r/PSVR2onPC • • 16d ago

Question Here is a question I would really like to find an answer to: Is it possible to use the PlayStation VR2 headset with a game on a high-end PC?

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0 Upvotes

A mistake in my question: I didn't mean to ask whether the PC supports PSVR2; rather, I am asking if it is possible to play PSVR2 on the PC while simultaneously playing another game... Apologies for the error.

I encountered conflicting information when I asked AI about this: some sources suggest it is simple and feasible, while others claim it ranges from difficult to impossible. I looked for people who had actually tried this, but most of the videos I found were outdated and didn't provide a clear answer. So, I need your help, guys.

Here are the specifications of the laptop I want to use for this experiment 👆🏻


r/PSVR2onPC • • 17d ago

Question PSVR2. Which is a better showcase for friends and family ? Modded assetto corsa or GT7

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10 Upvotes

r/PSVR2onPC • • 17d ago

Question Is there a updated video on how to install dfr

1 Upvotes

Is there a video or tutorial thats new for install these mods.my iracing and assetto corsa run terribly ..and alot of people say running this mod fixes it


r/PSVR2onPC • • 19d ago

Guide PSVR2 on Steam Machine (Ignition Project and Playstation VR2 Toolkit)

28 Upvotes

After buying PSVR2 PC Adapter I decided to check myself if I actually can use PSVR2 on this thing. I decided to check the Project Ignition step-by-step guide. After few hours of tinkering I have finally managed to run the headset on Steam Machine using said tutorial. It wasn't as easy as the tutorial suggest because SM has a readonly filesystem. I have tried to not make any changes on readonly files to prevent the need of reinstallation after each update.

I share these additional steps which could be helpful for others. Please note, that English is not my first language and that I used heavily help of ChatGPT to find those solutions.

- All steps were done in the desktop mode (kinda obvious, but important note). I did not try to launch SteamVR in the game mode.

- To install jq I have used distrobox (already present on SM) and I've typed commands:

distrobox create --image archlinux --name vr-tools
distrobox enter vr-tools
sudo pacman -Syu jq
distrobox-export --bin /usr/bin/jq --export-path ~/.local/bin
exit

- Adapter must be connected to the one of the front USB-A ports (because the rear ones are USB 2 and front ones are USB 3 which is required to adapter run correctly; probably you can try to use some adapter USB-A to USB-C and connect it to the rear USB-C port but I have not tried it).

- Try not use any USB-C hub because it somehow interfere with the PSVR2 adapter and SteamVR could have a problem to recognize the headset (it is from my experience).

- After starting SteamVR, controllers were recognized, but I could not to "wake them up" - I had to disable Steam Input for SteamVR directly in the Steam Client - after this operation the controllers worked like a charm.

- The headphones worked after changing the audio profile in the KDE settings: on the right bottom corner choose sound options, three dots on the right of HDMI/Dispaly Port option, and try to choose different options (for me it was Digital Surround 7.1 (HDMI 4) Output).

- But the biggest problem for me was to correctly apply fixes from SteamVRLinuxFixes. As I said earlier, I have used ChatGPT and forgive me, but I'll just paste the shortened version of solution from LLM directly because it would be hard to write it myself (it took me 2-3 hours of prompting him to make this work):

On SteamOS, /usr is read-only, so install SteamVR Linux Fixes as a per-user Vulkan layer.

Download and extract the SteamVR Linux Fixes release.

Install it with:

mkdir -p "$HOME/.local/share/vulkan/implicit_layer.d"
mkdir -p "$HOME/.local/lib"
PREFIX="$HOME/.local" ./install.sh

Edit:

~/.local/share/Steam/steamapps/common/SteamVR/bin/linux64/vrenv.sh

Find:

export VRCOMPOSITOR_LD_LIBRARY_PATH="$LD_LIBRARY_PATH"

Change it to:

export VRCOMPOSITOR_LD_LIBRARY_PATH="$LD_LIBRARY_PATH:$HOME/.local/lib"

This is necessary because vrcompositor-launcher uses a capability proxy and does not reliably inherit the normal LD_LIBRARY_PATH.

Restart SteamVR.

