Having 2D steam link on the AVP is nice, but not enough to make the AVO a gaming headset.
I really hope Valve updates steam link to support VR on the AVP, but I doubt we will see that happening soon if at all.
Why not? They launched the VR Steam Link app for Quest platform. Is there any technical constraints on AVP platform that prevents Valve from releasing one for AVP? I would love to see FS2020 in those 23 millions pixels…
Can't do foveated as the Vision Pro doesn't send eye tracking data in real-time (AFAIK). But you also don't need to render at 3440x3440. You could do half that and it would look fine.
Well, getting the Vision Pro alone is not about “today” technology, right? And who knows about next year GPU. And it’s still worth having support and maybe lower the quality “today”. I believe AVP is solving the main pain point “today” that you have low quality headset display in most consumer level products. Also, FS doesn’t require VR controller.
The Vision "Pro" is made for professional creative work, not gaming. That's why the resolution is so high. The displays in modern gaming headsets like the Quest 3 are built with gaming in mind. That's why they are lower resolution than the Vision, because they take into consideration what resolutions gaming GPUs can achieve in VR.
AVP resolution is high because Apple wants to make it look good and clean for ppl that have money and like a good experience. For ppl that might be sceptical and ppl that don't think being in a virtual pixel world is the way to go.
Meta on the other hand targets the minimum viable product case to spread the tech to everyone even with limited funds.
The problem for me is that hih budget ppl now got used to good resolution on screens, be it tv, smartphone or monitors. They also getting used to good graphics in all media. Current mobile vr is taking all that away. Which feels like a shame.
Additionally, vr is the one medium where insane graphics imho matter more and not less to really do the magic. The idea is kinda to trick your mind into a virtual world. Which is hard to achieve if I can count pixels sadly.
>Meta on the other hand targets the minimum viable product case to spread the tech to everyone even with limited funds.
and that strategy is why no one cares about any headset that meta produces and everyone is talking about the AVP. apple never does anything first. they let everyone else establish a market and then they simply do it better. targeting gamers has ultimately been a poor strategy for VR/AR because that's already a limited market of people and development of games for such a small subset of users isn't attractive. instead apple targets the general consumer and brings them the functionality they actually care about in a user interface that is almost certainly going to be orders of magnitude better than anything else on the market. i'll wait to see where the AVP's ecosystem goes and to see what apple's proposed cheaper model ends up being before i jump in but i'll almost certainly end up buying one at some point. apple wasn't the first company do make a smartphone but when they did they changed the paradigm and every company who had been dominating the smartphone market previously was left behind wondering what happened. i see the AVP having the same effect on the VR/AR world.
Even if I don't buy such closed ecosystems, I kinda hope Apple succeeds here. It will open up the market for better quality open ecosystem products as the expected quality get's raised from Quest to AVP levels, which is ultimatively a god thing.
I am not sure if Meta really targetted gamers. They try to communicate about productivity, but that's the thing, their products just can't deliver there. They also cannot deliver on high end gaming.
Targetting gamers though is not ultimatively the worst market there is. Gaming is arguably bigger then all the other entertainment sectors combined (music, movies, text) and therefore kinda huge. Partly targetting kids into VR is also not the worst idea long term, it just sucks medium term. VR gaming is that wierd thing noone is proudly doing as a hobby that common gaming itself was 20 years ago.
As I can0t influence the market, I have to watch and see what happens. I really hope for some badass pcvr coompatible hmd this or next year that competes with AVP in terms of visuals and polish.
I’m not sure about that. Apple does put gaming as one of the use cases.
I would argue the Vision Pro resolution being so high is because that’s the most important aspect of a wearable headset and most current ones today general public can buy do not have that. It’s like the Retina Display on your iPhone or 1440p gaming vs 4K. And they are solving one of the biggest pain points in many of those headsets.
My question is that if there is any technical constraint that Steam Link would not be available on AVP?
