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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
SteamVR:
Fixed screenshots not being added to Steam.
Fixed preview of stereo screenshots in Steam.
Fix cases where the right eye view of stereo screenshots had dark/black regions because the capture did not properly ignore the alpha channel coming from the game. This bug did not affect the left eye (which is used for the monocular screenshot most people see on Steam).
Fix occasional flicker in headset view in Standby when ‘Pause rendering when headset is idle’ is unchecked.
SteamVR Dashboard:
Improved laser mouse (controller and HMD) interaction with the desktop overlay. When that overlay is taking input from the physical mouse instead of the laser mouse, it will no longer show the laser intersection blob. This fix only applies to users who are opted-in to the Steam Client Beta.
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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
SteamVR Dashboard:
Changed dashboard dismiss, keyboard dismiss, and laser pointer hand change to happen on release instead of press. This fixes clicks falling through to underlying overlays or applications in those cases. This also fixes clicking off the dashboard with the HMD button dismissing the dashboard and then immediately bringing it back up.
Fixed trackpad and thumbstick scrolling on many controllers.
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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
SteamVR:
Fixed issue with overlays attached to controllers shooting off into space.
Fixed audio click noise in the dashboard.
Fixed hidden area mesh clipping screenshots on Index.
SteamVR Home:
Fixed Chinese, Japanese and Korean fonts to render properly.
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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
SteamVR:
When apps stop providing frames, fade to grid logic now continues reprojecting the last game frame as long as the user does not move their head too far from the position of that frame.
Added per-app setting for disabling async reprojection. This is the same functionality that was previously toggled via Shift+A in the old mirror window or via the async_mode_toggle debug command.
Fixed position of the callout end of the lines in binding callouts.
Improve responsiveness of sound and notification accompanying a screenshot (reminder: default binding is chording system + trigger). The actual screenshot has always been (and remains) almost instant at the moment of hitting the button, but now the feedback is snappier.
Fix the screenshot notification icon.
Fixed CEF rendering issue in mixed gpu environments.
Added idle image to docked VR View when headset is in standby or otherwise not tracking.
Fix Base Station 2.0 update recovery UI not initially appearing in the Beta when the user starts with Base Station Settings window open unless they changed to a different Settings window and back to refresh it.
Make default clear color black to avoid brief flicker on startup.
Chaperone:
In IVRChaperoneSetup, fix ShowWorkingSetPreview() blocking CommitWorkingCopy(). Now calling CommitWorkingCopy() will commit and exit the “preview” state.
When a process that calls ShowWorkingSetPreview() exits before hiding or committing, automatically apply HideWorkingSetPreview().
The working chaperone set limitation on distance from origin is extended to 40km to allow for redirected walking applications. Note that at 40km, limitations of single precision floating point mean that the smallest distance increment that can be expressed is about 5mm. Users may see unexpected behavior from apps. The limitation of 1km on saving and loading is unchanged. Applications implementing redirected walking should use ShowWorkingSetPreview() for the duration of the redirected walking session. There are several system events that should be observed in that case. For extended discussion, see this thread: https://steamcommunity.com/app/250820/discussions/3/1633040337767100476/
SteamVR Input:
Fixed the “changed” bit as reported to applications that call GetDigitalActionData or GetAnalogActionData more than once per frame for a given action.
Fixed priority on active action sets. This wasn’t properly suppressing haptics, and it wasn’t properly suppressing input when the lower priority action set used a complex button.
Added support for returning gamepad and treadmill bindings with the HMD.
Dashboard:
Stopped showing the laser pointer when the pointing device is the HMD. The laser intersection blob will still be shown.
Click on anything other than a panel will now dismiss the dashboard.
Changed the default bindings for HMDs with buttons (Vive, Vive Pro, and Index) to allow navigation of the dashboard using only the HMD button. The new bindings are:
Single click – Show dashboard
Single click – Laser mouse click
HMD pose – Laser pointer
Linux:
Fixed async reprojection hitches and stutters. Thanks everyone that submitted gpuvis traces to our bug tracker.
Improved performance on low end systems.
Fix inverted input in vrwebhelper.
Fix vrwebhelper launching multiple instances of vrwebhelper.
Fix various vrwebhelper crashes.
Enable vrwebhelper by default. Set STEAMVR_WEBHELPER=0 to force disable if you encounter any issues.
Controller tracking valid state is now passed through to applications. This will cause untracked controllers to eventually change their state and disappear rather than freezing in place permanently.
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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
SteamVR:
Restored Base Station 2.0 wireless update in Beta that was temporarily disabled in the Beta 1.7.15.
Made Base Station 2.0 wireless updates more resilient to a class of USB connectivity issues causing downstream HMD radio issues.
Relaxed flushing of successfully transmitted packets for Base Station 2.0 wireless updates during retries that encounter specific issues we are investigating.
Today's update features big improvements to the VR View window and device status icons.
