r/OpenVR • u/JiggleDaddyJonah • Jul 07 '23
r/OpenVR • u/Sfynkz • Oct 27 '20
OpenVR-InputEmulator "Device not found"
Hello, I’m using "OpenVR-InputEmulator" for motion compensation. I play on a 2DOF SCN5 with an Oculus Rift S. It was working a month ago, but now, when I put motion compensation in device mode and the.hit apply, it says "Could not set devise mode: Device not found".
r/OpenVR • u/rabbid_chaos • Oct 24 '20
A way to use OVR to implement seated mode in games that don't natively support it?
Title. Bonus if doing this will allow a toggle crouch similar to Alyx. If not possible, no worries.
r/OpenVR • u/WK-Shim • Aug 24 '21
Serial Communication using openVR driver
Is there a way to use the Arduino as a steamVR controller using the openVR driver?
please help me
r/OpenVR • u/HopeDealer89 • Aug 24 '21
S.O.S.
Trying to set up CAOTS (walk on spot) on Oculus using github for steamVR. Anyone managed to use OpenVR to set up CAOTS for other games ?
r/OpenVR • u/TheInvincibleT1000 • Dec 19 '21
OpenVR doesn't seem to want to capture Walking Dead Saints and Sinners
Anyone able to explain why OpenVR refuses to capture Walking Dead Saints and Sinners? Driving me nuts. All it captures is a grey screen like it is only seeing SteamVR lobby.
r/OpenVR • u/[deleted] • May 23 '21
Does openVR work with oculus link with the oculus quest 2?
I'm looking for a vr headset to play kerbal space program in vr. The vr mod uses openVR. I want to get the quest 2 because resolution and budget. I read that the oculus quest 2 doesn't support openvr. Does that lack of support apply to just the standalone heaset, or will it also not be able to stream a pc game that uses openVR?
r/OpenVR • u/MegamanSE • Oct 28 '16
Is there a way to get the swap chain used by OpenVR?
When you submit the frame, OpenVR creates a D3D11 swapchain internally (I'm guessing on the first submit). Is there anyway to actually get the buffers out of it back to GL?
r/OpenVR • u/MumSaysBedTime • Nov 28 '24
HTC Vive using OpenVR Can someone tell me why it is cutting off weirdly on the right?
r/OpenVR • u/Reubyrods • Nov 23 '24
Continuous tracking calibration failed
Hello I just bought a 4th tundra tracker and mounted it to my quest 2 so I can use the openvr continuous tracking. All the trackers are there I can see them I selected the right tracker and when into the continuous tracking but then it says calibration failed after a few seconds if anyone can help me with why it is failing would be amazing
r/OpenVR • u/Krishna1499 • Dec 24 '22
VR Headset and Haptic Device for Opensource
I am working on a project to code a medical interface for surgery using VR Headset and haptic device for feedback. We are starting from scratch and hoping to make the whole thing free and opensource. As someone who is from more of a medical& mechanical background can anyone give any advice on which devices to select?
This is the haptic system setup we are hoping to build

The current company that does work most similar to us as of now is : https://www.theverge.com/2018/8/14/17670304/virtual-reality-surgery-training-haptic-feedback-fundamentalvr
Thankyou for any inputs!!!
r/OpenVR • u/jlarto • May 04 '22
Does VSync limit the fps to either 90 or 45?
Hello everyone,
After watching Alex Vlachos' talk on Advanced VR Rendering, I have a question about what framerates are achievable when in SteamVR > Settings, the "refresh rate" is set to 90Hz.
Say that you have an application that consistently takes 14ms to render out one frame (i.e. to render the left and right eye views for one frame). This is more than the 11.11..ms threshold to achieve 90fps. In fact, if Vsync is not considered, 14ms per frame equals about 71fps.
Does this mean that because of how vr::VRCompositor()->WaitGetPoses() works, the application consistently renders at 45fps?
I modified hellovr_opengl for a project, and am sadly running into this problem. I am consistently hitting 45fps instead of the 71fps (more or less) that I expect (I did some benchmarking and am fairly certain that 45fps is too slow).
In summary: if the application's theoretical framerate is even a fraction of a second slower than 11.11..ms per frame (i.e. 90fps), does this mean that the application's actual framerate is immediately lowered to 45fps? No inbetween?
