i just dont know what to do anymore. doesnt matter what i do, my hands are stuck like this, and the bindings are either weird or dont exist. ive done everything. clear cache and quit, verify files, reinstall, uninstall revive, make sure everything is up to date, use my quest instead of my index, nothing works. it is simply unplayable. pop1 is the only game with this issue
#SteamVR Build Bindings Broken
24 messages · Page 1 of 1 (latest)
Is this on index or quest? Steam are going through some issues with controller settings they had no knowledge on and are working on a fix, same kinda issues you explain here. It does this on Pop Rec room and breachers also
index. just did an hour and a half stream on vertigo 2 with no issues
When did this start happening?
I did see some other comments about this recently, but we haven't pushed any app updates.
a few hours before the post
I only noticed it today, but I havent played since last week. so I assume it went out with yesterdays map change?
After a load more testing, it seems to only be POP I have the below issues:
Index steam pop - ghost grip, dominant hand weapon shakes (TTV_Winter) is also experiencing the dominant hand shake.
If I play on index through revive on oculus pop, the above doesn’t happen. Winter tested this also and the shakes stopped.
It seems to be an issue playing the steam version, but it looks like a few are having different issues.
I have a steam ticket ongoing to try and sort it, but they are currently saying they believe it’s a game app issue.
Mines fixed itself from the controller settings. Selected a different profile and the hands seem to be back to normal.
so if I launch into steam, and open controller settings before I launch into pop there is a controller binding profile for pop one listed. BUT after I load into pop, the controller binding is no longer listed, and instead is called "oculus VR plugin (Unknown Engine). when I click on that binding to adapt it, there is no default binding, just a custom option. so is is possible the steam VR controller bindings just got deleted from the steam version of the game, and steam is just grabbing an oculus profile and trying to reconfigure it while it sends mismatching orientation data?
found it! so apparently, even when you are playing on an index in steam VR you need to open the oculus desktop app, go to settings, and set open xr runtime to active. this will transfer the default xr runtime from steam to oculus on your pc.
this is super confusing because once you get back to steam, it will give you a notification that it is not the default anymore, and tell you that some features may not be available unless it is set as the default again. but as soon as you set it as the default again, steam forgets that pop one is a program at all, and labels it as an unknown XR application and tries to apply default oculus controller bindings to it (while also dropping the entire list of custom bindings that the community has uploaded, because it no longer sees pop one as its own profile).
essentially, from an end user perspective, this would be the opposite behavior you would expect. you would think that setting steam as the default XR runtime would allow it to prioritize its own natively supported hardware. but I suspect there is something in the way that population one is interacting with the steam launcher, it is trying to force steam to see all hardware as oculus hardware, then overlay other control systems onto the oculus controls? I may be off, but this is definitely just an issue that is occuring with pop, so hopefully this info helps track down the bug.
but yeah, I just confirmed it twice, toggling back and forth between oculus destop app and steam vr being the default XR runtime program. when oculus has control, the index controllers work in pop one, when steam has control the index controllers are broken.
Can I close it afterwards? I try to keep tabs minimal when streaming
yup this worked, but switching between the two will become annoying fast whenever i want to stream
I actually have a friend who is using a quest over steam and was unable to move in game. I told him to try this solution and it worked. So it's an issue that isn't restricted to the index. Something about the steam build of the game is really broken. I am asking him for more details about his specific setup so I can share as much info as possible.
So in further detail, he is using Quest 2 with AirLink launching SteamVR from desktop.
If you're having issues with Pop1 on SteamVR, try setting OpenXR -> Meta Plugin Compatibility to Automatic.
This option is in the latest SteamVR version 2.1.8
i also had this issue with SteamVR with my hands in the game going in opposite directions. I had to uninstall SteamVR and reinstall it, and it helped my hands go in the same direction but now pop1 game screen freezes after 5mins before I can get into a lobby.
@red aurora try this for a fix
Issues raised from new update:
General setting sitting behind player in Steam vr version of pop
The settings in pop where u check your ping are behind the player so when u turn irl they block your view. This was a side product of no pointer patch.
Revive no longer usable
To use revive now u have to have your Open XR set to oculus in your steam vr settings and your meta plugin set to on as auto and off dont let u run the game in vr and just leave u on a flat screen loading screen. If u do both these things u can get into vr but your controllers pointers in pop will be one upside down and one about 90 degree up. I believe this is because u can no longer run the game on meta plug in auto which was preventing this issue before
Insane oculus download times
Download times using the oculus app are like 1mb per sec lol. I just left my pc on all night to update my game. I presume this is more of a meta issue than something the big box devs can do anything about so i recommend for anyone looking for a solution u just take the 6 hour download.
@ashen shale
ping whoever best to help for me
@still shale was super helpful and kept us in the loop before so we knew things weren’t being just left
We've let Meta know about the last one to help us investigate, and are looking into the first two ourselves!! We've deployed a potential fix for those but will be investigating further today!