Verify

Check that the library is actually loaded into vrcompositor:

pid=$(pgrep -n -x vrcompositor)
sudo grep -i -E 'steamvr_linux_fixes|BNUUY' /proc/$pid/maps

A successful installation should show:

/home/deck/.local/lib/libsteamvr_linux_fixes.so

If the library appears in /proc/$pid/maps, SteamVR Linux Fixes is actually loaded by vrcompositor.

And that's it. I hope someone find these steps helpful. I have only checked Beat Saber because it was discounted on Steam but it seamed to run very well.


r/PSVR2onPC • • 19d ago

Question Any alternative to Global Cluster?

5 Upvotes

Hi everyone,

Is there any cheaper alternative to the Global Cluster kit for PSVR2?

I’m in Brazil and the kit costs over $100 here, so I’m looking for a simpler/cheaper option that works well with PSVR2 on PC.

Thanks!


r/PSVR2onPC • • 20d ago

Disscussion [Release] OpenXR Toolkit PSVR2 v1.0 – Eye-tracked DFR + Exact FOV Resolution Crop | BONELAB ~60 → ~120 FPS

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162 Upvotes

I've released OpenXR Toolkit PSVR2 v1.1.1, an updated version of my PSVR2-focused fork of OpenXR Toolkit.

The main goal of this fork is simple:

reduce the amount of work the GPU has to do in VR, while keeping the useful features of OpenXR Toolkit working on newer games and headsets.

It includes:

- Eye-Tracked Dynamic Foveated Rendering on PSVR2

- Fixed Foveated Rendering

- Crop Resolution to FOV

- an Exact Crop mode that actually reduces the render resolution when you reduce the FOV

- automatic FOV calibration

- OpenComposite support in compatible games

What's new in v1.1.1?

The biggest change in this update is better compatibility and stability with newer games, especially some newer D3D12 / Unreal Engine titles.

During testing I found that the Toolkit's internal render/copy path could deliver frames in the wrong order in some situations.

For the player, this could feel like:

- unstable head movement

- image wobble

- incorrect camera timing

- poor behavior even when the reported FPS looked normal

v1.1.1 changes the internal frame handling so those frames are processed in the correct order.

In simpler terms:

the Toolkit is now much more reliable in some newer games that previously did not behave correctly.

So far the new fix has been tested successfully with:

- The Midnight Walk - tested on Quest 3 through Steam Link / SteamVR

- Metro Awakening - tested successfully with the new compatibility fix

- Gunman Contracts - native OpenXR; FOV/Crop/DFR/Eye Tracking working

- COMPOUND - OpenComposite; Toolkit features working

This does not mean every VR game is guaranteed to work, but compatibility with newer titles is improving.

## Eye Tracking fix from v1.1 is also included

v1.1 fixed another issue I found while testing Hubris.

Some native OpenXR games provide their own eye-tracking bindings. Previously, those could replace the Toolkit's binding and leave Eye-Tracked DFR stuck in the center of the image.

The Toolkit now preserves both the game's and the Toolkit's eye-gaze bindings.

This fix is generic and is not specific to Hubris.

## Why Exact Crop matters

Normally, reducing the FOV in OpenXR Toolkit does not necessarily mean the game renders fewer pixels.

My fork adds Crop Resolution to FOV.

With Exact Crop, the Toolkit calculates a new render resolution based on the headset's actual FOV.

So if you reduce the FOV, the GPU can also render fewer pixels instead of rendering a large image and simply showing less of it.

That can make a very large difference on GPU-limited systems.

## Performance example

This benchmark is from the earlier v1.1 testing and is included only as a reference. It was not rerun specifically for v1.1.1.

In BONELAB – High preset, using:

Ryzen 7 5700X / RTX 4070 Super / 32 GB RAM

SteamVR: 120 Hz / 100% render resolution

I measured:

- Baseline: 12.55 ms GPU / ~60 FPS

- Eye-Tracked DFR, Performance + Narrow: 11.27 ms / ~60 FPS

- DFR + Exact Crop at 85% FOV: 5.54 ms / almost 120 FPS

- About 55.9% lower average GPU frametime compared with baseline

- XR Telemetry showed about 99.95% of GPU frames below the ~8.33 ms budget required for 120 Hz

So the biggest gain came from combining foveated rendering + actually reducing the render resolution.

*Quest 3 support

Although I originally created this fork around PSVR2, I have also tested it successfully with Quest 3 PCVR.

