As a heavy SteamVR user the poor Linux support is one of the few things keeping me from dumping windows on my gaming PC. Fingers crossed for continued improvements
I’ve had enough issues with SteamVR and instead use an openXR runtime called Monado. The result is that I have always had working async reprojection. https://lvra.gitlab.io is a great resource for linux vr.
Games that use OpenVR instead of OpenXR will have issues, like Alyx and The Lab. And you need a separate program for boundaries and rebinding controls.
Given that Valve has been one of the driving forces for certain gaming-related Wayland changes, I’m guessing we’ll continue seeing this for a while.
(Funnily enough, some of these changes were things that NVIDIA first proposed that got rejected, but coming from an organisation with a better reputation people were more open to hearing it. Although I’d guess Valve were also more open about why the changes were needed rather than Nvidia’s “trust us bro” answers.)
I got VR to work super smoothly with the new NVIDIA driver, on Wayland + KDE, using Alvr wireless. I can even monitor in real-time a project in development in Godot. I’m officially done with windows.
As a heavy SteamVR user the poor Linux support is one of the few things keeping me from dumping windows on my gaming PC. Fingers crossed for continued improvements
I’ve had enough issues with SteamVR and instead use an openXR runtime called Monado. The result is that I have always had working async reprojection. https://lvra.gitlab.io is a great resource for linux vr.
Thanks for this! I’ve spent several dozen hours trying to get SteamVR working well on Linux, and finally gave up.
Is the Monado experience close enough to Windows to be usable? Are you aware of any major tradeoffs?
Games that use OpenVR instead of OpenXR will have issues, like Alyx and The Lab. And you need a separate program for boundaries and rebinding controls.
Given that Valve has been one of the driving forces for certain gaming-related Wayland changes, I’m guessing we’ll continue seeing this for a while.
(Funnily enough, some of these changes were things that NVIDIA first proposed that got rejected, but coming from an organisation with a better reputation people were more open to hearing it. Although I’d guess Valve were also more open about why the changes were needed rather than Nvidia’s “trust us bro” answers.)
Valve did promise us that they were going to improve VR support on Linux quite a while back, good to see that they’re keeping that promise.
Agreed, as I keep a GPU passthrough setup almost exclusively for VR. And I would be happy to remove that maintenance burden.
Still trying to get “Room Setup” to run. I am about 7’ under the floor which is an improvement from headset not turning on
Use OVR Advanced Settings to offset yourself
I have fpsvr and i think it does that, I just wont have my chaperone and centre marked
Ah Chaperone requires the room setup then, don’t have anything to suggest there :/
I have been playing for a few years, maybe it is time to take off the training wheels, go raw dog lol
I got VR to work super smoothly with the new NVIDIA driver, on Wayland + KDE, using Alvr wireless. I can even monitor in real-time a project in development in Godot. I’m officially done with windows.