iVRy Driver for SteamVR

iVRy Driver for SteamVR

Beta Comments
Here are some observations after spending a bit of time with the beta.

Not big issues getting it going. I think I had to restart SteamVR a couple times but nothing that really hung me up.

The default resolution was pretty low so it didn't look great OOTB. After going through the iVRy Settings I found the options to increase the SteamVR Render and Output Resolutions. From there on it was fairly crisp. Though, I noticed I couldn't set these as high I as can with the other VR solutions.

I ended up using a constant bitrate of 150Mpbs. It seemed like when I had adaptive turned on I would get these 'pulses' every so often of lower res pixelization. The foveated center stayed sharp but in my periphery it was enough of a change to be noticeable and distracting. It happened some even with a constant bitrate, but not as often I think.

Audio played through the headset, but also came out of my PC speakers. I didn't see any options to adjust that.

I used PSVR2 controllers and found the tracking to be a bit laggy. Nothing too outrageous and it was still playable (tested with HL:A). I don't have anything that needs extremely tight tracking (such as Beat Saber).

The level of jitter was pretty high. Elements that were closer up to my eyes, such as holding up a gun in HL:A were relatively stable. But it seemed like the further away something was it would have more jitter. Another example is the SteamVR Home. The controllers and even the console didn't move around much, if at all. But the 'mountains' in the background were jumping around quite a bit.
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Showing 1-7 of 7 comments
Apr 10 @ 3:30am 
Thank you for the feedback. Is your PC using Wifi or Ethernet? What is the result of doing throughput test in the iVRy Settings?
PC is 1 Gbps ethernet to the router. I'm using the AVP about 1.5 to 2 meters from the router. The throughput test shows 58.8 MB/s and Latency of 4ms.
Apr 10 @ 12:12pm 
What is the latency displayed in the status? Which GPU are you using?
Latency was in the low 60s. GPU is a 5090.
Apr 16 @ 12:44am 
Do you still have these issues with the latest beta (1.1.9.5)?
I gave 1.1.9.5 a try. I didn't notice any of the pulsing I did before. Overall a clearer image, I think. I switched the bitrate from a constant 150 to an adaptive min/max of 75/200 and that looked OK as well.

The jitter in the SteamVR background was also much reduced. However, I felt like there was now more jitter on things like the controllers and console display, which I recall feeling stable before.

There still felt to be a lot of jitter in game. This time around holding the pistol near my eyes in HL:A was quite jumpy. I don't think it was as prevalent before.

Also in game I felt like there was a lot of banding and compression artifacts. I can't say for sure whether this is a regression or just didn't notice it in the previous version.

When I peeked into the iVRy settings menu, I noticed that the latency seemed to be a little higher. Generally around 70ms this time. Also noticed that the framerate reported was usually less than 90Hz. Often it was 45Hz.

The Recenter option in the iVRy menu doesn't appear to work. What's strange is that when I start SteamVR separately, I get a different console that has a recenter button on the menu. Not sure if it is supposed to work like that or not.

Still hearing sounds coming from my PC speakers in addition to the headset.
May 3 @ 7:01am 
Originally posted by Noop:
Still hearing sounds coming from my PC speakers in addition to the headset.

Sound support is via audio mirroring, this makes the PC side much simpler, as audio device drivers don't have to be developed or installed. You could mute the audio on the PC side, if it bugs you. I'm not sure that the driver muting it would be a good idea.
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Showing 1-7 of 7 comments
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