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.