With Microsoft’s sweeping changes in Windows 11 24H2, thousands of existing Windows Mixed Reality (MR) headsets—from manufacturers like Acer, Asus, Dell, HP, Lenovo, and Samsung—have found themselves at a dramatic crossroads. Official support for these devices has been unceremoniously stripped from the Windows ecosystem, effectively sidelining a once-promising category of affordable, full-room tracking PC VR gear. For dedicated users and curious VR enthusiasts alike, the future seemed all but sealed—until a surprise development from inside Microsoft itself signaled that the story may not yet be over.
The abrupt end of Windows MR support surprised few industry watchers: Despite significant investments from major brands and Microsoft, Windows MR never mustered more than a small sliver of the VR hardware market. The underlying software stack lagged behind rivals like Valve’s SteamVR, and even steep markdowns couldn’t entice sustained mainstream adoption. Still, the platform’s demise created a unique form of electronic waste—a constellation of perfectly functional VR headsets rendered unusable for their intended purpose.
When Windows 11 24H2 began rolling out, the final blow was delivered. Microsoft’s update eliminated the Windows MR runtime. Suddenly, these headsets could not even function as VR displays for SteamVR games—because the compatibility layer (or “shim”) that once bridged the Windows MR runtime with Steam’s more popular VR platform was gone. For users, developers, and the VR community at large, this shut down avenues for indie development, experimentation, and low-cost entry into PC VR gaming.
Bucchianeri’s credentials underscore both the challenge and promise of this undertaking. His resume includes work on PlayStation hardware at Sony, major launch experience at SpaceX, and deep involvement in the HoloLens and Windows MR teams at Microsoft itself. He has also contributed to OpenXR (the Khronos open standard for VR/AR development), developed the OpenXR Toolkit and VDXR, and has a track record of publicly critiquing suboptimal platform strategies—particularly those of Meta concerning OpenXR compliance.
But this engineering feat comes with legal and ethical minefields. Bucchianeri stresses that Oasis avoids infringing on Microsoft intellectual property or breaking nondisclosure agreements. In a world where reverse engineering often treads a thin line, this is crucial—not just to appease Microsoft’s legal department, but to assure users and industry watchers that the project is on solid ground. To reassure further, he’s opting not to make the code open source, to avoid accidental NDA violations or proprietary data leaks—a decision that’s unusual in open hardware projects but perhaps understandable in this context.
Testing and development of the Oasis driver is ongoing, but a public release is targeted for the coming fall. Bucchianeri confirms that it will be released for free, making it a potentially transformative development for PC VR owners with “orphaned” hardware.
However, history suggests that hardware alone does not guarantee mass adoption. Windows MR devices—despite heavy price cuts in previous years—were hampered by reliability issues, software friction, and lackluster third-party support. Even with native SteamVR integration, some technical hurdles may remain: tracking fidelity, controller ergonomics, and user experience are dictated not just by drivers, but by the headsets’ physical limitations.
Oasis, while not open source, is in spirit a practical realization of OpenXR’s ambition: making hardware obsolete only when it physically breaks, rather than being artificially retired due to software and business decisions. If successful, it may inspire similar “bottom-up” revival projects for VR gear left behind by manufacturer pivots or platform wars.
Still, broader adoption will rely on factors far beyond technical feasibility. Comfort and tracking issues, controller ergonomics, and overall user experience are challenges that no driver can entirely overcome. Meanwhile, new headsets from giants like Meta, Valve, and others continue to raise expectations for wireless freedom, high-fidelity tracking, and seamless content ecosystems.
For power users determined to squeeze value from their MR headsets, Oasis offers a rare reprieve. For mainstream consumers, it may simply prolong relevance—giving them time to explore PC VR on modest budgets, experiment with custom setups, or simply enjoy a taste of a now “legacy” platform that might have, with a few different business decisions, achieved far greater heights.
In a tech world increasingly shaped by planned obsolescence and software-locked ecosystems, efforts like Oasis stand as quiet rebukes—proof that with enough expertise, ingenuity, and perseverance, end users can sometimes snatch victory from the jaws of carefully orchestrated platform sunsets.
For now, Windows MR headsets have won a stay of execution, if not a full pardon. This unexpected comeback, powered not by sweeping corporate strategy but by a lone engineer’s vision and technical prowess, is both a testament to individual agency and a beacon for disenchanted hardware communities everywhere.
