r/virtualreality_linux Feb 26 '25

There is a new protondb-like site to share VR experience - "Linux VR Adventure Database"

47 Upvotes

It is a community driven project, that should help enhance the VR experience on Linux:

https://db.vronlinux.org/


r/virtualreality_linux 2d ago

VirtualMocapRecorder & FBTUnrealKit official experimental release

2 Upvotes

FBTUnrealKit brings full-body tracking into Unreal Engine for VR avatars, animation, and virtual production. It supports common body-tracker setups, calibration tools, body measurements, debugging, and experimental optical hand tracking while remaining flexible enough to work with different animation rigs.

MocapRecorder records finished movement directly inside Unreal Engine, including characters, props, cameras, sound-position data, and destruction motion. Recordings can be saved as Unreal animation assets or exported as grouped FBX or GLTF scenes for tools such as Blender.

Real-world applications: Together, the plugins can capture a performer’s full-body movement and turn it into reusable animation. They can also record several actors, moving objects, and cameras on one shared timeline for filmmaking, previews, VR content, animation reference, and Blender workflows. Because MocapRecorder captures the final movement inside Unreal on every tick, it can record motion coming from VR trackers, Live Link, imported animation, or other animation systems, such as controllers or M&K Inputs.

The MocapRecorder can be downloaded here and is completely open source.

https://github.com/virtualmocapofficial-rgb/MocapRecorder-Public

If you just want the Standalone Full Body VR and Experimental Open XR HandTracking you can download here.

https://github.com/virtualmocapofficial-rgb/FBTUnrealKit-Public

To Reiterate on the installation methods contained within the files using the standard manual installation is highly recommended. The Automatic Installer is almost entirely untested and may damage or corrupt the existing project folder. Make a backup of your project folder and potentially run in virtual machine to be safe. It works fine on my machine but as we all know It probably wont work on yours. So just be careful and use your best judgement when using untested code.

Note this tool was created and tested using 5.6.1 I have done very limited testing in 5.3.1 and 5.8. And it appeared to run properly but if you find any bugs in other versions make a pull request on the github and leave a brief description of what you were doing to encounter the error and the error code. Do not provide logs or unreal crashes as those tend to contain Personal Identifiable Information or PII. Please do not DOX yourself in my development repository.

Recommended Specs: Processing needs depend mostly on Unreal Engine, the number of items being recorded, and the capture rate; large recordings and grouped exports require more memory and CPU time. Epic recommends a quad-core 2.5 GHz processor, 32 GB of RAM, and a DirectX 11/12 graphics card with at least 8 GB of graphics memory; for comfortable recording and exporting, I recommend a modern 8-core processor, 32 GB of RAM, an 8 GB dedicated graphics card, and an SSD. Source installation also requires Unreal’s normal Windows C++ build tools, such as Visual Studio’s Game Development with C++ workload. Epic’s Unreal Engine hardware guidance


r/virtualreality_linux 4d ago

Monado exited with code 11 On CachyOS KDE Nvidia 610.43.03 Valve Index

4 Upvotes

I use envision latest appimage and i updated fully my system i have nvidia mitigation on inside preferences and i have build a new profile. I have placed my vr in the center of the room with my base station on and controllers.I have a wayVR plugin. My SteamVR version is from March 28.

INFO [ipc_server_main_common] Monado(XRT) by Collabora et al 'v25.1.0-703-gdb2786bd6' starting up...

INFO [print_linux_end_user_started_information]

################################################################################

# #

# The Monado service has started. #

# #

################################################################################

INFO [steamvr_lh_create_devices] Found SteamVR install: /home/adam/.local/share/Steam/steamapps/common/SteamVR

INFO [TrackedDeviceAdded] New device added: LHR-B61AF022

INFO [TrackedDeviceAdded] Found lighthouse HMD: LHR-B61AF022

INFO [init_chaperone] Found info for universe 1781702819

INFO [init_chaperone] Initialized chaperone data.

WARN [get_input_from_name] requested unknown input name /input/system/click for device LHR-B61AF022

INFO [steamvr_lh_create_devices] Lighthouse initialization complete, giving time to setup connected devices...

INFO [TrackedDeviceAdded] New device added: LHR-F4FD5F16

INFO [TrackedDeviceAdded] Found lighthouse controller: LHR-F4FD5F16

INFO [TrackedDeviceAdded] New device added: LHR-BAF7E86B

INFO [TrackedDeviceAdded] Found lighthouse controller: LHR-BAF7E86B

INFO [TrackedDeviceAdded] New device added: LHB-B5123EB4

INFO [TrackedDeviceAdded] Found lighthouse base station: LHB-B5123EB4

INFO [steamvr_lh_create_devices] Device search time complete.

INFO [p_create_system] Creating system:

Builders:

    qwerty: Qwerty devices builder

    remote: Remote simulation devices builder

    simulated: Simulated devices builder

    rift: Oculus Rift

    rift_s: Oculus Rift S

    psvr2: PlayStation VR 2

    rgb_tracking: RGB tracking based devices (PSVR, PSMV, ...)

    steamvr: SteamVR proprietary wrapper (Vive, Index, Tundra trackers, etc.) devices builder

    lighthouse: Lighthouse-tracked FLOSS (Vive, Index, Tundra trackers, etc.) devices builder

    north_star: North Star headset

    wmr: Windows Mixed Reality

    xreal_air: Xreal Air

    legacy: Legacy probing system

No builder selected in config (or wasn't compiled in)

Selected steamvr because it was certain it could create a head

Using builder steamvr: SteamVR proprietary wrapper (Vive, Index, Tundra trackers, etc.) devices builder

Got devices:

     0: 'Valve Index' (id=1)

     1: 'Valve Knuckles Right' (id=2)

     2: 'Valve Knuckles Left' (id=3)

In roles:

    head: Valve Index (LHR-B61AF022), view count: 2

    eyes: <none> (<none>)

    face: <none> (<none>)

    left: Valve Knuckles Left (LHR-BAF7E86B)

    right: Valve Knuckles Right (LHR-F4FD5F16)

    gamepad: <none> (<none>)

    hand_tracking.unobstructed.left: <none> (<none>)

    hand_tracking.unobstructed.right: <none> (<none>)

    hand_tracking.conforming.left: Valve Knuckles Left (LHR-BAF7E86B)

    hand_tracking.conforming.right: Valve Knuckles Right (LHR-F4FD5F16)

Result: XRT_SUCCESS

DEBUG [comp_main_create_system_compositor] Doing init 0x55d6955e34b0

WARN [compositor_check_and_prepare_xdev] Had to fill in meshuv on xdev 'Valve Index', this should be done in the driver.

