[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]