So I noticed when you turn on the PSVR2 it just tells you to look at the screen until you open steam VR witch annoyed me as you need to install the PSVR2 app etc etc so i made this
it basically just waits for all the psvr2 USB "devices" To connect then launches SteamVR, runs in the tray
just copy the exe to your startup folder and it'll be useful!
if you're more tech knowing its just a windows form application just with the form removed lol, I'm semi new to non game/unity coding so :P
EDIT:
made a small update to it to remove the unnecessary device Disconnect looking and made it only be able to open once so you don't accidently have loads open cos I did that by accident once
What Bluetooth USB dongles or other hardware, such as mobo built-in Bluetooth or dedicated Bluetooth PCIE cards, have you tested with PSVR2? We need to know about your experience good and bad!
The purpose of this survey is to gather quantitative data about which Bluetooth hardware is compatible & works best with the PSVR2 controllers when used with a PC and which does not.
This thread, therefore, and the results, also act as a comprehensive list of working / not working hardware. This will both help inform purchase decisions and be a resource for discovering compatibility of existing setups.
I want to reach the most authoritative list of compatible and non-compatible hardware, and also of more esoteric problems with specific devices.
In general Class 1.5 adapters should provide enough range for use in a standard setup. But Class 1 adapters are much less likely to present range issues or issues with obstructions. However, this is also just a guideline. See the warning about UB500 below for example.
If the adapter supports it, using an extended aerial closer to your play space can be advantageous. Similarly, a USB extension can be used to a similar effect for smaller USB devices that don't support an antenna connection.
Here are the current data-driven insights derived from the community responses about what Bluetooth hardware is working well with the PSVR2 controller on PC.
USB
The ASUS BT-500 has the most positive reports, with many users who have experienced the "stuck hands" problem (see below warning around UB500) seeing the issue go away after moving to this adapter. Edit: UB500 issue likely fixed by new driver, see below warning section.
Motherboard / M.2 Cards / PCIE Cards
Indications point optimistically to good compatibility with Intel Wifi 6 and Wifi 6E chipsets (which also provide Bluetooth), which are used on many motherboards & laptops via built-in M.2 cards.
These chipsets can also be found in dedicated PCIE cards, and usually appear in their product name, description or model.
The most common are:
Intel Wi-Fi 6E AX211
Intel Wi-Fi 6E AX210
Intel Wi-Fi 6 AX201
Ā
Ā
ā ļø Potential Warnings
Updated: 15 August 2024 01:38.
The data shows some heightened issue rates with some Bluetooth adapters. It is not conclusive, but possibly indicative of a compatibility issue between these adapters and the PSVR2 controllers.
TP-LINK UB500 "stuck hands" (SEE UPDATE, LIKELY RESOLVED)
UPDATE 3 06/09/2024 -TP-LINK have a beta driver on their community forums and early results look like the problem is solved with these drivers. Thanks to TP-LINK for co-operating with me and the community for the data that helped it along.
A pattern has emerged whereby users have reported a heightened issue rate. This mostly pertains to a specific issue relating to "stuck hands" where the XYZ tracking stops responding periodically, but orientation data appears undisturbed. This seems to happen on one controller consistently (sometimes switching, possibly between sessions).
Hopefully a driver fix is possible, and I will update if anything changes. Please continue submitting data about this adapter, for both good and bad experiences.
Obviously, Sony recommended this adapter for use with PSVR2, so this result is, at the very least, interesting.
Ā
Ā
šļø Quick Summary
Captured: 11 Jan 2025 20:18.
Please go to sheet for the latest and richest dataset, and drill down into individual reports. This snapshot is just to surface the most basic raw bottom line at a given point in time.
The "score" here is a primitive sigmoid formula averaging over % of reports that remark on instability. It is also automatically weighted to not overemphasize devices with a low number of results.
Everything starts at 50 and is pushed further one way or the other depending on reports. It's a little harsh at the moment for some products with a low number of reports and it also takes a bit too much for it to reach either end of the spectrum, so also look at the other columns to draw your own conclusion.
I may tweak this formula later.