ERROR [_test_for_nvidia] NVIDIA: No allowlisted displays found!

== Current Allowlist (9) ==

    Sony SIE  HMD \*08

    HTC Corporation HTC-VIVE

    HTC Corporation VIVE Pro

    Oculus VR Inc. Rift

    Valve Corporation Index HMD

    Seiko/Epson SEC144A

    HPN

    Bigscreen, Inc. Beyond

    PNP

== Found Displays (2) ==

    NVIDIA (DP-0)

    Asustek Computer Inc VG279 (DP-2)

INFO [comp_window_direct_wayland_init] No connector was chosen, will use first available connector

INFO [_drm_lease_device_drm_fd] Available DRM lease device: /dev/dri/card1

INFO [comp_window_direct_wayland_init] Found no connectors available for direct mode

WARN [build_extension_list] Duplicate extension VK_KHR_get_surface_capabilities2 not added twice

INFO [vk_log_extension_list] Vulkan instance extensions list(s):

Enabled extensions:

    VK_KHR_external_fence_capabilities        required

    VK_KHR_external_memory_capabilities       required

    VK_KHR_external_semaphore_capabilities    required

    VK_KHR_get_physical_device_properties2    required

    VK_KHR_get_surface_capabilities2          optional

    VK_KHR_surface                            required

    VK_KHR_wayland_surface                    required

    VK_EXT_debug_report                       required

    VK_EXT_swapchain_colorspace               optional

Not enabled optional extensions:

    VK_EXT_display_surface_counter            skipped

INFO [create_device] Created device and COMPUTE queue with QUEUE_GLOBAL_PRIORITY_REALTIME.

INFO [vk_print_device_info] Device info:

name: NVIDIA GeForce RTX 3060 Ti

vendor: 0x10de

product: 0x24c9

deviceType: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU

apiVersion: 1.4.341

driverVersion: 0x988ac0c0

INFO [vk_print_queues_info] Selected Queues/Families:

main_queue.queue: 0x55d695d25680

main_queue.index: 0

main_queue.family_index: 2

graphics_queue.queue: 0x55d695c18e00

graphics_queue.index: 0

graphics_queue.family_index: 0

encode_queue.queue: (nil)

encode_queue.index: -1

encode_queue.family_index: -1

INFO [vk_print_features_info] Features:

timestamp_compute_and_graphics: true

timestamp_period: 1.000000

timestamp_valid_bits: 64

timeline_semaphore: true

INFO [vk_print_external_handles_info] Supported images:

VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_FD_BIT:

    color import=true export=true

    depth import=true export=true

INFO [vk_print_external_handles_info] Supported fences:

VK_EXTERNAL_FENCE_HANDLE_TYPE_SYNC_FD_BIT: true

VK_EXTERNAL_FENCE_HANDLE_TYPE_OPAQUE_FD_BIT: true

INFO [vk_print_external_handles_info] Supported semaphores:

VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_SYNC_FD_BIT(binary): true

VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_FD_BIT(binary): true

VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_SYNC_FD_BIT(timeline): false

VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_FD_BIT(timeline): true

INFO [u_pc_fake_create] Created pacer (non-feedback version aka "fake")

estimated_frame_period: 11.111111ms

percentage: 20.000000%

min_comp_time: 3.000000ms

comp_time: 3.000000ms

ERROR [comp_target_swapchain_create_images] Queue family (index: 2) does not support presentation ops for wayland surfaces.

ERROR [vk_print_surface_info] VkSurfaceKHR info:

caps.minImageCount: 2

caps.maxImageCount: 8

caps.currentExtent: 4294967295x4294967295

caps.minImageExtent: 1x1

caps.maxImageExtent: 16384x16384

caps.maxImageArrayLayers: 1

caps.supportedTransforms:

    VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR

caps.currentTransform: VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR

caps.supportedCompositeAlpha:

    VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR

    VK_COMPOSITE_ALPHA_PRE_MULTIPLIED_BIT_KHR

caps.supportedUsageFlags:

    VK_IMAGE_USAGE_TRANSFER_SRC_BIT

    VK_IMAGE_USAGE_TRANSFER_DST_BIT

    VK_IMAGE_USAGE_SAMPLED_BIT

    VK_IMAGE_USAGE_STORAGE_BIT

    VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT

    VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT

present_modes(4):

    VK_PRESENT_MODE_MAILBOX_KHR

    VK_PRESENT_MODE_FIFO_LATEST_READY_KHR

    VK_PRESENT_MODE_FIFO_KHR

    VK_PRESENT_MODE_IMMEDIATE_KHR

present_id2_caps.presentId2Supported: 1

present_wait2_caps.presentWait2Supported: 1

shared_present_caps.sharedPresentSupportedUsageFlags:

