Merge branch 'main' into 'patch-1'

# Conflicts:
#   content/docs/fossvr/envision/_index.md
This commit is contained in:
galister 2025-05-14 21:49:10 +00:00
commit 3cc5159bf7
26 changed files with 567 additions and 138 deletions

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@ -12,7 +12,7 @@ If you want an alternative to SteamVR, there are a few options you can use, depe
In either case, here are some related projects you might want to check out:
- [OpenComposite](/docs/fossvr/opencomposite/) allows you to run OpenVR games
- [xrizer](/docs/fossvr/xrizer/) and [OpenComposite](/docs/fossvr/opencomposite/) allow you to run OpenVR games
- [Envision](/docs/fossvr/envision/) is a GUI to setup and run either Monado or WiVRn
- [Stardust XR](/docs/fossvr/stardust/) is an XR environment to run 2D and (eventually) 3D apps
- [WlxOverlay-S](/docs/fossvr/wlxoverlay-s/) is an overlay to access your desktop from VR + playspace mover

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@ -15,6 +15,10 @@ Envision is a graphical app that acts as an orchestrator to get a full [Monado](
Envision attempts to construct a working runtime with both a native OpenXR and an OpenVR API, provided by [OpenComposite](/docs/fossvr/opencomposite/), for client aplications to utilize. Please note the OpenVR implementation is incomplete and contains only what's necessary to run most games for compatibility. If you plan to implement software, utilize the OpenXR API, specification [here](https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html).
{{% hint danger %}}
We recommend **against** using Envision if your distro is NixOS. See [our NixOS page](/docs/distros/nixos/#envision) for more info.
{{% /hint %}}
You can download the latest AppImage snapshot from [GitLab Pipelines](https://gitlab.com/gabmus/envision/-/pipelines?ref=main&status=success).
If you are on Arch, You can use the [AUR package](https://aur.archlinux.org/packages/envision-xr-git) `envision-xr-git`
@ -65,6 +69,27 @@ For example, if you installed WlxOverlay-S from AUR or built it from source, you
Now starting the profile will also start your custom or AUR version of WlxOverlay-S.
### Plugin troubleshooting
On some systems, a built-in plugin may not launch. This can happen for a number of reasons, but one in particular is so obtuse that it's worth a mention:
Please *uninstall* AppImageLauncher. It intercepts the normal AppImage starting behavior in a dirty way that we can't predict.
You can tell if you are affected if, when you run the WlxOverlay-S AppImage in terminal (whether in plugin form in `~/.local/share/envision/plugins`, or downloaded directly from GitHub), you only get the output `execv error: No such file or directory`.
## Steam Flatpak
To use Envision with the Flatpak version of Steam, you'll need to add the following filesystem overrides to Steam using an application like Flatseal:
- `xdg-data/envision:ro`
- `xdg-run/monado_comp_ipc`
- `xdg-config/openxr:ro`
- `xdg-config/openvr:ro`
Alternatively, you can use the following command:
```shell
flatpak override --filesystem="xdg-data/envision:ro" --filesystem="xdg-run/monado_comp_ipc" --filesystem="xdg-config/openxr:ro" --filesystem="xdg-config/openvr:ro" com.valvesoftware.Steam
```
## Experimental feature settings
The following resources can be entered into your Envision profile repo and branch settings to enable early access to code before it's fully upstream in Monado itself. To enable these feature sets, simply clone your profile, edit it with these settings, then build.

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@ -67,3 +67,12 @@ paru -S envision-xr-git
- Leave Monado open.
- Start the new game.
- Always turn on the controllers **before** starting Envision.
- Update controller firmware while running Windows. It's necessary for controllers to work in Linux, updating them from Linux is currently impossible.
- Make sure that you **don't factory-reset the controllers** (performed by long-pressing the pairing button when controllers are off). This action restores the factory firmware version.
- If monado fails to start with the following error, you likely need to update the firmware in Mixed Reality Portal:
```
WARN [wmr_controller_send_fw_cmd] Controller fw read timed out after 250 ms
ERROR [wmr_bt_controller_create] WMR Controller (Bluetooth): Failed to create controller
ERROR [wmr_create_bt_controller] Failed to create WMR controller (Bluetooth)
```

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@ -35,4 +35,16 @@ OpenComposite is REQUIRED to operate Monado in conjunction with Steam games. Pro
## Envision
[Envision](/docs/fossvr/envision/) provides a fairly low-barrier setup and development of both Monado and OpenComposite on most any modern distro.