As autumn approaches and the Oasis driver nears release, thousands of dormant headsets may once again light up—with new possibilities, and new life, in virtual reality’s ever-shifting landscape.
Source: UploadVR Microsoft Employee Working On SteamVR Driver To Revive Windows MR Headsets
The End of Windows Mixed Reality (MR)—Or Is It?
The abrupt end of Windows MR support surprised few industry watchers: Despite significant investments from major brands and Microsoft, Windows MR never mustered more than a small sliver of the VR hardware market. The underlying software stack lagged behind rivals like Valve’s SteamVR, and even steep markdowns couldn’t entice sustained mainstream adoption. Still, the platform’s demise created a unique form of electronic waste—a constellation of perfectly functional VR headsets rendered unusable for their intended purpose.When Windows 11 24H2 began rolling out, the final blow was delivered. Microsoft’s update eliminated the Windows MR runtime. Suddenly, these headsets could not even function as VR displays for SteamVR games—because the compatibility layer (or “shim”) that once bridged the Windows MR runtime with Steam’s more popular VR platform was gone. For users, developers, and the VR community at large, this shut down avenues for indie development, experimentation, and low-cost entry into PC VR gaming.
A Lone Engineer’s Mission: Project Oasis
Emerging from this technological ashes, a veteran developer named Matthieu Bucchianeri—currently employed at Microsoft but acting in an unofficial capacity—has embarked on an ambitious mission. His project, “Oasis,” is a native SteamVR driver designed specifically to resurrect Windows MR headsets. This isn’t a patch or a quick workaround, but a wholesale reintegration, promising to place discontinued MR gear on equal footing with stalwarts like Valve Index and HTC Vive within the SteamVR ecosystem.Bucchianeri’s credentials underscore both the challenge and promise of this undertaking. His resume includes work on PlayStation hardware at Sony, major launch experience at SpaceX, and deep involvement in the HoloLens and Windows MR teams at Microsoft itself. He has also contributed to OpenXR (the Khronos open standard for VR/AR development), developed the OpenXR Toolkit and VDXR, and has a track record of publicly critiquing suboptimal platform strategies—particularly those of Meta concerning OpenXR compliance.
Deep Technical Roots—and a Delicate Legal Balance
At the heart of Oasis lies some serious technical wizardry. According to Bucchianeri, the project “deeply reverse engineers” the essential components needed to communicate head tracking, controller input, and display output from the Windows MR hardware, bypassing the now-defunct Windows MR runtime altogether. The new driver speaks directly to SteamVR, treating MR hardware like any other natively supported headset in Valve’s ecosystem.But this engineering feat comes with legal and ethical minefields. Bucchianeri stresses that Oasis avoids infringing on Microsoft intellectual property or breaking nondisclosure agreements. In a world where reverse engineering often treads a thin line, this is crucial—not just to appease Microsoft’s legal department, but to assure users and industry watchers that the project is on solid ground. To reassure further, he’s opting not to make the code open source, to avoid accidental NDA violations or proprietary data leaks—a decision that’s unusual in open hardware projects but perhaps understandable in this context.
Present Limitations and Future Prospects
As of now, Oasis only works with Nvidia GPUs. This limitation stems from differences in how VR “direct mode” (which allows headsets to bypass the Windows desktop environment and connect directly to the display pipeline) is implemented across graphics card manufacturers. AMD’s VR direct mode is more tightly controlled, but Bucchianeri reports ongoing discussions to enable compatibility—a promising sign for broader device support materializing post-launch.Testing and development of the Oasis driver is ongoing, but a public release is targeted for the coming fall. Bucchianeri confirms that it will be released for free, making it a potentially transformative development for PC VR owners with “orphaned” hardware.
Industry and Community Reaction: Cautious Optimism
Within VR circles, news of Oasis has sparked a mix of excitement and pragmatic skepticism. On one hand, reviving Windows MR headsets unlocks a deep secondary market of suddenly affordable, full-fledged VR kits. For educators, indie developers, and thrift-minded consumers, this presents an intriguing low-cost entry point to PC-based VR gaming and development. The possibility of dozens of “obsolete” headsets regaining utility is ecologically and economically appealing.However, history suggests that hardware alone does not guarantee mass adoption. Windows MR devices—despite heavy price cuts in previous years—were hampered by reliability issues, software friction, and lackluster third-party support. Even with native SteamVR integration, some technical hurdles may remain: tracking fidelity, controller ergonomics, and user experience are dictated not just by drivers, but by the headsets’ physical limitations.
