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.