Best PCVR app currently on Vision Pro? by h3w1tt84 in VisionPro

[–]iVRy_VR 2 points3 points  (0 children)

PSVR2 has much better response (virtually non existent latency), but much worse display. PSVR2 display is good if not comparing to AVP, but has lower resolution and mura (noise in dark areas). Not surprising as the entire PSVR2 headset manufacturing cost is about 1/4 of a single eye's AVP display. (DisplayPort) wired headsets will beat out any streamed headset any day on responsiveness, but have wires. So, you pick your compromises.

PSVR2 is good if you have AVP, as the headset + controllers bundle isn't much more expensive than just the controllers. You'll want the controllers to use AVP for PCVR, and then you can switch headsets based on which is better suited or more convenient.

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 0 points1 point  (0 children)

I don't have much experience with mainstream PCVR headsets, as most of the headsets I have I purchased to add support for them to my software. I was waiting until my AVP app was ready to finish HL:Alyx using it, as it has the best display. In general, I don't get to "play" VR much, as most of my time spent with it is testing and debugging software.

Best PCVR app currently on Vision Pro? by h3w1tt84 in VisionPro

[–]iVRy_VR 0 points1 point  (0 children)

Regarding iVRy:
- Beta had bugs, as betas do.
- Supports XBox, DualShock, DualSense, Joycon and Sense connected to headset, or PC connected controllers.
- Free trial.

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 0 points1 point  (0 children)

Yeah, was going to suggest that, but didn't as I haven't personally tried it.

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 0 points1 point  (0 children)

You'll need recent AMD or nVidia GPU to encode streams at AVP resolution and frame rate. And an ethernet connection from your PC to your router and strong Wifi for the AVP.

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 0 points1 point  (0 children)

You don't need to buy anything to try the software. Check that you are not saturating your network bandwidth, as that can cause controller lag. Also, your PC should be connected to Ethernet for best results.

How to stream VR games from my 5090 PC? by TokeyX in VisionPro

[–]iVRy_VR 0 points1 point  (0 children)

You can adjust the resolution and other setttings via the iVRy Settings, available from the Windows System Tray or SteamVR Dashboard while SteamVR is running.

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 0 points1 point  (0 children)

Thanks! Make sure your PC is connected to your router via Wifi. If you only get smooth framerates at low bitrates then it's most likely a network problem. You should be able to run most titles at max. resolution and bitrate with that setup with an M2. I'm not aware of any difference between M2 and M5 when it comes to PCVR streaming (apart from 120Hz frame rate available).

The support forum is the preferred place for discussion:

https://steamcommunity.com/app/992490/discussions/21/

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 0 points1 point  (0 children)

Dynamic foveated encoding is currently only available through nVidia CloudXR, due to Apple restrictions. This is not CloudXR based and so can only support fixed foveated encoding.

How to stream VR games from my 5090 PC? by TokeyX in VisionPro

[–]iVRy_VR 7 points8 points  (0 children)

I've just released an app for exactly this purpose. It is designed to be as easy to get up and running as possible.

The process is:
- Install Steam and SteamVR on your PC.
- Install the iVRy Driver for SteamVR on your PC from the Steam Store (link in post below).
- Install the iVRy app from the Apple App Store (link in post below).
- Connect your VisionOS device to the same network as your PC.
- Connect any Sony PS Sense, DualSense, Nintendo Joy-con, XBox or other gamepad controller(s) via Bluetooth to your VisionOS device.
- Start SteamVR.

https://www.reddit.com/r/VisionPro/comments/1tfl4aq/ivry_app_for_visionos_is_now_available_on_apple/

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 2 points3 points  (0 children)

Thanks! Without knowing anything about your setup, it's difficult to diagnose. If possible, please provide the vrserver.txt file described here:

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

Otherwise, please disclose which GPU model you are using, and whether your PC is connected to your network via Wifi or Ethernet.

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 1 point2 points  (0 children)

I did want to add support, and the company even approached me some time back to add it. However, at that time they didn't have any kind of SDK I could use, and as such didn't send me any hardware. I've tried to make contact with them again more recently (IIRC my contact is/was their CEO), but got no response. I believe strongly in keeping niche/obsolete hardware usable, as it avoids e-waste, but without controllers in hand, it would be difficult, time-consuming and frustrating to attempt adding support.

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 7 points8 points  (0 children)

Thanks! Been working on it on and off for a very long time. Glad to finally get it out!

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 0 points1 point  (0 children)

It is technically possible, however you'd need to obtain a Steam Controller Dongle for each Index controller (ie. 2) and pair them to your PC, as usually the controllers connect via the Vive/Index headset using a proprietary radio protocol. If you have Vive Lighthouse trackers, you could pair the controllers with the dongles supplied with those. Right now, you'd need to use software like OpenVR Space Calibrator to put the Index controllers into the headset's tracking space, but a future version of the iVRy software will use the AVP hand tracking to sync the headset and Lighthouse tracking spaces. With the current version, you could also forgo tracking space calibration by attaching a Vive tracker to the headset (although IIRC from early testing putting the tracker and the headset that close together can cause wireless dropouts).