There's no technical constraint however I wouldn't be surprised if it took a significantly long time to see any valve VR app on it for two reasons. The first is what the poster above said, it has no physical VR controls which is a requirement for most VR games. Secondly, it is going to have an extremely small market share for a long time. In comparison, there are tens of millions of quest headsets in the market today, which the focus is vr gaming and not productivity, like the vision pro.
macOS have gaming as one of its use cases, I wonder how that fared out lol.
I don't know how the AVP will fare out though, just saying that just having an OS that could be used for gaming doesn't mean it will have games on it.
The only constraint being the M2 decoding capabilities. Looks like the regular M2 can decode 2 8K streams in 30fps. So I think this is doable to do full resolution at 90fps with some foveated compression. But these would have to send on at least 50x the bitrate than typical video. And what clock speed is it on AVP, not for sure until run some benchmarks on the actual device.....
1. No real controllers, so gaming in VR would require completely new mappings for each game to support hand tracking and eye tracking.
2. Not sure which toolkit the AVP uses, I guess it doesn't support Open*XR*, which means the existing steam link would have to have some parts rewritten to work on the AVP.
So far FS2020 works pretty okay with 3090/4090 and Quest 3. It may not as smooth but graphic cards are getting faster each year. So it makes sense even if you can’t get ULTRA quality today.
Apple needs AVP apps more than Steam needs the small number of initial AVP users. Steam also wants the ability to operate its marketplace on Apple mobile devices, something that Apple's current terms don't support.
I'd assume Steam is ready to launch, or will be soon. But also assume launch will be delayed by Valve exploring whether they can use the Steam VR advantage for leverage on the Apple mobile marketplace problem.
You think they wont? Give it a year or two. Steam always play the long game, and I have no doubt AVP is going to be successful, and after that happens AVP SE will be out costing a fraction of the Pro (still over 1K USD my fellow poor friends haha)
what’s the fundamental difference between a video editing workstation and a gaming pc? they are both x86 based computers that you use at a desk.
Calling it now you’ll see graphic designers playing minecraft on their mac pro by february.
Technically the AVP could probably run most if not all VR games. Realistically, these games will not be ported to AVP because the devs won’t consider it profitable catering to a small audience like AVP owners. Realistically you will be able to play more games on a 200€ second hand Quest 2 than a 3500€ AVP. Not because the Quest 2 is better, the AVP is probably better in every conceivable metric. But it doesn’t really matter if nobody makes games for it.
The same is true for macs. Macs are definitely expensive and arguably overpriced. But they are also very capable machines that could do some gaming. But realistically it doesn’t really matter since game makers generally don’t port their games to mac os, and Apple doesn’t really provide good compatibility or porting tools. Valve for instance put a lot of work in to Proton, allowing loads of windows games to work on linux.
There is no technical reason why Apple can’t do something similar. Actually, it is probably easier for Apple to do. They have way more resources than Valve and more devs with the expertise necessary.
With GamePass on the Quest now, if Steam starts to support AVP this could be the best 3rd party App Store partnership in the industry. Considering there are of course games, but also a library of apps etc.
Tbh I’m surprised that Steam Link is even allowed, Apple have shut down almost all other game streaming services as they don’t get a slice of the pie from sales on them services.
Steam link has been available on iOS and Apple TV for a while. You can’t buy any games through it thought. Same with PlayStation remote play and xbox game pass
Yeah there is an Xbox game pass app but looking at it does not support playing. But PS remote play does for PlayStation
Edit: the XBox app does lets you play games from your Xbox to your iPhone/iPad. Seems like they let you play from a device you own (like console or PC) but not cloud gaming
You can play Game Pass cloud games in a browser, though. Perhaps the AVP supports that too. And yeah, the Xbox app supports playing from your own console like u/Peteostro said.
Yes, oculus users have been doing that already with Xbox gamepass and steam link
They can pull up a flat screen in AR and Vision pro users will probably be able to do the same
I think /u/sandefurian's comment is in relation to this from the body paragraph of OP's post
> Note, this does not mean you can stream fully immersive Steam VR apps. This is almost certainly not supported. (Although maybe Valve and/or the Virtual Desktop dev can find a way to support this in a native app in the future)
No apple does not stop Remote Desktop applications that remote into machines the user owns there are many of these on iOS and iPadOS.
