Another SteamVR release is up, further improving the VR experience on Linux
Tags: #VirtualReality, #Steam, #SteamVR, #Linux #VR, #GamingOnLinux
Valve continue to move at a rapid pace to improve SteamVR across all platforms, especially with the Valve Index being so new there's plenty of teething issues to address. This is not a beta release, this is an official release of SteamVR.
Something that has been posted across the web (and emailed to us), is an issue with the Valve Index Controller thumbsticks. Like a lot of thumbsticks, you can click it in to perform some sort of action. However, it seems you're not able to click it in all the time and in certain positions it won't click or won't register it has been clicked. To the point that VR game developers have been working to remove the need for it. So what have Valve done? They added this ability:Added a setting in joystick modes that allows thumbsticks to consider themselves clicked if they are deflected more than a threshold amount. This lets a user click in the center, move a thumbstick to the edge and release the physical click, but still keep the thumbstick clicked as far as the game is concerned.
Well, that's one way to attempt to address some sort of hardware issue.
There's plenty more updates that come with the SteamVR 1.6.10 update too like: automatic firmware recovery if updates were interrupted or failed, numerous crashing bugs were fixed with SteamVR, Lighthouse has seen improved device discovery to reduce the impact of misbehaving USB drivers and devices, there's a fix for some Valve Index users experiencing Base Station Power Management intermittency, the Valve Index should now have a more neutral (less-blue) white point, improved controller binding options for legacy applications, improved startup reliability for users of all headsets and so on.
On the Linux side, these fixes and improvements made it into this release, so hopefully the Linux SteamVR experience will be a little less finicky:
- Fixed Index HMD always notifying a firmware update is available.
- Fixed being unable to re-start SteamVR after vrserver is killed/crashes (aka LfMutexUnlockRobust crashes.)
- Fixed vrwebhelper crashing the Steam client.
- Fixed 'psychedelic' colours in the Steam client caused by exiting SteamVR.
- Fixed 'Restart SteamVR' prompts exiting SteamVR but not restarting it.
- Fixed various vrcompositor crashes.
- Fixed 'ioctl(GFEATURE): Broken Pipe' spam in stdout.
- Adjusted basic dialogs during startup to use the host's zenity program when available.
See the full update notes here.
Article from GamingOnLinux.com- - - - - -
xrdesktop, a new Valve-funded open source project to bring Linux desktops into VR
Tags: #OpenSource, #VirtualReality, #xrdesktop, #GamingOnLinux, #VR, #Linux, #Desktop
Valve seem to be pushing Linux support even harder now, with the announcement of the open source xrdesktop project from Collabora.
This new project, funded thanks to Valve, enables interactions with traditional desktop environments, such as GNOME and KDE in Virtual Reality. With xrdesktop, Linux window managers will be aware of VR and be able to use VR rumtimes to render your desktop windows in a 3D space. It also gives you the ability to manipulate them with VR controllers, which sounds pretty fun.
Unlike other similar projects, xrdesktop is not limited to a VR only compositor, with an aim to integrate into existing Linux desktop environments. Collabora say this removes the need of running a dedicated compositor just for VR and makes it usable for existing setups, with the initial focus on GNOME and KDE but it's designed to work with any desktop.
They have a good roadmap of work up like support for OpenXR, support for Wayland and plenty more. You can see the full announcement and some instructions on the Collabora blog.
Khronos releases the OpenXR 1.0 specification aimed at unifying VR and AR
Tags: #Misc, #GameDev, #VirtualReality, #AR, #VR, #Khronos #OpenXR, #GamingOnLinux
Today, The Khronos Group has formally announced the OpenXR 1.0 specification as an exciting step towards bringing together the various different ways of interacting with virtual reality (VR) and augmented reality (AR).
If VR/AR is to become more commonplace, a proper standard should be a big boost to developers since they could target OpenXR and have it be supported across the industry. It's gathered some pretty huge support too including Valve, AMD, NVIDIA, Epic Games, Arm, Oculus, HTC, Microsoft and more.
For stuff on PC that's possibly relevant to Linux gaming: Epic Games said they're planning OpenXR 1.0 support in Unreal Engine, same with Valve and supporting it with SteamVR. Additionally, Collabora have been working on Monado, an open source XR runtime for Linux.
See the full news about it here.
Open Source Headset With Inside-Out Tracking, Video Passthrough - The folks behind the Atmos Extended Reality (XR) headset want to provide improved accessibility with... more: https://hackaday.com/2019/06/15/open-source-headset-with-inside-out-tracking-video-passthrough/ #insideouttracking #extendedreality #virtualreality #computerhacks #wearablehacks #developerkit #handtracking #headtracking #eyetracking #atmos #ar #vr #xr
Nintendo hat sich bisher aus dem Virtual Reality Geschäft ferngehalten - "Hype" kann man das nun wahrlich nicht nennen, weil es noch keine Killerapplikation gibt und die Brillen nach wie vor zu teuer und zu klobig sind.
Today we are announcing a formal teaming agreement between Infinite Metaverse Alliance (IMA) and Thales Group. We have the honor of working with them towards development of the next generation of open source virtual worlds software! Feel free to contact me to learn more... #twt Infinite Metaverse Alliance (IMA) - Thales and Infinite Metaverse Alliance (IMA) team up to work together on the next generation collaborative and training tools. #infinitemetaversealliance #virtualworlds #virtualreality #opensimulator #opensource #community #workinggroups[l]