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. SteamVR: Fix for crash where GPU would hang due to excessive bus usage. Mini-perf graph now shows Bus % usage when above 3% (currently Nvidia only). Bus usage measures memory transfer between GPU and system. This typically happens primarily during loading, but can result in catastrophic performance loss when running out of video memory and the OS starts paging critical resources to system memory. The easiest fix in this case is typically to reduce your recommended render target resolution in SteamVR settings, or max texture resolutions in the application’s settings. OpenXR: Fixed a bug with visibility mask vertex direction and related two-call idiom behavior. Fixed an issue for DX12 apps that use multiple swapchains per frame. Fixed an issue with xrStopHapticFeedback having no effect on HTC Vive controllers. Updated OpenGL supported depth format. Removed GL_DEPTH_COMPONENT32 and added GL_DEPTH_COMPONENT32F for wider driver compatibility. Fixed an issue where multi-session applications would get old time information on the first frame of sessions after the first.