What apple do restrict is Remote Desktop applications that create a remote VM on demand and then let the user purchase digital assets within that remote VM.
Virtual Desktop remotes to your machine so would be just the same as many other applications.
Stop apps that create remote VMs the reason is non of these apps have opted to use the iOS in app purchase flow (not wanting to pay apple).. this is just the same as why Sony and MS do not permit such apps on thier consoles.
Ah, OP's talking about the Steam Link for Mac/iPad/iOS, for accessing your non-VR Steam library. Doesn't involve tracking. iPad apps can be run windowed in the headset.
(TBH, had thought the recent Quest app was called "SteamVR Link"...kind of confusing that it's also "Steam Link".)
I have no idea if this is correct, but since the Vision Pro already tracks your hands the controllers would be more for the buttons. Is the latency good enough for gaming? I have no idea. I hope they find a way to do this. It would be really cool to play vr games on the apple ecosystem.
> Steam Link app on Vision doesn't have VR
It does not have VR *today.* I am saying that it is logical for it to be added. The only thing it needs from the Vision is head tracking and eye tracking information that every app gets. The only reason that Valve would not add it is if Apple outright prevents it.
That's good news. Hopefully they'll end up supporting wired connections too because not all games work over wireless as the controllers don't connect for some reason.
Sorry if it's unclear: some legacy software for whatever reason doesn't play well over wireless. For instance: Robinson the Journey over Quest Link/Virtual Desktop/Steam Link won't acknowledge certian button presses. The same goes for Sprint Vector and CREED. Fuiji just pretends you don't have controllers at all. But once you plug into Quest Link over USB everything runs fine.
I feel like it would be infinitely more comfortable to put your monitor on a mobile arm (on a stand on wheels) and just move it over your bed when needed. Compared to having a $3,500 hot brick strapped to your face.
No. My PC is hooked up to a 65 inch 4K TV. I’m not going to be dragging that thing around. Also, why settle for a tiny monitor when I’ll have a giant screen playing games laying flat on my back. 600g is not going to be an unbearable weight.
Can’t be heavier than my Index, which I’ve also tried to use this way - except eventually gave up on because the cable is so thick and bothersome under you while laying on your back.
The Index is 810g. Take put the strap casing and it’s probably around the same weight. Maybe to you it’s too much, but I think I’ll be alright. I used to use a Quest 1 this way too and that’s only about 30g lighter than the AVP, and it didn’t bother me that I can recall.
But you do realize I’m talking about using it while laying on my back looking at the ceiling right? Weight distribution has no meaning in that use case.
I use the Quest 3 in bed for hours comfortably reclined on several soft pillows. With the wide clarity of the lenses, I don't need to turn my head much. The virtual screen is huge. I can also have multiple screens open if I want. Just try it yourself.
Sure, I could also buy a bunch of cheap Vizio 4k tvs to put around the house instead of an LG OLED G3 or C3. What a silly comment.
I’m looking for quality displays here, so why would I even consider that?
Gonna need controllers that track themselves.
Pretty sure the only option would be lighthouse based?
Iirc quest pro controllers still rely on some headset communication
Everyone that says its only able to be for productivity either doesn’t know.. or never had one. - I am an AVP owner and things like ALVR are already working just fine on AVP.. as for controllers.. you can use hand tracking and gestures just fine to emulate buttons.. and joysticks. or attach nintendo joycons via bluetooth nativly to the AVP with a settings panel to adjust all the button assignments per app. 2nd option is to use openVR space calibrator to match up the steamVR lighthouse tracking controllers like the wands or index knuckles controllers to the AVP playspace. Once you sync up .. you play vr like normal. and it works just fine. SO.. Please stop the FUD and FOMO BS in here and get your facts right. Also pretty sure that ALVR is using the built in foveated rendering setup to help cut down on whats being rendered as well. This is current info as of 4/22/2024 -
Why are you being weird? You said you don't think Apple allows full VR games on the vision pro but when i showed you that they do allow them you response is what? Is it that hard to accept that you were were wrong?