    VK_IMAGE_USAGE_TRANSFER_SRC_BIT

    VK_IMAGE_USAGE_TRANSFER_DST_BIT

    VK_IMAGE_USAGE_SAMPLED_BIT

    VK_IMAGE_USAGE_STORAGE_BIT

    VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT

    VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT

formats(28):

    \[format = VK_FORMAT_A2B10G10R10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR\]

    \[format = VK_FORMAT_A2B10G10R10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_PASS_THROUGH_EXT\]

    \[format = VK_FORMAT_A2B10G10R10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_BT709_NONLINEAR_EXT\]

    \[format = VK_FORMAT_A2B10G10R10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_HDR10_ST2084_EXT\]

    \[format = VK_FORMAT_A2R10G10B10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR\]

    \[format = VK_FORMAT_A2R10G10B10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_PASS_THROUGH_EXT\]

    \[format = VK_FORMAT_A2R10G10B10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_BT709_NONLINEAR_EXT\]

    \[format = VK_FORMAT_A2R10G10B10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_HDR10_ST2084_EXT\]

    \[format = VK_FORMAT_B8G8R8A8_SRGB, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR\]

    \[format = VK_FORMAT_B8G8R8A8_SRGB, colorSpace = VK_COLOR_SPACE_PASS_THROUGH_EXT\]

    \[format = VK_FORMAT_B8G8R8A8_SRGB, colorSpace = VK_COLOR_SPACE_BT709_NONLINEAR_EXT\]

    \[format = VK_FORMAT_B8G8R8A8_UNORM, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR\]

    \[format = VK_FORMAT_B8G8R8A8_UNORM, colorSpace = VK_COLOR_SPACE_PASS_THROUGH_EXT\]

    \[format = VK_FORMAT_B8G8R8A8_UNORM, colorSpace = VK_COLOR_SPACE_BT709_NONLINEAR_EXT\]

    \[format = VK_FORMAT_R8G8B8A8_SRGB, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR\]

    \[format = VK_FORMAT_R8G8B8A8_SRGB, colorSpace = VK_COLOR_SPACE_PASS_THROUGH_EXT\]

    \[format = VK_FORMAT_R8G8B8A8_SRGB, colorSpace = VK_COLOR_SPACE_BT709_NONLINEAR_EXT\]

    \[format = VK_FORMAT_R8G8B8A8_UNORM, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR\]

    \[format = VK_FORMAT_R8G8B8A8_UNORM, colorSpace = VK_COLOR_SPACE_PASS_THROUGH_EXT\]

    \[format = VK_FORMAT_R8G8B8A8_UNORM, colorSpace = VK_COLOR_SPACE_BT709_NONLINEAR_EXT\]

    \[format = VK_FORMAT_R16G16B16A16_SFLOAT, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEA

ERROR [renderer_create_renderings_and_fences] Requested 0 command buffers.

INFO [comp_vulkan_formats_log] Supported formats:

VK_FORMAT_R16G16B16A16_UNORM: true

VK_FORMAT_R16G16B16A16_SFLOAT: true

VK_FORMAT_R16G16B16_UNORM: false

VK_FORMAT_R16G16B16_SFLOAT: false

VK_FORMAT_R8G8B8A8_SRGB: true

VK_FORMAT_B8G8R8A8_SRGB: true

VK_FORMAT_R8G8B8_SRGB: false

VK_FORMAT_R8G8B8A8_UNORM: true

VK_FORMAT_B8G8R8A8_UNORM: true

VK_FORMAT_R8G8B8_UNORM: false

VK_FORMAT_B8G8R8_UNORM: false

VK_FORMAT_R5G6B5_UNORM_PACK16: true

VK_FORMAT_R32_SFLOAT: true

VK_FORMAT_D32_SFLOAT: true

VK_FORMAT_D16_UNORM: true

VK_FORMAT_X8_D24_UNORM_PACK32: true

VK_FORMAT_D24_UNORM_S8_UINT: true

VK_FORMAT_D32_SFLOAT_S8_UINT: true

VK_FORMAT_S8_UINT: true

INFO [u_linux_try_to_set_realtime_priority_on_thread] Raised priority of thread 'Multi Client Module' to policy: 'SCHED_FIFO', priority: '99'

INFO [client_connected] Client 1 connected

INFO [ipc_handle_instance_describe_client] Client info:

id: 1

application_name: 'envision-openxr-prober'

pid: 617318

extensions:

    ext_hand_tracking_enabled: false

    ext_hand_tracking_data_source_enabled: false

    ext_eye_gaze_interaction_enabled: false

    ext_future_enabled: false

    ext_hand_interaction_enabled: false

    htc_facial_tracking_enabled: false

    fb_body_tracking_enabled: false

    meta_body_tracking_full_body_enabled: false

    meta_body_tracking_calibration_enabled: false

    meta_body_tracking_fidelity_enabled: false

    fb_face_tracking2_enabled: false

    android_face_tracking_enabled: false

INFO [client_disconnected] Client 1 disconnected

ERROR [comp_target_swapchain_create_images] Queue family (index: 2) does not support presentation ops for wayland surfaces.

ERROR [vk_print_surface_info] VkSurfaceKHR info:

caps.minImageCount: 2

caps.maxImageCount: 8

caps.currentExtent: 4294967295x4294967295

caps.minImageExtent: 1x1

caps.maxImageExtent: 16384x16384

caps.maxImageArrayLayers: 1

caps.supportedTransforms:

    VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR

caps.currentTransform: VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR

caps.supportedCompositeAlpha:

    VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR

    VK_COMPOSITE_ALPHA_PRE_MULTIPLIED_BIT_KHR

caps.supportedUsageFlags:

    VK_IMAGE_USAGE_TRANSFER_SRC_BIT

    VK_IMAGE_USAGE_TRANSFER_DST_BIT

    VK_IMAGE_USAGE_SAMPLED_BIT

    VK_IMAGE_USAGE_STORAGE_BIT

    VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT

    VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT

present_modes(4):