[Envision](/docs/fossvr/envision/) provides a fairly low-barrier setup and development of both Monado and OpenComposite on most any modern distro.
# Troubleshooting
## [NVIDIA-specific] "NVIDIA: No allowlisted displays found!"
This may be caused by a few different issues:
- NVIDIA driver misnaming the display: If you see a display simply named "NVIDIA" in the output, the NVIDIA driver may be using a fallback name.
This can be worked around by setting the environment variable `XRT_COMPOSITOR_FORCE_NVIDIA_DISPLAY="NVIDIA"`.
- HMD display completely missing from the list: Try unplugging and replugging the power adapter.
## "vkAcquireXlibDisplayEXT: VK_ERROR_UNKNOWN (0x000058b7a0764a80)"
Try unplugging and replugging the power adapter. If the issue still occurs and you are on a Wayland session, try setting the environment variable `XRT_COMPOSITOR_FORCE_WAYLAND_DIRECT=1`.

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@ -17,7 +17,21 @@ OpenComposite is required for Steam Play games to work in VR regardless of API.
Contributions to improve the OpenVR to OpenXR mapping are welcome.
## Rebinding Controls
## Forcing additional devices as trackers
OpenComposite has the environment variable `OPENCOMPOSITE_TRACKER_SERIALS` to allow using non-tracker devices as trackers in SteamVR games. The expected format is as follows: `serial1;serial2` where each 'serial' is a device serial like `LHR-00000000` or `WiVRn HMD`. You can set this on games by setting this launch option in Steam: `env OPENCOMPOSITE_TRACKER_SERIALS="LHR-00000001;LHR-00000002" %command%`.
To obtain info for lighthouse devices, you may look at the top of the Monado stdout when using steamvr_lh. For other types of devices there are multiple ways of obtaining device serials:
- OpenComposite log file
The OpenComposite log file at `~/.local/state/OpenComposite/logs/opencomposite.log` will log all seen devices when checking for trackers, so you can search for `Checking for generic trackers...` in the log file and look below for `Found usable xdev`.
- motoc
motoc has the `show` subcommand for viewing all device names, serials, and positions relative to the space origin.
## Rebinding controls
> Changing OpenVR bindings is currently a very manual process. This will change in the future.

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@ -9,19 +9,23 @@ weight: 52
- [Github Organization](https://github.com/StardustXR/)
A system UI to make using all your 2D—and eventually OpenXR—apps together intuitive, accessible, and fun by using community-made virtual objects as interfaces.
Stardust provides a 3D environment, where anything from 2D windows (including your existing apps!), to 3D apps built from objects, can exist together in physical space.
![Panels for wayland apps and a CRT panel shell for XR UI.](https://stardustxr.org/img/carousel/panels.png)
## Setup
First you need to install and run the server from https://github.com/StardustXR/server. Follow the README. If you have issues getting OpenXR to work, try running https://gitlab.freedesktop.org/monado/demos/xrgears first.
For full installation instructions and a deeper dive into setting it up with various linux distributions, visit the [Stardust XR website](https://stardustxr.org/docs/get-started/What-is-Stardust)
The quickest way to try out Stardust XR is to install [Telescope](https://stardustxr.org/docs/get-started/Quickstart). It comes with the Stardust XR server, an app launcher called Hexagon Launcher,
and some helpful apps like Flatland to use your 2D apps inside Stardust, and Black Hole to quickly tuck away your objects and apps (kind of like desktop peek on Windows). Note that you'll need to have
the [Terra repository](https://terra.fyralabs.com/) installed.
After the server is running, you'll need to run some clients. Here's a demo showing some off:
![A showcase of some different clients](https://stardustxr.org/img/docs/clients/demo_01.mp4)
```
sudo dnf install telescope
```
Non-exhaustive list of clients:
- [Flatland](https://github.com/StardustXR/flatland): A panel item UI (XR equivalent of a window manager) so you can interact with your apps using virtual touchscreens. To show Wayland apps, run them with the proper `WAYLAND_DISPLAY` environment variable, in the server's startup script, or use a stardust launcher such as gravity or protostar. Flatland works great in 3DoF or 6DoF with direct touch and pointer interaction.