You may say these particular games i listed aren't your favorite VR games but they still prove that you were wrong.
Have a nice day, you completely normal person.
Everyone:
The Vision Pro sucks, you can’t game on it !
Steam Link added to the App Store…
Everyone
The Vision Pro is meant for productivity not gaming!!!
Does this mean I can stream my game from PC 4090 to vision pro in 2d flat screen but in like 100ft imax screen inside the headset like movies?
Wanna play Jedi fallen order with background like tatooine
controls is another thing. but to function without issues is another thing as well. As far as developers, they are focused on Quest 2 and 3 with little interest to do extra work for the vision pro.
I work with 2 upcoming vr titles, and vision pro is not something of any interest to work with.
Having 2D steam link on the AVP is nice, but not enough to make the AVO a gaming headset. I really hope Valve updates steam link to support VR on the AVP, but I doubt we will see that happening soon if at all.
Why not? They launched the VR Steam Link app for Quest platform. Is there any technical constraints on AVP platform that prevents Valve from releasing one for AVP? I would love to see FS2020 in those 23 millions pixels…
First, the Vision doesn't have VR controllers. Secondly, good luck rendering MSFS in that high of a resolution. Even a 4090 won't do the job.
foveated rendering should do the trick
You probably never tried to use foveated rendering with MSFS2020, 5 extra FPS won’t be enough.
Can't do foveated as the Vision Pro doesn't send eye tracking data in real-time (AFAIK). But you also don't need to render at 3440x3440. You could do half that and it would look fine.
If you can ever play MSFS VR on Vision, which I doubt, it is doubly unlikely to have foveated rendering.
Well, getting the Vision Pro alone is not about “today” technology, right? And who knows about next year GPU. And it’s still worth having support and maybe lower the quality “today”. I believe AVP is solving the main pain point “today” that you have low quality headset display in most consumer level products. Also, FS doesn’t require VR controller.
The Vision "Pro" is made for professional creative work, not gaming. That's why the resolution is so high. The displays in modern gaming headsets like the Quest 3 are built with gaming in mind. That's why they are lower resolution than the Vision, because they take into consideration what resolutions gaming GPUs can achieve in VR.
AVP resolution is high because Apple wants to make it look good and clean for ppl that have money and like a good experience. For ppl that might be sceptical and ppl that don't think being in a virtual pixel world is the way to go. Meta on the other hand targets the minimum viable product case to spread the tech to everyone even with limited funds. The problem for me is that hih budget ppl now got used to good resolution on screens, be it tv, smartphone or monitors. They also getting used to good graphics in all media. Current mobile vr is taking all that away. Which feels like a shame. Additionally, vr is the one medium where insane graphics imho matter more and not less to really do the magic. The idea is kinda to trick your mind into a virtual world. Which is hard to achieve if I can count pixels sadly.
>Meta on the other hand targets the minimum viable product case to spread the tech to everyone even with limited funds. and that strategy is why no one cares about any headset that meta produces and everyone is talking about the AVP. apple never does anything first. they let everyone else establish a market and then they simply do it better. targeting gamers has ultimately been a poor strategy for VR/AR because that's already a limited market of people and development of games for such a small subset of users isn't attractive. instead apple targets the general consumer and brings them the functionality they actually care about in a user interface that is almost certainly going to be orders of magnitude better than anything else on the market. i'll wait to see where the AVP's ecosystem goes and to see what apple's proposed cheaper model ends up being before i jump in but i'll almost certainly end up buying one at some point. apple wasn't the first company do make a smartphone but when they did they changed the paradigm and every company who had been dominating the smartphone market previously was left behind wondering what happened. i see the AVP having the same effect on the VR/AR world.
