SteamVR

SteamVR

Dec 22, 2025 @ 12:43pm
SteamVR Beta Updated - 2.14.5
Release Candidate

View full event information here:
https://exit.yueirsjskjl.cf/ogg/250820/announcements/detail/532118242491106885
< >
Showing 1-13 of 13 comments
Originally posted by elvissteinjr:
Nice.
??? A changelog with "Fix the desktop overlay cursor not being visible when moving the cursor directly with a mouse."... NICE ?!?

It is staggering that a company as absurdly profitable as Valve, earning billions in revenue with such a small team, is keeping SteamVR in maintenance mode. While the community waits months or years for meaningful updates, Valve is giving us "cursor fixes"...

The core optimization team has been reduced to perhaps one or two developers by looking at the changelog... while the rest of the company is fully pivoted to the Steam Frame and its ecosystem. Because of this neglect, third party companies like Pimax or others with way less resources are forced to develop additional software layers just to implement basic features like Foveated Rendering or similar. This fragmentation and extra overhead hurts the experience of millions of users who just want a VR optimized platform. This is clearly a serious Antitrust issue at global scale.

For those unaware of the scale of this scandal: In 2025, Valve is estimated to generate over $17 billion in revenue with only about 336 employees. That is roughly $50 million in revenue per employee, making them the most profitable company per person on the entire planet, outperforming Apple, Google, and Microsoft by a massive margin. Despite these record-breaking profits, the "Steam Team" responsible for the platform consists of fewer than 70-80 people.
Valve is comfortably exploiting its monopoly over the VR storefront while neglecting the actual software infrastructure that high end third party headsets rely on. We should not need community made injectors like OpenXR Toolkit (one single guy... who stopped working on it for principle ) to do the engineering work that a multi-billion dollar company refuses to do. It is time for users to realize what game Valve is playing, the game of the monopoly.
Originally posted by Eagle of the sea:
Originally posted by elvissteinjr:
Nice.
??? A changelog with "Fix the desktop overlay cursor not being visible when moving the cursor directly with a mouse."... NICE ?!?

It is staggering that a company as absurdly profitable as Valve, earning billions in revenue with such a small team, is keeping SteamVR in maintenance mode. While the community waits months or years for meaningful updates, Valve is giving us "cursor fixes"...

The core optimization team has been reduced to perhaps one or two developers by looking at the changelog... while the rest of the company is fully pivoted to the Steam Frame and its ecosystem. Because of this neglect, third party companies like Pimax or others with way less resources are forced to develop additional software layers just to implement basic features like Foveated Rendering or similar. This fragmentation and extra overhead hurts the experience of millions of users who just want a VR optimized platform. This is clearly a serious Antitrust issue at global scale.

For those unaware of the scale of this scandal: In 2025, Valve is estimated to generate over $17 billion in revenue with only about 336 employees. That is roughly $50 million in revenue per employee, making them the most profitable company per person on the entire planet, outperforming Apple, Google, and Microsoft by a massive margin. Despite these record-breaking profits, the "Steam Team" responsible for the platform consists of fewer than 70-80 people.
Valve is comfortably exploiting its monopoly over the VR storefront while neglecting the actual software infrastructure that high end third party headsets rely on. We should not need community made injectors like OpenXR Toolkit (one single guy... who stopped working on it for principle ) to do the engineering work that a multi-billion dollar company refuses to do. It is time for users to realize what game Valve is playing, the game of the monopoly.
they're doing a lot more than they let on...
Originally posted by Eagle of the sea:
Originally posted by elvissteinjr:
Nice.
??? A changelog with "Fix the desktop overlay cursor not being visible when moving the cursor directly with a mouse."... NICE ?!?
I do quite a bit of desktop stuff with the headset on my head, so not having the cursor visible or needing workarounds was a bit annoying. Yeah, it's nice to have it fixed.

I could go into a lengthy rant about the state of PCVR, but foveated rendering is coming. Last OpenVR release added interfaces for drivers to send eye tracking data to SteamVR. I'd like to imagine this is being forwarded to the relevant OpenXR extension as well, though there's no OpenVR API for applications to take eye tracking input yet from what I can tell (unless that goes through a SteamVR Input path, don't have any supported HMD).

Making the rendering itself foveated is the game's job. Valve just put out a new Unity plugin that is supposed to help with that, however. Not a Unity dev so not sure if that's even necessary, but it's there.

Things are happening. Developer docs for Steam Frame also got uploaded the other day. Expect a wave of updates for the Frame and then complain it's not for your hardware or something.
My Pico 4 won't work anymore, great work valve
PSVR2 has terrible lag for both me and my buddy. Something went very wrong.
Now, please fix the issue where the cursor could not interact with software running with administrator privileges, and also the issue where UAC popups could not be displayed
My KAT Walk C doesnt recognise movement anymore... well thanks
thank you very much 😁
Originally posted by Cresfirc:
My Pico 4 won't work anymore, great work valve
And my Pico 4 Ultra works really great.
Good performance, good tracking, Great visual quality.
All options are back and now it is possible to leave SteamVR by the switch in the menue.
Lost this option in 2.12.4.
Beta_2.14.5 is a very well version for me on AMD 9060 XT.
a critical failture with steam vr appears today. Unable zu start hp reverb g2 at this time.
I keep having problems when trying to run No Man's Sky to my meta quest 3s via steam link. I keep getting booted with the error the host PC isn't streaming video, then when i close steamvr it remains active on the page in my steam library and wont fully close for me to be able to restart it. I actually just had this issue with Half-Life Alyx which never happened before i tried to play no man's sky yesterday.
< >
Showing 1-13 of 13 comments
Per page: 1530 50