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Valve released SteamVR Beta 2.10.2 on April 2nd, and thankfully it includes a couple of fixes for Linux VR players.

Here's all the changes:

SteamVR:

  • Improved automatic throttling behavior. Reduces controller and physics jitter from throttling and prediction changes in response to performance variations.
OpenXR:
  • Better handling of non-pipelined applications. Reduces controller jitter for Unity OpenXR apps.
  • Remove XR_FB_foveation from the list of available extensions.
Linux:
  • Fixed empty black window when starting SteamVR on Linux.
  • Added window icons to SteamVR windows on Linux.

Nice to see Valve remember that Linux exists for VR. We don't see SteamVR seeing many improvements for Linux very often. I'm still hoping whatever the new VR set from Valve turns out to be results in more VR improvements for Linux, if all the rumours and leaks of it using Linux are true.

Source: Valve

Article taken from GamingOnLinux.com.
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Ehvis a day ago
  • Supporter Plus
Better late than never I suppose. That rogue window started appearing in the 1.x days, so that's at least two years ago. I still consider SteamVR 2.x fatally flawed on Linux. Of course, 1.x wasn't exactly great, but everything non-XR was more or less playable. With 2.x I had to disable async reprojection because it causes too much lag (ironic I suppose). Right now I play XR games using Monado. Some OpenVR games I play using OpenComposite+Monado, but OpenComposite won't work well with everything.
scaine 24 hours ago
  • Contributing Editor
  • Mega Supporter
I remember falling out with someone on GOL because I wrote an article suggesting that the Linux experience wasn't great. It's such a shame that so little attention has been paid to Linux VR, not to mention how little is paid to VR even generally. When it's working, VR is such an incredible experience though. I hope the next generation is actually a decent improvement in quality of life features, along with, ideally, making it more affordable overall, or at least addressing some of the existing pain points, like the weight of the headset, or the need (in the case of the Index) for lighthouses.
buckysrevenge 22 hours ago
I might have to plug my son's Quest into my system again just to see if I can get it working now
bisbyx 19 hours ago
I have a dedicated VR PC and recently I got frustrated enough with Windows that I switched it over to Bazzite. The experience at first was very poor. But then I upgraded my GPU in my main PC and the VR PC went from a Vega64 to a 6900xt. Going from GCN to RDNA fixed a LOT of problems and things suddenly got a lot better. And then I upgraded my CPU in my main PC, and the VR PC went from 1700x to 5950x. And basically I have no performance issues anymore.

The remaining issues are random things. One game gets the eye alignment messed up and there are supposedly workarounds but they don't work for me.

So it seems like there are a few random weird issues, and older hardware isn't fully supported... but if they are going to handle this like they did the steam deck, then targetting all hardware out the gate isn't their goal anyway. They will definitely have no problem having the on device parts of VR working great in linux. But they'll also have to polish up some of the other bits.

For the most part, VR is just 2d gaming with complications (controls, multi eye rendering, tighter latency requirements). so as long as they can figure out the complications (which have been handled pretty well, generally speaking), I feel like they can make it work. It's also very possible (likely?) that they have already solved some of these problems in a bunch of internal only beta branches of things, and the new VR headset will ship with SteamVR 3.0, and all the improvements will just drop at once.

edit: notable other VR quirks I've noticed were this random black X11 window popping up (which is apparently fixed, nice!), fun with getting VR overlay desktop view (because of pipewire and desktop portal shenanigans), and sometimes the headset registers itself as a regular display when waking from sleep, and it needs to be unplugged and plugged back in for SteamVR to use it as a VR display.


Last edited by bisbyx on 3 Apr 2025 at 7:39 pm UTC
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