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- New Steam Controller 2 and VR controller designs got leaked
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The hardware is detected and SteamVR can _somewhat_ talk to it.. at least I can pair the controllers. Beyond that though either I'm missing some library (likely), or VR in linux is basically a nogo?
Though I'd love to get VRChat working, I was really more interested in some form VR Desktop then gaming. Goals might change though if it actually worked! (TF2 in VR for example would rock).
CPU: Ryzen 1950x
RAM: 64G
Distro: CentOS 7
Kernel: 4.13 [1]
Video: 2x EVGA 1080 TI
... and Merry Christmas! :)
[1] (I'm aware there are some VR specific changes that went into 4.15 .. I don't have the time to reboot and risk either ZFS, NVidia or some random driver from breaking)
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There are a few games that work great on it, namely the Serious Sam games. If I recall, the main things that went into 4.15 for VR were about the Vive not showing up as another monitor.
Edit: SteamVR requires Vulkan instead of DirectX or OpenGL in Linux. So even games such as AliceVR that say they support Linux and VR, don't display in the HMD due to lack of a Vulkan renderer.
I haven't tested it in a while, but I had created a thread with more information in it on this forum.
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One of the biggest challenges I've run into is not so much technical as education. In both Windows and Linux you're basically given the SteamVR demo / setup boot camp and thrown into the abyss. They don't explain what directed mode is, different formats of VR, IPD alignment or really anything about VR in general. The two major sources of content labeled as VR don't help matters either. Porn for example appears mostly POV and meant to be 3D, certainly isn't VR. Same goes for "360 degrees", really being either 180 or some stretched 90 abomination. None of which have players in Linux that render the image onto a surface in VR with motion tracking.
Steam itself still has library problems with libdbus among others.
Ironically outside Steam there are some neat sandboxes. You don't need high quality textures on everything to make something "fun".
Regarding AliceVR btw: ?
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For now I guess Google's daydream platform is the most Linux like VR option (i.e. no significant vendor lock-in) with a somewhat decent line-up of games. Thus I am mildly interested in the Lenovo Mirage Solo, but lets see how that works out.
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Yeah, kind of silly that a game with VR in the title doesn't work in VR. I had previously thought that only games with a Vulkan renderer worked (had read that Valve was really only passing it through) so thought that it was no fault of the developers, but SteamVR in Linux itself. Someone posted otherwise, so now I think they just didn't use the Unreal Engine's built in VR rendering for Linux? Still weird.
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RF gives me headaches so I much rather be wired then wireless. Kind of amusing to hear people with wireless headphones or bluetooth enabled on the Vive, complain about the same thing. Doesn't occur to them it's the wireless, not VR. Thankfully at least the lighthouses are based on light not RF. There's the whole battery thing too.
Definitely still room for improvements by someone. If Google wasn't such a creepy company to begin with, Glass would have been more popular. If they could find a way to put the immersion of a Vive into a package like the Glass, it'd be golden. They also have some neat AR things like Tango and RTAB-Map etc. Throw VR onto of that and you end up with your own 3D Googlemaps.
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I just wanted to play McOsu VR until other, bigger games and applications arrive, but it seems I'll need the 4.15 kernel and Mesa 18.0.0 before I can try again with a Vega card. Channeling all my energy at the code warriors doing all the thankless heavy lifting for us.
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What video card do you have?
Never heard of it .. You pretty much need 4.15+ at this point anyway (or one of the longterm release versions - 4.9.80, 4.4.115, etc.
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