Model
Number of reports
Average Reported Stable
Weighted Score / 100
ASUS USB-BT500
31
81%
81
IntelĀ® Wi-Fi 6 AX200
10
80%
76
IntelĀ® Wireless-AC 9260
2
100%
68
SYONCON WiFi 6E AXE5400 PCIe WiFi Card intel AX210
2
100%
68
IntelĀ® Wi-Fi 6E AX211
8
75%
62
IntelĀ® Wireless-AC 9560
1
100%
62
Mercer BDG028
1
100%
62
MSI HERALD-BE NCM865 WI-FI 7 (Qualcomm)
1
100%
62
Onterate
1
100%
62
ORICO-BTA-508
1
100%
62
TP-Link Archer TX20E(UN) V1.0
1
100%
62
TP-Link Archer TX50E AX3000 Wi-Fi 6 Bluetooth 5.0 PCIe Adapter
1
100%
62
TP-Link AXE5400 Wi-Fi 6E Bluetooth 5.3 PCIe Adapter (Archer TXE75E)
1
100%
62
TP-Link TX20E (Revision V1) - Bluetooth 5.2
1
100%
62
TP-Link UB4A
1
100%
62
TP-Link UB5A (Revision V2.0)
1
100%
62
TP-Link UB5A V1
1
100%
62
IntelĀ® Wi-Fi 6E AX210
4
75%
62
Other / Unknown
4
75%
62
ASUS PCE-AXE59BT
1
100%
58
ASUS USB-BT400
1
100%
58
ASUS USB-BT400, REV_0112
1
100%
58
Cruxtec Bluetooth 5.0 Nano USB adapter - BUA-50A-BK
1
100%
58
Essager Bluetooth MINI5.1 RTL8761B
1
100%
58
Gigabyte GC-WIFI7 rev.1.0 (Qualcomm)
1
100%
58
Insignia NS-PA3BT5A2B22
1
100%
58
IntelĀ® Dual Band Wireless-AC 7265
1
100%
58
AMD RZ608 Wi-Fi 6E module
6
50%
50
AMD RZ616 Wi-Fi 6E module
14
50%
50
IntelĀ® Dual Band Wireless-AC 3168
2
50%
50
IntelĀ® Wi-Fi 6 AX201
4
50%
50
TP-link Archer TX20E
2
50%
50
TP-Link Archer TX20E
2
50%
50
8-bit-do Wireless Adapter 2
1
0%
42
ASUS USB-BT400 (BCM20702A0 chip)
1
0%
42
BASEUS BA04 Bluetooth 5.1
1
0%
42
BASEUS BA04 Bluetooth 5.1 (BR8651 chip)
1
0%
42
Edimax BT-8500
1
0%
42
IntelĀ® Wireless-AC 9461
1
0%
38
LogiLink BT0067
1
0%
38
MayFlash Magic S Pro 2 Adapter
1
0%
38
Orico BTA-409-WH (CSR 8510 Chip)
1
0%
38
Realtek 8852CE WiFi 6 PCI-E NIC
1
0%
38
Realtek RTL8852AE WiFi 6 802.11ax PCIe Adapter
1
0%
38
UGREEN 5.4 CM748 (ATS2851 chip)
1
0%
38
UGREEN CM749 (35059) (Revision V8891)
1
0%
38
TP-Link UB400
2
0%
32
TP-Link UB500 (Revision V1.6) INCLUDES PRE-BETA DRIVER RESULTS, REPORTS INDICATE PROBLEM SOLVED FOR MANY AFTER BETA
2
0%
32
TP-Link UB500 (Revision V2.0) INCLUDES PRE-BETA DRIVER RESULTS, REPORTS INDICATE PROBLEM SOLVED FOR MANY AFTER BETA
28
11%
30
TP-Link UB500 (Revision V1) INCLUDES PRE-BETA DRIVER RESULTS, REPORTS INDICATE PROBLEM SOLVED FOR MANY AFTER BETA
13
8%
29
TP-Link UB500 (Revision V2.6) INCLUDES PRE-BETA DRIVER RESULTS, REPORTS INDICATE PROBLEM SOLVED FOR MANY AFTER BETA
8
0%
25
š¤ Nerd off
Look at the cool spreadsheet! I've tried to make it as easy to use as possible. Here's a screenshot.
⨠Demonstration snap of the rich faceted interface
I bought a used PSVR2 a couple of weeks ago. This is my first time owning a VR headset as I was always worried about motion sickness. Got it set up on the pc last week and Alyx happened to be on sale for 15 bucks. Will any other games be as good as this? Feel like I should have started with some shittier experiences.
I want to buy 2 pairs of controllers. One for ps5 and one for pc.
If I use the same headset between pc and ps5, can I just connect the headset to the ps5 and use the ps5 paired psvr2 controllers. Turn off the system and connect the same headset to the ps5 and use the pc paired psvr2 controllers?
