[h1][b]Update Highlights[/b][/h1] [list] [*]Support for Oculus Rift S including models in the dashboard and many applications. [*]Fixed numerous stability issues and bugs. [*]New mechanisms to avoid driver conflicts that prevented users from using their preferred HMD. [/list] [h1][b]Full Update Notes[/b][/h1] [b]SteamVR:[/b] [list] [*]Fixed rare crash in vrserver.exe with certain audio devices and driver versions. [*]Fixed a crash in vrserver.exe when restarting Steam while SteamVR is running (only possible if SteamVR is not launched from Steam). [*]Fix a crash if SteamVR is started while Steam is sitting at a login prompt. [*]Fixed Steam crashing when SteamVR was launched and 'Enable GPU Profiling' was enabled. [*]Fixed a crash when running through Windows Remote Desktop. [*]Updated Base Station 2.0 Channel Configuration UI for more clarity. [*]Fixed issue with internal scene transitions in applications which use IVRApplications::LaunchInternalProcess within the first 60 seconds of the application starting up. One example of this is entering Secret Shop or Aperture Robot Repair in The Lab. [*]Fix some issues that could lead to SteamVR hangs. [*]Fixed right clicking on the status window in the new "Searching..." and "Standby" states. [*]Moved the “Searching…” popup into the main status window. [*]Added a “Standby” status for when the HMD isn’t being worn. [*]Added Debug Commands interface (under Developer menu). [*]Driver RunFrame calls to PollNextEvent throttled to 1s of event processing. This is an attempt to work around cases where calls to driver RunFrame never return, in the case where it is due to constant event processing. This has been observed in some drivers when they are processing wireless haptic events. Drivers that are throttled will almost immediately be called again in RunFrame after other system housekeeping is done. [*]Deprecate driver-supplied Prop_DoNotApplyPrediction_Bool. (See Windows MR notes for more information). [*]Add a per-driver “loadPriority” (higher is earlier loading) to control the order that we check drivers for available HMDs. The default loadPriority is 0. Drivers can set a different default in resources/settings/default.vrsettings. The user can override those settings in their personal steam/config/steamvr.vrsettings file. Drivers with the same priority continue to be loaded in alphabetical order as before. [*]The default null driver loadPriority (which has historically been forced to be “last”) is -999. [*]The default iVRy driver loadPriority is -100 because it takes a fixed 5 seconds to initialize even when not in use. Users of iVRy should not notice any change. [*]Set the default load priority for driver_kinoni to -800 because it always claims to have an HMD (which will block access to any later drivers). [*]The default AMD WVR driver (part of AMD “Relive”) loadPriority is -900 because it will always claim to have an HMD (previously because it started with “a” it would block access to all other actual HMDs whenever it was installed). [/list] [b]SteamVR Home: [/b] [list] [*]Changed held object color picker to be easier to use with thumbsticks [*]Fixed held object color picker sometimes unintentionally causing snap turns [*]changed held object color picker to only engage on trackpad press on Index controllers [*]increased thickness of held object color picker hue ring [*]Fix for incorrect tool entity position (was causing tool sounds to be incorrectly spatialized). [*]Consolidate config files to use a single _vr suffix, instead of a per-controller suffix. This reduces loss of user flags such as whether or not they’ve completed the tutorial. [/list] [b]SteamVR Input: [/b] [list] [*]Fixed issue binding vector1 actions to Boolean inputs [*]Fixed issue hot-reloading action manifests (fixes unreal SteamVR input plugin) [*]Fixed issue with certain legacy titles not being able to set default bindings on the Steam partner site. [*]Fixed issue with controller binding UI in-headset showing a small blank rectangle instead of UI. [*]Added ability to bind boolean inputs to vector1 actions. [*]Added headers to action selection window in binding interface. [*]Added callout for required actions in binding interface. [*]Fixed “Pretend to be this type of controller” button looking wrong if nothing was set at all. [*]Fixed double-click while publishing a binding actually publishing two copies. [*]Changed the default name when publishing a binding or saving a favorite to include the user’s Persona name rather than the old (usually default) binding name. [/list] [b]Oculus: [/b] [list] [*]Updated Oculus SDK to 1.37.0. [*]Added icons and controller render models for Rift S. [*]When Oculus Guardian is updated while SteamVR is running, update Chaperone automatically without requiring a restart. [*]Fixed thumbstick animation for Rift CV1 controller render models. [*]Fixed warning not popping up when the user has an outdated version of the Oculus software. [*]Switched all Rift haptics to use the non-buffered API (the old API is deprecated). [*]When Rift S is used, don't show tracking camera icons. [/list] [b]Windows MR: [/b] [list] [*]When using third-party software to mix Windows MR HMDs with non-MR trackers and controllers, correctly predict poses for the non-MR devices. (Currently the MR driver supplies already predicted poses, and uses an HMD velocity of zero to prevent HMD pose extrapolation.) [*]Avoid a crash after 30+ minutes of runtime when the driver backs up on haptic commands. [/list] [b]Valve Index: [/b] [list] [*]Always treat thumbsticks as touched when they are moved away from the center. [*]Updated Hidden Area Mesh for Index HMD to better account for canting, increase stereo overlap, and to better accommodate re-projection. [/list] [b]Valve Index Headset Firmware (v1559778800): [/b] [list] [*]Improved AMD support (across all frame-rates) [*]USB-C (VirtualLink) auto-detection [/list] [b]Linux: [/b] [list] [*]Temporarily disabled vrwebhelper functionality. For testing purposes it can be re-enabled by setting STEAMVR_WEBHELPER=1 in your environment. [*]Fixed crashes in vrwebhelper. [*]Fixed a hang in vrserver during SteamVR shutdown. [*]Fixed the flickering black box on the vrmonitor UI when the VR Mirror View was open. [/list] [b]Compositor:[/b] [list] [*]Fixed a Motion Smoothing related crash on AMD hardware. [*]Fixed startup crash when trying to use wireless on unsupported hardware. [*]Added support for DXGI_FORMAT_R32G8X24_TYPELESS textures passed as depth from applications. [*]Added support for passing left-handed projection matrices when supplying additional depth info. [/list]