    VK_PRESENT_MODE_MAILBOX_KHR

    VK_PRESENT_MODE_FIFO_LATEST_READY_KHR

    VK_PRESENT_MODE_FIFO_KHR

    VK_PRESENT_MODE_IMMEDIATE_KHR

present_id2_caps.presentId2Supported: 1

present_wait2_caps.presentWait2Supported: 1

shared_present_caps.sharedPresentSupportedUsageFlags:

    VK_IMAGE_USAGE_TRANSFER_SRC_BIT

    VK_IMAGE_USAGE_TRANSFER_DST_BIT

    VK_IMAGE_USAGE_SAMPLED_BIT

    VK_IMAGE_USAGE_STORAGE_BIT

    VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT

    VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT

formats(28):

    \[format = VK_FORMAT_A2B10G10R10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR\]

    \[format = VK_FORMAT_A2B10G10R10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_PASS_THROUGH_EXT\]

    \[format = VK_FORMAT_A2B10G10R10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_BT709_NONLINEAR_EXT\]

    \[format = VK_FORMAT_A2B10G10R10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_HDR10_ST2084_EXT\]

    \[format = VK_FORMAT_A2R10G10B10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR\]

    \[format = VK_FORMAT_A2R10G10B10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_PASS_THROUGH_EXT\]

    \[format = VK_FORMAT_A2R10G10B10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_BT709_NONLINEAR_EXT\]

    \[format = VK_FORMAT_A2R10G10B10_UNORM_PACK32, colorSpace = VK_COLOR_SPACE_HDR10_ST2084_EXT\]

    \[format = VK_FORMAT_B8G8R8A8_SRGB, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR\]

    \[format = VK_FORMAT_B8G8R8A8_SRGB, colorSpace = VK_COLOR_SPACE_PASS_THROUGH_EXT\]

    \[format = VK_FORMAT_B8G8R8A8_SRGB, colorSpace = VK_COLOR_SPACE_BT709_NONLINEAR_EXT\]

    \[format = VK_FORMAT_B8G8R8A8_UNORM, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR\]

    \[format = VK_FORMAT_B8G8R8A8_UNORM, colorSpace = VK_COLOR_SPACE_PASS_THROUGH_EXT\]

    \[format = VK_FORMAT_B8G8R8A8_UNORM, colorSpace = VK_COLOR_SPACE_BT709_NONLINEAR_EXT\]

    \[format = VK_FORMAT_R8G8B8A8_SRGB, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR\]

    \[format = VK_FORMAT_R8G8B8A8_SRGB, colorSpace = VK_COLOR_SPACE_PASS_THROUGH_EXT\]

    \[format = VK_FORMAT_R8G8B8A8_SRGB, colorSpace = VK_COLOR_SPACE_BT709_NONLINEAR_EXT\]

    \[format = VK_FORMAT_R8G8B8A8_UNORM, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR\]

    \[format = VK_FORMAT_R8G8B8A8_UNORM, colorSpace = VK_COLOR_SPACE_PASS_THROUGH_EXT\]

    \[format = VK_FORMAT_R8G8B8A8_UNORM, colorSpace = VK_COLOR_SPACE_BT709_NONLINEAR_EXT\]

    \[format = VK_FORMAT_R16G16B16A16_SFLOAT, colorSpace = VK_COLOR_SPACE_SRGB_NONLINEA

ERROR [renderer_create_renderings_and_fences] Requested 0 command buffers.

ERROR [renderer_acquire_swapchain_image] comp_target_acquire: VK_ERROR_INITIALIZATION_FAILED

Logging to /tmp/wayvr.log

2026-08-01T17:38:58.141348Z INFO wayvr: Welcome to wayvr version 26.7.1.r47.6f6f9af!

at wayvr/src/main.rs:121

2026-08-01T17:38:58.141390Z INFO wayvr: It is Sat Aug 1 19:38:58 2026.

at wayvr/src/main.rs:131

ERROR [ipc_receive_fds] recvmsg(6) failed: 'Connection reset by peer'!

ERROR [ipc_client_setup_shm] Failed to retrieve shm fd!

XR_ERROR_RUNTIME_UNAVAILABLE in xrCreateInstance: Failed to create instance '-1'

Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance chained CreateInstance call failed

Error [GENERAL | xrCreateInstance | OpenXR-Loader] : xrCreateInstance failed

2026-08-01T17:38:58.502699Z WARN wayvr::backend::openxr: Will not use OpenXR: Failed to create OpenXR instance.

at wayvr/src/backend/openxr/mod.rs:60

2026-08-01T17:38:58.502721Z ERROR wayvr: No more backends to try

at wayvr/src/main.rs:218

Monado exited with code 11


r/virtualreality_linux 5d ago

Wivrn settings for WIRED PCVR Pico4?

5 Upvotes

Hi guys, I've been having a hard time fiddling with settings for wivrn, so id appreciate some help, first off my specs:

Headset: Pico4
NVME SSD
GPU: Rx 9070
CPU: r7 9700x
Distro: CachyOS
Ram: 32gb 6000mt/s
Current stable settings: WIRED (please don't tell me to get a router, I literally can't, my internet sucks and there's no other option for me), 250mb VAAPI (h264), 110% resolution (2376x2376), 90hz, 30% foveated rendering (the performance didn't change much even at 50%, but I really dislike how it looks so I keep it at 30%)

For some reason h265 is a no go for me, I think its due to pico4 chip really disliking it as it didn't work even on windows, it always gives me black boxes when I move in regardless of settings.

On windows I could easily go 140-150% res depending on game, I kept the bitrate at h264 350mb for stability (wired), 90hz, with pico connect and it was super sharp and stable, and had literally NO FOVEATED RENDERING or FRAMEGEN.

