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Topic: Enabling Playstation VR2 support for PC VR with a new type of Processor Unit (active bidirectional adapter/hub)

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qbits

When Sony recently announced plans to bring PSVR2 to PC. It got me excited for PC VR because of it's excellent capabilities and since the Reverb G2 in 2020 there hasn't been a similarly equipped tethered headset at that price point of under $600.

The challenge is the PSVR2 uses Display Port alt mode over USB-C with a requirement of 12V power and a minimum of 15 watt (12V/1.25A) or 18 watt (12V/1.5A).

Virtual Link was supposed to make it easier for people to connect VR headsets but sadly that standard never took off.

We have other standards like Thunderbolt 3/4, but these normally direct display output via the integrated graphics. Although there are some manufacturer motherboards that allow you to change this via the motherboard, it is not a BIOS feature that is available on all devices.

Then there are USB-C display ports that can do display output but are not up to 12V so an external power source would still be needed with active bidirectional adapters anyway.

I wanted to post this on the official PlayStation forum, that appears to have been decommissioned a few years ago.

Here is my idea for a bidirectional active adapter / breakout box for the PSVR2 customised for PC VR.

** PSVR2 Processor Unit for PC VR (active adapter/hub) **

The potential Processor Unit would be a refined version of the original adapter for PS VR, tailored for PC VR applications. It would be designed to seamlessly integrate the PS VR2 with PCs and monitors, streamlining Display Port connections while facilitating features like Social Screen TV output, advanced 3D audio, and the immersive Cinematic mode.

** Limitations with PC **

  • Most computers have motherboards that do not have USB-C ports
  • Those that do have USB-C ports are not guaranteed to have 12V power capability
  • Virtual Link did not gain widespread adoption; therefore, most graphics cards do NOT have a USB-C port integrated into their dedicated graphics card. Only a few modern graphics cards like the AMD 7900 and the older Nvidia 2000 series have this.
  • USB-C implementation varies widely by manufacturer.
  • Even if a motherboard has USB-C with Power Delivery or Thunderbolt 3 (Titan Ridge and newer) or Thunderbolt 4. By default the display output is routed via the integrated graphics and not all motherboard BIOS have the option to change it to the dedicated graphics.
  • Older desktop motherboards do not have a built-in Bluetooth device. The minimum Windows Mixed Reality portal app requires is Bluetooth 4.0 while PSVR2 motion controllers use Bluetooth 5.1.
  • PCI-E Thunderbolt and USB-4 Add-in cards require matching motherboard headers to provide the necessary performance gains.
  • Users must typically have a performance computer, motherboard and graphics card to take advantage of the features.

** Active Adapter solution for wider compatibility **

In addition to supporting USB-C alt mode devices and Virtual Link devices. Compatibility can be extended.

In the PC VR space adapters are already widely used, for example the Reverb G2, Varjo Aero that combine HDMI / Display Port and USB-A 3.0+ input into USB-C output with additional power to use the device.

This is an example of how I imagine what a PS VR2 adapter for PC VR could look like while taking inspiration from the previous versions of the original Sony PS VR Processor Unit V2 CUH-ZVR2 as a reference.

** Delivers **

  • 4K - 2000K x 2040 (each eye)
  • 90/120Hz HDR (VR mode)
  • 24/60/120Hz HDR (Cinematic mode)
  • supporting 60 frames per second reprojection => 120Hz
  • 10 bits per color channel = 30 bits per pixel
  • Minimum 8 bits per color channel = 24 bits per pixel

** Front **

A - Status Indicator - White: Powered on and Red: Rest mode
B - Bluetooth indicator - Blue: Blinking
C - Charging indicator - Amber: Charging
D - USB-C 3.2 Gen 2 output port (female connector) (rebranded from USB 3.1 Gen 2 10GB)
E - USB-C 3.2 Gen 1 output port (female connector) - Fast Charge
F - USB-C 3.2 Gen 1 output port (female connector) - Fast Charge

  • Charge PSVR2 Sense Controllers e.g. 5V/0.9A = 4.5 watt
  • Charge Dual Sense Controllers at either 5V/1.5A = 7.5 watt or 5V/2A = 10 watt
  • Bidirectional Display port over USB-C alternate mode v1.4 with power delivery
  • 2 x USB 3.2 Gen 2 Data Channel (Mic and Headset Sensor)
  • 2 x Audio and Video Channel
  • High Bit Rate 3
  • Display Stream Compression 1.1
  • High Definition Content Protection 2.2

G - DC 12V (female connector) Power delivery

  • 12V/1.5A = 18 Watt (power delivery 2.0)
  • 12V/3A = 36 Watt (power delivery 3.0)
  • or between 15 watt (12V/1.25A) or 27 Watt (12V/2.25A) like Virtual Link

H - Integrated 2.4 GHz Bluetooth 5.1 class 2 (Basic, Enhanced and Efficient data rates) - 125/250/500/1000 Hz compatible

  • Optional integrated Bluetooth for pairing controllers. Most desktops do not have them unless it is a premium motherboard. Users would appreciate the reliability it brings for connecting their Dual Sense and Sense Controllers.

** Back **

A - Display port 2.1 - Monitor / Broadcasting Card (male connector)
B - Display port 2.1 - Input - (female connector) - Audio and Video

  • This can be an integrated cable instead of using a connector since it is always required
  • The monitor output port could be used to mirror the gameplay via passthrough or to a broadcast card for social media.

