Results 10 comments of beta

I've just run into this bug. The problem is that the callback receives an invalid OSVR_ButtonState for this particular button, with a value that changes with every restart of the...

I noticed an error in plugins/multiserver/com_osvr_Multiserver_RazerHydra.json, which could be related: ``` "button": { "count": 15 } ``` The button count should be 14, as there are 7 on each controller.

Have you tried uncommenting this section in the shader? ``` //[branch] if ( g_vLightShadowIndex_vLightParams[ i ].y != 0 ) // If has a light cookie //{ // // Light cookie...

You can try to add this line to the top of the file, below g_tOverrideLightmap: `sampler3D g_tVrLightCookieTexture;`

Tex3DLevel is probably a macro similar to Tex2DLevel, which is defined at the beginning of the shader: ``` #define Tex2DLevel( name, uv, flLevel ) name.SampleLevel( sampler##name, ( uv ).xy, flLevel...

I noticed it too. Apparently SteamVR has been changed in many important ways in relation to the input system since the last release of this driver. I'm trying to fix...

News break. The upgrade to OpenVR 1.0.16 is finished, the driver has its own controller bindings profile now in SteamVR. The profile still needs some work, but I can already...

A new build has been pushed out to the beta branch on Steam: https://steamcommunity.com/games/steamvr_hydra_driver/announcements/detail/1711818454449860967

Great job @r57zone! Unfortunately my hydra has problems so I can't try it. But I can put up a beta branch for this version on Steam if you need it.

It's time to switch to armbian on my opi pc I guess.