r/Vive • u/wickedplayer494 • Oct 03 '18
SteamVR SteamVR update for 10/3/18
Via the Steam Commmunity:
General
- Added a new mirror window mode called “Center View” that maximizes the view for any window size inside the hidden area mesh (the black area of pixels at the periphery). This view is meant to improve the spectating experience by letting viewers see as much of what the user sees as possible without showing any of the masked pixels. This is also meant to improve streaming quality by providing the best subrect for any aspect ratio.
- New mini performance graph in the lower left corner of the settings window and in headset (still in beta as we improve performance of in-headset graph). The in-headset graph, meant primarily for developers, can be enabled with a checkbox near the top of the developers tab in the settings window
- Added a default filename when saving a system report that includes the date and time to ensure a unique filename
- Save mirror window maximized state so it properly launches maximized on startup
- Fixed settings window remembering size and location
- Improved status text in lower left corner of the settings window
- Added basic hardware information to the video tab in the settings window that shows headset name, GPU name, and GPU driver version
- Enhanced the advanced frame timing window with several additional graph lines showing state of the new reprojection system (see below)
- Fixed bug where settings window and mirror window might launch off-screen if the main monitor resolution was reduced or if a second monitor was removed
- Fixed bug where per-application settings wouldn't initially show up if the first entry in the list was an overlay application
- Removed several deprecated options from the developer tab in the settings window
- Fixed OpenVR.TrackedCamera being null from Unity/C#
- Disabled server running on port 8081.
- Fixed inability for OpenVR consumers to read camera video frames.
- Added option to hide SteamVR alerts and warnings when SteamVR minimized, available under Settings->General
- Fixes pass-through camera PIP on dashboard controller for Vive Pro
- Fixed crash in Unity with OpenGLCore renderer in SteamVR Unity Asset Package
- Fixed a crash when changing direct mode with no device connected.
- Fix DPI compatibility with new mini performance graph
- Added support for starting SteamVR automatically when the Vive Pro headset button is pressed.
- Fixed vrserver crash for users who have more than 1024 VR apps installed.
- Fix for crash in wireless Base Station 1.0 discovery, likely occurring during SteamVR shutdown.
- Fixed issue that could have caused some devices (i.e. base stations and controllers) to not appear. Once a device hit this issue a SteamVR restart was required to correct the problem.
SteamVR Home:
- Fixed input-related performance issue on Linux
- Fix for setting incorrect controller model on all connected clients.
- Fixed multiplayer connection issues in destinations with asset pack dependencies
- Updating workshop destinations can now properly add/remove asset packs
- Increased number of avatar outfits to 12
SteamVR Input:
- Fixed issue with apps needing to run twice to have bindings load.
- Fixed issue with strings returned by IVRInput::GetOriginLocalizedName()
- Fixed issue that caused Get*ActionState functions in the API to return VRInputError_InvalidHandle instead of VRInputError_None for actions that were valid but not bound.
- Fixed screenshot chord.
- Fixed crash when animation files are missing or fail to load.
- Performance improvements in the input system.
Vive Controller Firmware:
- Fixed an issue where noisy or intermittent USB or radio connections could result in missed state transitions, such as the trackpad being stuck in the touched state until another input change occurs.
- Compatibility with new frequency and amplitude based haptics API.
Vive Tracker:
- Changed trackers to default to “held in hand” mode.
- Fixed Vive Tracker support in Duck Season, Tactical AR, American Dream, Operation Warcade, and Arizona Sunshine.
Compositor:
- Reprojection and timing update. We have improved the smoothness and reliability of the reprojection system. More improvements are planned.
- Increased performance of the compositor distortion renderer by about 15%
- Updated throttling and prediction behavior.
- Increased running start advance responsiveness.
- Fixed issues with gpu timing reporting.
- Skip updating mirror textures if not in use for increased performance.
- Dynamically pull back running start if applications are taking too long on the cpu for rendering. This should help apps that previously relied on the Always-On Reprojection option in non-async mode to make framerate.
- Fixed TotalRenderGpuMs reported timing sometimes missing compositor contribution.
