Introducing SteamVR 1.19
Author: freemancw,
published 3 years ago,
[h1]Update Highlights[/h1]
Today's update features the ability to float desktop views in the world and to smoothly transition views between being docked on a controller and floated in the world. This increases flexibility in how users choose to persist views of the desktop in-game.
[video=autoplay preload loop poster=http://media.steampowered.com/apps/250820/announcements/floating_windows_update/window_detach_thumb.jpg]http://media.steampowered.com/apps/250820/announcements/floating_windows_update/window_detach.webm?v=1[/video]
[h1]Full Update Notes[/h1]
[b]SteamVR:[/b]
[list]
[*]Fixed some games not launching or launching to a black screen when using the latest Windows Mixed Reality for SteamVR beta.
[*]Added ability to float desktop views in the world and move them around.
[*]Added ability to pull docked views off of controllers to float in world.
[*]Added ability to dock floating world views onto controllers by just placing them within the docking distance.
[*]Moved some UI out of the desktop view tray so users can spawn many windows without getting a scrollbar.
[*]Support for moving views around while using the headset to control the SteamVR dashboard.
[*]Fixed bug with Desktop View positioning when volume tray is open.
[*]Fixed bug where cursor disappeared on click on floating and controller-docked views.
[/list]
[b]SteamVR Home:[/b]
[list]
[*]Added support for users with custom controllers to choose between cartoony hands and the rendermodel of their controller.
[/list]
[b]Valve Index:[/b]
[list]
[*]DisplayPort training mode can be selected (via Video / Advanced), which may improve compatibility for non-standard video cards (firmware update required).
[/list]
[b]OpenXR:[/b]
[list]
[*]Fix for DirectX 12 memory leak.
[*]Fixed bug that prevented SteamVR from enumerating depth swap chain formats under D3D12.
[*]Added support for HTC’s Cosmos controller interaction profile – implemented the XR_HTC_vive_cosmos_controller_interaction extension.
[*]For apps that don't provide G2 and Cosmos controller bindings, they'll now use Oculus touch bindings if these are provided (maps to khr simple controller otherwise).
[*]Fixed bug that caused SteamVR to return isActive=true and bogus data from xrLocateHandJointsEXT for devices that had not yet been turned on.
[*]Fixed bug in Cosmos and G2 auto-remap feature if non-existent interaction component path/s for the source controller were used in an action binding.
[*]Fixed issue with acquiring depth swapchain images under D3D12.
[*]Updated support for applying analog thresholds to controller bindings (e.g. Haptics tuning) - version 2 of the XR_VALVE_analog_threshold extension.
[/list]
[b]Oculus:[/b]
[list]
[*]Reverted behavior so that SteamVR quits automatically when closing the Oculus desktop app, instead of prompting the user to quit.
[/list]