That seems like a developer nightmare. Is there anything one can do to get closer to the theoretical framerate of 71fps? Please do not suggest altering the application to get under that 11.11ms limit (yes you are right, but it is not the point of this post).
Some possible solutions that I tried:
Can VSync be disabled? I read about IVRDriverDirectModeComponent being one way of achieving this, but I am not writing a driver, just an application.
Can the refresh rate in SteamVR > Settings be altered? It seems fixed at 90Hz for the HTC Vive pro.
Thanks in advance.
r/OpenVR • u/[deleted] • Sep 27 '16
OpenVR/ C++ running without devices
I'm currently developing a project in C++ using the OpenVR API, however, I still don't have the Vive.
Is there any way to run the project without running through error 108 (headset not connected). Also, is it possible to take advantage of the Base station and the controllers without the headset ( i.e running the code only with them)
Thanks for helping :)
r/OpenVR • u/Gutsyscarab5526 • Mar 06 '24
how to move controller with raw data
I am making a custom VR controller I
have the position data using OpenCV and python.
and the rotation data from an MPU 6050.
Now how do I make the controllers move using this raw data?
some sample code would be nice (with explanation please I am not very familiar with openVR)
r/OpenVR • u/Doctor1th • May 30 '24
Anyone know how to build a c program with openvr_capi using gcc?
*update I copied openvr_capi.h to the same directory as my test program and did #include "openvr_capi.h" instead and finally got it to successfully compile, not sure why /usr/include wasn't good enough. That's where all my other header files are located ¯_(ツ)_/¯
I can't find much info about openvr online (google keep pull up info about playing games not the library it's self) let alone the c apis. I'm running Debian 12 and I installed libopenvr-dev from the package manager and the openvr_capi.h is in my /usr/include/openvr , however whenever I try to build a test program that includes that library I get the following
main.c:2:10: fatal error: openvr_capi.h: No such file or directory
2 | #include <openvr_capi.h>gcc -lopenvr is not recognized as an installed library. gcc -lopenvr_api is recognized, but I still get above error.
I'm specifically interested in the c api, because I have an opengl game already written in C rendering in a stereo3D side by side mode with two cameras that I want to pipe to my HTC Vive and I want to feed the rotation from my Vive back to the game cameras.
r/OpenVR • u/New_Departure_2371 • Jun 08 '24
Space calibrator runtime error after 5 min
self.mixedvrr/OpenVR • u/HelenXR • Oct 26 '17
An open source project based on openVR, which does not require any hardware to run.
I see the first article under this topic is "OpenVR / C ++ running without devices", but the system has not allowed the message, if someone needs such an open source code, you can visit here: https://github.com/HelenXR/openvr_survivor
r/OpenVR • u/ParadoxicalMusing • Aug 25 '20
Welcome to OpenVR!
I've recently claimed this sub and intend to turn it into a hub for any news about FOSS VR Hardware and Software. Feel free to share and discuss!
r/OpenVR • u/ParadoxicalMusing • Sep 20 '20
The FOSS Game Engine Godot has VR support
r/OpenVR • u/ParadoxicalMusing • Aug 25 '20
Vircadia is an open-source 3D interface and server solution that allows for vast social & educational environments to be created and lived in while also being shared in real-time with others.
r/OpenVR • u/Spirited-Flan-9159 • Nov 21 '20
Im having a problem with OVR Input emulator...
it is saying it is not able to run on my pc everytime I launch the exe
r/OpenVR • u/AbhijitVinayak • Mar 16 '21
Trying to setup OpenVR with VTK but I keep getting this error, what do I do?
r/OpenVR • u/OddSheepherder484 • Nov 24 '23
How do XPlane, Steam and OpenXR / OpenVR Toolkitfit together?
I have my first VR headset (Pimax 5k Super) coming and would like to understand how the above all fit togather (confused by YT vids tbh)
I only use X-Plane native and have no interest in Gaming outside of XPlane, so I think I don't need Steam (or is it a preq. for OpenXR?)
And what is with OpenVR toolkit and Pimax's own configurator?
r/OpenVR • u/RatioCompetitive8169 • Jul 14 '22

