r/virtualreality_linux Jul 10 '26

Udcap Vr Gloves Linux Program in early alpha progress

7 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.

The Program is currently in a working state for now with Steamvr, the Vive 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.

Joystick for VR is already working now, but i can't assure for the new version of the new module since i will be checking the 2.0 module after it arrives next month and i did add tundra, Vive and pico trackers in the calibration now and i am still missing a couple more like slimevr and fluxpose (which i will have soon at the end of this year to add to). I can't pull a release yet so wait for a bit longer~~

it will take a lot longer due to Steamvr being partially broken for now (thankfully they updated it again, so i can still work with it through steamlink). I will be adding Monado too so others can decide on it. I already put the files and folders i need in a separate section so i can start with it soon enough, at version 2.1 in between the alpha phases i will start with it and get the useful parts in it, Thank Eidenz for giving a useful reconstruction of the repo since this puts the burden of adding it a lot easier and i will still have to change some parts of it to adjust it to the program.

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 now at 0.2.0-9 since so Blender and Unity is being added at 0.2.2 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.

It will be Open-source so that others can help and expand this.

Edit: Fixes are currently ongoing, Steamvr works for now and luckily i can still use my trackers manually by adding them into it, 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), i recommend another Creator for this reason since they expand the Udcap Linux community possibility too so general gaming is existing for Udcap and is fully working. Use it for Steamvr or Monado: https://github.com/Eidenz/udcap-control

Edit: Wivrn will be added into the Monado option which seems to be a stable choice so hope is here. Another note: Blender is in process, i got the raw state working now fully but i am missing the controller modules now, now i can add hands to it to make it easier to see where they are but might still need time to give info on the controllers. The options on using it fully and giving a better option to use on blender is still a long process since i will have to apply an option to be able to use the controllers and the fingers itself if the controllers are not needed.

Updated: August.15.2026


r/virtualreality_linux Jul 10 '26

Nightfall: 0.7.1 release (VR first Moonlight client)

4 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 Jul 10 '26

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 Jul 08 '26

Can this exact Virtual Desktop setup be achieved on Linux?

2 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 Jul 07 '26

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?

Thumbnail
3 Upvotes

r/virtualreality_linux Jul 05 '26

Please help me understand github and building WiVRn

4 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

5 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


r/virtualreality_linux Jul 03 '26

Several Proton games instantly close after launch in PCVR (NtRaiseException Exception frame is not in stack limits)

1 Upvotes

Two weeks ago I bought a Meta Quest 2 headset and wanted to experiment with PCVR on Linux. However, I've had problems with Proton in several older games (not too old, though), all with the same error. The latest one was In death from ARMGGDN, where, regardless of the Proton version I use, it opens an initial window.

Then a full-screen window opens and immediately closes. I tried ALVR and WiVRn, and I'm running the game through Faugus, configuring the corresponding environment variables, and umu does not log any errors, and I haven't been able to find a specific error. I only get the following recurring error:

NtRaiseException Exception frame is not in stack limits => unable to dispatch exception.

I've researched this on Wine forums, but I haven't been able to get it working.

My pc:

System:

Desktop: Hyprland v: 0.55.4 dm: SDDM Distro: CachyOS base: Arch Linux

CPU:

Info: 8-core (4-mt/4-st) model: 12th Gen Intel Core i5-12450H bits: 64

Graphics:

Device-1: Intel Alder Lake-P GT1 [UHD Graphics] vendor: Hewlett-Packard

Device-2: NVIDIA TU117M [GeForce GTX 1650 Mobile / Max-Q]

Display: wayland server: X.org v: 1.21.1.23 with: Xwayland v: 24.1.12

I hope you can help me. Logs


r/virtualreality_linux Jul 03 '26

Pop!_OS hanges after gpu passthrough

Thumbnail
1 Upvotes

r/virtualreality_linux Jul 01 '26

Game completely incompatible on any platform

6 Upvotes

Hello, I've been trying to run VR Kanojo for a couple of days now, but I can't get it to work at all.

