iVRy

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iVRy

iVRy

@iVRy_VR

Use your Sony PSVR, Oculus, Pico or Daydream Headset, or iPhone or Android Smartphone as a VR headset for your PC. Allows you to run Windows SteamVR #VR titles.

https://www.patreon.com/iVRyVR Katılım Haziran 2011
34 Takip Edilen10.7K Takipçiler
iVRy
iVRy@iVRy_VR·
@OdionCreates Roughly? Somewhere between "soon" and end of H1 2026.
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iVRy
iVRy@iVRy_VR·
Combining hand tracking and Sony DualSense on Apple Vision Pro, allows many SteamVR titles that require motion controllers to be played with a gamepad, using the VisionOS iVRy app/driver.
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iVRy
iVRy@iVRy_VR·
@anilhunkar The AVP compatible driver was released last year. The app is still unreleased. When will it be released? ASAP. Eye-tracked foveated streaming is not a goal for the initial app release. The intention is to release the app, and then if numbers warrant it, go for esoteric features.
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The Good Kid
The Good Kid@anilhunkar·
@iVRy_VR When will we be able to access the iVRy Apple Vision Pro driver? Also, have you checked out the new foveated streaming features?
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iVRy
iVRy@iVRy_VR·
@anilhunkar I can say that getting pose prediction that needs as little correction as possible has been an area that has had many months of development focus on it. Mostly it works (ie. no positional tracking jitter), but the nature of the beast is that network spikes can't be predicted.
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iVRy
iVRy@iVRy_VR·
AVP does both ATW (rotation) and ASW (position), while the SteamVR driver model (and headsets like Quest, Pico etc.) only cater for ATW. So rotational correction is easy, but positional not so much. The only "solution" is to do pose prediction that needs as little correction as possible. Reverse-ASW to cater for AVP ASW would give worse results than doing nothing. So, it's more like a streaming VR limitation on AVP. I can't answer questions on ALVR, because it's not my software, I don't use it and I don't know how it works.
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The Good Kid
The Good Kid@anilhunkar·
@iVRy_VR Testing AVP with RTX 5090. low lag, 90/100Hz smooth on rotation & joystick. BUT, physical/lateral movement feels like 45fps. 📉 Is "Positional Reprojection" coming to iVRy for AVP? Is this a AVP limit or an ALVR issue?
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iVRy
iVRy@iVRy_VR·
@SamQuattrocioc4 @RobertP99326764 Apple's framework for foveated streaming is aimed at WAN streaming, which has very different constraints to local streaming. In general, it increases latency and reduces quality. However, if it can be added, and is useful it will be added later as an option. Not in 1st release.
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Sam Quattrociocchi 🌹🇵🇸
Sam Quattrociocchi 🌹🇵🇸@SamQuattrocioc4·
@iVRy_VR @RobertP99326764 Could you elaborate more on this with regard to the *eye tracked* foveated encoding that Apple enabled? Are you saying that capability *doesn’t* decrease perceived compression artifacts w/AVP? AFAIK high bitrates look better but are harder for network w/ALVR. Am I imagining it?
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iVRy
iVRy@iVRy_VR·
Getting closer to release, the iVRy app/driver for Vision Pro. Although the app/driver/network is able to sustain 7.3K rendering @ 90Hz, the M2 throttles after a few minutes. The highest practical resolution for M2 is 5.7K @ 90Hz, which it can sustain indefinitely.
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iVRy@iVRy_VR·
@NyanBlade Thanks. Testing is conducted in‑house because it requires trained testers who can apply formal methodology and produce actionable documentation. External participation often functions more like early access, creating support needs rather than generating useful test data.
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NyanBlade
NyanBlade@NyanBlade·
@iVRy_VR Are you looking for testers? I'd love to help out
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iVRy
iVRy@iVRy_VR·
@anilhunkar TBH, I have spent minimal time using ALVR, and wasn't able to get good results in that time. I can't comment on whether iVRy would work better in your situation, all I can say is that apart from having the same purpose, ALVR & iVRy do absolutey everything differently.
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The Good Kid
The Good Kid@anilhunkar·
I've tried ALVR with Vision Pro, but the experience was quite poor. Even with graphics and connection settings at minimum, there's a lot of stuttering on the Vision Pro. I'm curious about the differences between iVRy and ALVR. What does iVRy do differently to handle these issues? Also, is there an official release date for the driver yet? Thanks for your hard work!