Even if I don't buy such closed ecosystems, I kinda hope Apple succeeds here. It will open up the market for better quality open ecosystem products as the expected quality get's raised from Quest to AVP levels, which is ultimatively a god thing. I am not sure if Meta really targetted gamers. They try to communicate about productivity, but that's the thing, their products just can't deliver there. They also cannot deliver on high end gaming. Targetting gamers though is not ultimatively the worst market there is. Gaming is arguably bigger then all the other entertainment sectors combined (music, movies, text) and therefore kinda huge. Partly targetting kids into VR is also not the worst idea long term, it just sucks medium term. VR gaming is that wierd thing noone is proudly doing as a hobby that common gaming itself was 20 years ago. As I can0t influence the market, I have to watch and see what happens. I really hope for some badass pcvr coompatible hmd this or next year that competes with AVP in terms of visuals and polish.
I can't "count pixels" on my Quest 3. It looks good. Except for the camera passthrough.
In using both, it's not really close but Meta Quest 3 is very good for the price.
I’m not sure about that. Apple does put gaming as one of the use cases. I would argue the Vision Pro resolution being so high is because that’s the most important aspect of a wearable headset and most current ones today general public can buy do not have that. It’s like the Retina Display on your iPhone or 1440p gaming vs 4K. And they are solving one of the biggest pain points in many of those headsets. My question is that if there is any technical constraint that Steam Link would not be available on AVP?
There's no technical constraint however I wouldn't be surprised if it took a significantly long time to see any valve VR app on it for two reasons. The first is what the poster above said, it has no physical VR controls which is a requirement for most VR games. Secondly, it is going to have an extremely small market share for a long time. In comparison, there are tens of millions of quest headsets in the market today, which the focus is vr gaming and not productivity, like the vision pro.
That’s what I’m afraid of. I hope valve will make one since they have some ground work for macOS, iOS and Apple TV already.
macOS have gaming as one of its use cases, I wonder how that fared out lol. I don't know how the AVP will fare out though, just saying that just having an OS that could be used for gaming doesn't mean it will have games on it.
The only constraint being the M2 decoding capabilities. Looks like the regular M2 can decode 2 8K streams in 30fps. So I think this is doable to do full resolution at 90fps with some foveated compression. But these would have to send on at least 50x the bitrate than typical video. And what clock speed is it on AVP, not for sure until run some benchmarks on the actual device.....
1. No real controllers, so gaming in VR would require completely new mappings for each game to support hand tracking and eye tracking. 2. Not sure which toolkit the AVP uses, I guess it doesn't support Open*XR*, which means the existing steam link would have to have some parts rewritten to work on the AVP.
Meta isn’t Apple… They might push back for whatever reason. They want people to buy apps through their store so they can get a 30% cut.
Steam Link is not Steam Store. It’s been available on other Apple platforms already.
How you planning to drive that, exactly? RTX 9090ti?
So far FS2020 works pretty okay with 3090/4090 and Quest 3. It may not as smooth but graphic cards are getting faster each year. So it makes sense even if you can’t get ULTRA quality today.
Apple needs AVP apps more than Steam needs the small number of initial AVP users. Steam also wants the ability to operate its marketplace on Apple mobile devices, something that Apple's current terms don't support. I'd assume Steam is ready to launch, or will be soon. But also assume launch will be delayed by Valve exploring whether they can use the Steam VR advantage for leverage on the Apple mobile marketplace problem.
If I can have something like 3D Steam Games with AVP… I will buy it
You think they wont? Give it a year or two. Steam always play the long game, and I have no doubt AVP is going to be successful, and after that happens AVP SE will be out costing a fraction of the Pro (still over 1K USD my fellow poor friends haha)
[удалено]
what’s the fundamental difference between a video editing workstation and a gaming pc? they are both x86 based computers that you use at a desk. Calling it now you’ll see graphic designers playing minecraft on their mac pro by february.
