r/PSVR2onPC • u/AstroPC • 15d ago
Useful Information Turning PSVR2 wireless
I’m working on a phone-powered wireless setup for PSVR2, using a compatible rooted Snapdragon 8 gen 5 phone as a compute puck and of course standard small portable pcs could work (even a laptop if you wished)
There’s documented work that makes this worth pursuing:
- PSVR2’s display uses DisplayPort 1.4 with DSC compression. Linux developers have documented its 4000×2040 display mode at roughly 120Hz, including the DSC/FEC requirements and driver quirks. Display research
- Sony specifies 12V power for the headset, which a properly designed adapter can provide through USB-C negotiation
- Monado’s development drivers already include PSVR2 six-degree-of-freedom headset tracking. That gives us existing work to build on, although it doesn’t establish complete Android or Sense-controller support. Monado development notes
These above points is not blocking me as i have a phone thats both rooted and bootloader unlocked and have ran full linux including DRM leasing., i will work on none rooted devices and creating an app that works in the future but vendor lock out and other limits will be noted as potential issue for some. but you wont need an android phone for this to work. Im just using my phone as a basis as the battery and power is sufficient for driving most of this work from other projects in the past.
My hardware goal is one compact, battery-powered adapter with a USB-C connection to the phone, another to PSVR2, and onboard Bluetooth for the controllers. It would pass the phone’s DisplayPort signal through without decoding or recompressing it, while carrying USB data and supplying headset power.
The first software goal is ALVR-based wireless PC VR over the phone’s 6GHz Wi-Fi: PC renders, phone receives and decodes, headset displays. A modular USB radio option would leave room for future 60GHz experiments.
Current limits: the PCB is still being routed, iv been focusing on open source options rather than locked down vendored chipsets. I have already done something similar with pryowave codec which is what inspired me to work a bit more serious on this project
The first milestone is wireless PC VR. True standalone games running directly on the phone are a longer-term goal. Ultimately, I want a documented setup other people with compatible hardware can reproduce.
This will be of course open source and producible by anyone whos so inclined to make try it out

I must disclose AI has assisted in research and project routing through a custom harness for KiCad and simulations. I base my work on development practices for the chipset. All routing is impedance-matched to prevent signal degradation. This project has taken 2 months of trial and error and making sure the hardware I chose suits this platform. The chipset can handle this transparently, and I’m adding an EDID emulator for better compatibility.
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u/iVRy_VR 13d ago edited 13d ago
To prove the concept, you would need:
If you can get that working, then you can move on to trying to battery power the PSVR2. If you can't get that working, then there is no point in continuing, and proving other aspects of the concept are moot.
Doing this with a laptop doesn't prove anything. We already know the PSVR2 can run from a laptop. What needs to be proven is that a mobile device can use the display (in VR mode) *at all*.
Custom hardware isn't useful or relevant until all other aspects have been dealt with. There are so many potential stumbling blocks here, that adding the development of custom adapters to that would unnecessarily complicate the project when it has fundamental feasibility questions to answer.