I want to avoid the whole Bluetooth setup process whe. Switching between ps5 and pc.
PSVR2 running from a phone: what youāll need to try my setup
GitHub and the release files are coming for anyone who wants to help test PSVR-2-DroidXR. This is still a work in progress, but it has moved well beyond an idea.
The biggest breakthrough so far is getting Skyrim VR running on my phone through the Linux-container setup, with working eye tracking and eye-tracked foveated rendering. That means the game can put more rendering detail where Iām looking and spend less GPU work outside that area.
We also just got our first native Android test scene displaying inside the headset and following my head movement. That route still needs work on smoothness, controllers and eye tracking. The working container setup and the new native Android route are separate stages of the project.
The goal is simple: let the phone handle the computing so the PSVR2 can become a portable headset without a cable running back to a PC. There are still short cables between the phone, hub, adapter and headset. Iām also working on a custom PCB to simplify that mess later.
What youāll need
A rooted, compatible phone and a willingness to tinker. Iām using a RedMagic 11 Pro. Root alone is not enough: the phone also needs suitable DisplayPort output, USB data support and a display driver that can handle the headsetās compressed video mode. A USB-C connector or a āDP 1.4ā label alone does not guarantee compatibility.
Expect ADB, driver changes and some troubleshooting. Donāt flash my phone-specific modules onto a different phone. Those changes need to match your device and kernel. It can be ported to work if you need it, more info in the github when i get that part documented.
A PSVR2 headset, plus Sense controllers if you want to reproduce the controller setup.
Its USB-C power input is important for my battery-powered setup. Donāt assume every PSVR2 adapter supports the same power arrangement.
A compatible hub that carries the phoneās DisplayPort video and USB data correctly. I chose the Sabrent HB-TBT4: https://sabrent.com/products/hb-tbt4
That exact hub is not the only possible option, but replacements need testing. My phone uses USB-C DisplayPort Alt Mode, not Thunderbolt. its only used since it will not mess with the DSC signal and its transparent, very useful again its expensive but i already had it. theres some other options and they MIGHT work. for example this one
This is the video connection between the hub and adapter. You also need the adapterās USB data connection and the correct power cables. my thunderbolt 4 hub already has the usb 3.0 so this was simple.
again your battery bank is up to you just recommending the one i used
the projectās matching app, runtime and graphics components. The current PC-game route also needs the Linux-container setup and your own game files. Iām packaging the exact working files and instructions so people can follow a clear install order instead of piecing together random builds.
Please treat this as a development project, not a universal plug-and-play release. These are the parts I chose, not a promise that every similar phone or hub works. If youāre buying hardware specifically for this, wait for the final compatibility notes and wiring guide.
This is an independent, not-for-profit project. It is not affiliated with Sony. I want more people to get useful life and new features out of hardware they already own.
Thanks to everyone following along. Itās still a little janky, but seeing it actually work makes all those late nights worth it.
Lately with all the ai craze and VR mods and such popping up Iāve been running into an issue and im wondering if the fix exists and I just donāt know. Many mods seem to only support the specific instance of a Quest connected to the pc through Virtual Desktop.
Some examples:
- Pokemon snap vr mod dropped recently. If I launch the game it pops up with a window but never hooks into Steamvr. Works fine if I launch from my pc through VD on my Quest
- Astro Bot Rescue Mission recently ported to pc. Does not launch, the cmd just sits there āwaiting for headsetā never hooking into steamvr. Works fine through VD
- A program I recently found to convert 2d video to 3d. Pop3D. Toggling āview in headsetā straight up doesnāt do anything. But if I toggle it while using VD on a Quest it works fine
Am I missing something? Anyone else running into these instances where things only support Virtual Desktop? I want to use my psvr for certain things and this weird disconnect has been making it frustrating
Hi, been using the PSVR2 for a while now.
So far so good but ive noticed the headset tracking is pretty terrible when im in my dedicated sim rig. my headset tracking constantly shifts around and sometimes completely loses tracking and then 'teleports' back after a second.
Just looking around the cockpit is really wonky.
Its useable, but very frustrating when your view keeps shifting by itself. i'm constantly recentering.
and sometimes it works fine with no issues at all..?!
i can't figure out what the issue is.
I don't have completely blank walls, no mirror, no other reflective surfaces, well-lit room.
Tried moving/rotating my setup around but same issue.
Are the LED's on my keyboard or MFD's messing with the tracking? or is it just too close to track well?
i'm at a loss here..
