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Steam News15 June 20251y ago

VR input functionallity poll

Team, a few of you have reported issues with the input system in the VR version acting like the UI navigation axis' are stuck.

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What changed

0 fixes0 additions2 changes1 removal
  • UI and audio
  • Compatibility
removedTeam, a few of you have reported issues with the input system in the VR version acting like the UI navigation axis' are stuck. I can't reproduce it on my system, but it's clearly not a one-off issue, so I'd like to find a solution. My best guess is that OpenXR (the VR system) and Rewired (the off-the-shelf input system) are clashing. Rewired doesn't play well with OpenXR, and I had to make a compromise in order to make them both work and make the XR controllers mappable. Were I to remove mapping support for the XR controllers, I would be able to reverse the compromise with Rewired, which would also probably fix the issue one of you had with the trigger not continuing to fire when held down.
changedThe XR controllers would still function as 'hands' in the game- you could still move the HUD with them, and press world-space buttons with them (or your hands if supported by your setup), but you wouldn't be able to bind any controls to them.
changedWhat are your thoughts? I'm personally leaning toward this potential solution, because I think it's more important to ensure compatibility with the widest range of HOTAS setups than with XR controllers, but I'm open to any opinion.

Team, a few of you have reported issues with the input system in the VR version acting like the UI navigation axis' are stuck. I can't reproduce it on my system, but it's clearly not a one-off issue, so I'd like to find a solution. My best guess is that OpenXR (the VR system) and Rewired (the off-the-shelf input system) are clashing. Rewired doesn't play well with OpenXR, and I had to make a compromise in order to make them both work and make the XR controllers mappable. Were I to remove mapping support for the XR controllers, I would be able to reverse the compromise with Rewired, which would also probably fix the issue one of you had with the trigger not continuing to fire when held down.

The XR controllers would still function as 'hands' in the game- you could still move the HUD with them, and press world-space buttons with them (or your hands if supported by your setup), but you wouldn't be able to bind any controls to them.

What are your thoughts? I'm personally leaning toward this potential solution, because I think it's more important to ensure compatibility with the widest range of HOTAS setups than with XR controllers, but I'm open to any opinion.

Source

Steam News / 15 June 2025

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