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  1. This issue just started up recently where my steam vr will just completely lose my right controller but if i go to the oculus home it's perfectly fine. My second issues is that after about 30 mins of any vr game no matter what my steam vr just crashes or my oculus link just quits. I have been using a link cable for all my pc vr and i have 3 vive trackers 3.0. I have tried reinstalling my oculus and my steam vr and tried it without my trackers on and with air link/virtual desktop with the problem still happening just not as often when using virtual desktop and airlink. Just incase anyone asks i have tried a index and a quest 2 and the problem still happens. I even did a fresh install of windows with the problem still happening. Pc Specs Cpu: amd ryzen 5 5600x Gpu: NVIDIA GeForce RTX 3050 mobo: ASUS PRIME B550M-K Ram: 32gb of team group 3600 power supply: EVGA SuperNOVA 80 PLUS Gold 850W
  2. I need help, I don't know what to do and it driving me insane... Information on parts I'm using CPU: AMD Ryzen 9 5900x Motherboard: Asus Tuf Gamining x570-Plus (Wi-Fi) [Bios: SMBIOSBIOSVersion 4602] Ram: DDR4 2x32GB [speed:3600mhz] Power supply: 1000W CORSAIR RM1000e Fully Modular 80 PLUS Gold Windows Version: Window 10 [The issue] After i swap my Graphic card from a 2060 Super, I play a lot of VR Games. On the 2060 Super everything run fine, run smoothly and all. However once i install the 3090 into it and try to run VR I lag like there no tomorrow, and i notice that when i run GPU-Z I notice that the GPU Clock and Memory Clock is not reading at all and show blank (Image to show the issue) I try doing other trouble shooting like uninstalling my graphic driver by using DDU and installing a fresh install of the driver for the graphic card and still give me the same issue. When swapping back to my 2060 Super It act like it never an issue and display the GPU Clock and Memory Clock and never lags in VR whatsoever. Has anyone run into this issue or know the fix to this.. I hope the information i provided and parts along with the bios version can be of some help..
  3. I use an HP Reverb G2, a Windows Mixed Reality headset. I play all my games through SteamVR, and it's worked flawlessly in the past. Now when I try to launch Beat Saber, an animation and sound first plays that's similar to when SteamVR first boots from WMR. Then, once I'm in there, Beat Saber resets to my default centre position rather than what I usually recentre to in SteamVR; and I can't open the SteamVR menu, which seems to indicate to me that SteamVR somehow handed the game off to WMR. And then, when I try to play any song, it just blackscreens and never responds again. Custom songs don't load either. Other games work fine, like Hot Dogs, Horseshoes, & Hand Grenades; they don't seem to load up in WMR since they don't exist on that platform. I have tried: Verifying the game files Uninstalling and reinstalling the game I don't even know where to begin to fix this. A friend suggested it might have to do with Windows overriding my AMD graphics drivers, but the support page for fixing that is under maintenance, so I can't follow the steps there. Please help!
  4. Alright, so I've been trying to sort this problem out for well over 3 months now. Whenever I launch SteamVR, it just flat crashes. The program opens just fine, but regardless of weather or not you click anything or not, after about 30 seconds to 1 minute, it hard locks up and crashes, giving a "SteamVR has encountered a critical error" message. In the first 30 seconds you can look around and move freely in the VR home, but if you try to open any menu or do anything else, it freezes. It doesn't crash my computer when this happens, Just SteamVR itself. every 5 times or so I try it also crashes Steam with it. Outside of SteamVR, my VR works perfectly. I can play Microsoft Flight Simulator or any other Windows Mixed Reality title just fine, I can play Beat Saber fine if I'm not running it through Steam. This problem also persists across both of my headsets and will also crash even if my headset isn't connected to my tower at the time. Things I've tried: - Verifying SteamVR file integrity. - Reinstalling SteamVR - Updating Microsoft VisualC++ Redist. - Updating Nvidia Drivers - Updating USB Drivers - Disabling antivirus or other software that would likely interfere with it. - Running Steam as Administrator - Running SteamVR with the -safe tag - Several other things I can't even remember <.<; System Specs - Windows 10 - Ryzen 5800x - Asus B450 F Gaming - Gigabyte Aorus Master RTX 3070 - 64GB Corsair Vengeance DDR4 running at 3200 - 2TB NVME drive - 1200W Thermaltake PSU - Oculus Quest 2 - Oculus Rift S Any idea's? This has been a pretty frustrating thing to deal with since absolutely nothing I try works at all. Any help would be much appreciated. Any questions you have I'll answer as best I can. Thank you!