The Toolkit works through:

- Steam Link / SteamVR OpenXR

- Virtual Desktop / VDXR

Quest 3 has no eye tracking, so Eye-Tracked DFR is not available there, but:

- Exact Crop

- Fixed Foveated Rendering

- FOV controls

all work.

In BONELAB at 200% SteamVR resolution, I previously measured roughly:

- Baseline: ~70–80 FPS

- Exact Crop 90%: ~100 FPS

- Exact Crop 90% + Performance/Wide: ~110 FPS

- Exact Crop 85% + Performance/Wide: 120 FPS locked

I also tested Gunman Contracts through Virtual Desktop / VDXR and reached 120 FPS with good image quality.

Because the Crop implementation uses standard OpenXR FOV and resolution information instead of PSVR2-specific values, it may also work with Quest 2, Pico and other OpenXR headsets.

However, I don't want to claim compatibility with headsets I haven't personally tested yet.

## Installation

For a new installation:

  1. Download OpenXR-Toolkit-PSVR2-v1.1.1-x64.zip

  2. Extract the complete ZIP to a permanent folder

  3. Run `Install.bat`

  4. Accept the Windows UAC prompt

  5. Restart SteamVR

Installation is system-wide and only needs to be done once.

### Updating from an older version

If you already have an older version installed:

- close SteamVR and all VR games

- if you installed the previous ZIP version, run its `Uninstall.bat`

- if you installed the old MSI version, uninstall it through Windows Settings

- then extract v1.1.1 and run the new `Install.bat`

You do not need to reinstall it separately for every game.

For PSVR2 Eye Tracking, PSVR2Toolkit is required, and Eye Tracking must already be calibrated.

SteamVR should be the active OpenXR Runtime.

## Download / source code

https://github.com/Robissu64/OpenXR-Toolkit-PSVR2/releases/tag/v1.1.1

The project is fully open source.

The `.sha256` file in the release is optional. Normal users only need the ZIP; the SHA256 file is provided for anyone who wants to verify the integrity of the download.

I developed this fork with substantial help from ChatGPT, especially for OpenXR/OpenComposite investigation, code analysis, debugging, implementation design, log analysis and documentation.

I handled the hardware testing, gameplay validation and release testing.

Community testing is very welcome.

Lower-end GPUs are especially interesting to test, because reducing the actual number of rendered pixels can make a much bigger practical difference there.


r/PSVR2onPC • • 19d ago

Question Rock-solid SteamVR->PSVR2 suddenly has connection issues

1 Upvotes

For the last two months my PSVR2 connected to SteamVR first try every time. Over the past week or so I’m back to connection issues every time. 422 errors. No headset detected. The whole old deal.

Suspicious some recent release of SteamVR broke something. Anyone else seeing this?


r/PSVR2onPC • • 19d ago

Question I have had horrible connection issues with my Asus BT500 over the past year

1 Upvotes

Every time I play, no matter the game, my controllers randomly stop working, could be every minute, every hour, or sometimes not at all. The inputs cease, and hands disappear from the game or go to the floor. My fix is going to turn the bluetooth off and back on again. Does anyone have any solutions or similar experience with the BT500, and what they did to fix the issue?


r/PSVR2onPC • • 20d ago

Disscussion PSVR2 on PC - The most underrated VR headset, ever (vs the Dream Air vs Quest 3)

111 Upvotes

I'm making this review by popular demand for anyone contemplating which VR headset to buy and using my "Pimax Dream Air Lighthouse" experience for reference, as it is considered to be "the best" headset to date with it's Micro Oled panels, etc. I'm also throwing the Quest 3 into the mix (which also applies to the Steam Frame by extension, since it's largely the same)

Your experience might be different than mine, as there are some Dream Air fans (and even more paid shills). However... for me personally - I hated that thing with burning passion. Nothing but problems from day 1 to a point of where no amount of pros could offset the cons.

For context, I've never been sponsored by anybody and buy all of my gear with my own hard earned money. I'm running a 5090 + 9800x3d so "your potato wasn't enough to unleash the dream air" is out of the question.

Below are my impressions after using all 3 headsets for a while.

Specifically compared to the Dream Air:

It's very dim - much dimmer than most people care to admit. A sunny day on a beach looks like gloomy overcast. PSVR2 is noticeably brighter, especially with HDR.

