleased controllers not having a laser pointer in the dashboard.

Vive Pro:
  • Enabled support for night-mode.

SteamVR Tracking:
  • SteamVR 2.0 basestations report channels in VRMonitor
  • Improved startup performance (time until bootstrap) for SteamVR 2.0 bases
...