Known Issues - mbucchia/Oasis-Driver-for-Windows-Mixed-Reality GitHub Wiki

Stability / Crashes

Recurring crash at start-up

Problem

SteamVR starts up and is usable for a few seconds, including display in the headset and tracking, but consistently crashes.

If your machine was upgraded from a version of Windows with the Mixed Reality Portal, there is a high chance that some stale data is present or corrupted. This issue may also happen if some corruption happens during the initial set-up process.

Workaround

This can be solved by clearing the environment data, in particular solution 2 where you delete the WindowsHolographicDevices folder manually, then re-run the Room Setup.

Solution

No further work planned. Detecting the corruption does not seem possible and preemptively deleting the environment data is detrimental to quality of tracking.

AMD GPUs

Incorrect Driver

Problem

The unlock procedure completes on my system with an AMD GPU, however SteamVR fails to start.

Solution

Install AMD Adrenalin 25.9.2 and not other version. AMD versioning scheme is odd, and some drivers are numbered 25.10.x but do not have the correct fix for Oasis.

Incorrect Version of Windows

Problem

The unlock procedure completes on my system with an AMD GPU, however SteamVR fails to start.

Solution

The AMD driver will only enable support for Oasis on Windows 11 24H2 and above. This is because AMD does not want to break compatibility with the Mixed Reality Portal on older versions of Windows. You have no choice but to update to Windows 11 24H2 or above.

Cannot use 60Hz mode

Problem

Cannot select 60Hz mode in the SteamVR Settings, only 90Hz mode is available.

Solution

None. This issue has been reported to AMD and cannot be fixed by Oasis alone.

Image distortion

Cross-eye feeling, double vision, poor eye relief issue

Problem

On a minority number of units, due to specific factory calibrations, the stereoscopic distortion does not appear correct, causing a convergence issue for the user (and some discomfort). In layman's terms, the 3D image doesn't look right.

Workaround

Use the SteamVR Settings -> Windows Mixed Reality -> Distortion Correction Right (Preferred) slider and slowly adjust the value until the issue disappears.

This workaround is effective for most users, but not all.

Solution

Under investigation. This issue is the result of some incorrect math (due to unknown/proprietary code in the original Windows Mixed Reality). The developer now has access to a loaner unit exhibiting this problem and will attempt to understand its root cause.

Visual artifacts/blocks [HP Reverb G2 only]

Problem

On a minority number of units, due to specific factory calibrations, lines or triangles are visible in the middle of the display or near the edges of the display.

Workaround

This issue can be worked around by toggling SteamVR Settings -> Show advanced settings, then Windows Mixed Reality -> Use Hidden Area Mesh -> Off.

Solution

Under investigation. This issue is the result of the advanced distortion profile used on Reverb G2, where the distortion function does not diverge to infinity, but rather behave randomly outside of the distortion area. Such function is incompatible with the distortion model used by SteamVR. A workaround is already in place in the driver, reducing the likelihood of this issue, but not eliminating it.

Video

Starting SteamVR in 60Hz mode causes a crash

Problem

StreamVR crashes at startup or fails to initialize the display when 60Hz mode is selected.

Workaround

Switch the refresh rate in SteamVR Settings -> General to 90Hz for SteamVR to start, then the refresh rate can be changed (without a restart) to 60Hz.

If the setting is not accessible from SteamVR Settings, try manually unsetting it: close SteamVR entirely, then edit file C:\Program Files (x86)\Steam\config\steamvr.vrsettings. Look for a line "preferredRefreshRate" : 60,, and delete this line.

Solution

None. The developer cannot reproduce the issue but hopes to be able to dedicate some time to troubleshoot it in the future.

Tearing at the middle/bottom of the screen

Problem

There is a visible tear of the screen, where one part of the screen seems to "lag" behind. It is unclear if this issue is unit specific (your headset) or machine specific (GPU, driver, etc...).

Workaround

Switch the refresh rate to 60Hz in SteamVR Settings -> General.

Solution

None. The developer cannot reproduce the issue but hopes to be able to dedicate some time to troubleshoot it in the future.

Hybrid GPU / Laptops

Problem

The unlock procedure fails to find the HDMI/DisplayPort output for the headset, and SteamVR cannot start and open the display output.

Solution

Ensure that the "high performance" graphics adapter is enabled. You may also try adding the following applications to the list of applications that prefer use of the high performance graphics adapter: Steam\steamapps\common\Oasis Driver for Windows Mixed Reality\unlock\unlock_wmr.exe, steam\steamapps\common\SteamVR\bin\win64\vrserver.exe, steam\steamapps\common\SteamVR\bin\win64\vrcompositor.exe and steam\steamapps\common\SteamVR\bin\win64\vrstartup.exe.

