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.
Use your Sony
#PSVR
, Oculus, Pico or Daydream Headset, or Smartphone as a
#SteamVR
#VR
Headset for your PC. Evaluate for free, use In-App Purchase or Steam DLC for "Premium Edition".
Steam:
Android:
iOS:
Day
#121
: And we're in!
- PSVR2 was blocking VR modes by saying it couldn't do DSC
- We modified an AMD Open Source Linux GPU driver to force DSC
- Now we know how to put the PSVR2 into VR mode, so we can design some hardware to do it on Windows
- "Can PSVR2 be used on PC?" - Yes
Sony has enabled nVidia support for PSVR2!
After testing with the latest PSVR2 firmware using the DP-AUX emulator, and a modified EDID, we've managed to confirm that Sony has now enabled nVidia support in the PSVR2 firmware. At present use on nVidia requires the DP-AUX emulator.
Day
#135
: SteamVR driver for PSVR2 now does 6DOF tracking, using headset's cameras. We knew PSVR2 was doing all tracking on headset, now we have access to that.
Day
#143
: PSVR2 camera access is working, so now we have:
- 6DOF SLAM tracking
- 3DOF IMU tracking
- Proximity sensor (headset worn or not)
- Raw (distorted) stereo camera data
- Pass-through (distortion corrected) stereo camera data
Day
#68
of working on PSVR2:
- Can pass authentication on PC. This means the PSVR2 thinks we're a PS5 and trusts us. We can continue with the real work now.
Sony's latest firmware update enables PC access! This means it's no longer necessary to use driver/hardware workarounds to make it work on Windows. Still TBC whether this update enables nVidia use, but all indications are that Sony's "PC games" plans involve direct connection.
Day
#80
: Hello PSVR2, we're listening
- Windows USB drivers are complete.
- Authentication is complete (although it seems to be unnecessary).
- We're listening to PSVR2 now, it says some things to us which it doesn't say to PS5. Interesting.
- Next step will need DP-AUX sniffer.
Day
#365
: Ready for Action
It's been a long and frustrating journey, that's involved a lot of reverse-engineering, lucky guessing, deep pockets, and hardware and software development, but the iVRy SteamVR driver for PSVR2 and DP-AUX emulator hardware is now ready for release!
PSVR2 on PC (SteamVR):
- Currently works on AMD (RDNA2+) only on Windows. Needs a hardware "dongle" as well as a VirtualLink port (can be via BizLink adapter)
- 6DOF "inside-out" tracking is working
- Controller tracking is a long way off still
- Eye tracking is even further off
The project to bring PSVR2 to PC has cost over $13K in equipment and software to date, as well as hundreds of hours of work. If you feel that having "videos locked behind a paywall" or somesuch is "greedy" or whatever, please go away. I will instantly block all toxic trolls.
Day
#73
- What we think we know:
- Authorisation is done on Control interface
- SLAM tracking is on Data 1
- Firmware update is on Data 2
- Eye tracking is on Data 3
- Pass-through is on Data 4
- Controller LED tracking is on Data 5
- IMU is on Status
Day
#82
: Baby's first words
- Figured out the first PSVR2 command - how to turn the "pass-through" camera feed on and off
- Figured out how to read the proximity sensor (headset worn or not), and the "pass-through" button.
No news for a while, while we work on the software for the DP-AUX emulator board. Unfortunately, outside of expensive lab equipment, there is nothing available to perform the functions we need for PSVR2 to work on closed source PC GPU drivers. So we have to make our own.
Day
#101
: The scope of this project expands.
In addition to getting PSVR2 working on PC, we're also working on getting streaming headsets (eg. Quest) working on PS5 (to run PSVR2 titles)!
This "announcement" (from ) is a bit light on details. From the wording and technical hurdles, it's likely to be a streaming solution (like Quest/Valve link).
Day
#40
of working on PSVR2.
What we know now:
- needs USB-C port that can provide 12V PD, alt-DP & USB3.0, only VirtualLink ports known to provide that on PC
- video is 2-lane DP 1.4
- tracking done on headset
- headset data looks unencrypted
- PC driver technically feasible
Star Wars: Jedi Fallen Order running on Sony PSVR2, using UEVR and iVRy Driver for SteamVR (Windows).
Use your device as a
#SteamVR
#VR
Headset for your PC. Evaluate for free, use Steam DLC for "Premium Edition".
#PSVR2
version coming soon.
Steam:
What limits missing PSVR2 features in Sony driver:
· HDR - PSVR2 firmware
· Headset haptics - PC software
· Eye tracking - PC hardware/software (some PC USB ports can't open eye tracking endpoint and reset the entire port when attempting to)
· Controller haptics - PC software
Sony's big fear was that people would buy the PSVR2 for PC and not buy PS5 VR games. So, then they don't make any showcase PS5 VR games and end up spending money developing free software so that people can play PC VR games instead of PS5 VR games. Confused strategy much? 🙄
Sony CFI-ZVP1 adapter to connect PSVR2 to PC will most likely look something like this, with a power supply, and will perform the same function (ie. connect USB-C to DisplayPort and USB3). It would make Sense if it also included a Bluetooth adapter to connect the controllers.
@linusgsebastian
Thanks! We need someone with access to a PS5, PSVR2 and a DisplayPort protocol analyser to capture the non-display packets sent over the main DP link, both when the PSVR2 is in "cinema" mode, and when it is in "VR" mode.
Next weapon in the arsenal in the fight against PSVR2.
The device pictured is a Bluetooth (Classic) analyser, which is necessary to start reverse-engineering the PS Sense controllers.