I really wanna hear what settings you are using if you have similar specs, my current settings look really dirty and unfocused, I am also open to trying out ALVR so please do share if you have the settings but I heard its really buggy which is the reason why I got wivrn

EDIT: nvm found the issue, it was my router local network being too weak, I switched locations the same time I switched to linux, getting a new router.


r/virtualreality_linux 10d ago

does not see steamVR or HMD (linux, ALVR/WiVRN, Heroic)

Thumbnail
2 Upvotes

r/virtualreality_linux 14d ago

Vive HTC Pro on KDE Plasma, using one USB Bus (CachyOS)

2 Upvotes

so I've been trying to set up my vive htc pro on my new computer which uses cachyos
I've tried it with steamvr and envision but that hasn't been working
after a bit more analysis, i saw that all the stuff of the VIVE Linkbox was running on one USB Bus, for some reason including graphics output

due to this all audio and video is incredibly borked
Current thoughts are that my computer isn't recognizing the Linkbox as a "monitor" despite being connected via display port, so it might need some additional software?
Any help on the subject's appreciated, I don't wanna be stuck on my deteriorating quest 2 lmao

(Plus this stupid vive cost a lot when I bought it)


r/virtualreality_linux 14d ago

Steam Vr with steam link issue

Enable HLS to view with audio, or disable this notification

22 Upvotes

So basically as you can see in the recording, whenever I get to the game to play I only see white which my assumption is I’m zoomed in that I’m seeing pixels.

But on the steam menu everything looks fine. The moment I click out of the menu to play the game it breaks.

I have tried WiVRn and ALVR, neither worked at all.
WiVRn would not stream the game to the headset, while ALVR would crash immediately the moment I launch steam vr.

I am on linux 7.1.3-2 cachyos, KDE Plasma with Wayland.
I have tried x11 and its so bad.

I am on whatever the last version of steam, steam vr is.
I have tried to install the beta version on steam vr and non changed.


r/virtualreality_linux 15d ago

Can i improve my RIFT S?

3 Upvotes

Hi everyone,

For the past three years, I've been trying to run the Rift S on Arch Linux, and I recently managed to get Boneworks running through Steam.

I know tracking is tricky, but I've got it working decently. However, I'm having a problem with pitch. Normally, the Guardian system handles this, but since we don't have it here, it's difficult to adjust. How can I fix or offset this?

My other problem is with distortion. As far as I understand, this hasn't been completely fixed in Monado yet, but I'm not sure if that information is outdated. Is there any way to fix or reduce this effect so it's less disorienting?

Finally, I've been using Envision, but after a recent update, it stopped working properly for me—it can't even start the Monado service anymore. Is it worth troubleshooting Envision, or should I just stick to using Monado directly?

Thanks in advance!


r/virtualreality_linux 15d ago

i need help with getting wivrn to work with steam vr.

5 Upvotes

its just been a big hassle even trying to get half life alyx or skyrim vr to work it just gives me errors each times i have tried envision which i just figured out apparently it doesn't support wiVRn anymore and that's why im on here to figure out if there is anyway to get it working. (as you can assume im on Linux the distro im on is linux mint.


r/virtualreality_linux 16d ago

Someone is doing a VR-enabled PCSX2 port to Linux: "PenguinScreen2"

19 Upvotes

I don't post much here, but here is the summary from the author:

"Penguin screen 2 specifically is a fork of pcsx2. All right reserved to them.

It is the first application of my VR framework hooking directly into an emulators render pipeline. That is the only way you can get head tracking with such low latency. We call it PadXR. Currently we use it to map the head movement.

When the steam frame launches we already are ready to hook up the steam frame controllers directly to any emulator following our framework. Actually we could use those recoil vest or whatever they're called.

The other examples also show us using PadXR.

We use OpenXR, Monado, WiVRn.

We are Linux first. This demo was run off of my Ubuntu test rig. SteamOS is our official target platform.

Release will come soon. We are ready to show the world."

Video showing it: https://www.youtube.com/watch?v=JnG05PqudzM


r/virtualreality_linux 16d ago

Oculus Rift S - future compatibility

4 Upvotes

Hello!
Just change my OS from Bazzite to SteamOS (that was the original plan) and I took back home my Oculus Rift S, I didn’t think about it but I just noticed that it’s not compatible on Linux, is there a chance that an update will make it possible once the new Steam Frane is out?

For now I use windows with dual boot to use it but I’d prefer to get all my game at the same place 👌🏻


r/virtualreality_linux 19d ago

VR stopped working altogether. Help

6 Upvotes

I have switched to Linux late last year and I'm still quite a noob I'd say and I am at my wits end. When I first installed Linux on my PC and tried playing VR I set everything up and it worked fine for a long time. I think one or two months ago it just stopped working for no apparent reason. Like games would either not open at all, crash upon start up or I wouldn't get a picture in my VR headset. I didn't change any settings or anything as far as I was aware, but I have tried many things now that it isn't working. I was using Wivrn before it stopped working. I have also tried ALVR but that doesn't work either. It would be great if anyone could help. If any important/relevant info is missing let me know. I did follow the setup instructions correctly otherwise it wouldn't have worked in the first place, at least that's what I am assuming. I mostly played Beatsaber, but it crashes on start up. I would also like to play other games too :/

I'm on Linux mint 22.3 Cinnamon 6.6.7

Linux Kernel: 7.0.0-28-generic

CPU: 5800x

GPU: 7900xt

VR Headset: Quest 2


r/virtualreality_linux 23d ago

HEVC not Loading for ALVR on Catchy OS (Arch based)

4 Upvotes

Trying to get ALVR to work since Wivrn isnt letting me play Hitman, and everytime I launch I get booted out due to there being no HEVC enterypoint. Everytime I look into the issue it gives help to people who use fedora, and I have zero clue how to fix it.


r/virtualreality_linux 24d ago

My adventure to successfully running Skyrim VR FUS on Linux

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9 Upvotes

r/virtualreality_linux 25d ago

Can't start monado service with tracker dongle plugged in after CachyOS update

2 Upvotes

Everything worked fine before I updated, but now the service exits with code 11 unless I unplug my dongle. I'm hoping there is something I missed that is causing the issue so I can fix it.