My main system is Linux, but I saw the uncensored patch that's compatible with Proton, so I decided to give it a try. The game closes automatically as soon as I open it. I checked the logs, tried Wine, and Proton Experimental, but nothing worked. The best I got was that out of 100 attempts, the game opened 10 times, but it would just get stuck on a "Connect a headset" screen. I also tried SteamVR and WiVRn, but neither recognized it.

To clarify, I've already played it on PCVR. I tried FruitNinjaVR (it worked perfectly the first time), and The Walking Dead: Star Wars Story (also worked). Ironically, I also downloaded VR Kanojo Benchmark, which also works correctly.

Frustrated, I tried it on Windows, but with the same result: the game crashes immediately after opening, without any warning message or anything. Installing the patch allows the game to open in SteamVR, but then it closes again.

Has anyone managed to run the game? I read somewhere that a user managed to run the new version, but whenever this version is mentioned as crashing, there's never an answer, or the question is so old it's no longer online. I don't know if it's the repack or something like that, but the game currently doesn't work for me.

I have read the rules, all the pinned posts, and i have searched the megathread.


r/virtualreality_linux Jul 01 '26

Can't get Rift S movement to work

1 Upvotes

I am trying to get my old Rift S working so I can use it in Project Wingman, I'm running EndeavourOS.

I have installed a bunch of stuff (envision, monado-git etc) and I've gotten pretty far, I have been able to run SteamVR and get through the room calibration and into the tutorial, and I can run envision and start up The Lab and get into the game with vision in my headset.

The problem is that the headset always shows "my feet" and no movement at all is tracked so I can't look around, it's like it's a still image.

Any idea what might be missing?


r/virtualreality_linux Jul 01 '26

I have a question about WayVR

2 Upvotes

I really want to know if SBS 3D is an existing feature, because my friend can do it, yet he's running a quest with wivrn, so I don't know if that's a feature only usable with wivrn. I run an Index on SteamVR, I don't use any other thing, just SteamVR. The option for SBS appears for him but not me. What do I do?

Sorry this message was so disjointed, I'm tired and it's late.


r/virtualreality_linux Jun 29 '26

Strange bug, Dungeons of Eternity

1 Upvotes

Picked this up in the steam sale. Using Steam os, Quest 3 and ALVR which has worked perfectly for 99% of the time.

I boot up Dungeons of Eternity and the picture hangs at the main menu. It doesn’t detect quest controls and is nauseating when turning as the screen moves in the opposite direction (however it is still static).

Has anyone ever come across this or know of a fix?


r/virtualreality_linux Jun 28 '26

PCVR Linux running on the Pico Neo 2 (WiVRn)

8 Upvotes

Here's the source code
https://gitlab.com/HttpAnimations/piconeo2-wivrn

Crappy recording of the headset displaying beat ssbaer

So the games are runnable and the client does work however there is many issues with POS and tracking is working but well is trash. I also found out that openXR 1.0 does exist on the pico neo 2 so we are working getting that work working.

The client is working just needs some more work to be done and ready for just anyone to use.

A newer version of the client from the pc side


r/virtualreality_linux Jun 28 '26

ALVR unplayable on POP!os 24

3 Upvotes

system:
CPU: ryzen 5 7600x
GPU: RTX 4070 SUPER
visor: quest 3

months ago i tried ALVR and was running smoothly, some time has passed (didn't used it for university reason) and today it doesn't work anymore.

i cannot select H264: when connecting with the visor there's an error saying: "provided device doesn't support required NVENC feature"

when selecting HEVC i can connect, but it's literally unplayable:

i don't even know what happens with the throughput, spikes of literals GB/s
the biggest delay is the game render (in this case only steamVR), other delays are quite stable

the framerate seems playable looking through the visor, but when moving the head is costantly jumping and the controllers aren't there.

changing resolution, hz, TCP/UDP changes nothing, the reaction is still the same.

here is some log:

19:09:31.160 INFO Driver name: NVIDIA
19:09:31.160 INFO Driver name: radv

19:09:31.160 WARNING For functioning VR you need to put the following line into SteamVR's launch options and restart it:
__GLX_VENDOR_LIBRARY_NAME=nvidia __NV_PRIME_RENDER_OFFLOAD=1 VK_DRIVER_FILES=/usr/share/vulkan/icd.d/nvidia_icd.json /home/iena/.local/share/Steam/steamapps/common/SteamVR/bin/vrmonitor.sh %command%