  5. so, me not being a fan of me-Facebook, i dont exactly trust the oculus app and what it might be doing on my system (im sure i could go through and block whatever network access it has, but anyways). i already plan to install OculusKiller to free up system resources, but i also wanna know how much i can delete from the Oculus folder, in a similar way i did when i had Virtual Desktop running, where all i had left after was C:\Program Files\Oculus\Support, so at least SteamVR could work properly with my quest. basically, i wanna delete as much as possible so that all thats left is whatever is required to allow steamvr to connect to my quest over a link cable. anyone have any suggestions or anything like that to share?
  6. I have been having issues with low fps in vr games with my oculus rift cv1. These issues persist across different vr games and settings. The problem I get is that in vr games, I get dips in framerate down to 45fps exactly. I know this because of the fpsVR applicatioon, and it shows under-utilized gpu, sometimes as low as 60%. I don't think it's a cpu bottleneck either, as the highest usage I get is 80%, and it's usually lower than that. I am running at 100% of the oculus rift cv1 resolution, and the tested games that exhibit this behavior are beat saber, superhot vr, half-life alyx, vr chat, and steam vr home. specs: r5 1600, rx 5700, 16gb ram
  7. Before that: please turn on night theme on ltt forums as there are white text involved here... Thanks! Synopsis you heard right, if you happen to have a standalone headset like the Oculus Go or maybe you have a Gear VR, mobile vr headset or a google cardboard with a headstrap/daydream lying around or you own a PSVR and you want to use it both on your PS4/5 and PC for example, you have come to the right place! Now I'm aware that the oculus quest 2 is a better solution for budget VR nowdays but such thing has existed for a long time and has been one of the cheapest methods to get into vr before the Rift S and the Quest was launched (and even when the windows mixed reality existed, it was still a good alternative to vr). but this is also a good alternative to those who dont like the "facebook" elements that mark put on the quest 2 or those who just want to use their PSVR on both their PC and their Playstation Console (starting from PS4). This (well hopefully) also helps with the "Reuse" on one of the 3 Rs for your old headset... "Ok but how do we get to do that?" you might be asking... Great question! Thanks to OpenVR Software like VRidge for example, it is possible to turn mobile vr headsets into a SteamVR HMD (Headmount) and use it that way and there are open source solutions too that serve this purpose too, for example PhoneVR here that it is available on github! PSVR is another story as there are more specific software for it to run like Trinus PSVR or iVry. The issue with this is that those are 3DoF (which means you have rotation only) and excluding solutions like Vridge which can use 3DoF controllers and a phone with gyroscope as controller or control your hands using your keyboard and mouse, you really dont have any controllers you can use, especially 6DoF ones. So sit back and see how can you make it happen! NOTE: What device you want to connect varies by different methods but the motion tracking setup process will work the same and the guide will use an application that works with every type of headset including PSVR and Daydream (alltho Daydream seems to have been discontinued so im not sure if I can mention it at this point) Step 0: Requirements In order to gain the 6DoF Experience, you need the followings: The following headsets: Mobile/Smartphone VR Headset (could be cardboard or daydream too) Oculus Go Gear VR PSVR A Quest (2) works too but this is unnecessary as oculus link exists A VR Kit called Nolo CV1: What is a Nolo CV1 and who is Nolo?: NoloVR (or "Nolo") is a chinese vr company that had one objective in mind: To be the first company to ever make a unique 6DoF VR Solution to work for Mobile VR headsets and more headsets that can't do 6DoF. Nolo CV1 is NoloVR's product that fullfills this purpose mentioned above, it includes all the stuff you need like the base station, the controllers and the Headset Marker (of course along with the cables that you need to get started and mounts). Where to buy: unfortunately those are available china only but here are the methods: BangGood (has the 4 meter steamvr cable according to the description) Giztop (this does not have the 4 meter SteamVR cable but it's at least cheaper even than the quest 2) BangGood is currently on sale at the time of writing but almost the same price of the quest 2 with shipping, but you can use the new user coupon if you register an account and get it for about 269 US dollars, which is really good! Both listings are in new condition! All links do not have affiliation codes or anything like that, see for yourself if you dont believe me... I bought mine on Giztop, and it was unfortunate that it did not come with the 4 meter SteamVR Cable that i wanted but Nolo is generously sending me one for free but i would really recommend you buy it from banggood so you can save nolo some trouble because as you know, sending/shipping items outside of china really does cost money (mostly not a lot but still) and it would be nice to do that for this sake, even if it is that they are willing to send one for free! But the kit overall works really well despite that! A well-capable VR Gaming PC but the minimum requirements are as follows: OS: 64-bit Windows 7 or Windows 10 CPU: Intel i7-4790 / AMD Ryzen 5 1600 RAM: 8GB GPU: According to NOLO: GTX 970 or 1050 / AMD Radeon R9 290 or RX 560 I'm running VR on the minimum specs and yes I normally shouldnt be but when it is configured properly, I have no problems with it! and at the very least, 1 USB Type-A port free (or 2) here's the picture for most of the requisites Step 1: Preparing and Pairing Chapter 1: Mounting and Pairing first take your headset or cardboard and then choose the right mount based on your headset that you are using, if it is a PSVR or an Oculus