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.
- Added Debug Commands interface (under Developer menu).
- Fixed a crash when running through Windows Remote Desktop.
- Moved the “Searching…” popup into the main status window.
- Added a “Standby” status for when the HMD isn’t being worn.
- Fixed Steam crashing when SteamVR was launched and 'Enable GPU Profiling' was enabled.
- Deprecate driver-supplied Prop_DoNotApplyPrediction_Bool. (See Windows MR notes for more information).
- Add a per-driver “loadPriority” (higher is earlier loading) to control the order that we check drivers for available HMDs. The default loadPriority is 0. Drivers can set a different default in resources/settings/default.vrsettings. The user can override those settings in their personal steam/config/steamvr.vrsettings file. Drivers with the same priority continue to be loaded in alphabetical order as before.
- The default null driver loadPriority (which has historically been forced to be “last”) is -999.
- The default iVRy driver loadPriority is -100 because it takes a fixed 5 seconds to initialize even when not in use. Users of iVRy should not notice any change.
- The default AMD WVR driver (part of AMD “Relive”) loadPriority is -900 because it will always claim to have an HMD (previously because it started with “a” it would block access to all other actual HMDs whenever it was installed).
- Always treat thumbsticks as touched when they are moved away from the center.
- Updated Oculus SDK to 1.37.0.
- Fixed warning not popping up when the user has an outdated version of the Oculus software.
- Switched all Rift haptics to use the non-buffered API.
- When Rift S is used, don't show tracking camera icons.
- When Oculus Guardian is updated while SteamVR is running, update Chaperone automatically without requiring a restart.
- When using third-party software to mix Windows MR HMDs with non-MR trackers and controllers, correctly predict poses for the non-MR devices.
(Currently the MR driver supplies already predicted poses, and uses an HMD velocity of zero to prevent HMD pose extrapolation.)
- Fixed a Motion Smoothing related crash on AMD hardware.
- Fixed startup crash when trying to use wireless on unsupported hardware.
- Added support for DXGI_FORMAT_R32G8X24_TYPELESS textures passed as depth from applications.
- Added support for passing left-handed projection matrices when supplying additional depth info.