By default, the new VR View is docked to the bottom of the status window with the option to undock or go full screen. The undocked view also comes with a new "Both Eyes" mode that blends the left and right views together for a better approximation of the field of view visible in the headset. We're also bringing you updated device status icons sporting new colors and support for high-DPI displays.
Finally, our campaign against crashes and other bugs in SteamVR continues and many more bugs have been squashed. Sorry, bugs.
Full Update Notes
SteamVR:
Simplified the user experience to more clearly and consistently communicate general VR and specific device status.
Added an improved VR display view, with new docked preview and full screen modes, plus new blended left/right-eye views. To display or hide the new VR View, visit the SteamVR status window menu or right-click on the headset icon, then select this item in its context menu.
Device icons updated to reflect Steam, SteamVR, and Valve Index styles.
Device icons updated to support high-DPI displays for Valve Index, Valve Index Controllers, Vive, Vive Pro, Vive Controllers, Vive Trackers, Rift S, and Rift S Controllers.
Fixed issue with only one auto-launching overlay app starting when multiple were set to auto-launch.
Added URL handler to open the Debug Commands window. vrmonitor://debugcommands
Added ‘Open Debug Commands’ to VR View menu.
Added url hander for individual debug commands (e.g. vrmonitor://debugcommands/async_mode_toggle).
Fixed keyboard placement relative to overlays so it will stop obscuring the overlay that the input is going to.
Chaperone restricts room center to be within 1km of your tracking system origin. 1km ought to be enough for anybody. (This prevents chaperone adjustment tools from accidentally moving the center of your room outside the solar system, causing floating point math issues that manifest as things like “flickering in HMD”).
Fix a case where launching a VR app from Steam that never connected to SteamVR would prevent you from launching other VR apps from Steam until that launch transition timed out.
Fix for a minor set of Index’s Bluetooth initialization errors locking out one of the two Index HMD radios. This caused connectivity issues on one of the controllers.
Fixed an issue that could cause room setup to automatically launch for drivers that provide their own chaperone bounds. This should fix Oculus users who were being prompted to run room setup after reboot.
Fixed “show controls” UI breaking when switching to another action set in certain titles. Notably, this affected “On Foot” in No Man’s Sky.
Fix a rare crash when a user hand-edits their settings file to be valid JSON but not valid settings.
SteamVR Home:
Fixed Friend count not showing up in lobby panels.
Fixed a bug where in some cases on Windows 10, SteamVR Home would incorrectly claim that its files were corrupted and fail to load
Fixed Thor’s Hammer collectible not spawning in game
Fixed sorting issues with screenshot/image panels
Fixed vrwebhelper apps showing up in recent games panel
Fixed Linux crash
SteamVR Input:
Added setting in binding configs called “Return bindings with X hand” that cause the gamepad or treadmill bindings to also apply to left/right hand devices when a SteamVR Input application restricts its action results by device.
For legacy input applications, when the trigger is clicked the trigger value will not be set to 1.0 if the click action is already coming from the trigger. This fixes a bug with Oculus Touch controllers in games like VRChat, where the grip trigger value would jump from partially pulled to fully pulled. For legacy bindings that put a trigger click action on another button, the existing behavior remains and the axis value will be set to 1.0.
Fixed issue that prevented ‘axis 2’ from being used as a trigger in legacy games on Index Controllers. When combined with new bindings this fixes The Forest, and possibly other games.
Fixed issue with the changed bit being incorrect when Get*ActionData is called more than once per frame.
Fixed issue with retrieving a pose from a skeletal action returning the default pose instead of whatever is bound (and also spamming the log in the process.)
Fixed unsafe conditions for games that call GetDigitalActionData and GetAnalogActionData from multiple threads.
Compositor:
Fixed a gpu scheduling issue with motion smoothing on AMD hardware which was causing motion smoothing to disable itself after a while due to poor performance.
Improved throttling logic when motion smoothing is enabled. Previously, throttling and prediction were locked together when motion smoothing is enabled. This update allows throttling to back off of the prediction level based on the current average gpu performance. A typical example is when an app can render at half-rate (i.e. each rendered frame takes more than a single frame to finish, but less than two), but spends an extra frame on the cpu performing the draw calls, etc. This makes each of those frames a total of three frame latent, but can still deliver a new frame every other vsync interval. Note: This only applies to Lighthouse based hmds (e.g. Vive, Index) since most other headsets (e.g. Rift, WMR) use their own compositor and associated logic for throttling and prediction.
Oculus:
Fixed passing depth through to the Oculus runtime from apps which provide it.
Added support for importing standing-only guardian setups. This fixes the issue where running guardian setup to set the floor level but skipping the room bounds step was resulting in the headset being stuck in the floor in SteamVR.
