SteamVR

SteamVR

SteamVR Beta Updated

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23 Comments
Homosexual Pie Row 19 Mar, 2015 @ 9:55pm 
If it isn't already on your list, please consider a way to allow the VR Compositor to (quickly) invoke a chaperone warning if the application hangs and the user encroaches on a boundary.

Are also you considering a watchdog timer to kill off an unresponsive window owner? As one who has played Source games and had to fight my PC to regain control when the game locks up, I know that a watchdog would be even more appreciated when I've got an HMD on.

I considered asking for multi-headed HMD support, but the stack of problems seem to outweigh the benefit.

Have you yet considered how the chaperone is going to handle the position of multiple users in the same physical Lighthouse coverage zones?
Homosexual Pie Row 17 Mar, 2015 @ 5:04pm 
VR Compositor:
"Simplifies handing off from one application to another without full screen context changes by owning the window on the headset?"

Great function; needed. But was this meant to have a question mark on the end?
Homosexual Pie Row 17 Mar, 2015 @ 1:54pm 
I thought about it some more. I had Vsync forced on in my Nvidia Control Panel -> Manage 3D Settings. (We should be forcing it on, right?) I turned it off. The amount of strange jitter decreased dramatically, although a smaller jumpy behavior still remains.
Scarface 2A [Fr] 17 Mar, 2015 @ 12:54pm 
Cool
Homosexual Pie Row 17 Mar, 2015 @ 12:44pm 
Went to Rift Extended Mode. HelloVR was displayed on my main screen and the Rift. The tracking looked good on the desktop screen, but inside the Rift, it had a jumpy/jaggy quality that was not seen on the monitor. Exited cleanly. Tried SteamVR (which only displayed on the Rift). It also exhibited the jumpy/jaggy behavior. Added -compositor launch option for SteamVR but it did not seem to help either application.
Homosexual Pie Row 17 Mar, 2015 @ 12:26pm 
My mistake on HelloVR. I signed up for the Steam beta, not the SteamVR beta. That problem is solved.

Ran HelloVR with Oculus DK2 on OVR SDK 0.4.4 in Direct Mode. Image appeared on my main PC screen and not on the Rift, but tracked very well. Upon exit, was presented with a crash dump.

Problem signature:
Problem Event Name: APPCRASH
Application Name: hellovr_sdl.exe
Application Version: 0.0.0.0
Application Timestamp: 55020e30
Fault Module Name: OVRDisplay32.dll
Fault Module Version: 1.2.2.0
Fault Module Timestamp: 547f7bde
Exception Code: c0000005
Exception Offset: 000090c2
OS Version: 6.2.9200.2.0.0.256.48
Locale ID: 1033
Additional Information 1: 5861
Additional Information 2: 5861822e1919d7c014bbb064c64908b2
Additional Information 3: 1a2a
Additional Information 4: 1a2aa8e38ac8adbb6fe1e594fa623c2e

Crash dump on exit (with escape key) is repeatable.
phr00t 17 Mar, 2015 @ 10:42am 
Just so I understand this correctly, no developer SDK or API update is available, this only updates the Steam client?
aaron.leiby 17 Mar, 2015 @ 10:30am 
@A Lone Gunman - Try running with -compositor (right click, properties, set launch options)
SM Sith Lord 17 Mar, 2015 @ 5:12am 
I do hope that the Source SDK 2013 Multiplayer gets some of this VR love because some of these features sound like what I've been waiting for to make my Source-powered 3D virtual desktop more VR friendly with its application launching!
MacGoose 17 Mar, 2015 @ 3:48am 
Will current Valve games like HL2 and TF2 continue to be updated with this?