Go for example, you can use the two sided mount that you got in the box (shown in the second picture), if you have a smartphone headset like the cardboard, you must use the single sided mount shown in the below picture, when you decide the right mount, take off the red tape (shown with a red arrow in the second picture) then place it above it on the correct side of the headset (the way it should be placed is shown below), like for example here with my mobile vr headset in the below picture, if you have a cardboard or a mobile vr headset, make sure give space so you can open the cover to put your phone on or adjust your lens IPD After that, take your Headset marker, (the one with the ball on top, and has a hole below but it it is shown in the pictures below) and align it with the hole like shown below and fully insert it until it is tight and it cannot be taken off: when you are in the last picture, it means that the marker was fully inserted and ready to go! Now let's get into the pairing process, nolo has a great guide here so you can go there, pair it and come back here to continue within this guide. Please note that IF your headset marker, controllers and base station turns green after you turn them on for the first time, that means that everything was paired out of the box and no need to do this process. After you are done with the pairing, let's get into the software side of things and how to upgrade the firmware when there is one available Chapter 2: Software preparation and upgrading firmware Note that it is not necessary to start updating the firmware but it is recommended per say... Let's start by updating the firmware, first download Nolo HOME here or by going to Nolo's official website and then install it. Dont forget to install Steam and SteamVR too! Now for PSVR Users, there will be an driver installation wizard for psvr appearing as you install Nolo Home like this shown below: you can install the driver and use NOLO Home as the primary method for playing SteamVR but for this guide, we will just press Cancel and continue on with the installation for non-PSVR users, just press cancel, it is not necessary to install the driver! When the installation is done after that, Launch NOLO Home and you'll see this: Choose an option based on what device you have. If you have a PSVR, click Wired connection, if you have a mobile vr headset, gear vr or standalones like the oculus go, click Wireless connection. That step is normally not necessary as we are going to use a third party application and not nolo home for this guide but it is required by the software otherwise you cannot continue so i would say just choose whatever or choose as follows above. After you choose and click Next. You should be greeted with a little tutorial, just keep clicking next and skip the user guide by keep clicking next until you see Complete and click on it. After that you should be in here (after you choose wireless connection but that does not make a big of a difference for what we are going to do) Now click on the toolbox icon (or the nolo toolkit, shown below) and you should be greeted wiith different options. Now click Firmware Updater and then select Nolo CV1/CV1 Pro and follow the instructions shown on the Window. After you are done and the firmware of the devices are up to date, you can go ahead and uninstall NOLO Home if you want and or just dont and use that to connect your device but i do not recommend it as NOLO Home only uses wireless for Android Mobile, Oculus Go and more or move on from here: IF you are keeping NOLO Home and you are going to use the third party application as per the guide, then we have to do one thing. Launch SteamVR on Steam, go to the hamburger menu and click Settings. Click Show on Advanced settings section and then click MANAGE ADD-ONS and turn off nolo and alvr_server (mine is blocked but you should have the option to turn it off) as shown below: Exit/Close/Quit SteamVR after that. This is so that we prevent the drivers between nolo home and our third party software so it does not give us some unexpected issues or tries to run one driver to another altogether in which the driver facing the same devices and that causes issues like crashing SteamVR! Else IF you are willing to use NOLO Home instead, then click on User Guide on the nolo home software and actually follow the instructions and you can skip the pairing instructions and then click connect or start and go on your way to Playing VR Games. But again for this guide we will use a third party software. Just be aware that Nolo HOME isn't guranteed to work on your phone if you are using this device, while it is (was actually) being updated about every month, you should just keep that in mind... Now it's time for our next step which is running our third party software Step 2: Installing and Running the Third party software: Chapter 1: The third party software The third party driver software that we are going to use for this guide is called "iVry", it works with both your Phone, Mobile VR Headset, PSVR and Quest (alltho again for the quest just use the oculus link) and has built in drivers for Nolo CV1 out of the box, Fantastic! (this is the reason i was recommending you turn off nolo and alvr_server in steamvr settings at some point). This also has many good features like: H264, and H265 Encoding support for higher refresh rate and higher resolutions, support for wireless (wifi) and wired (usb) and also wired without usb tethering (as long as you turn on usb debugging, for iPhone users I cannot tell, I'm sorry)! On devices like Android, iOS, Oculus Go and more mobile devices (ah yes, did I mention that iVry works with iPhone too? Unlike Nolo HOME! I dont use an iPhone so this guide will be for android only, sorry iPhone users but the steps should be the same for you to get it up and running!) Multiple driver modes with both Direct and Virtual You can use your GearVR (or maybe Oculus go) 3DoF Controller as a Vive emulated one (but for this guide we will use the Nolo CV1 kit) very configurable and user friendly settings that you can configure within your phone, desktop (will be located on the tray in the taskbar and that opens a window settings for iVry) or if you have a nolo cv1, within SteamVR too! Don't worry tho, we will go within the settings and im going to try my best to explain what are each setting to make you understand. The good thing too is that the lite version has only one limitation which is when you are playing for a few minutes later or so, you will notice the color saturation slowly degrading, ending up with a black and grey color on your HMD (Headmount) Screen which means that you can at least still try iVry without being interrupted or having to worry about the time limit! After you feel like you are satisfied with it, give them a credit, pay the premium (this is on another discussion as there are multiple premium version for each devices) and you will have the limitation removed! if you are having issues, iVry has a subreddit, a steam discussions and an email so the community and iVry themselves are willing to help you if you have any issues with it (im active on the subreddit btw)! Now let's get it installing! Chapter 2: Installing and Running (Once you install Steam, registered an account, and you went to the store and searched for "SteamVR" and downloaded it, let's get iVry on your pc.) first go to the steam Store and search the term "iVry" then click on iVry Driver for SteamVR like this: After that, just go ahead and get the driver, it's free! Once you install it, you should be ready but not 100%! For PSVR Users, you have to download the downloadable contents too here: either try with lite first or pay the premium along with the original driver application installed too for both For the rest of the users, depending on your device there's diffferent ways that you can install it. For instance: If you are going to use your phone (or maybe your daydream), you must download and install iVry on the Google Play Store or App Store If you are using an Oculus Go or Gear VR (or maybe you want to use your quest but again just the use the oculus link for this), you must download and run the installer and follow the steps below accordingly where it says "Important" (and GearVR Section for GearVR users. Click Read More on the bottom left corner where it says "Important" to see them). For this guide, I already have iVry installed on the Google Play Store for my Android phone so we will go forward from here! Plug in your phone or mobile headset via USB (you can use any usb either type-c or micro usb depending on your device or the micro usb with a Type-C adapter on it in the SteamVR Cable) then the headset marker with either the Micro USB cable you received or the Micro USB port on the SteamVR cable (they should be labeled so you can understand which one is which) and then plug it in the two open Type-A USB ports of your computer. And then turn on your base station and both controllers (it is recommended you make sure they are charged decently too). If you want to use wireless and only have the headset marker only plugged, here are the following steps to take: 1. Launch iVry Driver for SteamVR if you havent, you dont need to have your phone plugged in but it might be recommended and then close steamvr once it launches. 2. Go to the destination to where steam is installed (in most cases "C:\Program Files (x86)\Steam") 3. Look for the "config" folder and then open steamvr.vrsettings file using Notepad or any other text editor you could probably be using 4. Scroll down until you find "driver_ivry:{", from there on the bottom, you will see a name called "address", That's where the IP Address is specified. Now normally iVry does detect ip address from your phone or headset if Wifi is on so when you disconnect the phone from the pc it will switch back to wireless, but since this is our first time trying to get it to connect that's required. 5. With the quotation marks set aside I think, Insert the IP address here of your device here (like this : "192.168.0.128" //example ip address), save it and you are good to go! I still do recommend you just launch it using USB wired because i dont gurantee that it will work well, especially when it will try to generate the Cardboard parameters on the configuration but yeah... for PSVR Users, download the contents as I mentioned above and plug it according to the diagram below: After you have plugged, installed and turned on everything, First launch iVry and NOT SteamVR and be patient as the driver setup automatically occurs (and do it accordingly*) and then iVry will launch SteamVR for you! (*For example here for the PSVR users, iVry explicitly says: ) After SteamVR launches when iVry configured all the drivers, you should see the nolo drivers and your headset being picked up immediately looking something like this: of course you can launch the app without the nolo kit if you just want to try it out first but remember that for this guide we are aiming for a 6DoF VR Experience... Now we finally ran it! But you should probably configure your settings before you start playing... Step 3: Configuring iVry After you are done with the plugging and installation and it is complete, let's start configuring our settings so we can have our best experience possible... FOR PSVR or Other specific Users, skip to Step 4 for when we launch SteamVR For this guide, we will show the options and help you configure them within the perspective of an android user (or maybe for iOS too)... The main settings for iVry on Android and/or iOS will have the following sections and it should be more or less the same for other mobile devices: Connectivity Perfomance Headset Tracking Audio SteamVR NOTE: Your mileage may vary on those settings or whenever you can access it depending on your device and you may see those slightly or significantly different! If you have the connectivity section or not, that section varies differently per device for instance in the android app we see those options: USB Tethering Settings redirects you to the mobile hotspot settings where you can turn on USB Tethering for iVry. Alternatively the Developer Options one does the same but it redirects you to the