C - USB-A 3.2 Gen 2 port (female connector) (rebranded from USB 3.1 Gen 2 10GB)

  • Bidirectional Data channel
  • This can be an integrated cable instead of using a connector since it is always required

D - Vent - Optional thermal management
E - DC 12V connector - Power delivery up to 36 Watt

Some users have measured the power requirements as;

  • Written on device: 12V/0.6A = 7.2W
  • Actual power draw: 4.1-10.2W (could be higher under load)

For the best experience I would use this together with detachable magnetic usb-c couplers that prevent damaging the connectors on the dock, headset and controller charger cables (during use). Especially if someone trips over the cables.

*** Using PCI-E Expansion Cards ***

Other ways I expect it could function without an adapter. Any Graphics Card or PCI-Express add-in having a minimum 15 watt (12V/1.25A) USB-C 3.2 Gen 2 with Display alt mode should be enough to get it up an running.

** 1. Connection via Virtual Link port using Graphics Card or Add-in card **

Connect to PC using Virtual Link port on these cards Nvidia 2000 series, AMD 6800, 6900 and 7900 series.

Or using a Virtual Link add-in card.

Power Delivery between 15 watt (12V/1.25A) - 27 watt (12V/2.25A).

** 2. Connection via USB-C alt mode (Display Port over USB-C 3.2 Gen 2 / USB-C 4 Gen 2) including power delivery 12V **

Any USB-C 3.2 Gen 2 or Minimum 3.2 Gen 1 port that has Display Out including the minimum 12V requirement 18 watt (12V/1.5A) or 36 watt (12V/3A). With display output directed via dedicated graphics through motherboard configuration if supported.

Or using an PCI-E USB-C Display port 1.4 alt mode add-in/expansion card

** 3. Connection via USB-C Thunderbolt 3 (Titan Ridge or newer) or Thunderbolt 4 with minimum 12V power delivery **

A thunderbolt connection can support higher power devices with display alt mode. The display output should be directed via dedicated graphics through motherboard configuration if supported.

  • If using Thunderbolt 3, check that the Thunderbolt controller is Titan Ridge (JHL7340 or newer). The Alpine Ridge Thunderbolt 3 controller will not support PSVR2 because it only supports Display Port 1.2 specification and the PSVR2 requires a minimum of Display Port 1.4 for alternative mode.

** These are the modes that I would like to see in PC VR **

  • Full support of PC VR mode at 90/120Hz - 4K Resolution with High Dynamic Range
  • Social Screen (mirroring mode, separate mode)
  • Cinematic mode
  • Be able to use PSVR2 with Windows Mixed Reality, OpenVR, OpenXR and SteamVR

** PSVR2 settings management utility required **

Users should have the capability to adjust the headset's settings using a specialized software tool developed by Sony, similar to the customization options available on the PS5 console for managing the headset's functionalities on a PC.

** Set play area **

  • Set floor height
  • Enable VR headset vibrations
  • System Screen Size
  • Boundary Display sensitivity
  • Clear play area
  • Eye tracking
  • Adjust eye tracking

** VR headset **

  • Check how to put on VR headset
  • Adjust lens distance and VR headset position adjustment
  • Screen brightness
  • VR headset vibration
    Function button assignment
  • Option between “View surroundings” and “Mute microphone” 
  • Tracking camera position
  • Tracking support

** Cinematic mode **

  • Screen size
  • Video output
  • Enable 120Hz video to VR headset
  • Enable HDR output
  • Lock audio position

** Dependencies **

  • Bluetooth 4.0 and above receiver or dongle for connection of x2 motion controllers if Bluetooth functionality is not integrated in the new PSVR2 processor unit
  • Bidirectional cables should be used
  • Driver support for SteamVR/OpenVR/OpenXR/WebXR/PlaystationVR API's
  • Official utility would be required to update the PSVR2 firmware without the need for a PS5. Required when users buy it for PC VR and do not own a console

This information was gathered with credit to information shared by the PlayStation fan community and the iVry driver team.

If anyone has successfully managed to use their PSVR2 with SteamVR and Cinema mode using USB-C alt mode or Thunderbolt 3 (Titan Ridge or newer) / Thunderbolt 4, I would love to hear your experiences and the configuration you used to make it work.

Edited on by qbits

qbits

PSN: turbocharged4eva

qbits

@waveboy I have the Quest 2, but I would buy the PSVR2 if it worked with PCVR. The PSVR2 could perform better in some areas. For people that already own a headset and do not own another one, a simple adapter could be their way into PC VR gaming expanding their options to a completely new Library.

I'm quite new to VR, but I'm a developer so I see potential in this hardware. They've done some cool things with the hardware and it's not ridiculously overpriced. It's unfortunate backwards compatibility with the previous generation hardware is limited. I recognize that's because the actual technology they used was different from the earlier version that relied on lights.

I've also read a lot of people are becoming a little bored of the quality of VR content out there. Since I've bought my Quest 2. There are moments I see it looks amazing and I can imagine the possibilities with future upgrades. If there ever is a PSVR 3 with PC VR, we might begin to see more content ported across.

There are companies like Flat2VR and Trinus VR bringing traditional games to VR

qbits

PSN: turbocharged4eva

luckyblade13

The Psvr2 is far better than the Quest 3, between over all comfort on and around head/face all the way to the controllers which are amazing it's a much better VR experience. The Quest 3 is better in AR but I didn't buy the headsets to play AR

luckyblade13

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