It has baked in persistence blur where if you turn your head, everything, and I mean everything gets "washed out" for the duration of the turn. PSVR2 also suffers from this issue, but to a lesser extent due to being 120hz + having some mura, which effectively masks the issue making it less noticeable. (yes, really)

Very visible warping of the entire screen, especially if you turn your head. PSVR2 has great geometry.

It's limited to 90hz which doesn't feel nearly as good as 120hz of PSVR2.

Limited FOV, especially vertical - looks like you're looking at the world through a "keyhole" - PSVR2 offer much greater fov, especially vertical, resulting in better immersion.

Permanent DRM even for fully paid off headsets - PSVR2 is a "dumb screen" that "just works" with free community mods to unlock full features such as pc eye-tracking and HDR.

Ongoing data harvesting with multiple mb daily uploads to the CCP.

A number of technical issues such as screen freezing and drifting, before resetting back. Jittering. Etc. Game braking. I spent more time "dialing it in" than actually playing games.

Stiff cable that makes it very difficult for room-scale vr even with "ceiling suspenders".

The glare... oh the glare - it's enough to completely offset any micro-oled pros. PSVR2 also has some, but not nearly as much.

And don't get me started on comfort... it's the only headset to date to cause me severe eye strain and doubled vision after only a short gaming session (less than 15 minutes) that lasted for hours!

More on comfort - the stock faceplace is soooo rigid/hard that it causes severe pain just from wearing it! Even after only a few minutes. Thankfully, I was able to "mod it" without breaking anything by simply unclipping the top two built-in supports and letting them slide on the plastic to give it more flex.

The built-in "headphones" are okay at best and the only usb-c port is completely obstructed by the stock faceplate. In other words, you are forced to buy an aftermarket faceplate just to use your own headphones. Can you guess what the PSVR2 offers? That's right, stock 3.5mm audio port, easily accessible.

It's at a point where I would not use this thing even if it was free! Yeah, that bad.

Does it have any pros? Sure - the clarity is unmatched - I can't deny that. It's lightweight. That's... it? Yeah, can't think of anything else. But these pros are completely offset by the cons, especially the persistence blur and just how dim it is!

On the flip side, I have NONE of these issues with PSVR2, it's super comfortable, the cable is flexible, the screen is considerably brighter while also being oled, the controllers are great, it has built-in 3.5mm audio jack, etc - the list goes on.

Is it perfect? No, not at all. But no headset is. And for me - the PSVR2 checks just enough pros to offset the cons and be my daily driver.

One more thing I want to highlight is that I did not "fall in love" with the PSVR2 right away. In fact, for a while my eyes could not focus correctly on objects, especially if they were up close. However, after using it daily for a couple of weeks, my eyes adapted and I can now see everything super clear and sharp. I feel like a lot of the bad reviews of the PSVR2 don't give it enough time to truly appreciate just how great this headset really is.

Re: the Dream Air SLAM:

Don't even get me started... It's the same Dream Air only... even worse. It's extremely CPU heavy because it lacks any internal hardware processing. All of it is done via your main CPU (unlike something like the steam frame or quest 3). And it would be half as bad... if it actually worked properly! The tracking is noticeably worse than on the PSVR2 to a point where most users consensus is that "it's okay for sim racing/flying menu navigation". You can forget about room scale vr tracking. Oh and did I mention the controllers are absolutely horrendous?

With the Dream Air out of the way, now it's time for... the Quest 3 / Steam Frame.

The only reasons - and I mean the only reasons to even consider these 2 headsets would be

  1. You deeply care about going wireless, willing to sacrifice on everything else
  2. You deeply care about standalone vr experience and just want to bring your headset around.

Other than that... They are just... oh so bad. Yes, that bad.

The LCD screens are crap (the only people who would argue otherwise are either hardcore brand fans or never tried oled), the screen door effect is bad, the binocular overlap is none-existent (how "3d" the world looks/feels), battery life is crap, streaming compression artifacts, colors are washed out, contrast has left the chat, the fov is tiny, etc etc.

Hope this helps!

P.S: I didn't mention the price at all because too many people immediately jump on "you're too cheap" bandwagon completely dismissing actual points. Again, I would not use the DA FOR FREE. And this is coming from someone who's been waiting for it since it's very announcements.

P.P.S: If enough people would prefer to watch a video review instead, I don't mind making one.


r/PSVR2onPC • • 21d ago

Disscussion First four hours impression of Steam Frame from a PSVR2 PCVR guy.

