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SteamVR 2.16 arrives with a number of Linux fixes for VR fans

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Last updated: 3 Jun 2026 at 8:00 am UTC

Valve just released SteamVR 2.16, the latest release bundling up lots of bug fixes and improvements to make the VR experience on PC a lot smoother.

Thankfully there's a bunch of general Linux fixes that came with this update too along with VRLink improvements on Linux too, so perhaps the experience won't be quite so rough. If you're using SteamVR on Linux, do leave a comment to let us know how you're getting on with this update. I'm hoping with the upcoming Steam Frame, which uses SteamOS, that we'll see more Linux improvements over time too.

Here's everything that's changed:

SteamVR:

  • Fixed issue causing shimmering on the edges of the display on some headsets.
  • Dashboard: Resolved some memory leaks on AMD hardware.
  • Dashboard: Improved compatibility on some older (legacy) AMD hardware.
  • Fixed an issue with older AMD cards or drivers that caused a memory leak.
  • Streaming: Advanced settings UX now respects global toggle.
  • Improved version compatibility handshake when streaming.
  • Fixed HTC Vive users not being able to activate the laser mouse by clicking the HMD button after the dashboard is visible.
  • Add protection from hangs in vrserver on exit.
  • Speculative fix for Varjo headsets not having a display.
  • Fix regression in Chaperone behavior that was impacting some 3rd party OpenVR plugins.
  • Fixed an issue where SteamVR Home would drop frames on some systems.
  • Fix a bug where the SteamVR dashboard would not start, particularly when using hardware that creates many devices at startup.

Linux:

  • Fix a crash in SteamVR when a game crashes.
  • Fixed texture leaks when mirror window was visible.
  • Improved interop with gamescope overlay forwarding.
  • The vrcompositor process is always a child of vrserver now (instead of whatever process first uses the compositor).
  • Improved GPU synchronization implementation on Linux (now uses timeline semaphores).
  • Stop invoking `pidof` internally.

VRLink:

  • On Linux, pick the best GPU for VR and streaming rather than using first enumerated device. In particular, the NVIDIA open drivers enumerate in a different order and would not get selected before this change.
  • On Linux, work-around to enable 240 MBit/s streaming on NVIDIA cards.
  • Reduce performance overhead of Timing Debug Window.
  • Adjust packet timings to reduce latency spikes.
  • Fixed streaming certain OpenXR games on Quest (including Pavlov and Into The Radius 2)

OpenXR:

  • Added support for XR_EXT_interaction_profile_battery_state_display.
  • Fix OpenXR crash related to xrDestroyInstance.
  • Improved XrCompositionLayerProjection support (fixes distortion when scene projection and display projection differ).

Developer/Internal:

  • SteamVR won't kill UnrealEditor upon exiting VR.
  • Reduce the number of uninteresting vrevents, especially under VR streaming.
  • Cleaner driver shutdown sequencing.

Source: Valve

Article taken from GamingOnLinux.com.
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About the author -
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked 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. You can follow me personally on Mastodon [External Link].
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6 comments

Gerarderloper 13 hours ago
Stream Frame is going to be real expensive!
Ehvis 13 hours ago
User Avatar
I'm tried to play something using SteamVR this weekend. So many stutters in a game that used to run perfectly smooth. So curious if this one will help:
Improved GPU synchronization implementation on Linux (now uses timeline semaphores).
Johnologue 11 hours ago
User Avatar
Quoting: GerarderloperStream Frame is going to be real expensive!
I can't wait to find out how affordable it might've been. You know. If we were allowed to have RAM.
Corben 9 hours ago
Apparently this broke the Lighthouse driver "hooks" for Monado. They advise to use the previous Steam VR branch to get it back working until the Monado devs fix it. It's a good idea to have a backup of the Steam VR LH drivers, just in case like this and it breaks.

They are located at:

$HOME/.steam/steam/steamapps/common/SteamVR/drivers/lighthouse/bin/linux64/driver_lighthouse.so

You can tell Monado to use this file via:

STEAMVR_LH_ENABLE=1
STEAMVR_PATH=<backup-path>/driver_lighthouse.so


Last edited by Corben on 3 Jun 2026 at 11:23 am UTC
Purple Library Guy 5 hours ago
User Avatar
Quoting: EhvisI'm tried to play something using SteamVR this weekend. So many stutters in a game that used to run perfectly smooth. So curious if this one will help:
Improved GPU synchronization implementation on Linux (now uses timeline semaphores).
Seems a bit desperate. I mean, standing around waving flags seems really slow for modern computing, let alone VR. 😁
bisbyx 1 hour ago
User Avatar
At this point I don't even know how many hacks I've put into place to get VR working in the good state it's in. I've done quite a bit of stuff over the years.

And now I dont know how many of these fixes are for things I've changed. if I need to change things back manually, or by virtue of Steam itself changing, if my changes are already reverted.

I should probably just start from scratch at some point. Which is kinda why I've been wanting a steam frame, because it gives me an excuse to start over without having to worry about my changes.
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