Using OpenVR Input Emulator to add reference objects inside SteamVR can bring your physical keyboard into VR
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Using OpenVR Input Emulator to add reference objects inside SteamVR can bring your physical keyboard into VR
First post! yay
This blog is just to be silly (that means this is NOT official and it should NOT be treated as such, this is just one random linux vr enthusiastist having fun :3 ) and just for Linux shit in general ig switch to linux and use openxr btw!!! based!!! <- based!!!
What even is WiVRn? WiVRn is an open source VR streaming solution for standalone headsets on Linux this means you can use a standalone headset (like quest) and still be PCVR WiVRn is NOT Steamvr, steamvr is the runtime for the openvr api WiVRn is a fork of the Monado runtime for the openxr api, this means when using WiVRn you are NOT using steamvr! why not use steamvr?
steamvr is very uh oh stinky and fucky wucky on linux, thas pretty much it oh and its also not open source (thumbs down thumbs down thumbs
wether or not the monado runtime is "better" than steamvr is up to you, the owner of this blog says yes :3 definitely try it out!!! ok yeah ig thas it yippeeee
wooohooo! ...this blog wont get any attention at all will it? lmao
not like i care
b-baka >//< Link wall under the cut
Expert Tips and Specs for Building the Best OpenVR Software Workstation
Expert Tips and Specs for Building the Best OpenVR Software Workstation
Virtual reality (VR) is emerging in different sectors rapidly, that includes gaming, design visualization, education, engineering, and healthcare.
OpenVR Software is a shared-source library that allows designers and proffessionals the levarage to make immersive VR apps that work on a variety of devices. This is what makes this change possible.
But the truth is that VR is one of the toughest tasks you can make a machine do. This needs separate workstation, otherwise tasks can face latency, stuttering, or even crashes that disrupt the immersive experience.
That's why it's important for professionals in 2025 to know how to set up the best OpenVR Software workstation.
Global Nettech assists you with professional advice and specs in this blog so that you can develop a workstation that suits perfect for VR today and can be expanded in the future.
Why You Should Get a Workstation Made for OpenVR
VR needs real-time rendering at high resolutions and refresh rates, usually 90 FPS or greater, across two monitors, one for each eye. This is different from regular PCs. An ideal workstation for OpenVR software should::
Provide seamless VR experiences by always giving high frame rates
Run VR and other software programs at the same time, such CAD tools, rendering engines, or AI processes
Easily add more GPUs, RAM, or storage in the future
Work together in VR settings without any problems with servers
1. Processor (CPU): The Performance Backbone of the Perfect OpenVR Workstation
For VR, both how quickly a single core responds and how well several cores work together are important.
Advice from Experts:
Intel Core i9-14900K: Great single-core speed for VR performance in real time
AMD Ryzen 9 7950X3D: A powerful multi-core processor that can handle many tasks in VR and design applications
AMD Threadripper PRO: Great for studios that use VR, simulations, and rendering on servers
2. The GPU (Graphics Card): The Heart of VR
The GPU is the most crucial part of OpenVR. Advice from Experts:
NVIDIA RTX A5000/A6000: Reliable and powerful enough for businesses
NVIDIA GeForce RTX 4090: A powerful and affordable tool for developers and makers
AMD Radeon Pro W7900: Perfect for VR laboratories with many displays and optimized for VR pipelines
3. Memory (RAM): Making Sure That Multitasking Goes Smoothly
It doesn't take a lot of RAM to operate VR by itself, but running it with design, rendering, or AI software does.
Advice from Experts:
Entry-Level: At least 32 GB of RAM
Professional: 64 GB is the best amount for professional VR development
High-End: 128 GB or more with ECC RAM for business-level dependability
4. Storage: Speed and Scalability Go Hand in Hand
Fast storage has a direct effect on VR performance by cutting down on load times and stopping stuttering during experiences with a lot of assets.
