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Prior causes of G2 controller not working in the forums:
1) Google Earth: if you ever had AMD AI Suite and Armoury crate, re-install windows. ( https://steamcommunity.com/app/348250/discussions/0/2997674076197110240/?ctp=3 ) ( https://www.youtube.com/watch?v=bEjH775UeNg&t=782s ) (see timestamp 13:02)
2) Pinball FX2 VR: uninstall & reinstall the game ( https://steamcommunity.com/app/547590/discussions/0/3154186375127542815/?tscn=1620402789 )
RE 1 (Google Earth) - I do have AMD system, but I have installed "Driver Only" from their AMD Adrenalin software. I checked AMD install log at "C:\Program Files\AMD\CIM\Log\Install.log_2024-1-26_22_41_24.log" and that's indeed what I checked:
RE 2 (Reinstall Google Earth VR, Steam/SteamVR) - that doesn't help either.
What catches my attention is that SteamVR's System Report says "Supported Buttons: 0" for both of the controllers:
Triple-checked USB drivers in Device Manager - all devices are recognized and drivers all have been installed automatically through Windows Update.
That's not to say we can't try to work around a Google Earth specific issue, but that's different than a more general input problem like you are describing. If you pick a more modern app for the OpenVR testing you might learn something from those results you didn't learn from Earth.
In terms of behaviors observed, SteamVR Home vs Google Earth VR behave exactly the same in terms of buttons not working, and SteamVR Home, I would presume, is as recent as it can get (in terms of VR compatibility) because it's apparently part of SteamVR itself.
RE trying out a more recent OpenVR/SteamVR app - I just tried out Grapple Tournament {LINK REMOVED}(https://store.steampowered.com/app/1384320/Grapple_Tournament/; advertises SteamVR support) and the problem is the same - buttons don't work. I can invoke WMR menu, buttons work inside the menu, but once I exit - no button gives any effect. I do see character's hands, I can move them around, I can point, but I can't do anything else because buttons apparently don't register. I have not ran Grapple Tournament before - this is first time downloading/trying this game out.
When SteamVR is running, desktop (monitor) will show little SteamVR window with the green icons showing what hardware is active. In my case I see green headset plus two controllers. When I am using WMR (that is - I am in Cliff house, or I am inside SteamVR Home, VR Dashboard or any other OpenVR-based app/game and have WMR menu activated), SteamVR window shows no problems with controllers - they appear as if fully charged (there's actually no battery charge pictogram next to controllers at all, and no messages about controllers' batteries being low - i.e. shows controllers as good).
HOWEVER, when I exit WMR (by launching SteamVR from Cliff house, which lands me into VR Dashboard or SteamVR Home), then SteamVR desktop window immediately goes to show both controllers as discharged (empty red battery pictograms appear next to each controller, plus text "Low battery"). Pressing "Identify controller" next to each of the controller icons properly triggers haptics (vibration). If I press the Windows button on either of the controllers to bring up WMR menu, SteamVR window STOPS REPORTING low battery condition for both controllers - i.e. starts reporting controllers as "normal". Once I close WMR menu by pressing the Windows button again, SteamVR is back to reporting discharged state for both controllers. This correlates to the fact that when I am in WMR menu, controllers work as expected - I can point and can use buttons to navigate then WMR menu, but when I close WMR menu and apparently controllers are handed over by WMR back to OpenVR (SteamVR), SteamVR starts misreporting battery level and buttons don't work.
I am using brand new, fully-charged Lithium-Ion 1.5V AA accus for my controllers, so low voltage certainly is NOT an issue. I have checked all 4 AA accus with voltmeter - they all post 1.5 volts.
Sometimes (VERY rarely), predominantly after clean boot (but this is a gremlin - most of the times exactly the same steps don't reproduce), if I launch SteamVR from Desktop (shortcut), I WOULD get the controllers working in VR Dashboard / SteamVR Home (depending on whether I have SteamVR Home disabled or enabled) and subsequently ANY game that I launch from there on starts working (i.e. if buttons start working - they work everywhere). The controllers start working VERY rarely and I have not found a set of steps which would get the controllers working every time. If I close SteamVR and WMR and later relaunch them, problem comes back (so the good state in which everything works is sensitive to restarting or existing SteamVR).
HOWEVER, I did notice that when controllers do WORK, SteamVR suddenly does NOT report controllers as discharged, which makes me think this must be the key lead to solving the button issue. Perhaps there's some problem in the WMR for SteamVR layer RE battery levels, and for some reason SteamVR stops accepting button input if it "thinks" controller is discharged (wild guess).
If at any point, with the controllers miraculously working (in VR Dashboard / SteamVR home or any other OpenVR app like HLVR), I exit to WMR's Cliff house through WMR menu and then come back, the problem returns - buttons no longer work, and SteamVR starts reporting low battery condition on both controllers.
When I am in VR Dashboard while not having controller buttons working (but I still can point at things because tracking works) - If I point at controller battery levels inside the VR Dashboard on the bottom right corner, then battery levels for both controllers are reported as "NaN%".
Unfortunately, I have not checked how does battery reporting look like in VR Dashboard when controllers actually do work and SteamVR desktop window doesn't report them as discharged.
I seem to be able to intermittently get controllers working, but only after reboot.