Hallo,
Die Einrichtung der Controller hat nach mehreren Stunden Bluetooth Schwierigkeiten endlich geklappt, alles wird vom PC erkannt, nur komme ich in der Einrichtungsapp nicht weiter.
Nachdem die Controller erkannt wurden ist da kein „weiter“ Button.
Die Steam app sagt mir in einem kleinen Fenster: Bitte vr2 Brille aktivieren
Sie wird aber in den Einstellungen erkannt.
Ich weiß nicht weiter.
Is there anyone here using a PSVR2 on a PC without any Steam account nor app? I'd like to know whether it is possible to play VR games from GOG or Itch.io with a PSVR2 but all tutorials are using some kind of SteamVR backend to do so.
Thanks in advance.
PS : I'm not interested into discussing solutions requiring the use of a Steam account
Made a whole f*ck load of changes from when you last saw it, but I believe its in a state, that's somewhat comprehensible/clean enough for the average person to use. Started as a god damn text box in windows PowerShell.
Its free, but support is also available and will be very appreciated :)
hope you get the idea im thinking here, Gbooster was limited entirely by connection bandwidth yet they still got impressive results with out any special root,
quad view and Multiview can be stacked right on top of each other for foveated rendering and cpu savings, this makes stacking 2 identical phones result in more graphic headroom.
If you liked the idea of droidXR before i'm about to go one step further and prove Dual PHONE QuadView Foveated Rendering can also be done.
Starting with Native Android Vulkan Games first, Then Moving on to DXVK Fex based to see where gpu headroom can be spent.
SpaceWarp Will be key in hiding the one frame delay from this so im pulling ideas from others as i go. I'm focusing on more of a Reflex 2 style reprojection. Ideally Phone B will be the one to run the headset Rather Than Phone A
This is very similar to how people do lossless Scaling with 2 gpus but spent more on where it counts rather than the whole image.
Pyrowave will be the key to making this work, and with out it this wouldn't be possible at all with a 10gbp link.
so I vibe coded hand tracking over the past few days using free models from OpenCode. it works by using SteamVR's camera block queue and Monado's Mercury hand tracker. it's a bit laggy and inaccurate and I have zero experince with OpenVR/XR/Monado. I'm at a point where I can't progress, the LLM can't get it to work so if anyone is interested in contributing, forking, or porting to Windows, here's the github: https://github.com/SideWayy/psvr2ht
I am having horrible connection issues to my controllers using the bt500 adapter!!! I have no clue why!!! Very choppy, and usually cuts out completely. It has never been worse than it is right now, and i don't know how to fix it!!! Does anyone have any ideas!??? It says I have the latest driver already installed.
I'm currently using a PSVR2 with the PSVR2 Toolkit and OpenXR, along with a mod to run Dynamic Foveated Rendering (DFR) and image cropping in iRacing and Assetto Corsa to get some extra FPS. While OpenXR is okay, it feels a little underdeveloped.
I was browsing YouTube and noticed the SBoys3 tool, but then I also saw NLSG CC, which has that cool helmet overlay for image cropping. I really like the helmet feature, but both tools seem to have a lot more features and look more developed than my current setup.
Has anyone tried either of these? Does DFR work with them?
Also, what about SteamVR? As far as I know, the PSVR2 needs SteamVR to run because of how the PSVR2 Toolkit works (I might be wrong here), whereas Pimax headsets don't. I really want to know if anyone has tested this, what the pros and cons are, and—most importantly—if DFR actually works on the PSVR2 with these tools? mostly for iRacing and asetto corsa
When im sim racing sometimes a pop up appears saying if i want to resume my game but i cant press it because i dont use my psvr2 sense controllers at that moment and it doesnt let me with anything else
They have some green smudges on them visible in specific lighting and angle, but i cant test them until my adapter comes. Is something wrong with them?
getting blocky visual glitches on screen every few seconds, even after loads of troubleshooting i can’t seem to fix the issue. Does anyone have any solutions to this issue?
I have had some experience playing in a VR club and for quite some time wanted to get my own headset to use with my gaming laptop(other people said my specs should be enough to run most things well).
But as I started doing research and watching multiple guides on how to set up PS VR2 properly for play on PC, I found out multiple nuances and requirements, like the necessary(from what i understand?) special PC adapter, installing bunch of 3rd party software for a lot of bug fixes and optimizations, Bluetooth connection issues for controllers and people buying separate Bluetooth dongles to fix that, some extra cables for whatever and so on.
All of this is a lot of requirements that come from different places and people and is kinda confusing and I worry I could have missed something more there, so I wanted to get a more clear answers here with what I need to make PS VR2 work well on PC, and what is the experience of others with setting it up.
This goes for either side, depending on whatever controller i connect first, right or left, that first controller will track, and the other one wont
in steam VR the non tracked controller doesn't even pop up (even though i can click buttons to open menus), but in BoneLab/Blde and Sorcery, the non tracked controller will show, but it doesn't move at all
using my built in bluetooth on my motherboard (msi pro b760m-gf wifi)
Everything is installed. The PlayStation setup for room scale or standing didn't go through headset so I moved the headset around and looked on a laptop to get through the selections.
But everything was up and running clearly. My barrier around me was messed up because of the way the setup was done. But I was in the app my home. I can see everything couldn't really move very far because of the previous setup, but I started no man's sky got audio in the headsets. It showed on the screen up next. No man's sky, but whenever I moved the headsets it showed on the laptop screen, not the actual headset itself. Any idea?
Crashes with an internal check failure after main menu while loading into the game every time. AI thinks PSVR2 having to run at minimum of 90hz might be the problem as game is capped at 60fps?
So i didnt know that vr games especaily mods are really heavy even to a flagship gpus so i wanna know vr mods that will run good to okay level on my gpu
Bit of a weird one, but I'm interested in using a one-handed controller for gyro/flickstick aiming whilst retaining keyboard input on my nondominant hand. I have a PSVR2 and adaptor, so can theoretically use them, but I haven't been able to get the controllers working outside of the PSVR2 app. Is there anything I could use to present them as a standard PS5 controller or otherwise get the gyro out in PC mode?
I'm making the jump to PCVR with my PSVR2. I already bought the official Sony PC Adapter, but I'm running it on a laptop: a 2025 Lenovo Legion 5 (model 16IAX10 from Costco).
My specs are:
CPU: Intel Core Ultra 9 275HX
GPU: NVIDIA GeForce RTX 5060 (8GB)
RAM: 32GB
Before I start plugging things in, I'd love your advice to avoid the usual headaches:
Hardware connections: Since I'm on a laptop without a native DisplayPort, I know I need a DisplayPort to USB-C 1.4 adapter or cable. Given this specific Legion 16IAX10 model, does anyone have a verified brand/cable that passes the VR signal to the RTX 5060 flawlessly? Also, is the built-in Bluetooth enough for the Sense controllers, or do I absolutely need a dedicated USB dongle?
Software: Besides SteamVR and the official PlayStation VR2 App, are there any other tools, drivers, or tweaks I need to install for a stable experience?
Performance & Games: Realistically, what kind of performance, fps, and resolution scaling should I expect with the Ultra 9 and the RTX 5060? And what are the absolute must-play games to test this out? (Coming from PS5).