21 Mar 2024 |
thaytan | yeah, wow | 10:35:41 |
thaytan | Is it the first non-WMR headset to actually include the extension? 🙂 | 10:35:56 |
velocity7 | how would i use this .bin file? CRU doesn't see the PSVR2 so i don't think i can go that path | 10:36:38 |
ivry.vr | WMR extension is much worse (and different). It basically means that unless MS changes how Windows interprets these values WMR headsets can never be used on Windows with 3rd party software. | 10:37:31 |
ivry.vr | No. AFAIK all current PCVR direct connect headsets use it. | 10:38:24 |
ivry.vr | I'll have to rebuild my driver with support for VR-Direct versions of the PSVR2, which I disabled due to AMD not working correctly in that scenario. | 10:39:45 |
ivry.vr | You could try playing around with other override methods, but AFAIK, the "VR headset" flag can't be modified with overrides, it's too low-level. It can be modified with the DP-AUX emulator, but that doesn't help you. | 10:47:04 |
ivry.vr | Anyone able to check if the PSVR2 is now able to handle standard PD voltages? The easiest way to check would be to plug it into a macBook (or some other alt DP implementation known to be able to provide 9V/15V PD). If so, the power light should go red when connected. | 10:52:32 |
thaytan | No change on that front - it still doesn't like my laptop USB-C port | 10:53:41 |
thaytan | (although I'm not sure which voltages my laptop offers) | 10:54:10 |
ivry.vr | Unless it's known to offer 9V & 15V that test is inconclusive. | 11:02:24 |
velocity7 | Redacted or Malformed Event | 11:03:00 |
velocity7 | Download 7uxlgpfa0opc1.png | 11:03:19 |
velocity7 | redditor mentions getting this on his PC | 11:03:20 |
velocity7 | i haven't been able to see this show up, though i wonder if that's because i'm using a varjo adapter and it gets treated differently? | 11:03:39 |
ivry.vr | My guess is that they're using the old firmware. The BizLink (aka. Varjo/XTAL) adapter doesn't modify any signals. | 11:04:59 |
thaytan | I don't think I can confirm which it supports with what I have here either | 11:12:15 |
ivry.vr | I could easily with what I have in the "office", but not at all "on the road", other than connecting it to a macBook, which I have here, but no PSVR2. | 11:14:02 |
mrandtx | Glad you caught the LDO pinout. Sony's announcement makes this even more interesting. | 16:07:21 |
ivry.vr | It appears that nVidia hasn't whitelisted PSVR2 in their Windows drivers (yet?), so SteamVR isn't able to enable VR-Direct. It can enable it on nVidia with some DP-AUX tricks, but I can't test that right now, and no one with the emulator has nVidia. | 16:56:09 |
thaytan | wait, they have a special edid tag that says "this is a VR headset" and then Nvidia still want to put them in their driver individually to be sure? | 16:58:30 |
ivry.vr | Yup, AMD doesn't care, but nVidia does. | 16:58:55 |
eveningnewbs | That's stupid. | 16:59:25 |
ivry.vr | Fat load of good it does them when I can work around it with EDID. However the way PSVR2 is set up, the EDID override has to be done via DP-AUX emulator. PSVR1 (not having this flag) can be overridden in software. | 17:01:00 |
ivry.vr | Ironically, I was able to work around it in software for nVidia before this latest FW update. | 17:02:36 |
ivry.vr | That flag is a Windows flag that tells it whether or not to instantiate GDI (or whatever it's called) for the "monitor". You still need VRWorks or LiquidVR SDKs to actually use VR-Direct. | 17:04:49 |
ivry.vr | Putting the WMR flag in the EDID does something special that breaks VRWorks and LiquidVR. | 17:06:03 |
ivry.vr | Presumably that's to signal Windows to use MS' own VR-Direct implementation, the secrets of which will die with WMR it seems. | 17:07:03 |
thaytan | ivry.vr have you seen/tried https://github.com/microsoft/Windows-classic-samples/tree/main/Samples/DisplayCoreCustomCompositor ? | 17:26:47 |
thaytan | https://learn.microsoft.com/en-us/windows-hardware/drivers/display/specialized-monitors-edid-extension | 17:27:40 |