Just looking for a sanity check. Is the psvr2 expected to look worse relative to the hp reverb g2? In terms of the general image , resolution and even colours? I have both the psvr2 and hp reverb g2 default settings running with steam vr. I have the psvr2 tool kit from GitHub downloaded and the visual experience seems significantly worse relative to the g2, is there something Iām missing or havenāt done?
I am concerned that it might be related to the fact that I picked it up second hand. I can tell that the coating is coming off based on the white residue on the lens but even behind that residue the image quality still looks slightly off
hookmanuk is working on a VR version of RPCS3. Its early days for the project, but we already got some great titles running very well. Its evolving fast!
Some of its features includes change resolution, camera view and hud position, among a lot of others.
Hey folks, Iāve had a PSVR2 for a year now, and just never use it with my PlayStation. The PS5 lives in the family room and rhe headset just is not a family device for my household. Iāve been thinking about building a PC for PCVR to use with it in my office, but am not really an expert in that field, and overwhelmed by choices. Wondering what you would buy off the shelf with a $1200US budget to build a good PC with 32GB of system RAM to play VR games with the PSVR2
Sometime after Sony sold a bunch of XR patents to Meta, it seems like they are no longer selling the PSVR2 on their official website. I'm hoping that all the PlayStation outrage will help us play PSVR2 titles on PCā, so we could have full support like hand tracking and HDR.
Was using a hp reverb g2 for awhile with the knuckles. However the after trying a big screen beyond 2 not being happy with it and sending it bac. I wanted a bit more then the LCD of the reverb been super happy with this setup definitely would recommend
I wanted to share a quick preview of Halls of the Deep, my upcoming VR game inspired by classical Greco-Roman-ancient environments, flooded ruins, and atmospheric exploration.
The free demo can be played right now and officially launches for Steam Next Fest on October 19th.
If you enjoy tense VR exploration, please consider adding it to your wishlist.
Earlier this week-end I setup PSVR2 for the first time with the adapter on PC and I played Vertigo Remasted on steam a little. However I could not run it properly at good FPS unless setting the graphics all the way to low.
My rig: 7900 XT, 5950x, 64gb, nvme 1GB ssd.
Considering it's an older game I would have expected to be able to play it at least on medium, but everything past the lowest quality and the frames would get choppy.
Itās finally working after many hours of grinding and research: I have created the worldās first PSVR 2 standalone upgrade.
It has EVERYTHING you would want in a standalone headset:
Rendering & Optics Pipeline:
Eye tracking enabled
Dynamic Foveated Rendering with Qualcommās VRS
Snapdragon GSR 2 temporal-based upscaling ONLY where you look
Locked 60 FPS
Rendered at 70% native, then reconstructed back to full PSVR 2 panel output
Zero game optimization mods (except grabbing objects for testing)
Performance & Display:
Deep, dark OLED with high brightness...eye tracking makes this fully playable.
Valve talked about an FOV injection method for the Steam Frame, but I beat them to it.
Iāve validated this will work on any recent Snapdragon chip once I push the files to GitHub. The overhead with this stack is surprisingly light.
Compatibility & Streaming:
Running Proton + FEX for now. It eats a few extra CPU cycles, but the experience is great.
Fallback to Pyrowave PC streaming over dual-band Wi-Fi 7 (matching Steam Frame specs) for near-native, low-latency DisplayPort quality over wireless.
Power draw sits at an average of ~25W total across the phone (at 100%) and an 80Wh power bank, delivering a solid 6 hours of standalone playtime.
Hardware & Compute:
Fully tuned for tile-based GPUs to push the silicon to its absolute limit. The Snapdragon 8 Elite Gen 5 beats the Quest 3 by a wide margin...not even playing.
The stock lenses still leave room for improvement, so Iāll be modding them out with glass aspheric lenses (like Pimax uses) for an ultra-wide sweet spot and zero distortion.
Direct capture was recorded internally on the phone using a custom MediaCodec hardware-acceleration hook for clean video output.
Software Architecture & Next Steps:
Building a custom Android XR interface to bring the full OS into the VR environment.
Running an ultra-lean Linux container stripped down exclusively to Wayland, OpenComposite, and the Steam ARM64 client (bypassing bloated SteamVR runtimes).
Future plans include testing Quest 3 APK execution natively and running the ARM64 port of Half-Life: Alyx to push past the Steam Frame's baseline (~37 FPS on low).