![A flat panel containing the prism launcher](https://stardustxr.org/img/docs/clients/flatland.png)
- [Gravity](https://github.com/StardustXR/gravity): Command line tool to launch programs inside of stardust at a particular offset in space. This is nestable so you can run a script using gravity, and then gravity inside that script to make a whole composed setup out of thin air! It also ensures that everything launched through it will properly connect to the stardust server, such as wayland clients.
- [Protostar](https://github.com/StardustXR/protostar): Prototype app launcher library/examples. Grab app icons and drop them in space to launch apps where they're dropped.
- [Magnetar](https://github.com/StardustXR/magnetar): Workspaces in 3D. Any object inside the rings will move with them, so you can move a bunch of stuff out of the way temporarily when you don't need it.
Here's a demo showing some off some of what Stardust XR is like:
<iframe width="560" height="315" src="https://www.youtube.com/embed/v2WblwbaLaA" frameBorder={0} allow="autoplay; encrypted-media" allowFullScreen style={{maxWidth: '100%', aspectRatio: '16/9'}} ></iframe>
The full installation of Stardust XR centers around the Stardust XR server, which can run a variety of clients. For a full list of what is available,
check out the [Github repository](https://github.com/StardustXR).

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@ -11,13 +11,42 @@ title: WiVRn
> WiVRn wirelessly connects a standalone VR headset to a Linux computer. You can then play PCVR games on the headset while processing is done on the computer.
WiVRn is based on [Monado](/docs/fossvr/monado/) and can be used with [OpenComposite](/docs/fossvr/opencomposite/) to support a majority of titles available for SteamVR. A wide range of standalone headsets are supported.
WiVRn is based on [Monado](/docs/fossvr/monado/) and can be used with [xrizer](/docs/fossvr/xrizer/) or [OpenComposite](/docs/fossvr/opencomposite/) to support a majority of titles available for SteamVR. A wide range of standalone headsets are supported.
## Installing WiVRn
We recommend using [Envision](/docs/fossvr/envision/) to install and launch WiVRn & OpenComposite. Envision will handle all configuration seamlessly and avoids many of the pitfalls of a manual setup.
We recommend using distribution packages when available (see below) or the [WiVRn Flatpak](https://flathub.org/apps/io.github.wivrn.wivrn) when one is unavailable.
Alternatively, you can use the [WiVRn Flatpak](https://flathub.org/apps/io.github.wivrn.wivrn) which includes OpenComposite as part of it. Processes in Flatpak cannot take advantage of setcap, and so your performance may suffer when compared to Envision.
### Arch Linux
Packages are available on [AUR](https://wiki.archlinux.org/title/Arch_User_Repository), you will need the following packages:
* `wivrn-server` and `wivrn-dashboard` for base feature + GUI (latest release), or `wivrn-full-git` for development version
* `opencomposite-git` or `xrizer-git` for compatibility with OpenVR and proton
### Fedora
The `wivrn` package will automatically pull `wivrn-dashboard` and `opencomposite` as dependencies, it can be installed with `sudo dnf install wivrn`.
To make use of patented codecs for video encoding like H264/H265, you must [install the codecs from RPMFusion](https://rpmfusion.org/Howto/Multimedia).
### Gentoo Linux
Packages are available on [Guru](https://wiki.gentoo.org/wiki/Project:GURU), you will need `media-libs/wivrn` and `media-libs/opencomposite`.
### NixOS
See [`services.wivrn`](https://search.nixos.org/options?channel=24.11&size=50&sort=relevance&type=packages&query=services.wivrn).
### Flatpak (all distributions)
The [WiVRn Flatpak](https://flathub.org/apps/io.github.wivrn.wivrn) has the latest released version and can be installed with `flatpak install io.github.wivrn.wivrn` or via your software centre application.
For development releases, you can download the `wivrn-flatpak-x86_64` artifact from the GitHub [Build](https://github.com/WiVRn/WiVRn/actions/workflows/Build.yml?query=branch%3Amaster) action.
### Envision (guided build)
You can use [Envision](/docs/fossvr/envision/) to install and launch WiVRn & OpenComposite - this may be the easier route if you use SteamVR Lighthouse-tracked devices or SlimeVR trackers.
## General WiVRn Notes
@ -25,14 +54,16 @@ WiVRn uses Avahi for network discovery. Ensure it is running with the following
```bash
systemctl enable --now avahi-daemon
```
(If Avahi is not available, the IP address of the server must be entered into the client.)
