/r/SteamVR
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/r/SteamVR
What the heck am I doing wrong? I can't seem to let-go of the bow... can't pick anything else up.
So as the title says , if i download game on pc through the meta store it runs perfectly without any issues
However if i try to run a game with steam vr , I'll be lucky to get 5 seconds of stable frames before my laptop is sent to the shadow realm and back again.
I have the runtime set to oculus as that's what people have recommended previously as it is mainly based on what headset you use , so if i had a vive or index , steam would be the ideal runtime.
The only thing i would say is my laptop bottlenecks through the cpu as it isn't the best but if it can run pcvr without steam then i can't see why i can't get that working just as good .
Here are the spec for anyone curious but i feel as though specs aren't a issue anymore:
ASUS TUF Dash F15 FX516PR_FX516PR Graphics card NVIDIA GeForce RTX 3070 Laptop GPU Processor 11th Gen Intel(R) Core(TM) i7-11370H @ 3.30GHz 3.30 GHz Installed ram 24gb System type 64-bit operating system, x64-based processor Windows 11
So I bought a new RX 7800 XT a few weeks ago and IT just does not work. I had i GTX 1070 before and everything was fine. When i plug the link Box in the HDMI port steam vr just shows the Vive Headset and says it is in standby mode and thats it. If i use a HDMI to DP adapter it actually works and displays something but it either wants me to put it in fullscreen mode or enable direct Mode, but both prompts simply do nothing aside from restarting steamvr. This is so annoying and I am literally about to throw this thing out. I'm on the latest drivers and steamvr version.
so i recently did a full reset on my computer (reinstalled windows and everything else) before i did that steamvr was working fine and i had no issues now my headset doesn’t show up even though it shows up as devices on my pc?
so what I'm trying to do is play an oculus game on steam, but I'm already on a quest 3. Oculus killer works with revive but when i want to stream (gorilla tag) it says COULD NOT AUTHENTICATE YOUR ACCOUNT. Any ideas how i could get either revive working with gorilla tag or get things like desktop+ working on oculus dash?
I really hope so
Hello,
I've been trying to get my quest 2 connected to my linux pc to play vr games via the steamlink app on quest
But it says that "streaming vr is not available on that computer"
Is there a way to fix this or is it just completely broken on linux?
We have had alternatives to the valve index controllers like the Vive wands, Etees, and the upcoming Flipvr controllers but not the base stations. For many different vr headsets with the BigScreen beyond we’ve had to separately buy valve index equipment to use them.
Valve index equipment is fragile and nowadays might be very old so sooner or later we need a Star replacement for the index base stations so we can still use lighthouse tracked headsets whenever the valve index relevance diminishes from the internet never to be seen again
Do I need the games in Steam to use Liv? I already bought some from the Meta Store. OR can I connect the games purchased in the store to Steam ?
I barely managed it to get Steam VR to work. Now I need help with Liv.
Just wondering what the absolute minimum GPU I can use for Steam VR with the Quest 2 is. I'm not planning on playing anything extravagant or insane, but my current specs (whatever they are) can't even run more than 3 tabs on chrome without bluescreening, so I was just wondering what kinda upgrades I need to make this thing usable for VR,
(cross-post from a Vive Forum Post and also posted in r/Unity3D here for full explanation, but hoping someone here has experience with this)
What is the best way to develop games with Vive Trackers (2.0 and 3.0) with all the frameworks out there? I've been struggling with getting the Vive Trackers haptic pogo output pins working with Unity for ages.
We're using 5 and sometimes 6 trackers to capture motion and render body parts for VR physical therapy games built in Unity, and we need at least four of the trackers to appropriately output the vibration signal on the pogo pins for our games to work. We can only get the signal on up to two trackers, when they're set to Held In Hand > [Right/Left] Hand.
I've gotten everything else with the games working with two different combinations of XR frameworks:
(where RightHandHapticAction is a haptic action setup for the specific controller/tracker, an example with LeftFoot shown below)
But in neither case have we been able to get more than two tracker vibration/haptic pins working. We've been able to get the pogo pins to output a voltage on only up to two trackers, only when using the #1 framework combo with OpenVR, and only when those two trackers are set to Held in Hand > [Right/Left] Hand. We've primarily tested the POGO haptic out on the ViveTracker 3.0s using a multimeter or oscilloscope, but the device position and rotations do work the same with both #1 and #2 framework combos on v2.0 and v3.0s.
I've done a bunch more development and have all the images and rest of the writeup in the r/Unity3D post linked here:
https://www.reddit.com/r/Unity3D/comments/1cbomb5/unity_steamvr_openxr_openvr_with_vive_trackers/
Thank you to anyone who can help!
