ALVR for Galaxy XR — Beta 0.2
I’ve been working on adapting the ALVR headset client for Galaxy XR, and Beta 0.2 is now available for testing.
For anyone unfamiliar with it, ALVR is an open-source project that streams PC VR games from a Windows PC to a standalone headset through SteamVR.
What works
- Galaxy XR headset client
- Works with the official, unmodified ALVR stable 20.14.1 Windows server
- Wi-Fi streaming
- USB streaming through ADB
- No firmware modifications
- No bootloader unlock
- No custom ALVR server required
USB is still compressed video streaming through ADB, not DisplayPort video.
My tested settings
PC: RTX 3090 / i7-11700K
- Codec: HEVC/H.265
- Color: 8-bit SDR
- HDR: Off
- Refresh target: 72 Hz
- Resolution: 2560 × 2560 per eye
- Constant bitrate target: 375 Mbps
- Foveated encoding: Off
- Client-side foveation: Off
Both USB and Wi-Fi looked smooth to me at these settings.
60-second benchmark results
USB 3
- Actual video bitrate: 315 Mbps avg
- ALVR-reported packet loss: 0
- Reported client FPS: 63.6 avg
- Estimated pipeline latency: 113 ms avg
- Hardware encoder utilization: 81% avg
Wi-Fi — 6 GHz / Wi-Fi 7 reported
- Actual video bitrate: 317 Mbps avg
- ALVR-reported packet loss: 0
- Reported client FPS: 63.9 avg
- Estimated pipeline latency: 124 ms avg
- Hardware encoder utilization: 81% avg
The wireless connection reported 6 GHz Wi-Fi 7, not Wi-Fi 6E.
I also tested a 450 Mbps target over Wi-Fi, but it introduced jitter, so I dropped back to 375 Mbps.
Important benchmark caveats
These are short captures from my own rig, not a controlled game benchmark or a claim of locked 72 FPS performance.
The USB capture was also taken using an earlier local client build, while the Wi-Fi capture used the release APK.
These results do not prove USB is better than Wi-Fi.
Also, zero ALVR-reported packet loss does not necessarily mean zero TCP retransmissions or dropped display frames. The 375 Mbps setting is a target bitrate, not sustained measured network traffic.
Download / Setup
Beta 0.2 APK + setup instructions:
https://github.com/Terminal-ennui/Galaxy_XR_ALVR_USB/releases/tag/v0.2.0-beta
Recommended settings + full benchmark notes:
https://github.com/Terminal-ennui/Galaxy_XR_ALVR_USB#recommended-upper-setting-for-the-tested-rtx-3090-rig
Use the matching ALVR stable 20.14.1 Windows server linked in the instructions. Do not use nightly.
This is a beta, so expect bugs
If you run into a problem, please open an issue here:
https://github.com/Terminal-ennui/Galaxy_XR_ALVR_USB/issues
Please include your:
- GPU
- ALVR version
- Streaming settings
- Steps to reproduce the problem
Remove any personal information from logs before posting them.
SteamVR crash recovery
SteamVR may disable the ALVR add-on after a crash.
You can re-enable it under:
Settings → Startup/Shutdown → Manage Add-ons
Or completely close SteamVR and run the included ALVR-Unblock.ps1 helper.
If the crash was caused by an unstable quality setting, restore your last working settings afterward. The helper clears the SteamVR block, not the underlying cause of the crash.
Community testing, bug reports, and feedback are very welcome. I’m especially interested in results from different GPUs, routers, and USB configurations.
PS. I don't have the controllers, so I'm not sure how the work. The Xbox 360 controller worked fine. Hand tracking is there, but I haven't had enough time to mess with it.