You can see the magic of async reprojection here, where the game dropped to less than 20 FPS, but async reprojection still made it smooth enough to be playable in VR for me. I can tune it up to high settings even, and the performance is great. With this I recently re-discovered my love for Elite: Dangerous in VR. In Hinge VR I still experience crashes, but those are game crashes, not Steam VR crashes. Pre nVidia 510 driver, I had Steam VR crashes like every 30 to 60 minutes, which are more or less gone with the driver update. Also the GTFO VR Mod worked pretty well, though this mod would have benefit from async reprojection. I didn't have any issues with Beat Saber, Synth Riders, Pistol Whip. Nevertheless, VR has never been better for me since the recent updates. And the Vive Pro 2 even doesn't work at all. Though the HTC Vive and HTC Vive Pro work, it's only unofficial. It's a shame that in the end only the Valve Index is officially supported for Linux. While I never personally saw the third issue, the first two were something I was truly getting frustrated with.ĭo let us know in the comments if you use SteamVR and how this update runs for you! Article taken from. With this update, it sounds like the experience with SteamVR will be quite a bit smoother on Linux which makes me happy. Fixed a failure to unpack steamrt-heavy on some distributions.Fixed webhelper crashing in OS's with recent versions of freetype2.Fixed issue that would prevent some system UI from working some of the time.Specifically for Linux (finally!) Valve solved a few persistent issues including: This is especially useful when users have a single monitor and the scene app displays a full screen window. Added a button to Desktop View that allows users to show the desktop.Display Task View if a non-interactable window gains input focus in Desktop View.Fix for depth texture handling on dx12 causing crashes in major engine implementations.You can also escape from the new generation guided shots by stopping time. It will be hard to escape from the Artificial Intelligence Spider Robots. A perfectly exciting game with a lot of VR physics mechanics.Run Jump Climb Fly Shoot Die Repeat. Fixed a crash related to application submitted dx12 depth textures. A long and hurdle journey from Earth to Mars.Fixed a motion smoothing issue that was affecting some applications.Giving a little love to everyone, here's what's been tweaked for SteamVR directly: I don't see a way to get past survey data for my app in Steamworks, but I posted some in April 2022, so that's one data point at least.While I absolutely love playing with my Valve Index, it has felt like for a while that Valve left things a bit too rough but a new SteamVR update is out now. Also got about 6 Linux users (don't believe Proton supports the APIs I use.) and 4 Steam Deck users this month.Īs for past numbers to compare this to. Of course that's a decrease when looking at it as a percentage of the ever-growing Steam userbase. Overall usage has been pretty much stable. "(1042 of 1803 Total Users (57.79% of Total) )", make of that what you will (total is survey participants, not users of the app). VR has a problem in showing the user its potential.ĭesktop+ owners Steam Hardware Survey data if it's of interest: HMD The huge potential here makes VR a top tool for master 3D craftsmen once it is fleshed out. For example Blender plug-ins so you can develop inside the 3D space blows the artificial wall that is a screen out of the creation process. I think “meta verses” like VRChat only underscore that if you’re only playing games you’re not getting the whole picture.ģD spaces, especially spaces where you interact within the space, has huge benefits for creators. VR isn’t a console, it has serious potential outside of the AAA gaming scope so to pigeonhole it creates its own shortcomings. This thought process is a problem for VR adoption. “Yeah there’s no new games, of course adoption is low”. This comments section only underlines it. Meanwhile those with a headset pigeonhole it into certain genres. This sets the scene to what is currently the huge disadvantage to sales. People’s initial premonitions, especially those without a headset, are convoluted and mostly wrong. Not sure what people expect in the VR Market.
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