The SteamVR beta has been updated with the following changes. 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] [b]Compositor[/b] [list] [*]Improved throttling logic when motion smoothing is enabled. Previously, throttling and prediction were locked together when motion smoothing is enabled. Last week throttling was temporarily disabled for cpu bound applications to help with No Man’s Sky, but made some other experiences worse (e.g. DCS World). This update allows throttling to back off of the prediction level based on the current average gpu performance. A typical example is when an app can render at half-rate (i.e. each rendered frame takes more than a single frame to finish, but less than two), but spends an extra frame on the cpu performing the draw calls, etc. This makes each of those frames a total of three frame latent, but can still deliver a new frame every other vsync interval. Note: This only applies to Lighthouse based hmds (e.g. Vive, Index) since most other headsets (e.g. Rift, WMR) use their own compositor and associated logic for throttling and prediction. [/list] [b]Gamepad[/b] [list] [*]Reduce default loadPriority of the Valve-supplied gamepad driver so that it loads after most VR drivers. This is to favor VR drivers in the case where both drivers want to load gamepad related DLLs and there are version conflicts. [/list] [b]Index HMD[/b] [list] [*]Added brightness control, set in-headset under Display Settings (firmware update required) [*]Enabled column correction to mitigate vertical "screendoor" (firmware update required). [i]Column correction is only active during SteamVR [beta] usage[/i]. Controls are available in-headset, under Display Settings -> Advanced. [/list] [b]Oculus[/b] [list] [*]Added support for importing standing-only guardian setups. This fixes the issue where running guardian setup to set the floor level but skipping the room bounds step was resulting in the headset being stuck in the floor in SteamVR. [/list]