Advice from Experts:
First: 1 TB NVMe SSD for the OS, OpenVR software, and core programs
Secondary:
Enterprise:
5. Connection and Growth
Advice from Experts:
Several USB 3.2 Gen 2 ports
HDMI 2.1 and DisplayPort 1.4 for VR headsets
PCIe 5.0 slots for future upgrades
6. Power Supply and Cooling Advice from Experts:
Cooling: High-airflow chassis or advanced liquid cooling
PSU: High-efficiency 850W to 1200W power supply for stability under load
7. Setting Up the Display (Not Only the Headset)
You will still need outside displays to manage projects, fix bugs, and multitask, even with VR headsets.
Advice from Experts:
Two 27-inch 4K displays for multitasking
HDR displays for accurate representations
High-refresh displays for developers testing VR games
Workstations That Are Already Built vs. Ones That Are Built to Order
Pre-Built Systems: Dell (Precision), HP (Z-series), and Lenovo (ThinkStation) offer certified VR-ready computers.
Custom Workstations: Global Nettech builds specialized VR workstations that can handle OpenVR along with CAD, rendering, and simulation tasks.
Example Build: The Perfect OpenVR Workstation (2025)
CPU: AMD Ryzen 9 7950X3D
GPU: NVIDIA RTX A5000
RAM: 64 GB DDR5
Storage: 1 TB NVMe SSD + 2 TB HDD
Motherboard: PCIe 5.0 ready, with multiple USB-C and USB 3.2 ports
Cooling: Custom liquid cooling system
PSU: 1000W Platinum
Monitors: Two 27-inch 4K HDR panels
This build ensures performance beyond the minimum requirements and keeps you ready for future VR demands.
Things to Think About When It Comes to Money
Entry-Level (₹1,50,000 – ₹2,00,000): Good for modest VR demos and those just starting out
Mid-Range (₹2,50,000 – ₹4,00,000): Best for professionals using VR with other applications
High-End (₹5,00,000+): For corporate studios and labs needing VR with multi-user server setups
Final Conclusion:
The ideal hardware for any software is the way for your success—no matter if you are an designers creating 3D models, or a studio developing full-scale VR experiences.
Решение ошибки 108 у Vive.
Ошибка означает, что монитор подключен, но работает неправильно. Есть существенная вероятность, что это связано с режимом работы экранов в операционной системе. Предположительно, “сбой” может произойти после “чистой” установки драйверов на видеокарту при подключенном шлеме. В этом случае не помогает даже включение прямого режима через OpenVR.
Подробности исправления проблемы описаны в этой заметке: https://noostyche.ru/blog/2019/03/26/htc-vive-error-108-problem-solved/
Los tres primeros Tomb Raider estaran en Steam con un motor gráfico 3D
Los tres primeros Tomb Raider estaran en Steam con un motor gráfico 3D
Pronto podremos disfrutar de Tomb Raider 1,2 y 3 en Steam y en OpenVR ya que una desarrolladora especialista en desarrollar títulos para móviles y ordenadores esta trabajando en las versiones OpenVr con un motor gráfico en 3D para la saga. aquellos usuarios que ya tengan los videojuegos podrán acceder a estas nuevas versiones totalmente gratis requiriendo la compra de la versión DOS de los…
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Hello everyone,
Today I want to take some time to talk about recent features in C3DE. We’ll talk about VR, Renderers and Post Processing! Also don’t forget that you can take a look at the public roadmap here.
Virtual Reality
For some time now, C3DE has an experimental VR support, it was more a work in progress feature than a real integration. Today some of its integrations are ready. The OpenVR integration is the more advanced one. I had a bug with the view matrix (math stuff), but now it’s fixed and as you can see by yourself in the video above, it works very well.
Controllers are also supported, thanks to a simple API. The other VR integrations need some time and tests to be ready too.
How to setup VR in a scene?
You don’t have to specify a VR SDK or anything, just add this line somewhere in your script and that’s done, the good SDK is selected for you.
Application.Engine.Renderer.SetVREnabled(true);
You can also use the script VRSwitcher from the demo project and call the Toggle function.
How to use controllers?
This part is very simple, first you can add the script MotionController on your hand’s GameObject (don’t forget to specify the hand by using the property LeftHand). Otherwise you can use the following code.