developer options so you can turn on USB Debugging so decide accordingly which one you want to use! Ok now let's get into the common ones: Perfomance section is where you configure your framerate, resolution, encoding, bitrate and tracking rate. It will look something like this: You should be able to tell the rest (framerate, resolution, encoding, bitrate) but unfortunately I am not aware what tracking rate can do but as far as I heard, I think it minimizes the "tracking drift" when you are turning your phone and stuff like that... What i would recommend is 90Hz on then Wireless and 120hz on thew wired which we will go about now but of course this can benefit in tracking one way or another. on the top left corner you should see the "Wireless (Wifi) Settings" or "Wired (USB) Settings" if you are already connecting your device, Click here and you should see both options i mnetioned before. That means that you can configure different settings on different connections. Now this must be adjusted to your comfort and to your liking... For instance in the perfomance, Here's how i have it configured for both wired and Wireless, you can have mine if you want to: I explicitly turned off auto adjust bitrate because there's an issue that for some reason, even using iVry wired, it will still switch the Encoding to JPEG and I dislike that alot so i have it turned off for that case, still your mileage may vary so you can still have it on if you want... Again those are examples i have done, you can adjust your perfomance settings to your liking! Next we have the Headset section, this option is a little more or less complicated so ill post a screenshot to what it looks like on me: For this explaination, we wiil have the Lens Distortion off as it gives many other options here with it, but all i can say is, it is customizable to any headset you can have and you can adjust it well for beter comfort, just give it a try and see what works for you! there are many options here unless lens distortion is off. In which we will explain this way. Renderer: Renderer is the option that you can choose the way your device will render as a Headmount, for Android devices and likely iPhones too, we have OpenGL which is the original renderer that it is used to display the image of your phone or "Headmount". and then the GoogleVR (Or Daydream if that's a thing) renderer is used for the cardboard(/daydream I think) lenses. Choose a renderer based on what's comfortable best and I think you wont see this in Mobile headsets like the Oculus Go but as I said before: Lens Distortion: basically "distors" the display to fit for some lenses that have that "zooming effect" fit with the specific lens you have, that's not it for my case so i tend to turn it off but when you turn it on, you see options like Scale to screen, which esentially scales the screen per eye based on the value is set, Image Circle for circular lenses and and Soft Vignette. Cardboard Viewer Profile: Tells your current Cardboard Viewer you are using, simple! Aligment Markers: are pretty useful depending on your headset, this is found on Android and iOS only as far as I can tell, it allows you to show small red lines so that you can align your phone with the headset properly so you can have iVry working, this is not needed in most cases but in some it should be useful for ya. Lock Orientation: Locks the rotation/orientation of the screen, again simple! Moving on to Tracking and Audio: Here's what it looks like on my android device: Google VR Tracking: allows you to utilize the Gyroscope of your phone for 3DoF rotation, but dont worry you can still utilize your Nolo CV1's tracking whenever you have turned it on or off so even a phone without a gyroscope will work as long as you have that... The last one should be pretty self explainatory. For Audio we just have Audio streaming, which should be straight forward. It streams the VR Audio back to your phone, for some reason this did not work on one of my devices however your mileage may vary! And finally we have the SteamVR section: Driver Mode has 2 modes: "Direct" and "Virtual", they both should be pretty explainatory and I recommend you keep direct mode over virtual as there are usually more benefits in terms of perfomance and consitency... Restore Defaults and Restart SteamVR are again pretty self explainatory! If you happen to not see any of the settings or just cant open it and everything, as I explained before for the last time: Now if you have configured iVry on your mobile device and it feels like up and running, let's continue! Of course take your time and configure your settings as properly as possible and even when your are running iVry! Step 4: Configuring iVry after launching SteamVR Now when you you are all ready, Start your Nolo CV1 devices, make sure they all light up green, plug in your phone and/or Headset Marker (make sure the marker lights up green too) with the appropriate cables and launch SteamVR or iVry itself! You should see this popup again after it launches You can click the notification or go in yout tray icons and find the iVry icon (shown below) and double click it: then multiple other settings are normally not presented in your mobile device should appear! Like this shown below again On SteamVR or In VR with the Nolo controllers, Press the system button and you should find the iVry icon here and it should look familiar. Perfomance has the same settings as we configured before but this is still useful if you want to adjust your resolution, bitrate or more while in SteamVR, tho you cannot adjust the tracking rate here Headset has the same settings too except lock orientation, this has to be turned on/off on your phone/mobile device. Tracking is where you can adjust your tracking rate along with what tracker to use, I recommend you use the default tracker if you are using Nolo, then we have the 2 same options we had before which is Google VR Tracking and Adjust tracking for orientation. The we have Apply head model which is optional, I'll keep it off as it isnt necessary for me and probabaly for you. Then we have NoloVR shown below: you can