If Avahi is not available, `--no-publish-service` bypasses it, and the IP address of the server must be entered into the client.
If a firewall is installed, make sure ports 5353/UDP and 9757/UDP+TCP are open for Avahi and WiVRn itself, respectively.
If a firewall is installed, make sure ports 5353/UDP and 9757/UDP+TCP are open for Avahi and WiVRn respectively.
If using Nvidia proprietary drivers, have [Monado Vulkan Layers](https://gitlab.freedesktop.org/monado/utilities/vulkan-layers) installed, otherwise games will crash with a segmentation fault.
If using Nvidia proprietary drivers older than 565, install the [Monado Vulkan Layers](https://gitlab.freedesktop.org/monado/utilities/vulkan-layers), otherwise games will crash with a segmentation fault.
For audio in WiVRn, you will need to assign applications, or the system as a whole, to output audio to the virtual output "WiVRn" which is created upon connection between the server and the headset.
## Steam Flatpak
It is possible to use WiVRn Flatpak with Steam Flatpak, though Steam Flatpak isn't generally recommended for VR. If you are using Steam Flatpak, you just need to grant it access to the relevant paths:
```bash
@ -52,31 +83,67 @@ flatpak override --user --env=PRESSURE_VESSEL_FILESYSTEMS_RW=/run/user/1000/wivr
You can use WiVRn with a cable instead of Wi-Fi. Use a 5Gbps cable & port at the very least.
WiVRn version: 0.19+
- Install adb on your system - usually the package is named `android-tools` or something similar.
- Connect the headset via USB.
- Run `adb devices` in your terminal.
- If you have never authorised USB debugging from this computer before, put the headset on shortly and select 'Always allow USB debugging from this computer'.
Then depending on your installation method, follow these steps:
Using the dashboard:
- The 'Connect via USB' button under the pairing toggle should have a list of devices - select any one to initiate a wired connection.
Using Envision:
- Connect the headset via USB.
- In Envision, click the `Start WiVRn Client (Wired)` button.
- If it's not there, you may need to update Envision.
- Click the `Start WiVRn Client (Wired)` button in Envision.
Manual steps:
- Connect the headset via USB.
- If WiVRn is running on the headset, close it now.
- While in the system lobby of the headset, run the following `adb` commands on the PC:
```bash
adb reverse tcp:9757 tcp:9757
adb shell am start -a android.intent.action.VIEW -d "wivrn+tcp://127.0.0.1" org.meumeu.wivrn
```
Manual steps: See the [README](https://github.com/WiVRn/WiVRn/blob/master/README.md?plain=1#L114).
## WiVRn + SlimeVR trackers
To use SlimeVR trackers through WiVRn, you currently must use a [fork](https://github.com/notpeelz/WiVRn) of WiVRn:
### Usage with Envision
To use this fork within Envision, edit these fields in your profile:
- XR Service Repo: `https://github.com/notpeelz/WiVRn.git`
- XR Service Branch: `solarxr-patches`
- XR Service CMake Flags: Add `WIVRN_FEATURE_SOLARXR=ON`
Then save and clean build the profile.
### NixOS setup
Override the `wivrn` package from nixpkgs with something resembling the following, replacing `[COMMIT HASH HERE]` with the latest commit hash from https://github.com/notpeelz/WiVRn/commits/solarxr-patches and filling in the correct src hash. Do note you may need to adapt this depending on how you install WiVRn:
```nix
{ pkgs, lib, ... }:
{
services.wivrn = {
enable = true;
defaultRuntime = true;
package = pkgs.wivrn.overrideAttrs (old: rec {
version = "[COMMIT HASH HERE]";
src = lib.fetchFromGitHub {
owner = "notpeelz";
repo = "WiVRn";
rev = version;
# This will throw an error when evaluating and give you the correct hash - put that here
hash = "";
};
cmakeFlags = old.cmakeFlags ++ [
(lib.cmakeBool "WIVRN_FEATURE_SOLARXR" true)
];
});
};
}
```
## WiVRn + Lighthouse driver
This section covers using WiVRn with any Lighthouse-tracked device: Index/Vive controllers, Vive/Tundra trackers, etc.
WiVRn version: 0.19+
This section covers using WiVRn 0.19 and newer with any Lighthouse-tracked device (such as Index/Vive controllers, Vive/Tundra trackers, etc.)