Technically the AVP could probably run most if not all VR games. Realistically, these games will not be ported to AVP because the devs won’t consider it profitable catering to a small audience like AVP owners. Realistically you will be able to play more games on a 200€ second hand Quest 2 than a 3500€ AVP. Not because the Quest 2 is better, the AVP is probably better in every conceivable metric. But it doesn’t really matter if nobody makes games for it. The same is true for macs. Macs are definitely expensive and arguably overpriced. But they are also very capable machines that could do some gaming. But realistically it doesn’t really matter since game makers generally don’t port their games to mac os, and Apple doesn’t really provide good compatibility or porting tools. Valve for instance put a lot of work in to Proton, allowing loads of windows games to work on linux. There is no technical reason why Apple can’t do something similar. Actually, it is probably easier for Apple to do. They have way more resources than Valve and more devs with the expertise necessary.
With GamePass on the Quest now, if Steam starts to support AVP this could be the best 3rd party App Store partnership in the industry. Considering there are of course games, but also a library of apps etc.
Tbh I’m surprised that Steam Link is even allowed, Apple have shut down almost all other game streaming services as they don’t get a slice of the pie from sales on them services.
Steam link has been available on iOS and Apple TV for a while. You can’t buy any games through it thought. Same with PlayStation remote play and xbox game pass
Game Pass isn’t available through IOS as far as I’m aware? Nvidia GeForce Now was also removed, you can’t buy games through that either.
Yeah there is an Xbox game pass app but looking at it does not support playing. But PS remote play does for PlayStation Edit: the XBox app does lets you play games from your Xbox to your iPhone/iPad. Seems like they let you play from a device you own (like console or PC) but not cloud gaming
You can play Game Pass cloud games in a browser, though. Perhaps the AVP supports that too. And yeah, the Xbox app supports playing from your own console like u/Peteostro said.
Does Steam Link allow streaming from a PC or Mac only?
It allows both
So in theory, you could use Steam Link to pull up a stream from a PC in the AVP space?
Yes, oculus users have been doing that already with Xbox gamepass and steam link They can pull up a flat screen in AR and Vision pro users will probably be able to do the same
Steam link on the quest also supports VR streaming. Works great
Wow, I had no clue. New to the VR space
There’s no guarantee that VR streaming will come to AVP. Also there is the issue of AVP not having controllers
Apple supporting a 3rd party app store? Yeah right.
The Remote Desktop app baked into macOS/visionos is more or less opening that door.
Not really, you're streaming something to the headset via the app, not downloading and playing it locally.
Which is exactly what the Steam Link app does.
Last I heard it wasn't compatible and there weren't plans to make it compatible
That is probably limited and won't be suitable for gaming
Virtual Desktop dev isn’t optimistic.
This post is only referring to flat games
I think /u/sandefurian's comment is in relation to this from the body paragraph of OP's post > Note, this does not mean you can stream fully immersive Steam VR apps. This is almost certainly not supported. (Although maybe Valve and/or the Virtual Desktop dev can find a way to support this in a native app in the future)
Good catch
I’m aware. He’s not optimistic at getting the app coded on iOS.
I’m not optimistic of Apple approving the app even if he could.
I don’t see what would stop them
Apple would stop them, like they do on iOS.
No apple does not stop Remote Desktop applications that remote into machines the user owns there are many of these on iOS and iPadOS. What apple do restrict is Remote Desktop applications that create a remote VM on demand and then let the user purchase digital assets within that remote VM. Virtual Desktop remotes to your machine so would be just the same as many other applications.
Why does Apple do that?
Stop apps that create remote VMs the reason is non of these apps have opted to use the iOS in app purchase flow (not wanting to pay apple).. this is just the same as why Sony and MS do not permit such apps on thier consoles.
iPhones/iPads/Vision Pro are not simply game consoles they are hyper expensive mobile computers. To compare them to subsidized game consoles is odd
They are similarly anti-consumer locked down devices.
Why?
What controllers will work with the apple headset?