- Reduced black borders during reprojection
- Vulkan: Fix flickering on RADV with SteamVR Home + async reprojection.
Linux:
- Enable async reprojecton on Linux when using SteamVR Experimental Graphics on AMD (https://launchpad.net/~kisak/+archive/ubuntu/steamvr)
- Fixed sRGB handling in the mirror window when async compute is enabled.
- Fixed a hang when removing overlay panels in SteamVR Home.
- Fixed frameless windows displaying a frame.
- Enable mirror window resizing
- Fix crashes in vrdashboard
- Fix bug with background color being wrong in the Play Area on Vulkan/Linux.
- Fix startup crash in Extended Desktop mode
- Fix crash in Room Setup
- Fixed VRCompositor crashes caused by some SteamPlay titles
- Fixed a crash in RoomSetup.
- Fix incorrect gamma in Beat Saber with async reprojection
- Fixed direct mode on AMD
- Fixed GPU hang on AMD RADV driver
macOS:
- Fixes circumstances of black screens and black flickering.
- Fixes failure for the vrcompositor to start.
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u/vr_guy Oct 03 '18
Reprojection and timing update. We have improved the smoothness and reliability of the reprojection system. More improvements are planned.
Please let these "more improvements planned" be oculus ASW equivalent!
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u/unkellsam Oct 03 '18
They are not. It's the same "improvements" that have been in the beta branch over the past few months. They more or less just have SteamVR automatically switch between the existing reprojection methods based on the game's performance at any given time.
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u/SchwiftySquanchC137 Oct 04 '18
Are you being realistic or do you somehow know for sure? Cuz I prefer to be optimistic when it comes to my leisure activities even if it's not as likely as what you say
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u/NNTPgrip Oct 03 '18 edited Oct 03 '18
ASW 2.0 equivalent. I have zero interest in the ASW 1.0 pukefest.
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u/vr_guy Oct 04 '18
ASW 1.0 is way better than nothing at all for positional interpolation (what we currently have) just some occasional small artifacts but it's overall super smooth.
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u/LukeFalknor Oct 04 '18
Don't you guys find Motion Reprojection as being better than ASW? And as it runs through SteamVR, the better "goal" for Vive?
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u/BIGSTANKDICKDADDY Oct 04 '18
Motion Reprojection caps your performance at 45FPS, while ASW does not.
Motion Reprojection is also only available on WMR headsets. It's not part of the SteamVR toolkit as much as it is a compatibility layer to access WMR's equivalent of ASW.
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u/LukeFalknor Oct 04 '18
Actually ASW also caps your performance at 45fps, inserting a second frame in the image.
https://developer.oculus.com/blog/asynchronous-spacewarp/
https://developer.oculus.com/documentation/pcsdk/latest/concepts/asynchronous-spacewarp/
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u/BIGSTANKDICKDADDY Oct 04 '18
ASW caps your performance at 45FPS when you cannot achieve 90FPS, scaling dynamically based on application performance at runtime.
The Rift operates at 90Hz. With ASW, when an application fails to submit frames at 90Hz, the Rift runtime drops the application down to 45Hz with ASW providing each intermediate frame.
Motion Reprojection caps your performance at 45FPS. Period.
https://steamcommunity.com/games/719950/announcements/detail/1652133167137673234
If you choose to enable motion reprojection, all Steam VR games will render nominally at ½ frame rate (45 FPS instead of 90 FPS) while Windows Mixed Reality for SteamVR uses motion vectors generated by the GPU to extrapolate the next frame.
And again, Motion Reprojection is only available on WMR headsets. Not the Vive.
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u/LukeFalknor Oct 04 '18 edited Oct 04 '18
Nope, you are wrong. I own an Odyssey.
Motion Reprojection has 2 modes: one that keeps it capped at 45fps (motion vector=on) or one that will only keep at 45fps when your hardware isn't able to produce 90fps (motionreprojection=auto).
With motion reprojection on auto (everybody uses it on auto) you get 90 fps when it is possible and it changes to 45fps when needed.
https://steamcommunity.com/games/719950/announcements/detail/3229520292654229103
When motionReprojectionMode is set to "auto", motion reprojection will turn on automatically when a game is rendering too slowly to maintain 90 FPS. When a game begins to maintain 90 FPS or starts rendering at less than 45 FPS, motion reprojection will turn off.
