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SteamVR upgrade! v2.32



Here's something VR players have been wanting for a very long time, an upgrade to the new SteamVR input system!

There are also a few other minor changes, but the vast majority of this update is focused on VR.

The main benefit of the new SteamVR upgrade is that controls can now be fully customized!
All OpenVR based headsets and controllers are now supported too, including:
  • HTC Vive
  • Valve Index
  • Oculus Rift
  • Rift S
  • Windows Mixed Reality

And any other headsets that use OpenVR and can be set up with the SteamVR input binding system.

To go into full detail, here are all the features and changes of this new system:

You can run the game entirely without SteamVR


For players who have a VR headset but want to run the PC mode, you can now do this without needing to open SteamVR. If you use the second launch option (when running the game from your game library) SteamVR will not be launched, and the game will run in PC mode with zero connection to your VR headset.

You can also manually add the launch tag "-playpc" to force this option without needing to use the specific launch option from your game library.



Customize VR controls


You can now use the SteamVR input binding system to completely customize your inputs for all controllers. I've written a proper guide here on Steam that goes into detail on how to change your bindings, and what each binding option is used for:

https://steamcommunity.com/sharedfiles/filedetails/?id=2029205314

Full Valve Index finger tracking


If you have the Valve Index controllers (aka "knuckles" controllers) you can make use of full finger tracking.



Valve Index buttons in tutorials


Both tutorials have been updated to include instructions for the Valve Index.
The floating instructions UI has also been moved to the top of your view instead of the bottom, which makes interacting with items during the tutorial much easier.



Improved locomotion options


Directional locomotion (with the joystick/track-pad) is now smoothly controlled, so a slight shift of the joystick will make you move slowly, while a larger shift on the joystick will result in faster movement.

The same smooth control is also applied to player rotation now too (if you have your rotation locomotion option set to "smooth")



Improved Windows Mixed Reality support


WMR controllers now have proper bindings, which can also be customized further using the SteamVR input binding system.

Please note: the tutorials still do not show WMR button icons.

Hold/toggle grip options


You can now choose between "hold to pickup" and "toggle to pickup" when picking up items. By default this will be automatically set by the controllers you are using.
Controllers like the Valve Index and Oculus Rift are generally nicer to use with "hold to pickup" so that the item will be dropped when you stop gripping the item.

Meanwhile the Vive controllers (with clicky grab buttons) are better suited to "toggle to pickup" where you pick up an item by clicking grip, the click grip again to drop it.

You can leave this option automatic, or you can change it to use either system as you please.



Cleaned up menus for controls


Both PC and VR control options have been organized into their own menus, so all the settings you need to adjust for VR are all in one place.



Hand physics removed


hands no longer collide with dropped props (which would knock things around constantly). You can still push trains if the "push trains with hands" setting is enabled, but general collision has been removed.

VR hand model & pointer


The hand models in VR have been completely replaced, and now animate based on your input.
The pointer UI and selector UI are now aligned properly for all VR controllers.

Minor input changes


Certain items/objects have adjusted inputs, like menu buttons can now only be used with the trigger, not other buttons. Props can also now only be spawned from drawers using the trigger or context-up action.

Input UI now shown for items in drawers


The "hover UI" (which shows up/down/left/right actions for VR and PC) is now shown for items in draws. This means controls for things like multi-painting are visible in drawers when they previously weren't.

Added a "legacy_SteamVR" branch


If you are experiencing issues with the new VR system, report the problem ASAP.
But in the meantime you can switch to a beta branch called "legacy_steamvr" which will still have the old VR system, so you can at least still play the game while I try and solve the problem.



And there we go! that was a hell of a list of features.

This update has been requested for a long time, so i hope people are happy to see it happen. I'll be back to work on the last parts of the Brazil update after this, but it was certainly worth it to get this VR upgrade sorted.

Enjoy!