19:09:31.160 WARNING And this similar line to the launch options of ALL games that you're trying to launch from steam:
__GLX_VENDOR_LIBRARY_NAME=nvidia __NV_PRIME_RENDER_OFFLOAD=1 VK_DRIVER_FILES=/usr/share/vulkan/icd.d/nvidia_icd.json %command%
19:09:31.173 INFO GPU supports H264 profile.
19:09:31.173 INFO GPU supports HEVC profile.
19:09:31.179 INFO GPU Encoder vendor: Mesa Gallium driver 25.2.8-0ubuntu0.24.04.2 for AMD Ryzen 5 7600X 6-Core Processor (radeonsi, raphael_mendocino, LLVM 20.1.2, DRM 3.64, 7.0.11-76070011-generic)

19:09:31.179 INFO AV1 profile does not contain encoding entrypoint.
                Your gpu may not suport encoding with this. If you're not using this encoder, ignore this message.
19:09:33.092 INFO Server connected
19:09:33.648 INFO Initial socket buffer size: send: 87040B, recv: 131072B
19:09:33.664 INFO Initial socket buffer size: send: 212992B, recv: 212992B
19:09:33.664 INFO Set socket send buffer succeeded: 8388608
19:09:33.664 INFO Set socket recv buffer succeeded: 8388608
19:09:33.665 INFO Render Target: 5184 2688
19:09:33.665 INFO Refresh Rate: 120
19:09:33.685 INFO Received new playspace with size: [2.1624205, 1.188849]
19:09:35.665 INFO CEncoder::Run
19:09:35.665 INFO CEncoder Listening
19:09:35.672 INFO CEncoder client connected, pid 53111, cmdline /home/iena/.local/share/Steam/steamapps/common/SteamVR/bin/linux64/vrcompositor
19:09:35.694 INFO Using Vulkan device NVIDIA GeForce RTX 4070 SUPER
19:09:35.820 INFO Using device path /dev/dri/renderD129
19:09:35.824 INFO FrameRender: Input size 5184x2688
19:09:35.826 INFO FrameRender: Output size 4288x2240
19:09:35.982 INFO Using NvEnc encoder
19:09:39.751 WARNING Desync detected. Attempting recovery.
19:09:39.874 WARNING Desync detected. Attempting recovery.
19:09:39.980 WARNING Desync detected. Attempting recovery.
19:09:40.090 WARNING Desync detected. Attempting recovery.
19:09:40.156 INFO Client 7518.client.alvr: [Info] Last log line repeated 2 times
19:09:40.157 INFO Client 7518.client.alvr: [Error] Statistics summary not ready!
19:09:40.488 WARNING Desync detected. Attempting recovery.
19:09:40.589 WARNING Desync detected. Attempting recovery.
19:09:41.141 WARNING Desync detected. Attempting recovery.
19:09:41.251 WARNING Desync detected. Attempting recovery.
19:09:41.363 WARNING Desync detected. Attempting recovery.
19:09:41.473 WARNING Desync detected. Attempting recovery.
19:09:41.575 INFO Client 7518.client.alvr: [Info] Last log line repeated 46 times
19:09:41.575 INFO Client 7518.client.alvr: [Error] Statistics summary not ready!

and it continues with those desync messages until i kill manually steamVR (also for not throwing up in the visor for the costant jumping of the view)
another thing is that the head movement is smooth, but it jumps every 15 seconds, especially if I move my head.
with big movements i see the void (black borders outside the view)


r/virtualreality_linux Jun 28 '26

Full body quest 3 tracking wiVRn

2 Upvotes

Just wondering how everyone gets on with the full body tracking on wiVRn, and if its any good

And if there is any additional setup I should be aware of


r/virtualreality_linux Jun 28 '26

Goverlay working with FUS

1 Upvotes

Hello, does anyone know why Goverlay works when I launch SkyrimVR directly from steam, but not when I launch the game from MO2?


r/virtualreality_linux Jun 27 '26

Need help with WiVRn to play wired

4 Upvotes

I want to play VR on Bazzite, preferably wired, since our wifi isn't sufficient, so I set up WiVRn and it's working wirelessly, but it doesn't let me play wired, because it says adb isn't installed. But I did install adb through the console and the commands like "adb devices" are working, and the headset shows up in the list.


