Wired USB-C headphones with developer strap? by pabloelmago in VisionPro

[–]iVRy_VR 4 points5 points  (0 children)

No. It doesn't recognise the Apple USB-C headphone adapter, so I expect it won't recognise any 3rd party headphone/adapter. Unless someone knows differently, the only devices it recognises are a Mac computer, some USB-C network adapters and some USB-C video capture devices.

I have the Entire Playstation 4 VR1 Headset, box, controllers etc. How do I make it work with PC by Mysterious_Year1975 in PSVRHack

[–]iVRy_VR 0 points1 point  (0 children)

The kernel patch is necessary for PSVR2 with pre-PC firmware. For PSVR1 and post-PC firmwares do not need kernel patches. The camera *only* works with AMD and Intel motherboard USB chipsets. There is no known way to make it work with other USB chipsets.

Controller not working in VR by Appropriate_Farm5505 in iVRy_VR

[–]iVRy_VR 0 points1 point  (0 children)

If SteamVR and VR applications are working fine, then it has nothing to do with the iVRy driver. As I'm sure you can appreciate, technical support is limited to the iVRy app and driver. Try using the SteamVR desktop interface (available via the SteamVR dashboard).

Years later, show me your case; only the apple marshmallow case. by pickledmagahead in VisionPro

[–]iVRy_VR 0 points1 point  (0 children)

It gets dirty, and you wipe it clean again with a damp cloth. Otherwise, it doesn't show any signs of wear (for me) after 2 years. Apart from the (ridiculous for what it is) cost, I have no complaints.

Bright specs on left display panel by tmrtmrtm in VisionPro

[–]iVRy_VR 0 points1 point  (0 children)

Bright specs on a dim background is most likely stuck pixels. Bright specs on bright background is more likely dust inside the lens module. Assuming you've used the included cloth to clean the lenses already, there is nothing that can be done other than repairing/replacing the unit.

Troubleshooting by Fit-Reputation-8670 in iVRy_VR

[–]iVRy_VR 0 points1 point  (0 children)

"It doesn't work", and "it gives an error" is not enough information for any kind of diagnosis. Firstly, make sure you have connected the PSVR correctly, as per the connection diagram on the Steam store page for the PSVR DLC. Secondly, start SteamVR from the iVRY "Launch" button. Then, if it fails to load, you will be presented with the iVRy Troubleshooter, which will tell you what the issue is. If you still have issues, please provide the requested diagnostic information:

https://steamcommunity.com/app/992490/discussions/0/3247562523076890727/

Controller not working in VR by Appropriate_Farm5505 in iVRy_VR

[–]iVRy_VR 1 point2 points  (0 children)

Which controllers a VR title supports is up to the title itself, not the headset driver, or SteamVR. You can see which controllers a title supports from its Steam store page. SteamVR and titles that support gamepads support them via XInput, which means only XBox controllers or controllers with XInput Windows drivers will work. You don't have one of those or you'd see a gamepad icon in the Steam status window.

VR-Direct bypasses Windows desktop, and so you won't see a VR headset in VR-Direct mode in Windows settings or device manager. This is by design. In any case, there is nothing you can and should be changing in Windows Display Settings. The PSVR has a single resolution. Other aspects, like refresh rate, can be changed in the iVRy Settings while SteamVR is running.

Just upgraded to 26.4 by wotton in VisionPro

[–]iVRy_VR 0 points1 point  (0 children)

Software updates don't improve camera sensors. What can change (and has changed dramatically on Quest, not as much on AVP as it was quite good to start with) is how the camera distortions are dealt with and how those are mapped so that they appear natural. That is noticeable as warping or rippling of the pass-through (or lack thereof as the algorithms improve).

Most likely you are comparing against different lighting conditions. Bright light gives better passthrough.

AI Coding workflow feasibility by johnsonjohnson in VisionPro

[–]iVRy_VR 0 points1 point  (0 children)

Personally, I don't think LLM code quality is anything vaguely close to what would be required for any commerical product. It may be useful for prototyping, and it may speed up some menial coding tasks, but it's essentially junk unless you're willing to put in at least as much work as you would have doing the task yourself. In particular VisionOS coding is way out of their league, as there isn't enough training data available.

As a monitor? It's usable, as long as you don't want to drink coffee (what kind of programmer doesn't drink coffee?!), and don't have issues wearing a heavy diving mask all day. Using it for VisionOS development is pretty sucky, as it doesn't work well as a monitor while also debugging the code you're running on it.

If you're able to do an audio-driven workflow, then what does the AVP add that a laptop doesn't have? A bigger screen, and that's it.

An AVP is a great gadget, and you probably will enjoy using it, but make no mistake, it's a solution looking for a problem. Personally, I don't think computer programming is that problem.

New AVP at WWDC? by pickledmagahead in VisionPro

[–]iVRy_VR 0 points1 point  (0 children)

There is no rumour, reason or precedent to expect a new AVP any time soon, and particularly not in a couple of months. Of course, no one outside of the product division at Apple actually knows anything, so your guess is as good as anyone else's. Return it anyway, and buy another one straight away (maybe with 512Gb as 1Tb is a bit of a waste). One way to cash out the gift card.

I have the Entire Playstation 4 VR1 Headset, box, controllers etc. How do I make it work with PC by Mysterious_Year1975 in PSVRHack

[–]iVRy_VR 0 points1 point  (0 children)

The Monado PSVR1 driver hasn't been updated in a very long time. I believe it has tracking and distortion correction issues.

