[img]https://clan.cloudflare.steamstatic.com/images//5519564/f35096cd79349372f5b6a3fdbb7eb7339ff53639.png[/img] [h1][b]Update Highlights[/b][/h1] Today’s update features big improvements to audio management, and continued bug fixes and stability improvements. SteamVR will now select the appropriate input and output audio devices for the active headset on startup. Upon exit, SteamVR will restore audio devices to their previous state. Further customization is accessible via SteamVR settings (including selection of alternate audio devices). [h1][b]Full Update Notes[/b][/h1] SteamVR: [list] [*]Improved reprojection logic; SteamVR will indefinitely reproject application frames as long as the user does not move too far from the original head position. [*]Added per-app setting for disabling asynchronous 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. [*]Added idle image to docked VR View when headset is in standby or otherwise not tracking. [*]Change order of driver cleanup/unload to try to avoid shutdown crashes caused by “drivers” that hook code in other drivers. [*]HMDs will prefer using proximity sensor state to determine their activity level (active, idle, standby), instead of motion, when a proximity sensor is provided. Standby behavior is unaffected. [*]Fix rare case where double debug command windows or pairing UI windows would show up. [*]Fix occasional flicker in headset view in Standby when ‘Pause rendering when headset is idle’ is unchecked. [*]Custom skydomes / background settings are obeyed during "Now Loading" transitions, if specified. [*] Fixed "Waking base stations..." overlay not appearing in headset while starting with power management enabled. [*]Fixed one source of SteamVR starting and stopping constantly for WinMR users. [*]Fixed Screenshot Manager not properly displaying SteamVR Home screenshots. [*]Compositor fades to grid sooner, when an exiting app stops submitting frames [*]Fix for side-by-side overlays with flipped eyes. [url=https://github.com/ValveSoftware/openvr/issues/380] https://github.com/ValveSoftware/openvr/issues/380[/url] [*]Updated system screenshot computation method (removes sliver of hidden area mesh on Vive Pro screenshots). [/list] Audio Updates: [list] [*]By default, SteamVR will select the appropriate audio input and output devices that belong to the active VR HMD. [*]Default audio selection currently works for Index, Vive, Vive Pro, Rift, and Rift S. Audio for Windows Mixed Reality HMDs is managed by the Mixed Reality portal, but is compatible with this update. In the near future OpenVR HMD drivers will be able to tell SteamVR about associated audio devices for default support. [*]Audio input and output devices can still be overridden in settings. The settings UI has been updated to reflect these changes. [*]Fixed multiple causes of audio settings being forgotten after driver updates. [*]Audio input and output settings are saved per HMD type. Switching between multiple HMDs will preserve the audio settings from each HMD, and using a new HMD for the first time will default to using the appropriate audio devices for that HMD. [*]Audio mirroring can be directed to the Default computer device or any specific output device. When mirroring is enabled and Default is selected, sound from the VR headset will also play on whatever audio output was default when SteamVR launched. [*]Fixed some bugs that would prevent audio mirroring from functioning when the default device was changed unexpectedly, or would require the mirror device to be re-selected. [*]In Windows, the default communication device is changed along with the default device, so voice chat programs that use the default communication device will work in VR without changing extra OS settings. [*]On exit, SteamVR restores audio settings their prior state. There is no longer a requirement to select "exit" devices in settings. [*]The Vive HDMI gain reduction setting is hidden for all other HMDs. [*]When Index HMDs are used for the first time, or after an audio driver update, the volume level defaults to 40% instead of 100%. [*]Fixed audio related crashes. [/list] [i]Note: If you had selected audio devices other than the HMD before this update, such as external headphones, you will have to re-select them once in the new settings. [/i] SteamVR Screenshots: [list] [*]Improved 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 hidden area mesh clipping screenshots. [*]Fixed screenshots having a row of white pixels at the bottom. [*]Fix cases where the right eye view of stereo screenshots had dark/black regions because the capture did not properly ignore the alpha channel coming from the game. This bug did not affect the left eye (which is used for the monocular screenshot most people see on Steam). [*]Fixed saving Steam screenshots when Steam starts after