SteamVR Beta Updated - 1.26.1
Author: nathann,
published 1 year ago,
If you encounter issues with this update, please post in the [url=https://steamcommunity.com/app/250820/discussions/3/]SteamVR Bug Report[/url] forum. If possible, please include a system report to aid in tracking down your issue. [b]Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.[/b]
In this update we're building off our existing controller compatibility features to make more games instantly accessible to more controllers with automatic rebinding. In version 1.24 we introduced Compatibility Mode, which allows players to set up a binding that lets a controller mimic one that the game is expecting. Now, when a game is missing a binding for your controller, SteamVR will automatically create a new binding, configure it based on a more common controller, and set it to simulate that controller type. Controller driver developers can specify a list of different controllers they want to be able to use bindings from as well as directions on how to remap from one controller to another. For example, if a game has only set up bindings for Oculus Touch controllers but you're using Windows Mixed Reality controllers, SteamVR will remap actions using the trigger-style grip of the Oculus Touch to the button style grip of the WMR controller. If a developer does decide to create a native binding for your controller, SteamVR will switch to that as soon as its available. This feature will work for all titles using OpenXR and SteamVR Input.
To kickstart this endeavor we've created a number of default remappings for popular controller types. Driver developers can override these as they see fit. New controllers can also use this feature to get instant compatibility with the majority of the SteamVR catalog with no additional game developer work needed.
While native support and explicit bindings will always be superior, having this compatibility layer will smooth releases and lighten the load on game developers and controller manufacturers alike. Controller driver developers can get more information on creating a rebinding file at [url=https://github.com/ValveSoftware/openvr/blob/master/docs/Driver_API_Documentation.md#automatic-rebinding]this documentation page[/url].
[b]SteamVR:[/b]
[list]
[*] A handle has been added to the dashboard, allowing it to be positioned in space. The position is reset whenever it is summoned.
[*] Added automatic rebinding for controllers without native bindings. For SteamVR Input and OpenXR games we will attempt to rebind to a supported controller type.
[/list]
[b]OpenXR:[/b]
[list]
[*] The dedicated OpenXR settings tab has been re-enabled. The buttons in this tab currently bring up the UAC prompt, which cannot be clicked in VR. This tab has the ability to manually enable and disable implicit OpenXR api layers on Windows.
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