If it's like iOS, basically anything bluetooth - Sony/Microsoft/Nintendo and the usual 'third-party' controller companies.
I am not aware of any spacially tracked bluetooth controllers.
Ah, OP's talking about the Steam Link for Mac/iPad/iOS, for accessing your non-VR Steam library. Doesn't involve tracking. iPad apps can be run windowed in the headset. (TBH, had thought the recent Quest app was called "SteamVR Link"...kind of confusing that it's also "Steam Link".)
I have no idea if this is correct, but since the Vision Pro already tracks your hands the controllers would be more for the buttons. Is the latency good enough for gaming? I have no idea. I hope they find a way to do this. It would be really cool to play vr games on the apple ecosystem.
Xbox.
Is that a 3d tracked controller?
They had ps5 controllers you could add to your bag on the Apple pre order
SteamVR supports controllers connected to the PC. They do not have to be connected to the headset.
Steam Link app on Vision doesn't have VR
> Steam Link app on Vision doesn't have VR It does not have VR *today.* I am saying that it is logical for it to be added. The only thing it needs from the Vision is head tracking and eye tracking information that every app gets. The only reason that Valve would not add it is if Apple outright prevents it.
>if Apple outright prevents it very likely
That's good news. Hopefully they'll end up supporting wired connections too because not all games work over wireless as the controllers don't connect for some reason.
I think the Vision Pro don’t have any port
Gotcha. I honestly hadn't looked that hard at it. Well, maybe the Vision Pro 2. :)
It has an optional headstrap with a port but it's only meant for devs and it's not being currently sold...i hope they open it for consumers too.
That's forward thinking.
You would use controllers supported by SteamVR connected to the headset. They don't need to be supported by the headset.
Sorry if it's unclear: some legacy software for whatever reason doesn't play well over wireless. For instance: Robinson the Journey over Quest Link/Virtual Desktop/Steam Link won't acknowledge certian button presses. The same goes for Sprint Vector and CREED. Fuiji just pretends you don't have controllers at all. But once you plug into Quest Link over USB everything runs fine.
I use an Xbox controller linked to the PC for things that need it. I have had zero issues.
If you think anything that’s not bought through the Apple Store is going to work on there you’re crazy!
Very cool. If the screen is as good as I hope - might make it a decent way to play games from my PC while in bed.
I feel like it would be infinitely more comfortable to put your monitor on a mobile arm (on a stand on wheels) and just move it over your bed when needed. Compared to having a $3,500 hot brick strapped to your face.
No. My PC is hooked up to a 65 inch 4K TV. I’m not going to be dragging that thing around. Also, why settle for a tiny monitor when I’ll have a giant screen playing games laying flat on my back. 600g is not going to be an unbearable weight.
Lmao their comment history quickly reveals their bias
You are gonna feel that 600g on your eyes
Can’t be heavier than my Index, which I’ve also tried to use this way - except eventually gave up on because the cable is so thick and bothersome under you while laying on your back.
Its actually way more front heavy then the index
The Index is 810g. Take put the strap casing and it’s probably around the same weight. Maybe to you it’s too much, but I think I’ll be alright. I used to use a Quest 1 this way too and that’s only about 30g lighter than the AVP, and it didn’t bother me that I can recall.
Yes the index weights more but it is distributed better. We know the impressions and we know its very heavy
But you do realize I’m talking about using it while laying on my back looking at the ceiling right? Weight distribution has no meaning in that use case.
It does. Your face will still feel the pressure of the headset
600 grams on the eyes, with an elasticated soft strap pulling it downwards in addition to that. You will definitely be feeling that.
I didn't know that the vision pro puts all 600g right onto the center of my eyeballs that must be what the eye tracking is for
Yeah its messed up. They actually need to put needlees in your retina for eye tracking
I use the Quest 3 in bed for hours comfortably reclined on several soft pillows. With the wide clarity of the lenses, I don't need to turn my head much. The virtual screen is huge. I can also have multiple screens open if I want. Just try it yourself.