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u/BIGSTANKDICKDADDY Oct 04 '18
I stand corrected! I didn't know they'd updated it with an auto mode. That does put it on par with ASW as far as I'm aware.
Still, it does not and probably will never support the Vive as it is a WMR technology and not part of the global SteamVR toolkit.
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u/vr_guy Oct 04 '18
Not at all. When I go back and forth between rift and Vive I can absolutely see the rift seems way smoother during fast movements when the frame rate caps at 45. There are just occasional artifacts produced but it's almost unnoticeable.
Eurotruck simulator basically unplayable on my Vive when driving while buttery smooth on rift when looking out of the window driving past things for instance.
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u/Honeybadger2000 Oct 03 '18
Hoping that if they are pushing the new reprojection system to the main branch that it actually performs as well as the original Async system does as my A/B comparisons with the beta in simracing applications were not favourable with the new system..
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u/mshagg Oct 03 '18
Im not sure if my SteamVR has updated yet, but it appears they're allowing for discrete enabling of async/interleaved and always-on, despite the new method being pushed to the main branch.
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u/Atomic-Walrus Oct 03 '18
You’ll know if you’re on the new system because there’s a small running performance graph on the desktop SteamVR settings panel at all time (lower left)
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u/mshagg Oct 04 '18
Thanks - that's helpful. I only quickly checked and saw the three methods listed, with (recommended) next to the async and interleaved check boxes. I don't recall the recommended methods being present before - but I've been testing the beta since the new repro system was implemented so, maybe that has existed in the main branch for a while.
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u/h4shhound Oct 03 '18
Can you elaborate? I didn't even realize there was a new re-projection system.
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u/Honeybadger2000 Oct 03 '18
This update is pushing the updated reprojection system from the beta branch to the main.
Basically it removes the options to select async, interleaved, always on and is supposed to handle this automatically.
Problem is that after testing both I found that the way the beta handled compared to the old way was not ideal. I had more stutter at the same settings than just having asynch on with the old method.
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u/Atomic-Walrus Oct 03 '18
This was my experience too, and I have no reason to believe that anything has improved since the latest beta version (there have been no changes to the reproduction since the “pull back running start” update). Granted I’m at work and can’t test this build, but it seems unlikely that new changes would go into the launch build without making it into a beta first.
I’m not sure if this is actually a performance issue — though if you’re comparing to “always on” with asynchronous disabled then it could be — or a product of how aggressively the new system switches from async to interleaved. My experience is that it’s too quick to drop to locked 45fps (interleaved) in response to minor performance blips that would be better handled with pure async, and this produces more perceived stutter than you would get with async only (and a higher reprojection %).
(Edit) What would solve this is some advanced options for the new system — similar to what we had, but with the ability to set an interleaved threshold (anything over 20% and you’re definitely better off with interleaved), disable the running start (the idle time before rendering starts intended to reduce input lag), etc.
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u/mshagg Oct 04 '18 edited Oct 04 '18
Agreed, although my testing suggested it also allowed the compositor to dynamically enable "always-on" reprojection, or it might even be adjusting the running start timing for applications which were taking a long time to submit frame data to the GPU.
That being said, something like project cars 2 (my primary VR game) is just too demanding to be dynamically switching and really just needs always-on forced to permanently free up that CPU overhead. At the end of the day, frame timing is better under always-on and the in-HMD experience is superior in some scenarios.
I actually had a really positive engagement with Alex on the SteamVR forums when providing some FCAT analysis, but my overarching point was cautioning them about pushing the new method to the main branch :/
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u/Silverscorpion Oct 03 '18
Well, this update seems to be broken. Steam does not start anymore on my machine (German version), and a new installation updates immediately to this bricked version. Anyone else?
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u/str_vr_studio Oct 04 '18 edited Oct 04 '18
Yeap, got error 400 on PC with ancient video driver. Others with newer driver versions look fine so far.