toggle the built in driver to use headset only, enable or disable it. In most cases I would still recommend you keep it on if you want to use your controllers and base station, if one of the controllers (or both) ran out of battery, you can use the headset only option and continue on like that but if the base station ran out of battery too, you can completely disable the built in driver and then reenable it when they are fully charged. Use Device Orientation should be self explainatory. Use Drift Correction allows it so that when you are rotating or turning around with your headset, It tried to prevent the tracking from drifting, I have had that happen almost alot and it's not so perfect but it's better than nothing! Of course NoloVR Controller icons and models just show the icons that you see on SteamVR Status and the model is when you see it inside SteamVR when you press the system button (and you have probably pressed it by now), the Disable Haptic Feedback should be self explainatory I hope. Audio has the same setting, which is to allow streaming it. SteamVR has the same option with the driver mode and then you will see the "Render Resolution", there you must adjust the render resolution accordingly so that your native resolution can be displayed. For example: My phone on Wired USB is set to 2192x1068, so in order to get that full resolution at least displayed enough, the render resolution for me is set at 2584x1232. After you are done with the options and you have configured them, you'll have to restart SteamVR for most changes to apply so go back to the main menu and click on the red button that says "Restart SteamVR" and then Click Ok Wait for it to restart and then try playing a VR Game, If you want me to recommend a free one, you can try VRChat, since the Udon release, not only can you hang out with others but you can now play a variety of games and the social game itself is free! Verdict/Conclusion: I hope this has teached you something about how accessible has VR Technology became over the couple of years and again I hope this serves any purpose for those folks like me who have a VR headset like mine lying around and/or (are) looking to reuse it or for those folks who have a PSVR and they have been looking for ways to use their PSVR on a PC! If I get a working phone, If you guys want ill try making a seperate guide using just Nolo HOME. And for those who are willing to use PSVR Controllers instead because they have them lying around or they use them on their PSVR, It is possible to do that but I just do not own one of these, im not going to force you or anyone but you can dm me if you are willing to send me PSVR Controllers (maybe spare ones preferably) for a guide on how to get them working on your PC and I'll try my best (preferably the controllers with the Ball LEDs). I'm not looking for too much attention at all for writing this paragraph but this is my first guide and it took almost a week and a half to finish so I hope the effort pays off and doesnt get removed and English isn't my first language (of course if any moderator wants me to remove some of the lines here, let me know.) Contributions are welcome, again this guide has been written for almost a week and a a half from now so there may be a lot of spelling or grammatical errors that I have missed, of course it would be nice if you mention me that you spotted any mistakes around. Feedback and Questions about the guide are also welcome too so I can ensure this guide is as clean as possible and try to solve any user concerns! Video portion on YouTube is coming soon I hope, so the technical stuff can be understood easier, it wont be great I think but again effort pays off. That's all I have to say for the Verdict/Conclusion, hope to talk with you! -Gorujo
  8. I got this phone VR headset for 2 bucks at a thrift store and was wondering what I could do with it I have tried using tools like iVRy and vridge to get it to wok with steam vr with limited success (vridge only gives you 10 minutes and I couldn't get my xbox controller to work with iVRy, couldn't get steam vr to work with trinus) I also tried the google cardboard demo.
  9. For my birthday I got an RX 6500 XT and I know what you all are thinking, just hear me out before this I had bought an 8-year-old graphics card (GTX 750 TI 2GB) just so I can play at least Modded GTA and that's all so for me this was a HUGE upgrade and I wanted to just try to play Steam VR with this new GPU and... I was disappointed to see the black screen with 3 dots forever and getting nowhere. Searching for months and months I finally found the solution on how to play Steam VR with Oculus Quest 2 with an RX 6500 XT Graphics card. A developer (@Ev1lbl0w) helped with the ALVR project and now we can play Steam VR. All you need is a powerful enough CPU that can do its own video encoding. Using ALVR can now allow you to play Steam VR. Now I will note that using it wired is much better because it doesn't lag as badly as wirelessly but that's just me especially since I'm not using an ethernet. But if you're looking for a solution here you go folks, it's been months but now I can finally play and it works pretty smoothly for me (Wired). Hope you enjoy and huge thanks to Ev1bl0w! My setup: CPU: Intel i5-10600k GPU: AMD RX 6500 XT RAM: 16 GB VR: Oculus Quest 2 Link to the project: https://alvr-org.github.io How to use ALVR wired: https://github.com/alvr-org/ALVR/wiki/Use-ALVR-through-a-USB-connection
  10. I am having this problem on my oculus quest where my steam vr games stutter every second or two. This only happens when I launch my games through steam vr. I have boneworks and blade and sorcery. I can launch boneworks without using the Virtual Desktop on the link cable, through the oculus app, and it runs fine, but if I launch it through steam, it doesn't run well. I don't have blade and sorcery on the oculus app, so I can't play it, I am wondering if there is a fix to this. When I view the game on my monitor, it also runs fine. I also had a mod on blade and sorcery that shows the fps, and it was at a consistent 72fps through the stutters.