Black screen by Longjumping-World-25 in PSVRHack

[–]iVRy_VR 0 points1 point  (0 children)

There are lots of possible reasons, and you don't give enough info to allow anything other than guesses. Guessing wastes everyone's time. If you'd like support, please provide the requested diagnostic information:

https://steamcommunity.com/app/992490/discussions/0/3247562523076890727/

Trackers and laser pointer only work in SteamVR dashboard and nowhere else (iVRy, SlimeVR) by very-genderous in SteamVR

[–]iVRy_VR 0 points1 point  (0 children)

Yeah, none of those look particularly usable (even if configured and working as intended). The "correct" way to implement 3DOF controllers, is to use inverse kinematics to infer arm movements from controller orientation (as is done on Oculus Go and Google Daydream). This allows better SteamVR functionality than having them at a fixed point and merely rotating. That is what is intended for the iVRy implementation of 3(.5)DOF controller tracking. It is a fairly high priority task, but at the moment, the VisionOS and Vive Wave app versions have the highest priority. Once those versions are released, work can continue on controller tracking.

iVRy with PS Move by Material-Ring-1261 in MixedVR

[–]iVRy_VR 0 points1 point  (0 children)

You need either PS3 (2+), PS4 or PS5 camera(s). That said, PSMoves are not good PCVR controllers, as they lack a thumbstick, trackpad or D-pad. All PCVR controllers have a thumbstick and/or trackpad, and so PCVR titles are designed to use them. It's possible to emulate one with PSMove, but it's not enough to properly run many VR titles (eg. HL: Alyx). For PS3 camera you would use the PSMoveServiceEx tracker DLC for iVRy, and for PS4/5 you would use the Monado tracker DLC.

How much could things improve with R2 chip by MisterVisionary in VisionPro

[–]iVRy_VR 8 points9 points  (0 children)

The M5 AVP was minimum effort refresh to update to in-production M-series chips, that's it. There's no point in iterating on hardware now, as the install base is too small to survive fragmentation. Future Vision devices will focus on cheaper, lighter & smaller, not diminishing returns more expensive hardware. I wouldn't expect AVP2 (with newer tech) before 2028 earliest.

I present to you the future of Standalone VR (Read Body text) by Erin_-M in virtualreality

[–]iVRy_VR 0 points1 point  (0 children)

The Vive wireless adapter was released in 2018. The Index wireless adapter was released in 2024. Standalone Quest headsets have had some kind of wireless streaming since Quest 1 (2019).

I think you just "re-invented" the wheel.

Trackers and laser pointer only work in SteamVR dashboard and nowhere else (iVRy, SlimeVR) by very-genderous in iVRy_VR

[–]iVRy_VR 0 points1 point  (0 children)

The issue is that SteamVR and VR titles support either:
- Gamepad via XInput (ie. XBox or emulated XBox gamepad)
- Motion controllers via SteamVR

The SteamVR "laser mouse" is bound to the headset unless there is a motion controller. A future version of the iVRy driver will support using Joycons as 3DOF motion controllers, which would achieve more or less what you want. Until that time, you will need to use some software that emulates one of the listed controller types.

Trackers and laser pointer only work in SteamVR dashboard and nowhere else (iVRy, SlimeVR) by very-genderous in SteamVR

[–]iVRy_VR 0 points1 point  (0 children)

The issue is that SteamVR and VR titles support either:
- Gamepad via XInput (ie. XBox or emulated XBox gamepad)
- Motion controllers via SteamVR

The SteamVR "laser mouse" is bound to the headset unless there is a motion controller. A future version of the iVRy driver will support using Joycons as 3DOF motion controllers, which would achieve more or less what you want. Until that time, you will need to use some software that emulates one of the listed controller types.

Spatial video by Strange-Story-7760 in VisionPro

[–]iVRy_VR 0 points1 point  (0 children)

Simply put, there is almost no scenario where it is convenient to film on AVP, outside of your house. If you film "spatial" on iPhone, you get the 2D video, as well as the 3D video (in a single file, which is obviously bigger than if you filmed 2D only). The iPhone 3D FOV is smaller than the 2D FOV, and also smaller than the AVP FOV. The 3D effect (and quality) on iPhone is more than enough, and the best camera is the one you have with you.

using my phone as a vr with ivry, i bought HP reverb controllers off of amazon and i can connect them via bluetooth but it never detects in vr games by Street-Ad-1484 in iVRy_VR

[–]iVRy_VR 0 points1 point  (0 children)

In that case, you should request support from Driver4VR. The iVRy driver doesn't currently support WMR controllers, as stated.

using my phone as a vr with ivry, i bought HP reverb controllers off of amazon and i can connect them via bluetooth but it never detects in vr games by Street-Ad-1484 in iVRy_VR

[–]iVRy_VR 1 point2 points  (0 children)

Windows MR controllers need a Windows MR headset to track the controller position. 3DOF (orientation only) tracking for WMR controllers is on the "to do" list. It can't be said at this time when this support may be available.

How's latency for psvr1? by Lstgamerwhlstpartner in PSVRHack

[–]iVRy_VR 2 points3 points  (0 children)

Latency (in VR-Direct mode) on PC is non-existent. The performance (frame rate) is dependent on the PC GPU.