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]SteamVR:[/b] [list] [*]Simplified the user experience to more clearly and consistently communicate general VR and specific device status. [*]Added an improved VR display view, with new docked preview and full screen modes, plus new blended left/right-eye views. [*]To display or hide the new VR View, visit the SteamVR status window menu or right-click on the headset icon, then select this item in its context menu. [*]Device icons updated to reflect Steam, SteamVR, and Valve Index styles. [*]Device icons updated to support high-DPI displays for Valve Index, Valve Index Controllers, Vive, Vive Pro, Vive Controllers, Vive Trackers, Rift S, and Rift S Controllers. [*]Fixed issue with only one auto-launching overlay app starting when multiple were set to auto-launch. [/list] [b]SteamVR Input:[/b] [list] [*]Added setting in binding configs called “Return bindings with X hand” that cause the gamepad or treadmill bindings to also apply to left/right hand devices when a SteamVR Input application restricts its action results by device. [*]For legacy input applications, when the trigger is clicked the trigger value will not be set to 1.0 if the click action is already coming from the trigger. This fixes a bug with Oculus Touch controllers in games like VRChat, where the grip trigger value would jump from partially pulled to fully pulled. For legacy bindings that put a trigger click action on another button, the existing behavior remains and the axis value will be set to 1.0. [/list] [b]Compositor:[/b] [list] [*]Fixed a gpu scheduling issue with motion smoothing on AMD hardware which was causing motion smoothing to disable itself after a while due to poor performance. [/list] [b]Oculus:[/b] [list] [*]Fixed passing depth through to the Oculus runtime from apps which provide it. [/list] [b]Linux:[/b] [list] [*] Fixed various performance issues. [*] Fixed IVRCompositor::GetFrameTiming() reporting bad data when async mode was enabled, correcting the reporting of impossibly long frame times in the frame timing window. [*] Fixed a system hang when async compute is enabled. [/list] [b]SteamVR Home:[/b] [list] [*]Enabled normal engine shutdown. [*]Fixed Friend count not showing up in lobby panels. [/list] [b]Additional Notes:[/b] [list] [*]Note to external SteamVR driver developers: The runtime now looks for icons with @2x variants and will automatically pick them up for your driver(s) if provided. See the drivers that ship with SteamVR for reference (e.g. runtime/drivers/indexhmd/resources/icons). [*]On first launch, if the stylized icons do not exist, they will be automatically generated and saved next to your existing icons with a custom postfix, then used for subsequent launches. You are encouraged to ship these generated icons with your driver(s) alongside your existing icons, which should remain unchanged. Doing so will enable your icons to already exist on disk for users upon launch. You also should feel free to hand-edit the automated output as needed. Please contact us if you have any questions. [*]Icon style changes can be reverted by setting they keys customIconStyle and customOffIconStyle to the empty string in your steamvr.vrsettings file. As always, exercise extreme caution when modifying this file as no error checking is performed. [/list]