The Battle for Open Platforms: OpenXR’s Promise and Pitfalls
One of the underlying stories here is the larger trend toward open standards in VR and AR. OpenXR, stewarded by the Khronos Group, aims to prevent precisely the kind of fragmentation that doomed Windows MR by ensuring cross-platform compatibility and reducing developer headaches. Bucchianeri’s previous work as an OpenXR contributor, and his public critiques of Meta’s OpenXR implementation, highlight persistent gaps in how “openness” is practiced across the industry.Oasis, while not open source, is in spirit a practical realization of OpenXR’s ambition: making hardware obsolete only when it physically breaks, rather than being artificially retired due to software and business decisions. If successful, it may inspire similar “bottom-up” revival projects for VR gear left behind by manufacturer pivots or platform wars.
Strengths of the Oasis Approach
- Sustainability: Restoring functionality to the massive cohort of MR headsets diverts e-waste and maximizes the utility of existing gear.
- Affordability: With new VR headsets still priced steeply, a revived market for affordable used hardware could make VR more accessible to a wider audience, from schools to hobbyists.
- Technical Depth: Bucchianeri’s unique insider-outside perspective—deep platform knowledge, but unofficial status—lends credibility and stamina to the project.
- Community Empowerment: Projects like Oasis empower users to control the fates of their devices, sidestepping industry trends that routinely leave older hardware behind.
Risks, Unknowns, and Real-World Constraints
Despite these strengths, the Oasis project is not without significant risks and uncertainties:- GPU Compatibility: Current Nvidia-only support is a major limitation, with millions of AMD users potentially excluded at launch.
- No Open Source: While done to avoid legal issues, closed-source development could slow community bug-fixing and limit trust or adaptation for edge cases.
- Potential for Breakage: Future Windows updates or SteamVR changes could disrupt Oasis driver functionality, requiring ongoing maintenance and rapid intervention.
- Corporate Backlash: Even with care to avoid IP violations, there remains a risk of “lawyerly” pushback from Microsoft or hardware vendors.
- Feature Parity: Some aspects of the original MR experience—like precise hand-tracking, specific controller nuances, or room setup workflows—may be difficult to perfectly replicate without access to original runtime code.
A Second Chance for Windows MR—But Is It Enough?
Many in the VR community see Oasis’s promise as a powerful symbol—an engineering “rescue mission” for a platform abandoned not by its users, but by market realities and business strategy. If the driver achieves robust performance and wide GPU compatibility, expect an influx of secondhand MR headsets onto resell platforms at bargain prices. Makerspaces, researchers, and classrooms could benefit, as would indie PC VR gamers hunting for affordable entry points.Still, broader adoption will rely on factors far beyond technical feasibility. Comfort and tracking issues, controller ergonomics, and overall user experience are challenges that no driver can entirely overcome. Meanwhile, new headsets from giants like Meta, Valve, and others continue to raise expectations for wireless freedom, high-fidelity tracking, and seamless content ecosystems.
For power users determined to squeeze value from their MR headsets, Oasis offers a rare reprieve. For mainstream consumers, it may simply prolong relevance—giving them time to explore PC VR on modest budgets, experiment with custom setups, or simply enjoy a taste of a now “legacy” platform that might have, with a few different business decisions, achieved far greater heights.
The Big Picture: Platform Endings, User Agency, and the Ethics of Sunset
The Oasis project raises provocative questions about the role of users and developers in shaping the lifecycle of consumer hardware. Should manufacturers have the final say on when perfectly functional devices become “obsolete,” or should technically skilled individuals, empowered by reverse engineering and open standards, chart their own course?In a tech world increasingly shaped by planned obsolescence and software-locked ecosystems, efforts like Oasis stand as quiet rebukes—proof that with enough expertise, ingenuity, and perseverance, end users can sometimes snatch victory from the jaws of carefully orchestrated platform sunsets.
For now, Windows MR headsets have won a stay of execution, if not a full pardon. This unexpected comeback, powered not by sweeping corporate strategy but by a lone engineer’s vision and technical prowess, is both a testament to individual agency and a beacon for disenchanted hardware communities everywhere.
As autumn approaches and the Oasis driver nears release, thousands of dormant headsets may once again light up—with new possibilities, and new life, in virtual reality’s ever-shifting landscape.
Source: UploadVR Microsoft Employee Working On SteamVR Driver To Revive Windows MR Headsets