Dex

Big hearted fluffdragon...

...fictional ex-90s platformer mascot, nerd, plural, Ξ˜Ξ”.


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scalie.club/@Dex

posts from @Dex tagged #vr on linux

also:

Dex
@Dex

since furality ended, one of the things it's made clear is that if we're going to make some ambitions come true, we need better hardware than bad gaming laptop

and similarly, we need to prepare for windows 10 end of life next year, because no personal device is getting windows 11.

so, attempting to run VRC on desktop with a view to upgrading the hardware later if the basics work - desktop running a basically fresh install of fedora 40 since last week

after some kerfuffle, it basically works to some extent, but i absolutely would not call the process user friendly
and i know part of that is the sin of attempting to use a nvidia gpu on linux, but still
every step of this process is dependent on the kindness of strangers, because valve's certainly not going to tell you "hey, it looks like you're using the NVK drivers. You probably want these from this third party repository, avoid the ones on nvidia's site because they'll cause your login screen to not work"

after doing all that
i can be in an instance, with other people, with settings turned up higher than they are on laptop, without the whole thing exploding
textures are more low res than they should be, i assume some setting somewhere is wrong or something is struggling with the weak PSU in this machine
but the main problem now is just that it won't pick up on the index speakers (and possibly mic?) at all, and audio routed via monitor isn't a good experience for anyone when we have enough hearing difficulties without positional audio being downgraded to flat stereo in the wrong place

i was in the camp clamouring for deckard before now... but trying again, i'm still not sure vr on linux is ready.
obviously with a dedicated device that's been specially configured there are likely to be less issues
but OVR Toolkit breaks because it's looking for task scheduler, which isn't there
and steam's desktop view just displays a test card
attempting to exit VR pops up a window i cannot see asking which application should handle the vrmonitor file type (the vrmonitor application is not shown)

it's a lot of hassle, even as someone that cares about VR enough to try and get this all working eventually
but i might still be dragging out bad gaming laptop and windows for a bit yet.



Dex
@Dex

as an update:

at the advice of friends on mastodon, installed pavucontrol - which let me change it so the audio output device from the GPU could be set to Pro Audio rather than the default HDMI out - which means audio is now working properly (at least in a solo session) even if overlays aren't, and audio is the main thing


Dex
@Dex
2024.06.22 07:45:04 Log        -  [AT DEBUG 	TVManager (Home Theater (ProTV))] Forwarding event _TvMediaLoop to 1 listeners
2024.06.22 07:45:04 Log        -  [AT DEBUG 	TVManager (Home Theater (ProTV))] Forwarding event _TvDisableLoop to 1 listeners
2024.06.22 07:45:04 Log        -  [AT DEBUG 	TVManager (Home Theater (ProTV))] Ending media playback.
2024.06.22 07:45:04 Log        -  [AT DEBUG 	TVManager (Home Theater (ProTV))] Forwarding event _TvMediaEnd to 1 listeners

and then steamvr in its entirety crashed, following an earlier video player crash that only took down vrchat

this one feels machine or VR specific given that the steam deck does not normally crash in solo sessions with video players when we've been testing, but like a lot of things i have no idea where to go look to fix it.


Dex
@Dex

had some more chance to troubleshoot this this evening.

installing plasma X11, and swapping the desktop session to that: well, OVR Advanced Settings now starts, which it wasn't doing before, desktop view now sort of works rather than displaying the test card (while in vrchat it only displayed the vrchat output, and not the minimize button, meaning it still functionally involved taking the headset off)
also did not require use of pavucontrol to manually set output at all

video players no longer crash, but they also no longer do anything (which is preferable, i guess)

still in the x11 session, install proton-ge, force vrchat to use it: oh hey, now they work!
have not tried proton-ge under wayland to see how that performs, but it's still progress; remains to be seen how stable this will be in a session with others

the odd thing is for some reason i thought kde on wayland was the recommended one (with GNOME wayland specifically advised against until it recently got DRM leasing, but i thought kde wayland was recommended over kde x11 too) but eh

glad the basics are working but
i am trying to imagine this process if i had no familiarity with the terminal
had never heard of wayland or x11
was not comfortable reinstalling an OS after hosing it through taking what should have been the logical action.
vr is niche. vr on linux is a niche of a niche. and it will remain so without some kind of easy onboarding process or fixed hardware target that solves all these problems - because right now, you have to be truly determined about both if you want to make them work together.
there are 16 months left until windows 10 goes end of life, and i have no idea if that'll be enough time.