  11. Since around 2 weeks from now i have started to experience Some really bad audio distortion/crackling whenever i start up steamVR and have sound play though my Valve Index Headset. Whenever this happens i also notice that the windows audio device graph isolation prosses in Task Manager suddenly starts using more and more CPU, up to over 35% in some cases (it is normally at around 0.1-0.5%) What i have tried Swapping around what USB ports the VR Headset is connected to Re installing SteamVR Re installing audio drivers Re installing graphics card drivers Re installing windows (not a clean re install, kept the programs/files/documents) Uppdating to the latest version of BIOS avalible (Version 3003) Tried windows troubleshooting Contacting Steam Support (no answer yet from time of writing this) Restarting the computer several times Disabling windows audio enhancements where possible Un checking "Allow applications to take exclusive control of this device" So far none of these suggested fixes have worked. Specs CPU (AMD Ryzen 3 5900X) GPU (Asus GeForce RTX 2070 Super ROG Strix) RAM (G.Skill 64GB (4x16GB) DDR4 3200MHz CL16 Trident) PSU (ASUS ROG Thor 1200W) Motherboard (ASUS ROG CROSSHAIR VIII HERO X570) Boot ssd (Toshiba-TR150) NVMe drive (Seagate FireCuda 510 SSD) OS (Windows 10 Home) I have attached some screenshots that i hope is able to add some relevancy to what I'm talking about.
  12. I have this issue where desktop view won't work correctly whilst I'm playing phasmophobia. It works just fine in VRChat or job simulator. I'm curious to know if anyone else has this issue or if it's just me. I can view my desktops just fine but the trouble comes with interacting with them. The "mouse" doesn't allow me to click anything. Every time I want to interact with my desktop, I have to take off my headset and do stuff manually. Are there any ideas out there?
  13. Hey there, So for some reason, when I stream Beat Saber to a channel, what shows in the stream preview is actually Beat Saber, but what shows in the actual stream is actually just the SteamVR control menu thingy that pop ups in the desktop when you turn on SteamVR. How do I fix this issue? Thanks, Eli
  14. Hello I've been trying to research this topic online for the past month with no real solution, I'm here as a last ditch effort to see if I can get any new suggestions. While in VR with my valve index I get these random pink spikes, mostly when turning my head. They seem to come randomly and I have no issues when I'm using the system without VR. I have a 5800X3D with a RTX 4090 on windows 10, a 1600w PSU and the latest Bios updated. I'm basically up to date with every software and driver possible on my system. I don't remember having these issues on my old 2080ti. When I switched GPU's I did use DDU to do a clean install of the new drivers. Does anyone have any idea what this could be and how to solve it? I have HAGS disabled. I have tried disabling every RGB and monitoring software. With nothing running in the background it still continues to lag spike randomly. I'm out of ideas, Thanks for your help.
  15. Source: http://www.tomshardware.com/news/lg-making-vr-hmd,33755.html LG is to show off a new HMD at Valve's booth during GDC this year and is looking for feedback: No details have been announced other than the fact that it's a VR headset and that it will support SteamVR judging from this tweet by Chet Faliszek: It will be interesting to see what this LG HMD is like when fully available and what improvements in tech Valve have done since the HTC Vive's launch.