SteamVR or is restarted while SteamVR is running. [/list] SteamVR Dashboard: [list] [*]Minor updates many in-headset visuals, including IPD, "Now Starting" title cards, and the dashboard [*]Fixed audio click noise in the dashboard. [*]Improved laser mouse (controller and HMD) interaction with the desktop overlay. When that overlay is taking input from the physical mouse instead of the laser mouse, it will no longer show the laser intersection blob. This fix only applies to users who are opted-in to the [url=https://support.steampowered.com/kb_article.php?ref=7021-EIAH-8669]Steam Client Beta[/url]. [*]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: [list] [*]Single click – Show dashboard [*]Single click – Laser mouse click [*]HMD pose – Laser pointer [/list] [*]Changed dashboard dismiss, keyboard dismiss, and laser pointer hand change to happen on release instead of press. This fixes clicks falling through to underlying overlays or applications in those cases. This also fixes clicking off the dashboard with the HMD button dismissing the dashboard and then immediately bringing it back up. [*]Fixed trackpad and thumbstick scrolling on many controllers. [*]Fixed position of the callout end of the lines in binding callouts. [*]Added bindings to control the laser mouse with the gamepad and point with the HMD. The defaults are left click on right trigger, back on B, and home on X. Bring up the dashboard on a gamepad with a long press on the back button. The gamepad can also now switch the laser mouse back and forth with tracked controllers. [/list] SteamVR Home: [list] [*]Added controller models and icons for HTC Vive Cosmos. [*]Fixed loading recent app icons when image path is on disk (e.g. apps loaded via Revive). [/list] SteamVR Input: [list] [*]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. [*]Fixed [url=https://github.com/ValveSoftware/openvr/issues/1193]saving bindings for apps[/url] that use system.generated app keys. That’s most apps while they’re in development, and some other apps that don’t come from Steam or another store. [*]Changed the binding UI Export button (which is enabled by turning on input debugging in settings) to always appear instead of only appearing for legacy apps. [*]Fixed simulated controller type setting in bindings setting Prop_SupportedButtons_Uint64 improperly. This fixes the A button in Skyrim after the dashboard has been up, and probably other games. [*]Fixed issue with action set priorities affecting the other hand. [url=https://github.com/ValveSoftware/steamvr_unity_plugin/issues/565] https://github.com/ValveSoftware/steamvr_unity_plugin/issues/565[/url] [*]The Grab filter for Index Controllers can be tuned to use either proximity or force to initiate the grab and to release the grab. Both modes can be mixed, enabling bindings that require a squeeze to grab but only a light touch to maintain the grab. [*]Fixed bindings for some apps (notably those running under Revive) complaining about outdated bindings. If you see this message, you can fix it by entering the configuration editor and saving again so it has the right version. [/list] Motion Smoothing (AMD): [list] [*]Fix for incorrectly reported motion vector scale on Navi hardware (e.g. AMD Radeon 5700 XT). [*]Progressively lower motion estimation resolution before disabling entirely based on measured performance (AMD only). This change allows starting (and potentially maintaining) a higher resolution than was previously being used, for hardware which can handle it. [*]Reset motion estimation on application launch when previously downgraded or disabled (AMD only). This previously required restarting SteamVR. [*]Fix for crash on AMD GPUs. [*]Additional tuning for AMD GPUs. [/list] Compositor: [list] [*]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. [/list] Oculus: [list] [*]Fix for judder when fading between app and grid. [*]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. [/list] Chaperone: [list] [*] 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/ [/list] SteamVR Tracking Base Stations: [list] [*]Improvements to Base Station 2.0 wireless updates. [*]Made Base Station 2.0 wireless updates more resilient to a class of USB connectivity issues causing downstream HMD radio issues. [*]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. [*]Relaxed flushing of successfully transmitted packets for Base Station 2.0 wireless updates during retries that encounter specific issues we are investigating. [/list] Linux: [list] [*]Fixed asynchronous 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 [*]Fixed an empty webui window opening on the desktop whenever SteamVR was started. [*]Fixed a secondary ghost window opening for desktop webui panels. E.g. the 'Debug Commands" menu. [*]Fixed using 100% of one CPU core on recent Nvidia drivers. [/list]