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SteamVR News

SteamVR Beta Updated - 1.19.2

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

SteamVR:
  • Fixed some games not launching or launching to a black screen when using the latest Windows Mixed Reality for SteamVR beta.

SteamVR Beta Updated - 1.19.1

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

Valve Index:
  • DisplayPort training mode can be selected (via Video / Advanced), which may improve compatibility for non-standard video cards (firmware update required).
OpenXR:
  • Fix for DirectX 12 memory leak.

SteamVR Hotfix 1.18.7

SteamVR has been updated with the following changes.

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


SteamVR Home:
  • Avatar hands now default to hands instead of controllers for new users
  • Avatar hands render as controllers when close to chaperone bounds (this got lost in recent betas, and is being reintroduced)
  • Avatar hands render as controllers when idle (not held or moving)
  • Changed tutorials to default to a Rift S - style controller if the controller type is unknown (this got lost in recent betas, and is being reintroduced)
  • Improved support for Vive Focus 3
  • Enabled full hands for WindowsMR

SteamVR Beta Updated - 1.18.7

This build is a candidate for a hotfix. If you encounter issues, please report them in the forum so they can be fixed before this build goes out to everyone.

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

SteamVR Home:
  • Avatar hands now default to hands instead of controllers for new users
  • Avatar hands render as controllers when close to chaperone bounds (this got lost in recent betas, and is being reintroduced)
  • Avatar hands render as controllers when idle (not held or moving)
  • Changed tutorials to default to a Rift S - style controller if the controller type is unknown (this got lost in recent betas, and is being reintroduced)
  • Improved support for Vive Focus 3
  • Enabled full hands for WindowsMR

Introducing SteamVR 1.18

Update Highlights


Today’s update includes improvements for Oculus and OpenXR users.

Oculus users will no longer be required to restart SteamVR every time the Oculus runtime needs to reconnect to the HMD. You may still see a slight disruption during reconnection, for example, the Oculus software may prompt you to re-enable Oculus link if appropriate. To minimize these disruptions, please follow Oculus guidelines for optimal link and air link usage: https://support.oculus.com/articles/headsets-and-accessories/oculus-link/index-oculus-link. If you are using a third-party application for wireless connectivity, please consult with that developer's support resources.

Support for OpenXR continues to improve. Oculus Quest and Windows Mixed Reality controllers now have consistent positions across OpenXR implementations.

Index Users: Please unplug controllers during gameplay, as pulling the charge cable at an angle may cause damage. If you suspect damage to your controller's USB-C connector, please contact Steam Support. Developers and users who prefer wired controller workflows should consider using a "USB-C breakaway cable".

Full Update Notes


SteamVR:

  • Fixed Logitech VR Ink not being detected properly.


OpenXR:

  • Changed Touch controllers to use Facebook provided grip and aim offsets.
  • Enable OpenXR Grip pose for WMR controllers (requires WMR SteamVR driver update).
  • Fixed left thumbstick axis input for HP Reverb G2 controllers.


Oculus:

  • Increased robustness of error handling for Quest2 over both wired and air link. Connection loss to the HMD is now survivable in many cases.
  • Changed trigger and grip inputs to use raw values instead of filtered values. This should improve the behavior of rapid trigger pulls.
  • Added addition button textures to Quest2 controller model.
  • Fixed Oculus Rift S Left Grip Pose.


Valve Index:


  • Added a dismissible monthly reminder when wired controller activity is detected.
  • Fix regression (crash) when using RoomView3D.


SteamVR Home:

  • Avatar hands render as controllers when close to chaperone bounds.
  • Changed tutorials to show Rift S/Quest controller images if the controller type is unknown.


Linux:

  • Enable async-reprojection on compatible NVIDIA 470 series drivers.