  16. I just got my vive this afternoon and am trying to get the desktop view in steamvr to show work but all I see is an infinite ammount of what the left and right eye are displaying. On the monitor I have to have the view of the two eyes in fullscreen in order for anything to show in the HMD. Whats the trick to get this to work. Thanks
  17. I just got back from Steam Dev days the other day and I'm surprised nobody's posted this on here yet. At the event, Valve was prototyping a new virtual reality controller. I did not get to personally try it (there was a pretty big line), but I did get to see people using it. It attaches to the hand like a clip so that you do not have to constantly hold them. There are also sensors that detect if your hand is open or closed. Supposedly, it is capable of tracking individual fingers. Those who got to use them say they're much more comfortable than the Vive's controllers and even venture to say they're more comfortable than Oculus Touch. There is no word if this is going to be apart of next gen's headsets or if it'll be released as an upgrade for current Vive owners; or even if it'll be released at all. The controllers hold on nicely and the straps are supposedly only there to make people comfortable with throwing their hands around. http://www.roadtovr.com/first-look-at-valves-new-vr-controller-prototype/
  18. So a couple of days ago I upgraded my rig from a 1080 to a 2080ti and I thought "Great! Now I have even more powah for VR gaming!" Sadly, it was not an immediate win. Every 4-5 seconds in game, my VR headset would drop frames, or completely skip, causing the experience to be completely uncomfortable and unejoyable. I scoured so many websites and forums, watched 100's of videos all with a "me too" kind of vibe, but no real solution. I uninstalled, reinstalled, uninstalled again, cleaned out every last residue of driver and reinstalled again with no avail. I tweaked all the settings in every game from high to low. Still the same 4-5 second frame drops. But then I was pointed to something "maybe it's a CPU bottleneck?" My CPU only maxes out at 50-60% whilst playing VR, so its not chugging... "Maybe something is hogging the CPU cycles?" This triggered a thought; "doesn't the CPU pre-render frames before passing them onto the GPU?" And it clicked! If anyone else is having this problem do the following- (Nvidia users only sadly :9 me not know how to do it with AMD cards) -Go to your Nvidia Control Panel -Navigate to Manage 3D settings -Scroll down to the bottom where Virtual Reality pre-rendered frames is. -Set it to something higher than 1, preferably 4 for those who are running beasts. My game runs so buttery smooth now with absolutely no frame timing issues. Not even a little sneaky spike! Hope this helps those of you experiencing the whole frame timing issue
  19. I have Lenovo Explorer which worked fine on my old 3770K / 980ti rig, But now that I built a new main right with a Ryzen 9 3900X / 2080ti I was looking into an upgrade. The only problem is my living arrangements make "lighthouses" problematic so I was looking to stay with Inside out tracking for the time being. I like my Explorer but some little things are starting to bug me like some what lacking support from game devs and the limited controller tracking zone making games that need to draw things from your back or sides a bit of a buggy mess. So I was looking at the Rift S, but at almost $500/usd atm is it worth replacing my Explorer with one? I have been hearing that Oculus has been kind of sweeping the S under the rug in terms of support and software improvements
  20. I'm planning to buy an Oculus Rift and I need to make sure that it will work on my PC. My specs: Intel Xeon E3-1231 v3 3.40GHz 16GB RAM GTX 960 2GB
  21. I just ran the SteamVR Performance Test, and I’ve heard from some people it’s not the most accurate. I’m hoping to get a second opinion on whether I can run VR. I have 16GB of RAM, by the way. Thoughts?
  22. So pls if anyone can help. So I just got my HTC Vive 2 days ago but I cant get it to work. At first, the headset was tracking and was picked up by the computer, everything was green I just couldn't play because I didn't have the room set up of the sensors in the right place so I didn't test it out. I set up the room and all of a sudden I keep getting 208 errors (hdmi not found but USB found) so I tried everything including reinstalling Steam VR and steam its self. The biggest problem I have rn is that I go to steam Vr and click settings and Steam Vr crashes with no error message. I'm lost I have no idea where to go or how to fix this. Also, steam VR has been very slow and sluggish. After I get the 208 message I go to try to reconnect it tells me quickly on the re-connection program that status is connected (in all green lettering) but then it goes back to red not working.
  23. I downloaded the SteamVR Performance Test today to see how my computer would do. I was shocked. My cpu, dual Xeon E5405 @ 2.00 GHz, passed; but, my Sapphire 390x failed. My overall score was "Not Ready". Average Fidelity - 3.1, Frames Tested - 5321, Frames Below 90 fps - 676 (12.7%), Frames CPU Bound - 7 (0.1%). What is my problem here? My system is using PCIe 2.0, however, test after test have shown that PCIe 2.0 doesn't bottleneck a system that much. Any ideas?
  24. Hey guys, I wanted to add my data to the LTT survey on the SteamVR performance test scores, and well feel good about my baby (my rig). I was shocked when I got the result attached - my 4970K, R9 Fury X machine is only 'capable' of VR (4 average fidelity), - AND the GPU is the bottleneck. At first I thought the new (super annoying) plays.tv update, which makes it record automatically, had had an impact, but after killing that, and making sure I hadn't capped my FPS in Crimson, I ran the test again and got the same result. I wasn't running anything heavy at the time, just the background processes running when you've got various drivers for hardware, and clients like GOG Galaxy, Uplay, and the like. I have not, however, noticed any problems with my performance during games, but then again I probably haven't pushed the GPU very hard yet, since I'm only running on a 1440p display (and usually set my max FPS to 60 since it's a 60hz monitor). But it has been running Witcher 3, Fallout 4, Just Cause 3, etc on max settings at above 60 fps (again I usually have it capped by crimson). I guess running a different GPU performance test would let me see if my scores are close the regular Fury X scores - which test can I run to best establish whether the GPU as faulty? Just to let you guys know the system specs are: Asus Z97 Pro Gamer i7 4790K Kingston HyperX Savage 16GB (2400mhz as far as I remember) Kingston SSDnow v300 240GB and the Radeon R9 Fury X (ordered the moment it hit the market, has the coil whine noise) Please let me know what extra info I can add to allow you guys to help me reach a conclusion. Hope you guys can help
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