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Introducing SteamVR 2.15

[p]This release includes a variety of bug fixes and quality of life improvements for SteamVR.

We continue to focus on OpenXR as our preferred API for new games and applications. SteamVR’s official OpenXR subforum is here and we’d love to hear your feedback, as well as suggestions for new features.

SteamVR:[/p]
  • [p]Overlays now render translucent grey backsides, unless docked to a controller.[/p]
    • [p]Third-party overlay apps won’t have translucent backsides until recompiled with the next OpenVR SDK.[/p]
  • [p]Fix cases where loading drivers would fail for paths containing non-ASCII characters.[/p]
  • [p]Fix motion smoothing not working with latest Nvidia drivers.[/p]
  • [p]Fix for VRAM leak on some AMD systems.[/p]
  • [p]Fixed an issue where the audio thread for Steam Link VR was using too much CPU.[/p]
  • [p]Change how our Oculus driver handles initialization failure. This affects people who use Oculus headsets with the Oculus Desktop app, as well as people who stream to their HMDs (all types, not only Quest) with Virtual Desktop Streamer. The driver will no longer be unloaded on failure, which was causing crashes. Some failures which resulted in safe mode restarts will now display better diagnostic information.[/p]
[p]Steam Link:[/p]
  • [p]Fix Pico headsets under-reporting recommended render resolution (increased to 2160x2160 from 1832x1920).[/p]
  • [p]Improvements to slider groupings in settings section.[/p]
  • [p]Reduce stutters when adjusting encoded video size.[/p]
[p]OpenXR:[/p]
  • [p]Fix API layers UI not displaying layers if a path for one was not found.[/p]
  • [p]Fix case where XR_META_recommended_layer_resolution would always return low resolutions.[/p]
  • [p]Fix OpenGL subrect being incorrectly flipped.[/p]
  • [p]Fix xrGetSystemProperties maxSwapchainImageWidth/Height reporting (was reporting recommended resolution).[/p]
  • [p]Fix case where XR_META_performance_metrics could return errors for valid performance metric counter paths.[/p]
  • [p]Pressing the system button will no longer instantly cause the session state to change to VISIBLE. The system now waits to decide if the user is doing a quick recenter, screenshot, or opening the dashboard.[/p]
  • [p]Fixed a hang caused by invoking render model APIs and then destroying the instance before the initial API calls finished.[/p]
  • [p]Fix for OpenXR quad layers updating at reduced frame rate under certain conditions.[/p]
  • [p]Fix for OpenXR apps which create multiple sessions and submit quad layers being unable to submit quad layers after the first session (notably: Unreal Editor) [/p]
[p]Steam VR Home:[/p]
  • [p]Fixed multiplayer lobbies to accept connections again.[/p]
[p]Developers:[/p]
  • [p]SteamVR will no longer forcibly terminate the Unreal Editor process when exiting.
    [/p]
[p]As always, if you are interested, we encourage enrolling into SteamVR Beta by right-clicking on SteamVR in your Steam library, clicking on "Properties" and selecting "Betas" from the list on the left hand side and then clicking "Beta" under Beta Participation. Additionally, if you use Steam Link for Meta Quest, you can opt into the beta here or in-headset by going to your library, clicking the "..." on Steam Link, selecting Settings and clicking the button to the right of "Installed Version Information."

[/p][h3]Help & Information:[/h3][p]
The Steam Link for Meta Quest FAQ page is available here.

If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a SteamVR 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.[/p]