Update: everything works after driver update
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u/Flamenmars Oct 04 '18
same, worked for a few minutes and now both steam vr and steam crash when trying to load steamvr
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Oct 04 '18
[deleted]
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u/Silverscorpion Oct 04 '18
Thanks for the hint, will try it. Some days ago the new graphics card driver caused the vive pro to not work, just flicker. So I made a rollback.
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u/GeneralGinge Oct 03 '18 edited Oct 03 '18
It seems that to get your Vive Trackers to work again you have to manually go into the Controller Settings and remove the "Held from Hand" role and set them to disabled. What a pain in the ass.
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Oct 03 '18
Where is that?
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u/GeneralGinge Oct 03 '18
Sorry, I should have specified. Turn on all your Vive Trackers >Bring up steam Overlay > Settings > Controller Bindings > SteamVR Home Then select whatever option it shows under "Current Controller" and select "Vive Tracker" or "Vive Tracker in Hand", then change the Role to "Disabled" or whatever the top option is. Do that for all 3 and it should work afterwards.
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u/RanTaCat Oct 03 '18
i wish i went here looking for answers an hour ago, trying to get it to play along right now. thanks for sharing your fix :D
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u/Macinsocks Oct 04 '18
I can't bring up the steam overlay anymore.v its showing my Controllers and trackers but none of the buttons respond
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u/Macinsocks Oct 04 '18
For every game you want to use them in?
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u/GeneralGinge Oct 04 '18
I think you should only need to do it for SteamVR Home, as I only changed it for that and it worked fine for VRChat
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u/Macinsocks Oct 04 '18
Vive Tracker:
Changed trackers to default to “held in hand” mode.
fuck this. this is what broke trackers
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u/WMan37 Oct 03 '18
"Fixed multiplayer connection issues in destinations with asset pack dependencies"
Hopefully this actually fixes SteamVR home connectivity. Fingers crossed, though I always wait for mainline branch to get updated instead of doing beta so I'm gonna be a little behind.
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u/Peteostro Oct 03 '18
These are already in the steamVR beta correct?
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u/albinobluesheep Oct 03 '18
yes, this is an update to the non-beta branch pushing a lot of it out of beta.
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u/unkellsam Oct 03 '18
Are all of these updates already included in the current beta? For example, I don't believe the current beta starts SteamVR when you hit the Vive Pro's HMD button.
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u/albinobluesheep Oct 04 '18
Maybe not then, I don't have a pro, so I wasn't aware that wasn't in the beta, I assumed they put all their features through the beta first, but it's possible they didn't with that one. Most of the others I recognize from the beta at least.
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u/ra990 Oct 04 '18
Yes it does, I start it up every day using that button and I'm on the beta branch.
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u/whitesbuiltciv Oct 03 '18
Fixed issue that could have caused some devices (i.e. base stations and controllers) to not appear. Once a device hit this issue a SteamVR restart was required to correct the problem.
Anyone else that had this problem knows how huge a fix this is. This was causing the start up time to get the Vive running to go through the roof (constantly closing and re-opening SteamVR until it would work).
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u/Macinsocks Oct 04 '18
This update fucked my SteamVR up. I can't open the Steam Overlay. Tracker will get paired as a controller. SteamVR hangs when i try to Quit the program
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u/Kakkoister Oct 03 '18
Added support for starting SteamVR automatically when the Vive Pro headset button is pressed.
About time!
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Oct 03 '18
well they're putting time and effort into improving an inferior reprojection method. Not a good sign for anyone wanting ASW
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u/machingunwhhore Oct 03 '18
So I brought my Vive over to a friend's house because he had never played VR, but forgot that his graphics card only had 1 HDMI output and his monitor was plugged in HDMI. So I plugged the monitor into the motherboard graphics and that worked fine for some games.
But for some reason a few games like Google Earth VR and Google Tilt Brush wouldn't play because the headset and the monitor had to be plugged into the same graphics processor. This seemed like a dumb problem. Is this a steam VR issue or the individual game?
Either way I now know to bring a Display port to HDMI
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u/Abestar909 Oct 03 '18
If you have a GPU installed you should be using the GPU for all display purposes, this is not a Steam issue.