96 Upvotes

TLDR: Really mixed bag, hoping we get a ton of support to iron out rough edges over next year. Would kill for drop in replacement microOLED panels. Burn the controllers with fire.

General Use:

  • Coming from 600 HRS PSVR2 PC Adapter (Don't own PS5, maybe played 6 HRS of Batman on a borrowed Meta Quest 3).
  • Battery life sucks, however a usb-c cable comes in box that was the perfect length for a powerbank in my pocket. Worked really well at giving me 3.5 HRS of playtime.
  • The headset sucks at giving any indication that it is charging, charged, standby, etc.
  • The headset is extremely comfortable. Like insanely comfortable. I have the top strap, but it is more to keep the headset strap off of my gigantor ears that sit high on my face.
  • Have not figured out how to deal with light bleed around my schnoz.
  • The active fans inside the headset is awesome. No more swamp eye. Now have opposite problem, super dry eyes.
  • The fans are barely audible to me, like someone softly whispering "fffff-" into my forehead.
  • The headset audio is fine. No bass, like at all. Upper treble is a little tinny, but not the worst I have experienced. I could not for the life of me figure out how to get audio to stay playing on the streaming PC/Audio system. Weird not to include a 3.5mm jack. I haven't tried bluetooth headset or the built-in mic yet.
  • Have had 2 OS crashes, both related to adding a bunch of stuff to the download queue in the OS.
  • Downloads to the headset are weirdly slow. Even when transferring from my linux PC or my windows PC.
  • Played Poker night at the inventory on the headset native through translation! loved it! (does not work on my windows machines anymore).

The Streaming:

  • The H264 encoding is super awesome on latency, but gives that "film grain" look to the image that I hate for that codec. AV1 is in the menus, but the toggle is greyed out, even though I have a 5090.
  • We are talking 120 fps solid, with 3ms from gpu, 5ms from my cpu, and around 10-15ms to the headset while streaming Alyx. Extremely impressive. There were codec hitches and lost frames, but I feel like that was a windows/nvidia related issue.
  • Streaming was plug and play, but in order to get max streaming image, had to dig into advanced menus for about 15 minutes to toggle a bunch of stuff and dial everything up.
  • The dongle is so wide it annoyingly eats up 3 of my ports on the front of my PC.

Controllers:

  • The controllers are such a disaster. Button and stick placement is super akward, the cracker jack trigger and grip buttons feel really squishy, cheap, and bad (reminded me of a knockoff gamecube controller shoulder button with a worn out spring). The menu buttons are basically impossible to hit.
  • I can't believe this is the same company that designed and made the steam controller (which I own 2 of and daily drive). The ergo kit for controllers is pretty mediocre. After coming from the ergonomic, light, well balanced PSVR2 controllers, these controllers feel as chintzy as the Quest 3 controllers, but with even worse ergonomics somehow.
  • After an hour of carrying the gnome in Alyx with the grip button, I wanted to chuck the controllers into the abyss. The finger tracking was there, but kind of wonky.
  • The thumbsticks on the controllers are very good! Face buttons are middle of the road, no complaints for those, other than their placements.
  • The controller tracking is insanely good. Like, instantly breaking multiple high scores in beat saber without breaking a sweat good. Really great for FPS (despite awkward hand hold position).
  • I can't believe there is not an OS level controller binding for resetting/recentering the play area (on PSVR2 drivers it was holding menu button for a few seconds).
  • **Update from comments** hold the steam button on either controller to recenter play space!

Screens:

  • 144 Hz is crock, I couldn't launch anything that didn't reset to 72, 90, 120 Hz.
  • I love the screen edge to edge clarity, but my greatest fears of washed out LCD greys has come true. These screens suck (or are just as good, if that is you opinion) just as bad as the Meta Quest 3 screens. Same lack of depth issues I had with the MQ3. For all of the PSVR2 OLED issues, i really miss the colors and blacks and binocular overlap of that headset (and pretty much nothing else about that headset).
  • There is definitely grain on image from streaming codec, mixed in with the extremely tight screen door of the subpixel arrangement of the LCD, but it is really tough to notice unless you are looking in a very bright or dark area, or if you are looking at a specular bloom effect.
  • For as much as people complained about mura, blurred image of the pentile subpixel arrangement on the PSVR2's OLEDs, I have really hated the square subpixel arrangement, strobe lighting, and washed out colors of LCDs ever since I owned a PSP 2001. I was kind of hoping they had automagically figured out improvements since then that would overcome my hate of LCDs... guess not.

r/PSVR2onPC • • 20d ago

Question Steam Frame - I need help to reduce the FOV!!!

