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.
- 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.
- Fix for flickering overlays when apps don't make framerate. https://github.com/ValveSoftware/openvr/issues/1191
- Make default clear color black to avoid brief flicker on startup.
- 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/
- 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.
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
- 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.
- Fix IPCMutexUnlockRobust crashes.
- Added a workaround for drivers reporting impossible frame timings. Radv users are encouraged to update their driver as outlined here: https://github.com/ValveSoftware/SteamVR-for-Linux/issues/226
- 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.