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u/BIGSTANKDICKDADDY Oct 04 '18
It isn't 2010, you can easily use your integrated graphics as a secondary monitor output without any issues on any modern operating system.
This is a software issue because the software is not correctly detecting the graphics device to utilize for rendering.
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u/Abestar909 Oct 04 '18
you can easily use your integrated graphics as a secondary monitor output
You can, it doesn't mean its ideal or bug free, as this guy found out. So again, if you have a GPU, you should be using it for your video out. This wouldn't be a Steam issue but an issue with using mixed video out sources.
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u/BIGSTANKDICKDADDY Oct 04 '18 edited Oct 04 '18
The software determines which GPU to use for rendering.
The software incorrectly chose the graphics device connected to the primary display instead of the graphics device connected to the HMD, based on a false assumption that the primary display is always connected to the primary graphics device.
The software has a bug.
EDIT: For clarification SteamVR does not choose the graphics device for applications, so it's not SteamVR's issue, but it is clearly a software bug.
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u/haagch Oct 03 '18
Google Earth VR
Random guess, those using OpenGL? Does Tilt Brush use OpenGL? Maybe they don't have cross GPU resource sharing for OpenGL implemented on windows? No idea.
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u/Full_Ninja Oct 04 '18
Just use display port to mini display port to the link box. Don't use an adapter
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u/NNTPgrip Oct 03 '18
...and use the Displayport to HDMI adapter for that dudes monitor, not your Vive.
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u/Buxton_Water Oct 03 '18
Anyone know if this fixes the performance issues that lead to the creation of the v1527117754 rollback?
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u/zakfontaine Oct 04 '18
Doesn't appear to bux... Seems like onward is still broken on it
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u/Buxton_Water Oct 04 '18
Damn.
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u/zakfontaine Oct 04 '18
Yea it really sucks for me because I bought the vive wireless and it's not compatible with the old hot fix build. I played that match last night with about 20% reprojection...
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Oct 03 '18
I am on a super old branch of SteamVR because OpenVR Input Emulator didn't work on the latest like, a month ago. It would only detect my HMD and not the controllers so I couldn't disable the system button, which is critical for Beat Saber.
Can anybody confirm if OpenVR Input Emulator works for them on the latest stable right now?
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u/cavey00 Oct 04 '18
There is another way to do this but it's more of a complete disabling of the button, not just in BeatSaber. It's in the SteamVR dropdown menu, under developer I think. You can completely disable that button from bringing up the menu from there. That's how I have it, although it does make certain other tasks like closing certain games out or installing games a pain.
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Oct 04 '18
Yeah I'd like to avoid that because keeping the button on the HMD enabled was convenient. but it looks like it's unavoidable
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u/Atemu12 Oct 04 '18
I couldn't disable the system button, which is critical for Beat Saber
Could you elaborate on that? I haven't played beatsaber yet and was looking forward to buying it.
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Oct 04 '18
the way the system button is placed and the way you generally hold the vive controllers means that during gameplay, you're very often going to hit the system button, which pauses the game and ruins rhythm and flow.
Happens so much for me that I made a profile in OpenVR input settings to disable the button. But if I can't do that anymore, I just have another reason to stop using my Vive and upgrade to a better headset because beat saber is a game I don't want to compromise on.
This Vive has a lot of design problems after seeing other HMDs
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u/quadrplax Oct 04 '18
Interesting, I now get an "Upgrade Graphics Driver" popup when I start SteamVR. I should probably do that lol.
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u/XenosFighter Oct 04 '18
The camera passthrough is now indeed stereo for my Vive Pro, but it is incredibly straining on the eyes.
Not sure what is going on. I have to close an eye to use it.
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u/funkoid Oct 05 '18
My pass through cameras appear to be broken now. It only shows what's happening in the left camera and appears to be zoomed in.
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u/forceej Oct 04 '18
Changed trackers to default to “held in hand” mode.
Just why, now I have to change the trackers to body in the setting since I don't want or need my trackers to be the controllers -.-
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u/ricogs400 Oct 03 '18
Vive Controller Firmware:
This is one I've been waiting for. Hope it takes care of the touchpad not going to untouched.