SteamVR - Alex Vlachos
Today we are introducing a new feature in SteamVR called Motion Smoothing. This feature enables more players on more PCs to play high-fidelity VR games and experiences.



How it works
If you have a flatscreen TV, you may be familiar with the term Motion Smoothing. TVs apply Motion Smoothing by interpolating between two existing frames to create a new in-between frame. This smooths out the frames and increases framerate, but it also adds latency – providing passable results for TV but definitely not the right way to go in VR.

The way we are applying Motion Smoothing in SteamVR is a bit different. When SteamVR sees that an application isn’t going to make framerate (i.e. start dropping frames), Motion Smoothing kicks in. It looks at the last two delivered frames, estimates motion and animation, and extrapolates a new frame. Synthesizing new frames keeps the current application at full framerate, advances motion forward, and avoids judder.

This means that the player is still experiencing full framerate (90 Hz for the Vive and Vive Pro), but the application only needs to render 1 out of every 2 frames, dramatically lowering the performance requirements. Even better, if synthesizing a new frame for every frame delivered by the application still leads to performance issues, Motion Smoothing is designed to scale further down to synthesize 2 frames for every 1 frame delivered, if needed.

What it means for you
From the player’s perspective, what was previously a game that would hitch and drop frames producing judder is now a game that constantly runs smoothly at 90 Hz. SteamVR Motion Smoothing improves upon the previously released Asynchronous Reprojection to enhance the overall experience for customers across a wide variety of VR systems. Not only can lower-end GPUs now produce smooth frames in applications that were previously too expensive, higher-end GPUs can now render at an even higher resolution increasing the fidelity of all experiences on all VR systems.

This feature is ready to kick in the moment an application starts dropping frames and shuts off when no longer needed. Of course, if you prefer to run without this feature, just look under ‘Settings > Video’ or ‘Settings > Applications’ to control when it is enabled. Motion Smoothing is not enabled when using Oculus Rift or Windows Mixed Reality headsets with SteamVR, because their underlying display drivers use different techniques when applications miss framerate.

Motion Smoothing is currently enabled for systems running Windows 10 with an NVIDIA GPU.
SteamVR - joe
The SteamVR Beta has been updated with the following change.


General:
  • Fixed issue with overlay sorting that caused the dashboard and other out-of-app overlays to render behind overlays displayed by the primary scene application.

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

General:
  • Restart now clears out warning popups
SteamVR - Programmer Joe
Note: As of this build, SteamVR has a new version number that appears on the status window, in the about box, and various other places.

The SteamVR beta has been updated with the following changes.

General:
  • Improved motion smoothing when a frame is delivered later than the current rate
SteamVR - Programmer Joe
The SteamVR Beta has been updated with the following changes.

SteamVR Home:
  • Recent Apps / Friends / Public Lobbies panels can now have custom sizes (editable in Hammer)

SteamVR Input:
  • Fixed issue with controller binding and tracking management UIs showing up as a black screen.

Compositor:
  • Gpu scheduling improvements.
  • Reduce hitching when entering and exiting motion smoothing
  • Fix for poor interaction with D3D fences and apps which use non-flip DXGI SwapEffect for their desktop window, which evidenced as certain D3D functions (e.g. Flush or Present) blocking on the CPU for much longer than normal.

Edit: FIXES VIVE WIRELESS ADAPTER PERFORMANCE ISSUES
SteamVR - 1stPersonTile
The SteamVR Beta has been updated with the following changes.

General:
  • Fixes for Base Station 2.0 revisions.
  • Fix Vive Reboot options from appearing for non Vive Headsets.

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

General:
  • Base Station Power Management UI fixes.
  • Fixed issue with Windows applications that use Vulkan not showing up on the headset.

SteamVR Home:
  • Turned community wall on by default.
  • Fixed invitation disabled CSS.
  • Fixed invitation messages not clearing on join.
SteamVR - Programmer Joe
The SteamVR Beta has been updated with the following changes.


General:
  • Fixed issue with per-application settings not working when the application starts before SteamVR is running.

SteamVR Input:
  • Fixed issue with progress indicator staying visible when taking screenshots.
  • Fixed issue with dashboard coming up the first time the screenshot action is used after SteamVR starts.
  • Fixed issue with Input system incorrectly reporting repeated touch and press events on Oculus Touch grip buttons
  • Made the touch event for trigger buttons without a touch sensor more sensitive

SteamVR - 1stPersonTile
The SteamVR Beta has been updated with the following changes:

General
  • Additional retry logic for Base Station 1.0 Power Management to deal with poor signal strength issues causing some Base Stations
    to turn off unexpectedly.
  • Fixed bug for setups using standing-only room setup where “reset seated position” actions caused standing chaperone center and orientation to be changed as well.

SteamVR - Alex Vlachos
The SteamVR Beta has been updated with the following changes:

Motion Smoothing
  • Added an Always-On motion smoothing option to the Applications tab. Choosing this option for a given application will force that application to half framerate (45 fps on a 90 Hz headset) with motion smoothing always on. This is useful for games that don’t deal well with variable framerate when changing between full and half framerate. Some games have shown issues with their physics simulations and movement algorithms that is noticeable to users. This is a per-application setting. No global setting is being made available to avoid users accidentally forcing on half framerate for all apps. You must opt-in for each application.

General
  • Resolution sliders on the Video tab and Applications tab in settings will only update the resolution when the mouse button is released instead of continuously while dragging. This reduces render target allocation/deallocation thrashing for apps and the compositor.
  • Save/restore last directory when saving a system report to disk
  • Fixed haptics pulses being slightly lengthened when using the legacy haptics API
  • Fixed controllers and trackers not blinking an LED when Identify Controller is selected
  • Knuckles controllers report trackpad coordinates (0, 0) when the trackpad is not touched, to fix some content that relies on that assumption

Skeletal Input
  • Improved the fist hand pose used in the empty hand range of motion for Knuckles, Vive Wand and Touch
...