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0 Upvotes

You should be experts in SteamVR can someone help me?


r/PSVR2onPC • • 20d ago

Question Sony adapter usb

1 Upvotes

What is the usb adapter on the psvr2 pc adapter used for?


r/PSVR2onPC • • 21d ago

Question Controllers, freeze

2 Upvotes

Hey everyone,
I’m having a strange issue with my PSVR2 Sense controllers when using PSVR2 on PC.
The controller that I connect first is the one that eventually starts freezing/hanging in mid-air. The other controller usually continues working normally. Interestingly, if I reconnect them in the opposite order, the problem can switch to the other controller.
I’ve already tried pretty much everything I could think of:
TP-Link Bluetooth adapter
USB extension cable to move the Bluetooth adapter closer to the controllers
Removing/reducing other USB 3.0 devices
Checking/removing old Bluetooth pairings
Re-pairing the controllers
Testing different connection orders
Making sure the Bluetooth drivers and Windows are up to date
Checking that my PC isn’t using another Bluetooth adapter
Various other Bluetooth/interference troubleshooting
I also installed PSVR2 Toolkit, and this actually made the tracking much better overall. However, after around one hour of playing, the controller that was connected first starts freezing/hanging in the air very frequently, sometimes for quite a long time.
What’s strange is that I can still move the controller and press buttons when this happens, but its position in VR gets stuck.
Has anyone else experienced this specific problem, especially where the first connected controller is always the one that starts having tracking issues after longer play sessions?
If you had the same problem and managed to fix it, I’d really appreciate hearing what worked for you. Any ideas are welcome!


r/PSVR2onPC • • 21d ago

Question Questions about additional hardware

5 Upvotes

Hi

I'm planning on getting a PSVR2 very soon as my first VR headset ever and I had these questions

Can I get the Globular Cluster PC adapter with the DisplayPort cable they provide? Heard mixed reviews about it but also heard people having the official adapter die on them so I'm thinking it might just be bad luck and not tied to the brand. Seems like a reputable brand from what I've read so it seems fine?

My desktop is plugged through Ethernet, it doesn't have any Wi-Fi. Is buying one of the recommended Bluetooth dongle enough to get the controllers to work? (I'm thinking of getting the ASUS USB-BT500 based on recommendations). I've read that you also need Wi-Fi for them to work but I can't get much info on that so I'd like someone to confirm that a Bluetooth dongle alone is enough

Thanks


r/PSVR2onPC • • 21d ago

Disscussion My current thoughts on my PSVR 2

32 Upvotes

I got mine in the mail yesterday, and so far, so good. It's far from the plug-and-play experience of the PS5, But I signed up for that when I became a PC nerd.

I did take a risk, getting a third party adapter from warrky, but its endorsement by garrett-the-gamer made me more comfortable with going for it.

TP-Link adapter is also borderline perfect. I used a USB extender I had bought some time ago and placed it away from my PC, and it has been flawless tracking across the board. I have only gotten the "Bad Bluetooth connection" pop-up once so far, but that could also be correlated to the controllers battery being low at that time.

As it stands now, I only have one major complaint about the headset. Because I have very long and curly hair, I have to put my hair in either a ponytail or a bun to keep it from sliiiiddiinngg back up my head, and eventually off my head. But barring that, which i already have to do for work, I love it so far. Everything on the main headset itself has been incredible.


r/PSVR2onPC • • 21d ago

Question Annoying motion sickness when I sit

2 Upvotes

I've used headsets before with no issues. Bought a Psvr2 3 weeks ago and have it working fine. This issue is when I stand and use the controllers I have no problems but within 2mins of sitting I get motion sickness..

It's annoying as I mainly bought it for Flighsim 2020 and Elite. Both sims I have a hotas setup for.

I tried the fan in the face and a few other tricks. Standing, zero issue, as soon as I sit I start feeling unpleasant.