// Gets the VR Service. var vrService = VRManager.ActiveService; if (vrService == null) return; // Gets position and orientation of the left controller. var position = vrService.GetLocalPosition(0, ref position); var rotation = vrService.GetLocalRotation(0, ref quaternion); // Indicates if the right trigger was pressed. if (vrService.GetButtonDown(1, XRButton.Trigger)) Debug.Log("Right trigger pressed!"); // Gets the left touchpad value. Debug.Log($"TouchPad {vrService.GetAxis2D(0, XRAxis2D.Touchpad)}");
Easy right? But a better API will be used later, something better and transparent for the end user. It’s take part of the incoming new Input System.
Don’t forget that OpenVR allow you to use an Oculus Rift, HTC Vive, OSVR Headset, PiMax, Rift Cat and of course a Windows Mixed Reality Headset. So if you have one of those VR headset, you can use C3DE.
LPP and Deferred Rendering
As you maybe know, C3DE has now three renderers, the Forward was the first one, it’s the more advanced today, followed by the Deferred and Light PrePass renderers. The new Shader API is done, allowing the engine to switch from a renderer to another in real time. I don’t know if this feature is really useful, but that means you can use a Renderer for mobile and another for VR.
VR All the Way!
Yes because today, and even if the video above indicates that those renderers are still not supported, they are VR ready. So yes you can now use the Deferred Renderer and all its benefits in VR.
What renderer to use?
For performances use the Forward renderer with less than 4 lights
For performances and more than 4 lights use the Light PrePass renderer
Otherwise use the Deferred Renderer
The more you’ve lights, the more complex is the rendering with a Forward Renderer, because the scene is drawn as many time as there have lights.
The Deferred Renderer is complex, but optimized to use a large amont of lights, it requires:
Many rendering passes
The MRT (Multiple Render Target) extension (GLES3 minimum)
Memory and GPU bandwidth
But you can use as many light as you want and it provides more informations that are useful and sometime required by some post processing effects.
Finally the Light PrePass Renderer has the some quality of both other renderers. It allows to draw a large amont of lights, but it requires less memory/GPU bandwidth.
Keep in mind that when VR is enabled, the memory consumption is multiplied by 2! Because we have more RenderTargets.
2 RT for the Forward Renderer (Scene RT)
8 RT for the LPP Renderer (Normal, Depth, Light, Scene)
10 (soon 12) RT for the Deferred Renderer (Color, Normal, Depth, Light, Scene)
Post Processing
Post Processing effets was integrated very early in the engine because IMHO a 3D engine need a good set of this type of effects. Today all effects are not yet compatible with VR, but some of them are. The Fast Bloom, FXAA, Vignette and few other can be used right now. My next task will be to some refactoring in this API to be more VR friendly.
My MonoGame Wishlist
There are two missing and very needed features with MonoGame.
A better Shader Compiler for OpenGL
A way to use the Windows Holographic SDK
The Windows Mixed Reality feature in C3DE could be very awesome because a native integration means better performances. I tried to implement the SDK into a simple project but there are some problems:
The HolographicSpace initialization throw an exception if MonoGame is started
Starting the HolographicSpace before MonoGame prevent it to start and throw an exception
That means that a part of the Holographic SDK have to be implemented directly into MonoGame. I’ve two test repositories on github for that, but they don’t work. If any of you guys have some resources about that, please contact me! Windows Mixed Reality support could maybe one of the most famous feature of this engine.
Next step
The next step is a release for Windows (both DirectX and DesktopGL) as well as Windows UWP. Before that I want the following features to be done:
Jitter Physics integration part 2
Better Post Processing API
Model & Material custom importer (Normal/Specular/etc..)
New Input System
3D Audio
Deferred and LPP shaders at the same level as the ones in Forward
3D UI
[At Risk] Particle System
[At Risk] NavMesh Support
With all those features, the engine will be able to be used as a real game engine to make a real small game, that is the final goal of this new iteration.
You can download the sources from github.
Premières images de OBJI @gentilhomme_studio @marielou.bou #touchdesigner #vive #openvr #glsl #pointcloud #kinect (à Gentilhomme)
The OpenVR integration is now working! That's the first open source OpenVR implementation with MonoGame!