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iVRy
iVRy@iVRy_VR·
@LeShokunin The goal of the iVRy software is to allow the user to get up and running with a single press of the "Launch" button, so manual configuration steps are unnecessary.
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iVRy
iVRy@iVRy_VR·
@LeShokunin You can see which controllers a title supports from its Steam store page. VR titles that support motion controllers ask SteamVR if there are motion controllers present and then handle input from them. Titles that don't support motion controllers don't support motion controllers.
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iVRy
iVRy@iVRy_VR·
@LeShokunin All Vision Pro supported controllers work the same - pair the controller to the headset, and then use it.
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iVRy
iVRy@iVRy_VR·
@whereisaaron Yes, the screen for one eye on AVP is more expensive than the entire PSVR2 headset. Also, PSVR2 (hardware) is a Sony customised MediaTek headset.
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AaronTheDiver
AaronTheDiver@whereisaaron·
@iVRy_VR Sony components are too expensive for PSVR2 🫠 And reportedly you need a purchase contract for cross-division, no favours!
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iVRy
iVRy@iVRy_VR·
Apple & Sony are best described as "coopetitors", often cooperating, sometimes competing. For gaming on the Apple Vision Pro, Sony PS controllers (DualSense & Sense) are closer to "1st party" than any other, and offer the broadest feature set, and even matching aesthetics.
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iVRy
iVRy@iVRy_VR·
@whereisaaron Yes, Steve Jobs was apparently inspired by Sony's consumer electronics. Sony and Apple collaborated on the original iPhone cameras and displays. It's ironic that the Vision Pro contains more Sony components than Sony's own PSVR2.
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AaronTheDiver
AaronTheDiver@whereisaaron·
@iVRy_VR Similar consumer design sensibilities I think, so Apple is often finds Sony product designs "inoffensive" 😅 Also at a component level, Sony companies sells Apple a ton of phone / tablet cameras and the micro-OLED displays for the Vision Pro.
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iVRy
iVRy@iVRy_VR·
@AngiePictures_ It's a bit of a stretch to define "useful" as "can stream SteamVR titles".
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iVRy@iVRy_VR·
@slippyfox There is only one headset you can play GT7 with.
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JackWagon
JackWagon@slippyfox·
@iVRy_VR I’m really avoiding going to try on a AVP because I really should not spend 4k on a Vr headset that I can’t even play GT7 with.
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iVRy
iVRy@iVRy_VR·
@King18Anime Steam Link for VR headsets is an Android OpenXR app. Don't hold your breath for it to come to Vision Pro.
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AnimeKing18
AnimeKing18@King18Anime·
@iVRy_VR I remember when Steam Link VR was a Quest exclusive app for Windows. Now its on HTC and Pico headset along with working on Linux. If Valve releases Steam Link VR on the Vision Pro that would be a small W (I use the term small due to the Price of the Vision Pro)
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iVRy
iVRy@iVRy_VR·
@justAkilAhamed There will be a pass-through feature. Windows desktop streaming can be done via SteamVR dashboard.
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Akil
Akil@justAkilAhamed·
@iVRy_VR Could you add passthrough feature with ability to adjust it’s settings using sliders similar to how virtual desktop has? Is it possible also to add desktop streaming from PC to Vision Pro?
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iVRy
iVRy@iVRy_VR·
@LeShokunin See the other comment about foveated streaming. It does not solve local streaming issues. The (M2) headset cannot sustain displaying 7.3K textures, regardless of how they are decoded.
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Shokunin - Product Craft
Shokunin - Product Craft@tetrisgm·
@iVRy_VR Sounds like the perfect candidate for the foveated streaming no? Eg always do 7.3k but foveated
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iVRy
iVRy@iVRy_VR·
@LeShokunin There is nothing to do in terms of PS Sense controller use - you pair the controllers to the headset and that's it. If you want to see PS Sense controller models in SteamVR, then you will need to install the Sony PSVR2 driver, otherwise they will appear as Quest 3 controllers.
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Shokunin - Product Craft
Shokunin - Product Craft@tetrisgm·
@iVRy_VR Amazing. Just bought all the dlc on Steam to support. Is there a guide specifically for Apple Vision Pro and psvr2 controller use? Do you have 3D support by the way?
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