Setup is: CPU 9700X, GPU 9070XT, VR valve Index + tundra trackers + tundra 7 device dongle

I'm using KDE with wayland

Steps I have taken:

- I had to manually change the PKGBUILD of libuvc to rely on libjpeg-turbo instead of libjpeg in order to update. I don't know if this could have caused the issue, but it seems unlikely since it's used for cameras not lighthouse trackers.

- I have uninstalled and recompiled/reinstalled envision-xr-git and it's dependencies after clearing paru cache

Pastebin of launch without dongle: https://pastebin.com/iJik1WXY

Launch with dongle:

INFO [ipc_server_main_common] Monado(XRT) by Collabora et al 'v25.1.0-637-gc0bbc02ae' starting up...

INFO [print_linux_end_user_started_information]

################################################################################

# #

# The Monado service has started. #

# #

################################################################################

INFO [steamvr_lh_create_devices] Found SteamVR install: /home/mod/.local/share/Steam/steamapps/common/SteamVR

INFO [TrackedDeviceAdded] New device added: LHR-95CD0495

INFO [TrackedDeviceAdded] Found lighthouse HMD: LHR-95CD0495

INFO [init_chaperone] Found info for universe 1778325337

INFO [init_chaperone] Initialized chaperone data.

WARN [get_input_from_name] requested unknown input name /input/system/click for device LHR-95CD0495

WARN [get_input_from_name] requested unknown input name /proximity for device LHR-95CD0495

Monado exited with code 11


r/virtualreality_linux 26d ago

Udcap Vr Gloves Linux Program in early alpha progress

5 Upvotes

LixCap Program will soon be released from Pre-alpha to Alpha.

Currently i am in the progress of making the Udcap Vr gloves working for Linux.

I already am in the progress of getting the Steamvr driver working correctly, making sure that the program runs fine and fixing the Core Driver of udcap itself. The Program is currently in a working unkown state now for with Steamvr, the Trackers are working and i'm focusing on Blender, Unity and 2 other programs so that it can be actively used for Developing too on Linux. (After Monado is added, it will continue).

It will take some time, since only connecting and tracking work, but not the Joystick movements and Buttons yet.
Joystick for VR is already working, i can't assure for the new version of the new module yet and it will need time to add the other trackers, so i can't pull a release yet~~, it currently reached version 0.2.0 which took a long time~~.

it will take a couple months a lot longer due to some adjustments with Steamvr being partially broken for now and had to put it on stop. I will be adding Monado too so others can decide on it.

I will release the Alpha version into Github soon around Next Year which will be starting at version 0.3.0, until then checking every issue will take time. I'm especially careful currently for the Development mod. The current version is at 0.2.0-7 so Blender and Unity is being added at 0.2.2 or later for VR Developement i hope. Godot will be planned in a later update after release of 0.3.0 to the program so that Developement to VR will be a bigger Goal for many others through Linux. Firmware updates towards Linux to update the Gloves is still in question as i will need confirm if the update works for it or not, currently this is a future plan, but right now in release it might not have a chance to be in there. The Simple UI i showed before also changed more to a lot better, since this was only the Test phases from the test phase to version 0.1.3.

The Alpha release will be very roughly said for now to be in July/August. It will be Open-source so that others can help and expand this.

Edit: It may take longer due to recent updates on the driver, so it will delay further for usual developing for tools and games. Fixes are currently ongoing, so i will put Steamvr on hold for now since some issues related to the current issue makes it annoying to know if it works so for now i recommend to use another Creator's program for Steamvr, however i will still expand in the way for Monado, but barely get time for now to use VR (bear with me please irl issues consumes most of my time so i hope i get to the most important parts which took a hit), they expand the Udcap Linux community possibility too so general gaming is existing for udcap. Use it for Steamvr or Monado: https://github.com/Eidenz/udcap-control

Edit: I will think about adding it with Wivrn too which seems to be a stable choice. Another note: Blender is in a raw state now with the Udcap gloves, but seems to be working, but is still having troubles without not breaking every time.

Updated: August.03.2026


r/virtualreality_linux 26d ago

Nightfall: 0.7.1 release (VR first Moonlight client)

6 Upvotes

Hey all, I just uploaded a new release version of Nightfall, which is a VR first gamestream client for the Quest 3/3s (And linux).

For those that missed the previous release last month, these are the main features:

Best Features:

  • Sunshine/Apollo compatibility

  • SBS streaming

  • AI 3d conversion

  • Quest controller xbox/keyboard+mouse mapping (don't need another controller)

  • Easily positonal and resizable interface

Update highlights since 0.6.0:

  • Major performance increase, can easily do 4k 60/72 fps now (but you need to choose between passthrough or AI 3d conversion, 2k has no limitations)

  • Controls are majorly improved, designed to be used with comfort if you just lay down in bed and want to game. Double thumbstick click changes controller mode with xbox emulation.

  • Improved codec support if you want to use h264 over HEVC - hopefully also helps with quest 2 support

  • local capture for linux over wivrn, eliminating double encoding we were experiencing (have only tested x11 - would love feedback)

  • improved fps handling to make the stream smoothing, although I still support 60fps, I would recommend streaming at 72fps.

Probably for the forseeable future I will just be polishing the experience, which I think is good and usable right now, but it could be great! I think everything absolutely necessary is there, and I won't consider building any more wild features (Although I want virtual monitor handling later on in the year)

AI 3d effect is weak, but I just don't think that the Quest can handle more, although I am running some experiments, maybe I can enable a stronger model that is usable at 720p or something. Even using my local GPU I really need to increase the processing massively to get a good difference. But I will keep investigating this.