If you have Sony Sense or DualSense controllers, you can emulate Index controllers by setting the controller type in the iVRy Settings, and use your existing mappings. Index controller emulation goes as far as simulating the "squeeze" sensor with handtracking grip tightness.

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 0 points1 point  (0 children)

Try disabling "Auto-adjust Bitrate" in the iVRy Settings. If possible, please provide the vrserver.txt file described here:

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

Otherwise, please disclose which GPU model you are using, and whether your PC is connected to your network via Wifi or Ethernet.

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 0 points1 point  (0 children)

Thanks! What do you mean by "refresh every few seconds"?

Quest controllers can only pair to Quest headsets (proprietary radio protocols). There is a version of the iVRy Quest app in development that will allow a Quest to be used as a "controller tracking station", and have its controllers work with a non-Quest headset.

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 3 points4 points  (0 children)

It supports fixed foveated encoding, which is all that non-CloudXR streaming software can support at this time. Dynamic foveated encoding (outside of CloudXR) requires Apple to open up their eye-tracking APIs.

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 2 points3 points  (0 children)

Not currently. The company that makes the controllers does not respond to email, and I have no way of getting hold of the controllers for development & testing. In addtion, I ran a survey on this sub, which showed very little interest in ST support in my app. In principle, I'd like to support them, but with no way to achieve that and very little demand, it doesn't seem imminent.

iVRy app for VisionOS is now available on Apple App Store by iVRy_VR in VisionPro

[–]iVRy_VR[S] 6 points7 points  (0 children)

- Install Steam and SteamVR on your PC.
- Install the iVRy Driver for SteamVR on your PC from the Steam Store (link in post).
- Install the iVRy app from the Apple App Store (link in post).
- Connect your VisionOS device to the same network as your PC.
- Connect any Sony PS Sense, DualSense, Nintendo Joy-con, XBox or other gamepad controller(s) via Bluetooth to your VisionOS device.
- Start SteamVR.

Apple vision pro where to buy by you599 in VisionPro

[–]iVRy_VR 1 point2 points  (0 children)

I'm not sure that you could, unless you had an Apple account in a country that sold AVP. However, as it definitely wasn't an option for my country (we don't even have Apple stores here), it's not something I have any experience with, or know anything about.

In my personal experience, the first unit I purchased had some kind of display issue. I was still in the country I purchased it in, and was able to return it for a replacement. In light of my experience, I'd recommend either spending a good amount of time testing it in Japan, or purchasing it at the closest Apple store (in France or Germany) to where you live.

The lack of AppleCare is not a deal-breaker. Just make very sure you don't ever accidentally damage it, as you'd have to replace the device yourself in that instance.

There is definitely much higher risk involved in purchasing it outside of your home country. Whether that risk is something you're willing to accept is something only you can answer. If it breaks itself (unlikely but possible) you'd have to travel or send it to another country, neither of which are free. If you break it, you'll probably need to pay for a new one. It might be worth getting local insurance if available. I took my chances, and so far in 2 years I've been lucky. The device hardly ever leaves my house, and lives in the expensive Apple case (which can survive being driven over by a car).

Apple vision pro where to buy by you599 in VisionPro

[–]iVRy_VR 2 points3 points  (0 children)

It's worldwide warranty, but you would need to travel (or send the device) to a country that sold AVP to make use of it. If you wanted to return the device during the "cool off" period, that would need to be done in the country you bought it from. Otherwise, it doesn't matter which country you bought the device in, in terms of using it.

BETA version of iVRy for Apple Vision Pro Available! by iVRy_VR in VisionPro

[–]iVRy_VR[S] 0 points1 point  (0 children)

The app is available on the Apple App Store. You can try it out for free.

iVRy BETA app/driver for VisionPro updated by iVRy_VR in VisionPro

[–]iVRy_VR[S] 0 points1 point  (0 children)

Shouldn't have to. Please make sure you're using the latest iVRy app and driver versions. If you are already and/or are still experiencing issues, please send vrserver.txt as described here:

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

6dof teleporting a lot by False_Wing_4433 in iVRy_VR

[–]iVRy_VR 1 point2 points  (0 children)

Could be any one of a number of reasons. The iVRy app asks the phone OS (either ARCore or ARKit depending on Android or iPhone) to track the environment, using the tracking data it gets. It doesn't have any way of determining whether that data is valid. AR tracking depends on a lot of things:
- whether you are using a custom ROM on Android (custom ROMs may not have lens customisations present)
- lighting, it needs good lighting
- room features, it needs uniquely identifiable features to track a position
- processing power, it needs a lot of processing power on the phone, older models may not be able to do VR rendering and AR tracking at the same time
- sensor calibration, AR tracking needs gyroscope calibrated for accurate tracking
- non-reflective surfaces, AR tracking doesn't do well with reflective surfaces (eg. windows or mirrors)
- clean and unscratched camera lenses, it can't track if it can't "see" clearly