You must have SteamVR installed (no need to run it).
In Envision, set WiVRn Profile as such:
### Envision
Set WiVRn Profile as such:
- XR Service CMake Flags:
- `WIVRN_FEATURE_STEAMVR_LIGHTHOUSE=ON`
- Environment Variables:
@ -85,14 +152,35 @@ In Envision, set WiVRn Profile as such:
Perform a **Clean Build** after changing the CMake flags!
If not using Envision, simply pass `-DWIVRN_FEATURE_STEAMVR_LIGHTHOUSE=ON` to CMake and export the above environment variables before starting `wivrn-server`.
### NixOS
Override the `wivrn` package and launch wivrn-server with the required environment variables:
```nix
{
services.wivrn = {
enable = true;
defaultRuntime = true;
package = pkgs.wivrn.overrideAttrs (old: {
cmakeFlags = old.cmakeFlags ++ [
(lib.cmakeBool "WIVRN_FEATURE_STEAMVR_LIGHTHOUSE" true)
];
});
monadoEnvironment = {
WIVRN_USE_STEAMVR_LH = "1";
LH_DISCOVER_WAIT_MS = "6000";
};
};
}
```
### Manual
Simply pass `-DWIVRN_FEATURE_STEAMVR_LIGHTHOUSE=ON` to CMake and export the above environment variables before starting `wivrn-server`.
### Usage tips
Discovery happens only on first connection, so be sure to **have all Lighthouse devices powered on and in line-of-sight of your base stations before connecting the headset!** Once a device is discovered, you may power it off and on at-will.
You can use [Motoc](/docs/fossvr/motoc/) to calibrate the two tracking technologies to work together.
Discovery happens only on first connection, so be sure to **have all Lighthouse devices powered on and in line-of-sight of your base stations before connecting the headset!**
Once a device is discovered, you may power it off and on at-will.
Once video appears in the headset, check `motoc monitor` to make sure your devices all show up.
If one or more devices are missing, try:

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@ -0,0 +1,58 @@
---
weight: 300
title: xrizer
---
# xrizer
- [xrizer Git repository](https://github.com/Supreeeme/xrizer)
> xrizer is a reimplementation of OpenVR on top of OpenXR. This enables you to run OpenVR games through any OpenXR runtime without running SteamVR.
{{% hint warning %}}
**Application developers**: The OpenVR implementation is incomplete and contains only what's necessary to run most games for compatibility and may omit certain information - if you plan to implement software, utilize the [OpenXR API](https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html).
{{% /hint %}}
## Using full body trackers
{{% hint warning %}}
**This branch is a work-in-progress!** Unexpected problems may occur while in use, if you encounter issues while using this fork you should not report it upstream unless reproducible on the `main` branch of xrizer.
If you would like a battle-tested solution, see [OpenComposite](/docs/fossvr/opencomposite/).
{{% /hint %}}
Currently xrizer does not support full body tracking, however there is a **work-in-progress** [fork by RinLovesYou](https://github.com/RinLovesYou/xrizer/tree/experimental2) with support while using Monado.
To use the above fork, follow these steps:
### Envision
- Click the three dots next to the profile selector and select 'Edit profile'
- If a popup asks if you would like to duplicate the profile, click yes.
- Scroll down to 'OpenVR Compatibility' and set the following fields:
- OpenVR Compatibility Repo: `https://github.com/RinLovesYou/xrizer.git`
- OpenVR Compatibility Branch: `experimental2`
- Clean build your profile from the menu at the top right, or use the Ctrl+F5 keybind.
### NixOS
Apply an overlay over nixpkgs to override the xrizer src:
```nix
{
nixpkgs.overlays = [
(final: prev: {
xrizer = prev.xrizer.overrideAttrs {
src = final.fetchFromGitHub {
owner = "RinLovesYou";
repo = "xrizer";
# IMPORTANT: Fill the below field with the latest commit hash from https://github.com/RinLovesYou/xrizer/commits/experimental2 (click the Copy full SHA button on the right side)
rev = "";
# IMPORTANT: Replace the below field with the correct hash, the error when building with this empty will give you the expected hash.
hash = "";
};
};
})
];
}
```
## Rebinding controls
The process is mostly the same as [OpenComposite](/docs/fossvr/opencomposite/#rebinding-controls), but replace the `OpenComposite` directory name with `xrizer`.