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SteamVR improves controller support in v1.26

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SteamVR will now play better with various types of controllers, thanks to the release of SteamVR version 1.26 bringing with it automatic controller rebinding.

Valve mentioned that they've expanded on the work started in SteamVR v1.24, where you could mimic actions from different controllers. Now they've added a whole bunch of default remappings for popular controllers, and new controllers coming out will then get instant compatibility with the majority of SteamVR games with no work needed from game developers.

In my own testing today, I can also finally play SteamVR on Fedora Linux again. I had been seeing a 109 error for quite some time completely breaking it, but today it loaded up and worked fine. Nice to see it working again. The main additions include:

  • Added automatic rebinding for controllers without native bindings. For SteamVR Input and OpenXR games we will attempt to rebind to a supported controller type.
  • A handle has been added to the dashboard, allowing it to be positioned in space. The position is reset whenever it is summoned.
  • Dashboard recenter button now recenters both seated and standing universes, instead of just the current universe of the scene application.
  • Fixed a bug that caused audio devices with emojis in the name to break the settings UI.
  • Fixed a bug that caused low framerates with 3rd party headsets while using AMD graphics cards if hardware was unplugged/replugged after session start.
  • Added new tracker roles: Wrist (L/R), Ankle (L/R)
  • Added ‘autoremapping’ to the Automatic Rebinding files to simplify component remapping.
  • The binding UI's style has been refreshed.
  • Display an error when any required actions haven't been bound, instead of failing silently.
  • Improved performance of workshop binding loading.
  • Fixed "Show Old Binding UI" button not working in controller settings.

Announcement can be found here.

Article taken from GamingOnLinux.com.
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. Find me on Mastodon.
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7 comments

Ehvis Jul 10, 2023
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Anybody having colour issues with the SteamVR UI? The main UI (not SteamVR Home, which I have disabled) looks like it's rendering RGB as BGR. All games are fine though.
KROM Jul 10, 2023
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I've not checked myself, but I've seen there is a bug report about this (and other regressions) on github:
bug report
Ehvis Jul 10, 2023
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Quoting: KROMI've not checked myself, but I've seen there is a bug report about this (and other regressions) on github:
bug report

Nice to see that both this and the wrong image on the controller bug have existed for over three months in beta. Clearly cleaning up SteamVR for a potential Deckard is a high priority!
const Jul 10, 2023
Looks like I'll have to check it out. Also had the 109 issue and generally big issues with Pico4/ALVR, which was the reason for my first Windows installation since many many years. I'm still blown away by how amazing HL:A looks on my dated PC with a 980TI and can't wait for the Deckard :D


Last edited by const on 10 July 2023 at 8:46 pm UTC
FauconNoir Jul 11, 2023
My guess is that there will be no Deckard soon until we have proper VR support on Linux.
Sil_el_mot Jul 17, 2023
it is working on federa now? i always get 307-error.
just switched to fedora... should it work out of the box?
Ehvis Jul 17, 2023
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Quoting: Sil_el_motit is working on federa now? i always get 307-error.
just switched to fedora... should it work out of the box?

That is a very generic error that can have a lot of causes. Form loading the wrong Vulkan driver to installation path issues. IIRC, I had it once. At some point VR stopped working and I couldn't figure out why. Eventually it turned out that the cause why a symlink that I had somewhere in my .steam directory to point to a place where I had more space. Apparently SteamVR really didn't like that and I had to remove the symlinks and juggle my libraries so I could have SteamVR installed in its default location.
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