Virtual Reality on the Framework 16

I’m currently in the ALVR Discord, If you’re there, there’s a topic in the help channel about the pixelated mess. So far I’ve been suggested to use DRI_PRIME=1 %command% for the SteamVR games, and/or steam itself. I’m posting this before testing that. – That being said, I have the router in my room, so it’s as close as it gets and latency isn’t as bad.

However, this might help out. https://youtu.be/_5k9htTdpuI

So after some fiddling around, I stumbled around this; Steam Community :: Guide :: Guide for Linux VR and in my particular case, the display was a pixelated mess, so the solution is a “Display is Garbled”. This happens because the FW16 can have more than 1 GPU (iGPU + dGPU 7700S) and to get it to use the correct GPU you need to add it to your Enviroment Variables, AND Launch Options of every game you want to play. At least for now.

The command in question is;
ENABLE_DEVICE_CHOOSER_LAYER=1 VULKAN_DEVICE_INDEX=<device-index> %command%

This requires the Vulkan Device Chooser; GitHub - aejsmith/vkdevicechooser: Vulkan layer to force a specific device to be used

This will practically enforce the software to use the specified device, if you need to see what devices are available you can run the following; vulkaninfo --summary, in my case the 7700S was GPU1 so you set VULKAN_DEVICE_INDEX=1

I was also told by the kind peeps at the ALVR discord, to use WlxOverlay-S; GitHub - galister/wlx-overlay-s: Access your Wayland/X11 desktop from Monado/WiVRn/SteamVR. Now with Vulkan! as a desktop overlay replacement, and it works rather decent, albeit it takes some getting used to.

EDIT:
I forgot to mention that I run Steam Runtime/Native, and WlxOverlay-S with said options as enviroment variables. I run ALVR like that too but it might not be necesarry

I’ll give these a try when I can! That does explain the garbled display stuff. It was a while ago, but I believe I did try setting DRI_PRIME=1 for games but I don’t think I did it for steamVR itself, so I’ll definitely try that. Thanks for the info!

welp. Just tried to get it working for about an hour and couldn’t. Some things were broken with ALVR, some with SteamVR. SteamVR in general just kinda seems to be a mess on linux. Launching it opens like 3 blank windows for some reason. But every time I tried to connect ALVR, it would crash and disable the alvr plugin. I’ve decided to just abandon trying to get it working on linux, so many things were broken that it really doesn’t feel like it’s worth trying anymore.

SteamVR on Linux is literally broken; you’re probably better off using Monado and WiVRn via Envision (though the UX is still a big work-in-progress); https://lvra.gitlab.io/ can guide you through setup (though some of the info is a bit scattered throughout)

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Sadly, the new BIOS Update (3.03) did mess some stuff up… I was able to run SteamVR via ALVR just fine prior, but now it’s broken again. – I will attempt WiVRn via Envision

I have the Meta Quest 2 working OK (tested with no issues so far in VTOL VR on Steam using the Meta Quest link app - not Steam VR)
Win 10 Pro, Ryzen 7 7840HS w/ Radeon RX 7700S, 32GB RAM
I’m plugged in with a wired USB link (top right port, nearest power button). Other ports / setups etc might work, but this specifically is my setup.

I did have an issue with a black screen when initially trying to open the desktop once quest link had connected, but this reddit post solved my issue (I needed a full PC restart rather than just restarting quest link). Relevant text here for reference:

Go to Windows Settings → Display → Graphics Settings (way at the bottom)
Under “Graphics performance preference” → “Choose an app to set preference” -" “Desktop app”. Click “Browse” and select:

C:\Program Files\Oculus\Support\oculus-runtime\OVRServer_x64.exe

Click “Add”.
Select “Options” and set it to “Power saving”, and click save.

Restart the Oculus software and Virtual Desktop now works properly.

https://www.reddit.com/r/oculus/comments/jzgv78/comment/gw36xmt/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Anyone got updates on the VR thru usbc to display port expansion card? Scrolling through the forum it seems drivers are the issue. Has this been fixed yet or sadly not? (Headset I use is Valve Index)

You must use a Type-C to DisplayPort dongle. (The official DisplayPort module doesn’t work)

There are a few linked in the thread: Virtual Reality on the Framework 16 - #33 by Nate_Hanna

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Would the usbc port to use be the one on the back of the gpu module or is it irrelevant

why wouldnt the expansion card work? surely its effectively a dongle with just a different shape?

Couldn’t tell you the exact reason. So, what I do know is that dongles these days aren’t dumb. They have controllers and communicate with the host to negotiate capabilities.

It doesn’t work :blush:

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You should use the port on the GPU, 100%

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can confirm that the frame work adapter still doesn’t work. Valve support wont stop yelling at me that adapters aren’t support and not relies they are a part of our laptops.

Haha, yeah unfortunately they have a point. As far as hardware is concerned, they can only vouch for their own. The Framework cards not working is a Framework issue, not a Valve issue. :slight_smile:

Kinda but how the heck is framework supposed to no how to fix it with out valves input. I just wish valve made a version of the squid that used usb c alt mode

I have been having all kinds of trouble getting my Oculus Rift working (not the S). From the Oculus app telling me my hardware doesn’t meet minimum specs, then linking me to a page that shows minimum specs to be a 5-10 year old card, to reinstalling my graphics drivers only to have the headset display not turn on at all, dispute the Oculus app giving me all green check marks for the hardware

I also have an Oculus Rift CV1, and I got it to work with an Anker adapter just like the other people above did. Only difference being an Anker USB-C to HDMI and not a DP adapter. The Meta Quest Link app also tells me my PC doesn’t meet the minimum spec, I’m guessing that the app is looking at the integrated graphics and not the 7700S (assuming you have it). But when I launch games with Steam VR it works just fine with that adapter. I’m playing HL Alyx at high settings and its running awesome on this laptop!

Moral of the story here, if you’re having trouble with any headset, your best bet is to try an Anker adapter.

I have a Quest 2 that I use a link cable with, I have had a lot of trouble with getting it to work with my FW 16 and I think that I have figured out a way to get it working consistently.

Weirdly enough the solution (at least for me) was to plug the headset into slower ports. The first port I tried was the type c port on the graphics module because this is how I ran the headset on my old pc (I had a 2070 super with a type c on it) and the quest app wouldn’t even register that the quest had been plugged in, I then tried both ports 1 and 4 thinking that as the usb 4 ports they would be the next best for this, and I was met with the same problem as before.

Port 2 seems to be the sweet spot for a quest 2 with a link cable, its is able to provide a display output and it is usb 3.2.

I should mention that I was able to get the quest working on port one but it was only once and it did not have good performance I was getting consistent frame drops and lag on beat saber maps that worked fine when I was using port 2.

I still have some more testing to do with other ports but judging by frameworks own documentation port 2 should be the best.

I just tested my new HTC Vive Pro and it worked fine on Windows (aside from a sound issue which doesnt seem to be specific to the framework laptop 16 that was fixed by restarting SteamVR and the link box, and moving some cables around)

It was second hand and came with a CableCreation USB-C to DisplayPort adapter that worked fine in the dGPUs type-c port.