The update with a workaround for the SteamVR issue is now available. You should get it when you launch vorpX next time.
Let me know how it goes. I didn’t encounter a single hiccup anymore in about 50 games launches, so I think that was it. Fingers crossed that it’s also fixed for you guys.
The bug is the one I described earlier with the SteamVR headset activity function returnig 0 (inactive) while in fact the headset is in use.
Whether it’s SteamVR itself or the WMR runtime reporting the wrong value through SteamVR now I can’t tell, that’s up for the SteamVR devs to determine. But it definitely wasn’t an issue with vorpX, that much I can tell.
As far as vorpX is concerned the issue is “solved” by simply not using the faulty SteamVR function anymore. Using it wasn’t really vital for vorpX. All that was lost is the ability to pause rendering to the headset if for example you take off the headset while playing to go grab a beer or something. Should rarely happen anyway, so no big deal. I can live with that perfectly fine.
The issue will affect any app using the function to determine whether the headset is active or not though, so fixing the root cause in SteamVR (or the WMR runtime if that’s the culprit) still makes sense.