SteamVR input changes testing #3065
Replies: 16 comments 54 replies
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I didn't have too much time to test until my headset ran out of battery, so my testing is very light. I used a Quest 2 with Steam Link. I was able to lock my headset and unlock it with controllers and retain control, and I can confirm hand tracking worked. During all of that, I was putting together a small utility, so I was knee deep in the inspector. |
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Just tested with my reverb G2 for WMR and everything seems fine, I even tried my custom steam vr key binds, and they worked without issue. I also tested connecting and reconnecting controllers, before and after resonite's start up, and had no issues. |
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Just tested with Quest pro with quest pro controllers, doing the switch worked properly. Tried changing from controllers to hands in the steamvr menu, then closing the steamvr menu with hands, and Resonite kept running. ran out my home world and used my menus and no abnormal activity. |
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Did anybody test this with Vive wands controllers? These are the ones I'm most concerned by, since they have a bit unique logic due to being able to swap left and right. |
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This build seems less stable for me compared to release using a Quest 3 and Steamlink streaming. Even with hand tracking disabled, disconnecting and reconnecting the headset has a high chance of causing a unity crash. The current release build at worst loses connection to the controllers, which is a preferable failure state. |
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The Grand Oasis had a meet up today using the pre-release. During testing we ran into an issue with a user (Pyroboy) where switching to different controllers resulted in a crash. Other observed behavior, but ones we can't determine are controllable in Resonite, is when tracking is lost the hands move to 0,0,0 of the userslot. Which can be disorienting or just annoying. If there is a way to "predict" or just remember the last known location, that would help as losing hand tracking happens quiet often. We also were unable to find a gesture that could open the main dash. However, thumb to pinky would open the Context Menu. Nothing else during the limited testing we did (not many users, few testing options) seemed to have issues. Thinks tested: Starting Resonite with Controllers disconnected |
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Testing with Windows mixed reality, HP 1440 Spatial Computing headset.
Going to add hitting the recenter button to this list.
Starting up worked fine, though my head position tracking had already died by the time I put my headset on. MSI - 2024.10.10.1348 - 2024-10-12 19_58_47.log
When I turned on the controllers, there is a period where I was trying to do things, and even though my hands were moving in the world, I was unable to actually interact with anything or even open the dash menu. After a minute though, this went away, and even though steam VR itself was malfunctioning and all sorts of weird ways, turning the controller on and off, re-centering, hitting all sorts of buttons, I wasn't able to trigger any more problems. Something I noticed at this point is that I haven't been able to trigger the thing where the controllers are offset from where mixed reality is tracking them, so that's good. MSI - 2024.10.10.1348 - 2024-10-12 20_22_22.log
I restarted steam VR itself for this one, to clear out the weird behavior it was doing. When I turned on the left controller, it was not only slightly above where it was supposed to be, but tilted 90° on the y-axis and 45 on the x-axis, making it nearly unusable. I have seen worse offsets on the position, but never the rotation. Everything else seem to be working fine, but I stopped trying things there because I found a problem. MSI - 2024.10.10.1348 - 2024-10-12 20_44_31.log This seems to have been related to Resonite and not Steam VR, as going back into the Steam VR home the controller was showing up fine, though while I was restarting Resonite it started showing the offset again, and when Resonite came up, it still had that offset in my localhome. MSI - 2024.10.10.1348 - 2024-10-12 20_52_17.log Restarting the controllers did not change this offset, so the left one was still moved forward and the right one was still in the right place. When I got back to the steam homeworld, it still had that offset, so I'm wondering if maybe I just didn't notice it the first time (it was only like 5 cm). The offset was not there in Windows MR, so I'm going to assume it was Steam as usual. |
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I tested it yesterday with my Quest Pro. I started the game with the controllers on. I went into the Oculus Dashboard and turned on the hand tracking, and then went and told it to resume Steam Link. My log file looks like it has a bunch of:
DESKTOP-H0FLKOJ - 2024.10.10.1348 - 2024-10-12 19_54_24.zip I did tried the same thing in current 10.8.1349 release, without closing the steamVR session. I was able to switch from controller and hand tracking without a crash. But when I went back to controllers, my avatar hands were straight up in the air, I could still see my FPSVR on my hand, but couldn't access my dash in game. But to quit Resonite from SteamVR overlay.. |
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I've tested everything on the list on a Reverb G2 with 2 pairs of controllers, WMR and Reverb ones, different configurations, no problems spotted. |
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So I've got a pretty niche setup, I'm running Arch linux and launching Resonite with Proton. I have tested this prerelease with Envision & ALVR I am happy to report no issues with controllers or hand tracking! |
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Tried this now that I'm home with my index controllers... On the regular build Resonite will not switch between controllers and handtracking at all. On the current prerelease build, Resonite will attempt to launch and promptly stop, never going past a black screen. Player.log Logs are from the attempt on prerelease build only |
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I've updated the build to Beta 2024.10.21.1213, which has fixes for Vive controllers. Is anyone able to test? |
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Tested with most recent prerelease update at the time of this post. I use a HTC Vive headset with Vive Controllers running with SteamVR . All the buttons seem to have worked however I did not have time to do a long term test. I did test powering the controllers on and off. When powered off one at a time the right controller would not regain tracking in game unless it was the first one to connect. There is a moment of hand switching when leaving the left controller on and switching the right on and off where the left hand becomes the right for a brief moment. When both are powered off and I connected the right controller first and then the left both regained tracking. The left hand would always regain tracking regardless of order. |
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Works alright with my HTC Vive. No issues to report, other than found some odd skeletal alignment likely caused by Envision, as this did not happen on SteamVR. |
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Just heads up, since the last issues that was blocking this (the Vive wands) is resolved and I don't see any more GitHub issues that would be regressions, I'll be pushing out a build with this update soon! |
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Thanks everyone for helping to test! I'm closing this now. Any other issues that you discover, please just make regular issues for it! |
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Hello everyone!
I've got another test, that should be relatively quick and small.
Build Version
2024.10.22.1133
What is being tested
There are two main things:
How to test
prerelease
branch and make sure the build updates before you run itYou can test alone, I don't expect any multiplayer/networking issues.
This is specifically affecting SteamVR. If you're using desktop or native Oculus support, this won't affect you and your testing will likely not be very relevant (you can still try to build, but it doesn't touch these systems so I don't expect as much).
Here's a list of things you should try out (or at least some of these) and focus on while testing:
What to test
What to watch out for
These are good things to watch out for when testing:
What NOT to test & report
Generally things that do not involve this system - any existing unrelated bugs with components and other systems.
If you find something that got broken
If you find that stuff works okay
Please report it too and include details on what you generally tested, so we know things are okay. You don't need to make a new issue for this - just a commend in this Discussion is fine.
This lets us know that a bunch of stuff was tested and get better confidence that stuff won't break with release.
Please include which SteamVR controllers you've tested and whether you used Steam Link, Virtual Desktop and such.
How long will testing go for?
Once we get good positive results on variety of controllers, we'll release the build next available chance.
If there's issues, we'll keep testing and fixing until the blockers are resolved.
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