Thanks to the Patreon supporters for supporting the project so that analysers can be purchased
Strange Bedfellows. Latest PSVR2 firmware is compatible with M-series Apple computers. M-series are required for Vision Pro development. It may be possible to use the PSVR2 as a Vision Pro emulator on macOS. It may be possible to use PS Sense controllers with AVP (on Windows). 🤔
Day
#116
: New DisplayPort "sniffer" boards are back from assembly. Tested and working. Now we have access to all of the signals on the PSVR2 cable (and no PSVR2 was harmed in the process!).
There will be no further updates regarding PSVR2 on PC until such time as the hardware required can be made available to non-Patreon subscribers. Currently that is estimated to be around April/May.
Your enthusiasm is appreciated. Become a Patreon subscriber for interim updates.
BizLink VirtualLink adapter vs Sony PSVR2 adapter. As far as PSVR2 is concerned they are functionally equivalent.
Both are essentially USB-C hubs that split out alt-DP into USB3 and DisplayPort. The BizLink adapter also supports the VirtualLink USB-C mode, not used by PSVR2.
Woo! I just became the first person in the world to play a (screen recording of) Half-Life: Alyx on a PSVR2 in Linux, after hacking my kernel to get 4000x2040
@120Hz
output working
If it was not for this PSVR2, custom hardware and expensive analysers nothing would be known about PSVR2, and the progress of PSVR2 on PC would still be at 0%. Someone has to take the risks, and it seems no one else in the world is willing to. 🫡
iVRy SteamVR Driver for PSVR2 has been updated!
This update matches the lens distortion correction of the Sony driver. A previous update allows co-existence with the Sony driver by adding the ability to use its USB drivers.
Now we can start adding features!
It's impossible to show the difference in image quality between PSVR2 and other SteamVR headsets (Index, Quest 3, Pico 4), but it is significant. We can do "apples to apples" comparison by rendering the same images. PSVR2 is much brighter, with better contrast and more colourful.
Day
#423
: PSVR2 in VR-Direct mode on Intel Arc is now working!
* requires VirtualLink adapter and iVRy PSVR2 Driver for SteamVR (Beta), DP-AUX emulator not required
We now have answers to both of these questions:
- Yes, PSVR2 can be used for VR on PC
- No, Sony is not actively trying to block it (or at least, they're not trying very hard)
It will need additional hardware though, due to Sony's design choices
Almost 4 months and quite a few deep dives in, and we're still missing answers to these fundamental questions:
- Can PSVR2 be used for VR on PC at all?
- Is Sony actively trying to block that, or are the complications just design choices made without any consideration for PC use?
Sorry Sony, not buying your retcon, we here on the front lines know different:
"The importance of PC connection was recognized even within the PS VR2 development team, and PC connection was also taken into consideration when the design of PS VR2 began. On the release date of PS
Anyone considering purchasing a Quest 3 or PSVR2 for PCVR, should get a Quest 3. PSVR2 on PC is for existing owners that don't want to purchase another headset, or those that particularly want a PSVR2 on PC, for whatever reasons.
Why is additional hardware necessary for PSVR2, and what does it do:
A whole bunch of setup of the DisplayPort interface (number of lanes, bandwidth, compression, encryption) is set up via a sideband channel called DisplayPort AUX. (1/6)
The PSVR2 reverse-engineering hardware that we've had to design and manufacture so far.
For more detailed information and to support this expensive endeavour to bring PSVR2 support to SteamVR, please become a Patreon subscriber (link in bio).
What looking at what you're looking at looks like...
This image is looking at the output that's being sent to the PSVR2 with the PSVR2. This is SteamVR 2.0 displaying the PSVR2 screen as a desktop overlay (using PSVR2 in Extended mode).
The 10 working DP-AUX emulators, currently in existence.
The DP-AUX emulator is needed to get PSVR2 working on Windows (currently AMD RDNAx only), and is needed regardless of whether the GPU has a USB-C port or not. If not, a VirtualLink adapter is also needed.
The DP-AUX emulator designed for PSVR2 is an Open Source hardware design, meaning anyone can build their own or base an adapter design on it. Here is the repository for the design:
Sony PSVR2 OLED display (made by Samsung?) vs Apple Vision Pro OLED display (made by Sony). No comparison, AVP is much higher resolution, much brighter and has no mura. The AVP displays cost more than PSVR2 sells for at retail, so no surprises.
NOTE: A "VirtualLink" adapter of some kind is still required due to PSVR2 hardware design. If Sony does intend to make "official" PC drivers, they would need to provide this adapter to end-users.
Why Sony probably chose to disable HDR for PSVR2 on PC. This image shows SteamVR Home running in HDR10 on PSVR2 with an AMD GPU (using EDID overrides to enable HDR). SteamVR either can't enable HDR10 on nVidia, or it works properly (enabling HDR does not cause issues).
Family shot of the USB and logic analysers and the "sniffer" boards we use to reverse-engineer the PSVR2 USB and DP-AUX protocols. Around $7K worth of hardware. PSVR2 is running out of places it can hide its secrets.
PSVR2 DP-AUX emulator evolution. Prototype, first production trial, final production trial. The first end-user boards (same as final production trial) are now in production. Patreon subscribers (link in bio) will get the first production runs. Others after that (April/May).
DISCLAIMER: This is Windows SteamVR, running on nVidia, sending output via HDMI to a Linux box that has the PSVR2 connected to a AMD GPU. We didn't magically solve complex hardware issues that require us to design and build custom circuitry since yesterday.
By tweaking the PSVR2 DP-AUX profile presented by the DP-AUX emulator, it's now possible to use PSVR2 on AMD RDNA/RDNA2/RDNA3 GPUs. That is the 5000/6000/7000 series Radeon GPUs, and the 7000 series Ryzen CPUs with Radeon Graphics, without any system modifications, on Windows.