Unfortunately, not all topologies of hybrid GPUs are supported by SteamVR native drivers, hence it is possible that this issue is unavoidable on certain laptops.

Headset tracking

Height is incorrect

Problem

The view in the headset is too high or too low, not matching my actual height.

Solution

Look around the room for a minute, then face the front of your playspace. Open the SteamVR Dashboard and perform a Recenter (this part is critical, as it forces the driver to acquire a valid room anchor). Now perform the Room Setup procedure. When asked to calibrate height, lay the headset flat on the floor, enter 0cm/0in height, and press Calibrate.

Headset is occasionally "teleported"

Problem

Initial position in the room is lost between restarts of SteamVR. Position in the room "jumps" around when looking in certain directions.

Workaround

Look around the room for a minute, then face the front of your playspace. Open the SteamVR Dashboard and perform a Recenter (this part is critical, as it forces the driver to acquire a valid room anchor). Now perform the Room Setup procedure.

Solution

Under investigation. This issue is caused by the lack of redundancy when tracking "room anchors". The developer wishes to implement a network of redundant anchors to reduce the frequency of this issue.

Headset view is tilted sideways

Problem

The view in the headset is not level (parallel to the horizon), but instead tilted left or right.

Solution

This happens sometimes at first run when the tracking doesn't do a good job at learning your room. This can be solved by clearing the environment data then re-running the Room Setup. Make sure to look around the room for a minute or two before entering the Room Setup.

Controllers

Tracking quality is poor, jittery

Problem

The quality of the tracking of the motion controllers is poor and/or the controllers shake repeatedly.

Workaround

Ensure optimal Bluetooth quality. Use an antenna when possible. Connect your USB Bluetooth receive to a USB 2.0 port away from a USB 3.0 port. Use a higher quality/brand Bluetooth receiver.

Solution

Oasis does not support the built-in Bluetooth interface that was included with the Samsung Odyssey+, HP Reverb G1 and G2. However, the developer plan to implement support for it, which greatly improves the tracking quality on these headsets.

Controller is paired in Windows but not detected by SteamVR

Problem

Most often, this issue is caused by poor Bluetooth. In some cases, it may be caused by a bad motion controllers cache.

Make sure you have re-run the unlock procedure, as it fixes the most common issues.

Workaround

Exit SteamVR.

Open the folder in File Explorer: %LocalAppData%\Microsoft\Windows\MotionController. There should be two folders: Calibration and FirmwareVersion.

Delete Calibration.

Solution

Under investigation. Will likely add the workaround above to the unlock procedure automatically.

Controller is detected by SteamVR, buttons work, but not tracking

Problem

SteamVR detects your controller, and the buttons/vibration work, however the controllers never appear.

Solution

This issue is caused by the USB connection to the headset not running at USB 3.0 speed. Check your USB port or USB hub, remove/replace any extension cable or adapters.

Game does not receive button inputs

Problem

Controller is detected, but does not appear correctly (eg: wrong controller model in game) or cannot perform interactions with the buttons.

Workaround

Try using the emulation mode by toggling SteamVR Settings -> Show advanced settings, then Windows Mixed Reality -> Emulate Touch Controllers.

Try using community bindings through the SteamVR Settings -> Controllers control panel.

Solution

Under investigation. Some games (like Resonite) could receive better compatibility if Oasis "looked" more like the previous Windows Mixed Reality for SteamVR driver.

Navigation in the dashboard doesn't use the joystick left/right

Problem

This affects only HP Reverb G2 Motion Controllers (the ones with the ABXY buttons). In the dashboard, the joystick cannot be used to scroll left and right.

Workaround

You can use the Trigger to "grab" and scroll left and right.

Solution

None planned. This issue already existed in the original Windows Mixed Reality for SteamVR driver.

Passthrough

Camera orientation is incorrect [HP Reverb G2 v2 only]

Problem

The passthrough cameras are incorrectly being displayed side-ways (rotated by 90 degrees).

Workaround

Please use SteamVR Settings -> Windows Mixed Reality -> Rotate Passthrough Cameras (HP Reverb G2 v2) to correct the issue.

Solution

None. When time allows, the developer hopes to auto-detect this condition and apply the rotation without the need to manually use the setting above.

Eye tracking

Calibration cannot be completed [HP Reverb G2 Omnicept only]

Problem

The HP eye tracking calibration application does not enter VR properly, making it impossible to complete the eye tracking calibration procedure.

Workaround

Eye tracking is still functional in uncalibrated mode. This is sufficient for usage like foveated rendering.

Solution

None. When time allows, the developer hopes to create a way for the calibration application to enter VR properly.