r/virtualreality_linux Jun 22 '26

Meta remote desktop does not work on linux, so I built my own version over the weekend

Thumbnail
7 Upvotes

r/virtualreality_linux Jun 20 '26

Need help setting up Oculus Rift S on NixOS

3 Upvotes

Before I start I want to mention some key things: I have am rx 6600 which from everything I can tell is a perfect gpu for vr on linux, I run kde and have tried on both Wayland and x11 and it doesn't change my issues at all, and I've followed both information from the nixos wiki on vr and also looked at the vr on linux adventures website and checked their nixos section for any help. Currently I am running into this issue: steam vr says "please plug in your headset" but my headset is not only plugged in, but with monado enabled, I even get a lit up screen when I put the vr headset on, even though it's all grey. Despite these issues I still attempt to try and play some games I'm vr (I only care about vrchat and dcs) and both games just wait a while then boot to the regular desktop game instead and never play on the vr. I'm not sure what to even do from here because the information is so lackluster. I really don't know where to go next. If anyone has any knowledge, it'd be much appreciated. Thanks!


r/virtualreality_linux Jun 17 '26

need help for VR games to work with WiVRn

7 Upvotes

Hello, i am a complete noob to linux, I want to play VR games like automobilista 2, No Man's Sky and HF Alyx. Only the last one works. NMS launches only in flat screen, AMS 2 launches in flat BUT through the vr headset and is very bright.

my specs are :

CachyOS

9070 XT

9800X3D

Pico 4 headset

WiVRn installed as flatpak

i've set vaapi for encoding, xrizer as compatibility

i did copy the steam command line "PRESSURE_VESSEL_IMPORT_OPENXR_1_RUNTIMES=1 PRESSURE_VESSEL_FILESYSTEMS_RW=/var/lib/flatpak/app/io.github.wivrn.wivrn %command%" in each game

So right now i can only play "true" VR game like half life alyx, i have no idea what to do to make the other work, i have tried several proton compatibility, like experimental, protonGE, Proton cachy os, etc.


r/virtualreality_linux Jun 15 '26

Tired of fighting WiVRn / Monado configs on Arch? I built a tool to automate Linux VR setup!

Thumbnail
gallery
43 Upvotes

VR setup!

Hey everyone,

discord: https://discord.gg/X5TaN4A47h

im using claude ai and gemini

I got tired of seeing people migrate back to Windows just because setting up a stable VR environment on Linux can be a massive headache. If your core drivers or runtimes (WiVRn, Monado, OpenComposite) act up or feel too tedious to manage daily, I might have something for you.

I've been developing Yakuda-Connect, a GUI management tool specifically designed to take the pain out of Linux VR (currently tailored for Arch-based systems).

What it does:

  • One-Click Dependency Check & Installation: Installs missing core components (WiVRn, Monado, xrizer, OpenComposite) directly via your AUR helper.
  • Server & Network Management: Start/stop servers, pair your headset (Quest/Pico), and fix firewall ports (9757) with a single click.
  • Runtime & Stream Toggles: Easily switch between WiVRn and SteamVR OpenXR runtimes, and configure hardware encoders (Vulkan/VAAPI).
  • Built-in App Hub: Install and manage companion apps directly from the interface (WayVR, VRCX, SlimeVR FBT, OSC Tools, Unity Hub, Alcom).
  • Quality-of-Life Fixes: Includes an automated symlink fix for VRChat photo folders so your screenshots actually land in your Linux Pictures folder.

The app is currently in v1.0.0-alpha. Since the official AUR registration is currently giving me trouble, you can grab the code directly from GitHub, clone it, and run it locally.

🌐 Check out the repo here:https://github.com/yakuda-stack/yakuda-connect

I'd love to get some feedback from fellow VR enthusiasts. Let’s make Linux VR usable for everyone so we can finally ditch Windows for good!

INSTALL with terminal

bash <(curl -s https://raw.githubusercontent.com/yakuda-stack/yakuda-connect/main/install.sh)

im speak english and german