Introducing SteamVR 1.22
Author: freemancw,
published 2 years ago,
[h1]Update Highlights[/h1]
Today's update features a new destination for SteamVR Home.
[img]https://clan.cloudflare.steamstatic.com/images//5519564/71cd171b6764c2c2ecac5efcd7eead3e0aab6e68.jpg[/img]
With photogrammetry for VR, taking photos of a location is far easier than turning that data into an explorable digital scene. The result is inevitable - a huge backlog of data to process. Today we are releasing a recently processed scene originally captured back in October 2019 - of a path through the ancient village of Fornalutx, Mallorca...
Some technical specs: around 640 photos taken handheld with a Canon EOS 5D Mk IV, EF 16-35mm f/4L IS USM lens. Processed with Reality Capture, Agisoft Metashape and Agisoft PhotoScan with cleanup in Modo, Substance Painter and Photoshop. If you have any questions about scene capture or processing, please do ask in the Workshop comments!
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2793152950]Subscribe on the Steam Workshop.[/url]
[img]https://clan.cloudflare.steamstatic.com/images//5519564/95294afcf7fb914e6011e779e57e7e41100b4103.jpg[/img]
[img]https://clan.cloudflare.steamstatic.com/images//5519564/7d97d955e9b356133d11326bb10c739c4c51811f.jpg[/img]
[h1]Full Update Notes[/h1]
[b]SteamVR[/b]
[list]
[*]Fixed a bug in the input binding UI that would prevent users from toggling to a custom binding if the application did not have default bindings.
[*]The input binding UI's "Show Bindings on Controller" button no longer appears if no binding is loaded.
[*]Match overlay control bar width to width of Desktop/Window Views when docked on the dashboard.
[*]Removed aberrant horizontal line in Alyx interstitials.
[*]vrpathreg has new commands and behaviors to make it easier for developers to manipulate driver registration.
[*]Fixed scaling issue on some overlays, including the controller binding UI.
[*]Fix for Win11 multimedia timer resolution issue that was causing pink frame spikes on some systems. Special thanks to Miguel Caballero for helping track this down!
[*]Fixed string table loading in vrclient to not always use English.
[*]Enhanced controller type simulation to cover more properties.
[*]Fixed a controller type simulation bug.
[*]On/off input binding, such as a click, will be ignored if there is an invalid activation or deactivation threshold.
[*]Fix for mirror window left eye being shifted in some situations.
[*]Fix for application throttling allowing future predicted frames to be displayed early in some situations.
[*]Improved styling on overlay control bar.
[*]Add tooltips on overlay control bar buttons.
[*]Let facemouse regain input focus during runtime on Index HMDs.
[*]Several fixes for webserver crashes that would leave the Dashboard UI unresponsive.
[*]Fix for per-app fixed throttling / additional prediction to address incorrect display of frames earlier than they were predicted to (i.e. now it should do what it was designed to do in all situations). This increases the effectiveness of this feature to aid in smoothing out framerate of poorly performing applications.
[*]Limited per-app Additional Prediction setting to +3 frames, since values beyond this were never properly supported to start with.
[*]Fix for webserver crash when requesting certain web fonts.
[/list]
[b]OpenXR[/b]
[list]
[*]Prioritize use of Oculus Touch-style bindings if no bindings were provided for the active controller and khr_simple_controller bindings were provided.
[*]Set the universeid of currently tracked lighthouse devices on a per device basis - this helps ensure that the active hmd's universeid is used in a multi-tracking system config (i.e. setting "activateMultipleDrivers": true in vrsettings).
[*]Enable "Handheld" role for trackers. Assigning either "Left Hand", "Right Hand" or "Any Hand" in the SteamVR > Devices > Manage Trackers will map to this "Handheld" role in OpenXR.
[*]Fix for issue with trackers not using subaction paths for actionspaces.
[*]Implemented XR_FB_display_refresh_rate extension.
[*]XR_FB_display_refresh_rate's EnumerateDisplayRefreshRatesFB now returns XR_SUCCESS when called to query the required buffer size.
[*]Fix regression on thumbstick input for controllers that have a "joystick" OpenVR equivalent path instead of "thumbstick".
[*]Fixed "Pause VR when headset Idle" setting so it works for OpenXR apps.
[/list]
[b]SteamVR Home[/b]
[list]
[*]Switched controller logic for unknown controllers/HMDs to only return gamepad if no tracked controllers are found.
[*]Made five finger hands default for controllers/gloves with finger tracking.
[/list]
[b]Windows Mixed Reality[/b]
[list]
[*]Fix for mirror window displaying left image when right requested.
[/list]