I recently swapped from my old vive to a quest pro and everything is much better besides the fact that I CANNOT seem to find out how to open my ovr settings. It works, I can space drag and my bindings are all still correct but idk where or how to find the tab for it in the meta virtual desktop when in steam vr. Please help me. Ty
Hi, I'm using 4 Tundra Tracker and two 2.0 base station for full body tracking , two on the instep,one on the waist, one I mounted on the quest 3 for continuous calibration using v1.4-bd_+af-r6 ,the tracking for normal movement is great, no disconnect issue or laggy , but I realize when I do a jumping straight up or stepping the floor , the moment that the tracker contact the floor ,it will "sink" in to floor or fly away losing tracking , after a secound it will show up at the right location, I've try different dongle, covering any reflection surface in the room, but it still having the problem, I can even reproduce the issue by slam the tracker on to my yoga mat (simulating jump landing) or pull the tracker that mount on my waist by elastic then instant releaseing let it go back to my waist, the tracker will fly away when contact the waist , I'm sure the tracker can see two base station very clearly and the dongle connection works great (I've tested Tundra SW3,SW4,Watchman dongle, changing differect usb port, only connect one tracker at once or using the extention cable to get some distance from my computer avoiding interference) ,does anyone know what might causeing the issue ? please let me know , Thank You.
For a while now, I've been forced to use ASW when playing on my Quest 3 while using SteamVR, and I'm absolutely tired of it. I don't know why, but I can use the Oculus app just fine with ASW disabled, but the moment I go over to SteamVR, it crashes after I open or interact with the menu. I only am posting it here due to seemingly be a SteamVR issue. The only way I can use SteamVR without the ASW stuff is with Virtual Desktop (Quest), but my internet is kind of unreliable at times, so on some days I literally can't use it.
Get $30 Oculus store credit in a few minutes (even if you don't have Quest 2 or already activated your Quest 2)
A new promotion just came out (expiring on 12/31). You get $60 Oculus store credit in a few minutes. I'm providing step-by-step instructions for 2 scenarios:
Scenario #1: If you have a new Quest 2 (not activated yet), or you don’t have a Quest 2 but plan to buy one, you can follow the 2-step instructions below to get the $30:
Scenario #2: If you have already activated your Quest 2, you can still get the $30 by following the 4 steps below:
In either case, you will get the $30 credit right away. As a referrer, I'll also get $30 credit a few weeks later. Hope to meet you in the Metaverse!
I'm confused because I have the ability to increase my resolution on Sidequest, also on the Oculus PC app, and then finally Steam VR also lets me increase resolution.
What's the correct way to up the res when playin SteamVR games? Or should I at all? I just want better graphics in the games.
On regular standalone quest games I always play with increased graphics and performance via Sidequest (2048 res, GPU 4 etc...) and i'm satisficed with the visuals and performance. But I constantly have issues with steamvr games, where they look like trash and I end up not wanting to play them because of it.
My PC GPU is a 2070 MaxQ (laptop).
EDIT: Forgot to mention I play wired to the PC.
Hey everyone,
I'm currently using a Quest 2 and planning to utilize OVR to access my screen/monitor within games like VRChat and Resonite, enabling me to work in a different environment.
I've come across a Steam community post mentioning that OVR Toolkit might not be able to create virtual monitors but can have individual windows. Can anyone confirm if this feature is available? I'm interested in having each window as an overlay, such as having Firefox and Visual Studio Code as individual floating windows. And how many windows can OVR handle?
Secondly, I'm curious about how keyboard input works for OVR. If I have a Bluetooth keyboard, should I pair it with the Quest or my Windows computer for input?
Thanks in advance!
I've been using steam link on quest for the last month and a half, it ran perfectly, no issues, until today, which it randomly started stuttering every 7 seconds.
I've asked a few people and no one of them knew.
Anybody that could help?
Meta Quest 2
Whenever I play a SteamVR game my hands start to get really heavy in game as if it was delayed by about 3 seconds and when I shake my head I see it's delayed with black around it,is there a way to fix this and does anyone else have this problem?
Hello everyone, i just bought a kit of MQ2 4 days ago, have been playing some games(not much time cuzz i get sick lmao) and i got HF:Alyx, My pc specs are 32gb ram, AMD Ryzen 5 7600X and Nvidia rtx 4060, when I start alyx i get 'Low memory gpu' but the game automatically set the graphics to high, i can play good, no problems, no lag, nothing, but when i have 10 minutes playing my visor gets bugged, i can interact with the game an all but if i move my head the image is frozen in the place, can save, restart, and play normally again but i had a message 'Oh no steam VR has encountered a problem -203' and its happening to me every time, I tried to change USB port, I already have turned off GPU Acceleration from windows(idk if nvidia panel has another option like that) but its breaking my immersion when im playing, does someone know how to fix it? ty
Hello, I recently built my pc and was excited to play steamVR games. Before I had a quest 2 and 3 so I couldn’t play all the cool games. According to many videos on youtube I have the required specs to run PCVR. But when I try to launch airlink on my meta 3 It doesn’t work. Not like it doesn’t launch, it does launch but not correctly. When I am there my most of my screen is distorted, it runs at like 1 frame a second, and my hands aren’t where my hands should be. If anyone has run into this and knows how to fix it please let me know.
Pc specs
Graphics: GTX 1060. Processor: AMD Ryzen 5. Memory/Ram: 2 Corsair 16g (If I missed anything let me know )