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SteamVR for Linux gets "experimental improvements to async support"

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Exciting, even more improvements to SteamVR support are coming with the latest Beta release fixing up more issues. We've been seeing a fair bit more movement on VR + Linux from Valve recently, which is nice to see, as it's felt quite rough.

SteamVR 2.5 from earlier in May fixed up multiple problems, and now SteamVR Beta v2.6.2 is out for testing and here's what's changed:

SteamVR:

  • Fixed error spam when Vive tracker trigger pogo pin state changes.

SteamVR Home:

Steam Link:

  • Multiple fixes for crashes on the host PC.
  • Reduced hitching from network problems with AMD cards.

OpenXR:

  • Add previously missing squeeze mapping for Vive trackers.
  • Fixed menu binding mapping for Vive trackers.
  • Remove trigger touch component from Vive tracker as it does not have one.

Linux:

  • Updated Room Setup launch script. Fixed Room Setup not launching on some systems.
  • Fixed Room Setup only starting once and refusing to run again.
  • Experimental improvements to async support.


Pictured: Beat Saber

If you try out the Beta, be sure to comment your experiences with it. I'm keen to hear how you're getting on.

Article taken from GamingOnLinux.com.
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12 comments
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Cybolic May 30
Finally! It's been quite some time since I last tried to use my Index, but for a long time I kept getting soft-locked by the "looping 'updating' behaviour" - even when removing all my workshop subscriptions - until I finally just gave up; so this is a very welcome fix to see!
NoSt May 30
Hopefully they finally fixed all the startup problems on Linux. The last two updates didn't let me use my Index forcing me to switch to the ancient 1.27 beta branch.
thetoon May 30
Until recently, I've never had great successes at using SteamVR (through ALVR) with my Quest 1. Would such enhancements improve my luck by much? Given I'm using an RTX3X as GPU (not the most sensible choice for VR on Linux, from what I've gathered).
Ehvis May 30
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Quoting: thetoonGiven I'm using an RTX3X as GPU (not the most sensible choice for VR on Linux, from what I've gathered).

RTX GPU is fine. There may be some occasional differences where something breaks on nvidia and not on amd, but this is more a problem of the state of SteamVR for Linux. I've been using VR on Linux with a 2080 Ti since 2019 and the only issue that I've had that was nvidia specific was that support for async reprojection came later.
Eike May 30
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Quoting: EhvisI've been using VR on Linux with a 2080 Ti since 2019 and the only issue that I've had that was nvidia specific was that support for async reprojection came later.

Do you happen to know if this is the same topic as the mentioned "Experimental improvements to async support"?
Ehvis May 30
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Quoting: Eike
Quoting: EhvisI've been using VR on Linux with a 2080 Ti since 2019 and the only issue that I've had that was nvidia specific was that support for async reprojection came later.

Do you happen to know if this is the same topic as the mentioned "Experimental improvements to async support"?

Not entirely sure what you mean by that.
Eike May 30
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Quoting: Ehvis
Quoting: Eike
Quoting: EhvisI've been using VR on Linux with a 2080 Ti since 2019 and the only issue that I've had that was nvidia specific was that support for async reprojection came later.

Do you happen to know if this is the same topic as the mentioned "Experimental improvements to async support"?

Not entirely sure what you mean by that.

There are problems with "async reprojection" (as far as I know, that's calculating frames in-between if the GPU is rendering them too slow), especially on Nvidia. And now there's "improvements to async support". Does this mean improvements to the async reprojection calculation? I mean, async can mean a lot of things I guess...?
Ehvis May 30
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Quoting: Eike
Quoting: Ehvis
Quoting: Eike
Quoting: EhvisI've been using VR on Linux with a 2080 Ti since 2019 and the only issue that I've had that was nvidia specific was that support for async reprojection came later.

Do you happen to know if this is the same topic as the mentioned "Experimental improvements to async support"?

Not entirely sure what you mean by that.

There are problems with "async reprojection" (as far as I know, that's calculating frames in-between if the GPU is rendering them too slow), especially on Nvidia. And now there's "improvements to async support". Does this mean improvements to the async reprojection calculation? I mean, async can mean a lot of things I guess...?

Ah that. The description is not entirely accurate I think. When async is on, I get 120 frames per second presented to me at proper rotational correction. With regard to turning your head it's incredibly smooth and I can't perceive any lag. So clearly, something is working as it should. However, when fps is lower than 120, translations (like strafing past close objects) appear at much lower fps. Much lower than what the game is actually rendering at. So clearly not every frame that is rendered is presented in reprojected form, something which async reprojection is meant to do. So somewhere the reprojection system is working with old frames and skipping in between ones.

Whether this has been fixed or improved with this "improvement" I don't know yet. But I have seen reports that it is at least working, which means that they fixed two issues. A black screen in the headset when async reprojection was enabled and the inability of the VR startup script to set the proper permissions for the VR compositor to create a high priority queue. I'll have a check this weekend to see how it's doing.
damarrin May 30
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This update makes me very happy. I can run Room Setup again and games actually launch now.

It still creates a black window every time VR is started which can't be killed and survives even killing Steam, but one can't have everything.

I'll be very glad to play Alyx again.


Last edited by damarrin on 30 May 2024 at 5:47 pm UTC
slaapliedje May 30
I need KatVR support in Linux... and then get SkyrimVR all modded up so I can lose some weight running around a virtual world, which seems far more practical than going outside and walking about...
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