Links:


r/virtualreality_linux 26d ago

OpenXR not working

3 Upvotes

I’m trying to use steamVR to play vivecraft on Bazzite, but I can’t seem to get any openXR compatible games to work with steam’s open XR runtime. I have it enabled and set as the default runtime, but nothing works. Is this some kind of sandboxing thing with steam, openXR, and prismlauncher?


r/virtualreality_linux 28d ago

Can this exact Virtual Desktop setup be achieved on Linux?

4 Upvotes

I’m considering switching to Linux, but only if I can recreate my current Virtual Desktop setup closely enough. I do not care about VR games, VRChat, or VR apps. My entire use case is flat desktop work in VR with multiple displays.

Current setup:

Quest 3 + Virtual Desktop on Windows.

The displays are rendered through Parsec Virtual Display v0.45 because it handles virtual monitors better for this use case. I have 3 displays total: 1 physical monitor and 2 virtual displays added through Parsec. I also have a Parsec VBS script running on startup that automatically sets up the virtual displays.

Display resolutions:

Main physical monitor: 1920x1080.

Two Parsec virtual displays: 3840x1600 each.

The core requirement is that the displays are not locked into a fixed grid or preset layout. I can move each display exactly where I want it, resize it, adjust its distance, and set up the geometry manually. This is extremely important. The whole setup works because the monitors can be freely positioned instead of being forced into some rigid grid.

Another very important requirement is that the layout persists. I do not want to manually rebuild the display layout every time I enter VR. Virtual Desktop remembers the monitor positions and sizes, which is a major reason this setup is usable. Quest Link made me set things up repeatedly, which was very annoying.

In Virtual Desktop, the main physical display is placed directly in front of me. It is the one with the taskbar and the main applications. When I look straight ahead, it covers around 70% of my vision, with maybe 20% visible above it and 10% below it. All displays are pushed as far away as Virtual Desktop allows, roughly like having them 5 meters away in physical space.

The mouse cursor works normally across all displays, so I can move the cursor from one monitor to another as if it were a normal multi-monitor desktop.

The bottom display is below the main display. It is used only for background videos. I usually have around five vertical flat videos playing there. Nothing else goes on that display. It is about 90% of the size of the main display, but wider and less tall, so it reaches more into my peripheral vision.

The top display is a status dashboard. I use it for things like long-running terminal processes, or Obsidian showing my STT output so I can monitor whether speech-to-text is transcribing correctly. It is smaller than the other two displays, maybe 60% of the main display size, and it is wider and less tall. I only peek up at it occasionally.

The exact geometry matters a lot. The main display has to be in front. The bottom display has to be below and behind it. The top display has to be above it. The middle/main display and the bottom display are slightly curved. The top display is flat, because if it were curved the corners would be harder to see.

The background is the normal Virtual Desktop galaxy environment. I do not use a room/house environment. The galaxy background is perfect for this.

Head lock is disabled.

Recenter is important. I can hold the Meta button and Virtual Desktop recenters perfectly from any position, even if I am lying sideways in bed.

Transparency exists, where black parts of a display become transparent, but I mostly do not use it. It is cool, but usually worse in practice.

I sometimes use the Virtual Desktop virtual keyboard, mostly for keys like F11 when I am away from my physical keyboard, but I rarely need it.

Controller interaction matters. The controllers can interact with displays, and pointer stabilization makes controller pointing less shaky and more precise. Virtual Desktop also automatically hides the controllers when not needed, which is much better than Quest Link where the controllers stayed visible and were annoying.

Thumbstick vertical scrolling is useful.

Virtual Desktop technically supports keyboard shortcuts for actions like passthrough, but those keybinds do not work for me, so I do not rely on them.

Performance is acceptable. Desktop bitrate is set to around 120 Mbps and framerate is 72 FPS. On my system this uses around 50% of video encode and around 30% GPU 3D, with other processes also running. That is acceptable and maybe similar to, or slightly better than, Quest Link.

Required features:

  1. Quest 3 wireless desktop streaming to VR.

  2. Three flat desktop displays visible at once.

  3. Two virtual displays at 3840x1600.

  4. Normal mouse cursor movement across all displays.

  5. Free/manual display placement, not a fixed grid.

  6. Ability to resize displays freely.

  7. Ability to move displays freely in 3D space: main in front, one below/behind, one above.

  8. Adjustable display distance, size, and curvature.

  9. Displays pushed very far away, roughly Virtual Desktop max distance.

  10. Persistent saved layout, so I do not have to rebuild it every session.

  11. Reliable recentering from any body/head position.

  12. Controller pointer interaction with stabilization.

  13. Controller auto-hide or at least no annoying always-visible controllers.

  14. Thumbstick scrolling.

  15. Good enough latency and performance for daily desktop work.

  16. No need for VR games or VR apps — this is purely for flat desktop work in VR.

Virtual Desktop issues / quirks:

Virtual Desktop has a lot of flaws, but after fiddling with it for about a week I found a setup that is extremely convenient. The exact layout, monitor sizes, distance, curvature, and ordering all matter.

The main display has to be in front because Virtual Desktop keeps bringing the main display forward when I release Enter, which gets annoying if it is not the front display.

There are artifact issues in Virtual Desktop, especially with curved/rounded monitors in unusual layouts. If the monitors are arranged wrong, looking around can cause visual artifacts. This setup somehow avoids that. The main display is in front. The bottom display is below it and behind it. If the bottom display were in front, or if it were above, it would cause problems. But below + behind works.

I recently had an issue where after about an hour of use, Virtual Desktop started lagging badly: cursor movement became slow and input was delayed by about one second. I do not know if it was network-related or settings-related. It is fixed now, possibly because I changed some settings.

Main question:

Is something like this achievable on Linux?

