Today’s release adds support for hand tracking pass-through in Steam Link for Meta Quest.
This update does not introduce full hand tracking support for SteamVR’s UI. It does allow for hand tracking in limited ways using input bindings, so users can experiment with it in games by creating a binding for that game and mapping various inputs from Meta’s hand tracking to game inputs using the Binding UI in Controller Settings.
Please note that if you have hand tracking enabled on your headset, and tap your controllers together, it will start hand tracking. If you experience difficulty with hand tracking, you can always turn it off in your Meta Quest settings by disabling “hand and body tracking” in device permissions.
Hand tracking is forwarded to the host PC using SteamVR skeletal input, both for skeletal input in SteamVR Input, as well as the XR_EXT_hand_tracking OpenXR extension.
This release also includes a variety of bug fixes and quality of life improvements across SteamVR, our OpenXR API, and Steam Link.
We continue to focus on OpenXR as our preferred API for new games and applications. SteamVR’s official OpenXR subforum is here and we’d love to hear your feedback, as well as suggestions for new features.
SteamVR:
- Dashboard Grab Handles have a new movement model that includes accelerated movement towards and away from the user. The acceleration factor can currently be adjusted in the dashboard settings tab. The dashboard settings tab is hidden by default; select Show Advanced Settings in the lower left to unhide.
- The controls for desktop windows have been restyled.
- Allow Tundra trackers to bind to left and right ankle roles.
- Fixed the SteamVR settings page crashing if drivers attempt to show settings on the page before an HMD connects.
- Curl data from GetSkeletalSummaryData will now report 0.0 (rather than 1.0) if fingers are hyperextended.
- Improved behavior with very low FPS scene apps on non-native headsets (Quest, Steam Link, Virtual Desktop, etc)
- Fixed workshop bindings not displaying for popular titles that had changed input systems.
- Fix black screen bug for Pico users using Virtual Desktop on some games.
OpenXR:
- Fix inconsistencies in xrLocateViews when switching between stage and local space.
- Fix bindings for left_ankle and right_ankle in XR_HTCX_vive_tracker_interaction.
- Fix non-base projection layers displaying in the wrong space.
Steam Link:
- Enable hand-tracking pass through for SteamVR Input and XR_EXT_hand_tracking.
- Eye gaze information may be passed through OpenXR via XR_EXT_eye_gaze_interaction if enabled in the Steam Link settings. Note: Any users who previously had the “Share eye tracking data to other apps on this PC via OSC” option enabled, they will need to enable “Share eye tracking data to other apps on this PC” in Steam Link settings, and it will enable eye tracking data sharing both for OpenXR and OSC (if enabled).
- Improved 2D/3D VR Steam Link behavior.
- Fix image binding locations in binding UI for hand tracking controllers.
- Updates to SteamVR for Steam Link use with Quest 3S, fixing AMD users and improving experience for NVIDIA users.
At the moment, in order to use the 2D streaming or hand tracking features you will need the Steam Link for Meta Quest Beta, here or in-headset by going to your library, clicking the “…” on Steam Link, selecting Settings and clicking the button to the right of “Installed Version Information.”
The Steam Link for Meta Quest FAQ page is available here.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a SteamVR 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.
Today’s release adds support for hand tracking pass-through in Steam Link for Meta Quest.
This update does not introduce full hand tracking support for SteamVR’s UI. It does allow for hand tracking in limited ways using input bindings, so users can experiment with it in games by creating a binding for that game and mapping various inputs from Meta’s hand tracking to game inputs using the Binding UI in Controller Settings.
Please note that if you have hand tracking enabled on your headset, and tap your controllers together, it will start hand tracking. If you experience difficulty with hand tracking, you can always turn it off in your Meta Quest settings by disabling “hand and body tracking” in device permissions.
Hand tracking is forwarded to the host PC using SteamVR skeletal input, both for skeletal input in SteamVR Input, as well as the XR_EXT_hand_tracking OpenXR extension.
This release also includes a variety of bug fixes and quality of life improvements across SteamVR, our OpenXR API, and Steam Link.
We continue to focus on OpenXR as our preferred API for new games and applications. SteamVR’s official OpenXR subforum is here and we’d love to hear your feedback, as well as suggestions for new features.
SteamVR:
- Dashboard Grab Handles have a new movement model that includes accelerated movement towards and away from the user. The acceleration factor can currently be adjusted in the dashboard settings tab. The dashboard settings tab is hidden by default; select Show Advanced Settings in the lower left to unhide.
- The controls for desktop windows have been restyled.
- Allow Tundra trackers to bind to left and right ankle roles.
- Fixed the SteamVR settings page crashing if drivers attempt to show settings on the page before an HMD connects.
- Curl data from GetSkeletalSummaryData will now report 0.0 (rather than 1.0) if fingers are hyperextended.
- Improved behavior with very low FPS scene apps on non-native headsets (Quest, Steam Link, Virtual Desktop, etc)
- Fixed workshop bindings not displaying for popular titles that had changed input systems.
- Fix black screen bug for Pico users using Virtual Desktop on some games.
OpenXR:
- Fix inconsistencies in xrLocateViews when switching between stage and local space.
- Fix bindings for left_ankle and right_ankle in XR_HTCX_vive_tracker_interaction.
- Fix non-base projection layers displaying in the wrong space.
Steam Link:
- Enable hand-tracking pass through for SteamVR Input and XR_EXT_hand_tracking.
- Eye gaze information may be passed through OpenXR via XR_EXT_eye_gaze_interaction if enabled in the Steam Link settings. Note: Any users who previously had the “Share eye tracking data to other apps on this PC via OSC” option enabled, they will need to enable “Share eye tracking data to other apps on this PC” in Steam Link settings, and it will enable eye tracking data sharing both for OpenXR and OSC (if enabled).
- Improved 2D/3D VR Steam Link behavior.
- Fix image binding locations in binding UI for hand tracking controllers.
- Updates to SteamVR for Steam Link use with Quest 3S, fixing AMD users and improving experience for NVIDIA users.
At the moment, in order to use the 2D streaming or hand tracking features you will need the Steam Link for Meta Quest Beta, here or in-headset by going to your library, clicking the “…” on Steam Link, selecting Settings and clicking the button to the right of “Installed Version Information.”
The Steam Link for Meta Quest FAQ page is available here.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a SteamVR 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.
Posted 2024-10-25T23:02:10.000Z
Read More : Steam