When the Oculus runtime returns one of its library load errors (ovrError_LibLoad, ovrError_LibSymbols, or ovrError_LibPath) and we know the HMD is present and the service is running, attempt to fix the PATH and try ovr_Initialize again. This is the case that results in SteamVR error 1114 (which currently suggests a re-install of Oculus SW or a reboot to fix PATH issues). Known causes of this PATH issue: Users manually placing Steam first in their path (possibly combined with putting unknown “fix” DLLs into the Steam folder), users who have the Oculus runtime installed but not in their path, and users launching VR from third party tools (like Unity Editor) which completely replace the path prior to launch.
Lighthouse:
Improve the registration of controllers to headsets when moving together rigidly coupled, such as with a gun stock accessory. This applies to all combinations of HMDs, controllers, and tracking pucks made by Valve and HTC.
Fix an issue where launching SteamVR with a wireless controller already connected (such as when using the controller itself to launch SteamVR from Steam) could prevent the controller from tracking.
Reduce the amount of tracking disruption caused by plugging in additional USB devices in the middle of a play session.
Index Controller:
Changed default index controller binding for keyboard to move Shift and Symbols to the A buttons, and analog tracking to the thumbsticks+triggers.
Index HMD
Added brightness control, set in-headset under Display Settings (firmware update required)
Enabled column correction to mitigate vertical "screendoor" (firmware update required). Column correction is only active during SteamVR [beta] usage. Controls are available in-headset, under Display Settings -> Advanced.
Gamepad
Reduce default loadPriority of the Valve-supplied gamepad driver so that it loads after most VR drivers. This is to favor VR drivers in the case where both drivers want to load gamepad related DLLs and there are version conflicts.
Linux:
Fixed various performance issues.
Fixed IVRCompositor::GetFrameTiming() reporting bad data when async mode was enabled, correcting the reporting of impossibly long frame times in the frame timing window.
Fixed a system hang when async compute is enabled.
Reduce CPU utilization when async reprojection is disabled.
Additional Notes:
Note to external SteamVR driver developers: The runtime now looks for icons with @2x variants and will automatically pick them up for your driver(s) if provided. See the drivers that ship with SteamVR for reference (e.g. runtime/drivers/indexhmd/resources/icons).
On first launch, if the stylized icons do not exist, they will be automatically generated and saved next to your existing icons with a custom postfix, then used for subsequent launches. You are encouraged to ship these generated icons with your driver(s) alongside your existing icons, which should remain unchanged. Doing so will enable your icons to already exist on disk for users upon launch. You also should feel free to hand-edit the automated output as needed. Please contact us if you have any questions.
Icon style changes can be reverted by setting they keys customIconStyle and customOffIconStyle to the empty string in your steamvr.vrsettings file. As always, exercise extreme caution when modifying this file as no error checking is performed.
The SteamVR beta has been updated with the following changes. This build is a candidate for a full release and will likely roll out to everyone in 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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
SteamVR:
Restrict Base Station 2.0 wireless updates to be in the Beta only for more testing.
Restrict the new additional/optional Base Station 2.0 Power Management mode called ‘Standby’ to be in the Beta only for more testing.
Updated translations for some new features.
Fixed a word-
-wrapping bug in the status window.
Oculus:
Added support for the Reset View button in the Oculus dashboard. This button will behave the same way the Reset Seated Position button works in SteamVR for seated applications.
The SteamVR beta has been updated with the following changes. This build is a candidate for a full release and will likely roll out to everyone in 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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
SteamVR:
Fixed overlay intersection tests used by OVR Drop and other overlay applications.
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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
SteamVR:
Updated localized text for recent text additions across many languages.
Further refinement to throttling logic for CPU bound apps and low end GPUs.
Fix for frame timing reporting gaps on some AMD GPUs.
Oculus:
When the Oculus runtime returns one of its library load errors (ovrError_LibLoad, ovrError_LibSymbols, or ovrError_LibPath) and we know the HMD is present and the service is running, attempt to fix the PATH and try ovr_Initialize again. This is the case that results in SteamVR error 1114 (which currently suggests a re-install of Oculus SW or a reboot to fix PATH issues). Known causes of this PATH issue: Users manually placing Steam first in their path (possibly combined with putting unknown “fix” DLLs into the Steam folder), users who have the Oculus runtime installed but not in their path, and users launching VR from third party tools (like Unity Editor) which completely replace the path prior to launch.
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. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
SteamVR:
Fixed “show controls” UI breaking when switching to another action set in certain titles. Notably, this affected “On Foot” in No Man’s Sky.
Fixed a frame timing bug that was introduced in 1.7.11 while fixing a different frame timing bug introduced in 1.7.10.
Docked headset view adds 'dismiss' option
Oculus:
Added more detailed log information for error 1114 (failure to find the Oculus runtime). If you are seeing this error, please let us know in the bug report forum (linked above).
Index HMD Firmware:
Firmware update: fixed regression in audio jack functionality, introduced in 1.7.10.
Increase allowed range of column correction (Display Settings -> Advanced)