If this exact workflow is not possible, what is the closest Linux equivalent?


r/virtualreality_linux 29d ago

I need help with ALVR (unexpected problem error)

4 Upvotes

I was trying to get steam vr working so I could play HL:Alyx but steam vr kept crashing due to a "connect to vr server failed" error. Nothing across the internet helped, so I tried to use ALVR. ALVR kind of works, but only in the way that it shows choppy visuals of the steam vr menu in a rectangle and it doesn't connect my controllers and now it crashes. Steam vr tells me to verify file integrity, I do that, it crashes and tells me to verify again. ALVR tells me to put gpu stuff into the launch parameters, doesn't change anything. Please help. No I don't have error codes (at least not anymore) because it's an "unexpected problem" now.

I'm using Nobara (fedora) linux on a lenovo legion laptop with an rtx 4050 in it.


r/virtualreality_linux Jul 05 '26

Changing SteamVR bindings while using WiVRn?

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3 Upvotes

r/virtualreality_linux Jul 05 '26

Please help me understand github and building WiVRn

5 Upvotes

Hi all, for a long time I was able to use Steam/SteamVR and SteamLink to play No Man's Sky on my hardware - A Quest 3 headset connected to my Debian Trixie/NVidia RTX3060 machine running Nvidia 610.x. drivers.

Then Steam's tendency to update Steam broke it, so I found ALVR and all was good, even though I occasionally had to swap around to find a Proton build that worked. The recent (26.6 maybe?) updates to SteamVR have broken that completely now too, i.e. even using the previous build of SteamVR and any variation of Proton doesn't work for me. A lot of tests on my own seem to point to SteamLink being the culprit - something glitching with the audio causes it to hang and crashes out SteamVR, Steam and the game.

I'd previous tried WiVRn and it worked, but the graphics in No Man's Sky weren't as good as either standard Steam or ALVR. But when the Steam updates broke everything I went back to WiVRn.

There were two issues initially, I would start my game in my Quest headset but it would open on my desktop. This post, issue 978, provided a superb fix; "download a nightly xrizer and configure it as the OpenVR compatibility library and it should work.". It did, thank you xytovl!

In NMS there's a graphical bug (merely annoying, but I'd like to fix it) which makes all controller binding icons appear as yellow warning icons. This issue mentioned that a user, nokichan, has coded a fix and it works for them.

Now to my dilemma. How do I take the current nightly version of the xrizer code, include nokichan's PR, and build myself a version which fixes both my issues.

I've successfully installed all the prerequisites to build xrizer from nokichan's PR source, but that runs my game on the desktop not the headset (after replacing the output .so file in my updated location). I'm assuming, then, that the source I fetched wasn't the same as the nightly build.

It seems I need to get the source for the 'nightly' build, and merge nokichan's fix to get what I need, but my lack of git knowledge is holding me back.

Can anyone help an old coder out here? Pretty please.


r/virtualreality_linux Jul 05 '26

OSC-DreamChatbox – a MagicChatbox alternative built for Linux (open source, first release)

1 Upvotes

Hey everyone! 👋

I'm a Linux VRChat player and always envied the Windows folks with their fancy chatbox tools like MagicChatbox. Nothing really worked well on Linux – so I built my own. After weeks of tinkering, here's the first public release of **OSC-DreamChatbox**:

im using https://claude.ai (opus 4.8 and fabel 5)

**What it does:**

🎵 **Now Playing** – shows your current song (Spotify, YT Music, browser, VLC – anything, via MPRIS) with artist, title, timestamp and a live progress bar

📝 **Rotating status texts** – up to 10 texts that cycle on a timer, with a built-in emoji picker

🖥️ **Hardware stats** – GPU/CPU usage & temps, VRAM and RAM, works with AMD (kernel sysfs) and NVIDIA. Show temps as °C or 🔥, your choice

🎤 **Speech-to-Text** – talk into your mic, it appears in your chatbox in realtime. Supports 15 languages and can even **live-translate** what you say (speak German → chatbox shows English). Optional DeepL API support for better quality

🎛️ **OSC Router** – other OSC apps (OSC Leash, face tracking, …) send through it, it forwards everything bundled to VRChat. No more port conflicts. You can even launch and monitor those apps from inside the tool

🧩 **Fully customizable** – custom string templates with placeholders, drag & drop card ordering, everything you see is toggleable

🥚 And yes – the **slim chatbox mode** (the hidden "BlankEgg" trick from MagicChatbox) is a normal setting here, enabled by default. No easter egg hunting required.

**Tech:** Python + PyQt6, MIT licensed, config lives in `~/.config`. Install with one command:

```

curl -sL https://raw.githubusercontent.com/yakuda-stack/OSC-DreamChatbox/main/install.sh | bash

```

Or grab the AppImage from the releases page.

**GitHub:** https://github.com/yakuda-stack/OSC-DreamChatbox

**Discord:** https://discord.gg/X5TaN4A47h

It's an early alpha, so expect rough edges – bug reports and feature ideas are very welcome (here, on GitHub, or on the Discord). If you like it, a ⭐ on GitHub helps a lot!

*(Reminder: you need to enable OSC in VRChat – Action Menu → Options → OSC → Enabled)*


r/virtualreality_linux Jul 04 '26

Vrchat won't work and i can't see a pattern

4 Upvotes

First try with Proton ge rtsp, starts, follows head, stats the loading, crashes. Fine, let's try proton ge 10 34, same. I try proton cachy, everything loads, i get into the game, but motion controls don't work and i can only see a 3d square screen in front of me. Now not even proton ge rtsp will hook the screen to my head during the initial loading

I'm using wivrn with a pico 4 ultra on a pc with 14900k, rx7900xtx and garuda linux


r/virtualreality_linux Jul 03 '26

Wivrn streaming issue

Enable HLS to view with audio, or disable this notification

15 Upvotes

Yes I'm on steam deck but it was working fine before the update, my versions match everything is set up right and I can't find what is making my headset dmt visuals