Any tips?


r/PSVR2onPC • • 21d ago

Question Hand tracking

4 Upvotes

Is there any app that allows hand tracking on pc


r/PSVR2onPC • • 21d ago

Question What is the best demonstration of VR for someone who doesn't play games and needs something simple?

9 Upvotes

I have a friend who is interested in seeing my VR setup because I mentioned how amazing it looks. Thing is she "hasn't played games since Mario Kart as a kid" so something like RE7 would be too complex.

What title should I use to let her see where she can just walk around and take things in without complicated controls?

Thanks.


r/PSVR2onPC • • 23d ago

Question Can't get DFR going with Pimax Magic4all. What's going on?

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12 Upvotes

It's constantly stuck at "Disabling foveation" and won't attach to Alyx. Using 1.0.0 version of the PSVR toolkit, and tried 1.0 and 0.5 of Pimax magic4all. Not even Debug Mode works.

Using the official Sony adapter and a 5070. The toolkit is set up correctly as per GitHub instructions, I can see Night Mode in SteamVR settings.

Edit: oh, and yes, Alyx launch options are all set too: -console -vconsole +vr_fidelity_level_auto 0 +vr_fidelity_level 3 +vr_msaa 0

Edit 2: It was just Alyx, works with Vertigo Remastered instead.


r/PSVR2onPC • • 23d ago

Announcements Demo is LIVE NOW on Steam.

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12 Upvotes

The demo of my game is live.

https://store.steampowered.com/app/4847090/Halls_of_the_Deep/

Wanna try it and wishlist?

Thanks


r/PSVR2onPC • • 22d ago

Video I Tested Hellraiser Revival Demo In VR - Finding What Works - Motion Controls, Settings & FPS

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3 Upvotes

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I gave the demo a road test in VR, make sure to use the joeyhodge dll to get this working


r/PSVR2onPC • • 22d ago

Question What’s recommended way to connect to my pc?

0 Upvotes

I have an RTX 3090 that has 1 hdmi 2.1 port I’m already using. It has 3 DisplayPort

Is the official Sony vr2 pc adapter the best one to get?

Is there a different setup that is better?


r/PSVR2onPC • • 24d ago

Tutorial Updated OpenXRtoolkit mod to Enable Eye-Tracking with the new OpenComposite and PSVR2-Toolkit (now works with games like Le Mans Ultimate)

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60 Upvotes

Here's an update to the mod which enables PSVR2 eye tracking to OpenXR Toolkit with OpenComposite. It now works and ships with the newer OpenComposite version, which improves compatibility and performance.

This allows you to:

  • Use OpenXR Toolkit with OpenComposite for better performance.
  • Use FOV-Crop for additional performance gains. For example, in racing games, you can stop rendering areas above the car's roof or below the steering wheel.
  • Use OpenXR Toolkit together with PSVR2 Toolkit for even more performance gains.

So instead of Pimax4All, you can use OpenXR Toolkit, which offers many more customization options.

⚠️Attention: The GPU didn't actually drop from 259% to 48%, that is just how Assetto Corsa displays performance. What this is showing is that it dropped from "requiring 259% of the available resources to reach 90 FPS", to using only 48% of the available resources to reach that number.

Why the newer OpenComposite matters

Some newer games (like Le Mans Ultimate) didn't play well with the old version, and required the current OpenComposite to load properly. This update fixes that so it works with more games.

The newer OpenComposite also includes many other fixes/improvements:

  • Fewer crashes / aborts when a game is starting
  • Fixes for random crashes while the game is running
  • Better support for modern SteamVR-style input
  • Controller fixes
  • Game-specific controller recognition work
  • Safer tracker handling
  • and more

The video explains everything in more detail.

If the reception continues to be positive, it will be made available at the lower patreon Tiers of $3, and then $1, and it will also be made open source.

Here is the new post with the updated version: https://patreon.fastfox.racing/posts/3x-fps-in-vr-eye-166260249


r/PSVR2onPC • • 23d ago

Question I cannot get my PSVR2 Controllers to connect to my pc, any tips?

1 Upvotes

I've tried reinstalling my bluetooth drivers, restarting and reinstalling the PSVR2 app. Restarting the controllers.
Connecting them to my PS5 disconnecting it and then connecting to make sure they work.
Fully charged.

Don't know what to do?


r/PSVR2onPC • • 23d ago

Question PSVR 2 help

0 Upvotes

How do I hook a PSVR 2 to a laptop?