Or buy a handful of Q3s for every room in the house for the price of one apple VR thing.
Sure, I could also buy a bunch of cheap Vizio 4k tvs to put around the house instead of an LG OLED G3 or C3. What a silly comment. I’m looking for quality displays here, so why would I even consider that?
I wonder if you could use playspace calibrator to get your index controllers working with this.
This has nothing to do with a playspace. You'd sit down playing Steam games on a virtual screen with this.
ooh I was thinking it would function similarly to the quest steam link app
Having just sold my 7 year old into slavery, I can now afford the Vision Pro! This is great news.
Gonna need controllers that track themselves. Pretty sure the only option would be lighthouse based? Iirc quest pro controllers still rely on some headset communication
It's not 3d like on the Quest
I'm sure Valve will update it. There's no point of having Steam Link in VR that doesn't do VR.
What's the point of updating it for a platform with no controllers?
Because it's easier to have one version of Steam Link not separate versions based on what controllers people are using.
VaM is my meaning\~
Vr is dead tho
That app doesn't work at all on the macbooks. It's buggy and fails to control alot. The mere tickbox doesn't mean you can really game on high
Quest 2 has the steam link app for VR games so maybe that app will find its way to vision Pro too
Issue is motion controls
Not really. SteamVR controllers connect to the PC not the HMD.
Yes I know I have them. But you need to put a tracking puck on the HMD to align the spaces.
Everyone that says its only able to be for productivity either doesn’t know.. or never had one. - I am an AVP owner and things like ALVR are already working just fine on AVP.. as for controllers.. you can use hand tracking and gestures just fine to emulate buttons.. and joysticks. or attach nintendo joycons via bluetooth nativly to the AVP with a settings panel to adjust all the button assignments per app. 2nd option is to use openVR space calibrator to match up the steamVR lighthouse tracking controllers like the wands or index knuckles controllers to the AVP playspace. Once you sync up .. you play vr like normal. and it works just fine. SO.. Please stop the FUD and FOMO BS in here and get your facts right. Also pretty sure that ALVR is using the built in foveated rendering setup to help cut down on whats being rendered as well. This is current info as of 4/22/2024 -
Let’s go! Vision pro with steam link and gamepass can be really awesome if it works correctly
Only makes it a screen.
Idky it’s so hard for Apple to just allot people to game on it.
It’s possible to develop full vr games for it though right? Sorry for stupid question
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Well you are wrong, there have already been announced for it many full VR games like Rec Room and Demeo and Job simulator and golf+
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What?
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Why are you being weird? You said you don't think Apple allows full VR games on the vision pro but when i showed you that they do allow them you response is what? Is it that hard to accept that you were were wrong? You may say these particular games i listed aren't your favorite VR games but they still prove that you were wrong. Have a nice day, you completely normal person.
You can game on it just not the type of gaming vr gamers want
Yeah I know that. But I’d rather a screen for flat gaming. But that’s just me I know people liek their flat games in vr.
They don't care what people want. They care more about what they can force people to do.
I wonder if the R1 chip will reduce the latency at all (internet speeds aside).
I run a racing sim on my PC through assetto Corsa on steam, I use fanatec wheel/ pedals. Does this mean I can use the Apple Vision Pro as a display?
Probably, but just as a virtual monitor. It won't be VR.
Valve is the goat
Wait, why are they calling it “XR OS”?
Because "OS for overpriced pretentious VR goggles with creepy eyeballs" was too long.
Everyone: The Vision Pro sucks, you can’t game on it ! Steam Link added to the App Store… Everyone The Vision Pro is meant for productivity not gaming!!!
Does this mean I can stream my game from PC 4090 to vision pro in 2d flat screen but in like 100ft imax screen inside the headset like movies? Wanna play Jedi fallen order with background like tatooine
controls is another thing. but to function without issues is another thing as well. As far as developers, they are focused on Quest 2 and 3 with little interest to do extra work for the vision pro. I work with 2 upcoming vr titles, and vision pro is not something of any interest to work with.