anyway, now that that's done, my plan is to use some of our overtime payment for this month to upgrade a few parts in desktop
and after that
i have a very, very, very bad idea with a question no one seems to have answered



Dex
@Dex

since furality ended, one of the things it's made clear is that if we're going to make some ambitions come true, we need better hardware than bad gaming laptop

and similarly, we need to prepare for windows 10 end of life next year, because no personal device is getting windows 11.

so, attempting to run VRC on desktop with a view to upgrading the hardware later if the basics work - desktop running a basically fresh install of fedora 40 since last week

after some kerfuffle, it basically works to some extent, but i absolutely would not call the process user friendly
and i know part of that is the sin of attempting to use a nvidia gpu on linux, but still
every step of this process is dependent on the kindness of strangers, because valve's certainly not going to tell you "hey, it looks like you're using the NVK drivers. You probably want these from this third party repository, avoid the ones on nvidia's site because they'll cause your login screen to not work"

after doing all that
i can be in an instance, with other people, with settings turned up higher than they are on laptop, without the whole thing exploding
textures are more low res than they should be, i assume some setting somewhere is wrong or something is struggling with the weak PSU in this machine
but the main problem now is just that it won't pick up on the index speakers (and possibly mic?) at all, and audio routed via monitor isn't a good experience for anyone when we have enough hearing difficulties without positional audio being downgraded to flat stereo in the wrong place

i was in the camp clamouring for deckard before now... but trying again, i'm still not sure vr on linux is ready.
obviously with a dedicated device that's been specially configured there are likely to be less issues
but OVR Toolkit breaks because it's looking for task scheduler, which isn't there
and steam's desktop view just displays a test card
attempting to exit VR pops up a window i cannot see asking which application should handle the vrmonitor file type (the vrmonitor application is not shown)

it's a lot of hassle, even as someone that cares about VR enough to try and get this all working eventually
but i might still be dragging out bad gaming laptop and windows for a bit yet.


Dex
@Dex

as an update:

at the advice of friends on mastodon, installed pavucontrol - which let me change it so the audio output device from the GPU could be set to Pro Audio rather than the default HDMI out - which means audio is now working properly (at least in a solo session) even if overlays aren't, and audio is the main thing


Dex
@Dex
2024.06.22 07:45:04 Log        -  [AT DEBUG 	TVManager (Home Theater (ProTV))] Forwarding event _TvMediaLoop to 1 listeners
2024.06.22 07:45:04 Log        -  [AT DEBUG 	TVManager (Home Theater (ProTV))] Forwarding event _TvDisableLoop to 1 listeners
2024.06.22 07:45:04 Log        -  [AT DEBUG 	TVManager (Home Theater (ProTV))] Ending media playback.
2024.06.22 07:45:04 Log        -  [AT DEBUG 	TVManager (Home Theater (ProTV))] Forwarding event _TvMediaEnd to 1 listeners

and then steamvr in its entirety crashed, following an earlier video player crash that only took down vrchat

this one feels machine or VR specific given that the steam deck does not normally crash in solo sessions with video players when we've been testing, but like a lot of things i have no idea where to go look to fix it.



PhormTheGenie
@PhormTheGenie

If and when Microsoft follow through with their proposed plan of instilling AI-driven spyware in Windows 11 (And killing Windows 10 in 2025), I do wonder what it'll do to the VR landscape.


Dex
@Dex

yeah, VR is the big question

it is the only reason why bad gaming laptop is still on win10 rather than having been repurposed for proxmox or something, because yep, last time i tried vr on linux, it was harder to get working and not as performant as i would expect - and that was with an index, so without the issues that come with quest hardware on linux
it has been a few months since i've last tried but i haven't heard about anything substantially moving the needle since

even in circumstances that would make the vision pro more palatable to critters we know for vrchat... 1 the version on the headset will be compromised in a similar way as the quest version, but worse, because now not only will it not have the stuff uploaded for windows, it may not have a lot of the stuff compiled for android either 2.
using the vision pro as a wireless PCVR headset is possible but brings thing back to the main problem

a lot of rumours about deckard have slowed; the main one turned out to be actually the steam deck oled. maybe at some point, valve will remember it. their github repo on steamvr issues on linux is still being updated, at least - though it seems relatively slow going

and so yeah, no good answers. maybe we'll try again once nvidia fix their drivers.

(and if you bought a windows mixed reality headset, those are in an even more precarious position, just for extra salt)


  1. (eye and face tracking opened up as an option for third party apps, and at least half the price)

  2. from the devblog - "What content will be available? That’s complicated! We have a few tricks up our sleeve for bringing over Android content for iOS – but right now, everything is in a very early test phase."


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