
Use your iPhone, Android, GearVR, Oculus, Vive Wave, Pico Mobile or Sony Playstation VR/VR2 headset as a Virtual Reality Headset for your PC. Lets you run SteamVR & Oculus Rift PC VR titles without a dedicated PC VR headset.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About
• iVRy is an app for your Mobile Device, Samsung GearVR or Oculus/Meta Go/Quest headset, Pico, Vive Wave, or Apple Vision Pro headset with a Virtual Reality headset driver for SteamVR. The Virtual Reality headset driver for SteamVR also includes Sony Playstation VR/VR2 headset support.
• Want to play PC VR* (Virtual Reality) titles without having to buy a dedicated VR headset?
• With iVRy, a compatible iOS or Android Mobile Device and VR headset you can!
• Also supports GearVR/Oculus Go/Quest, Lenovo Mirage Solo, Pico, Vive Wave, Apple Vision Pro, and Sony Playstation VR/VR2 headsets.
• Supports Wired (USB) connections for greater visual quality and performance.
• Supports Wireless (Wifi) connections for greater mobility.
• Automatically adjusts quality to maintain optimal frame rates on all connection types.
• User configurable quality and performance options.
• User configurable vignette options.
• Use your VR headset manufacturer's Cardboard QR code for optimal lens distortion correction and field-of-view.
• Integrates with SteamVR, so no 'manager' / 'server' apps or additional configuration required.
• Includes SteamVR Dashboard overlay, to change driver settings in VR.
• Built-in support for NoloVR 6DOF tracking and motion controllers.
• Compatible with most HTC Vive and Oculus Rift** titles.
• This edition has all of the features of the Mobile Device "Premium" edition, but will start to reduce color saturation after being connected for more than 5 minutes. Upgrade to "Premium" edition via Steam DLC or In-App Purchase to remove this limitation.
* Valve OpenVR/SteamVR. Requires Valve Steam & SteamVR on Windows 7 or later.
** Oculus Rift titles require Valve SteamVR, Oculus Home & 3rd party 'LibreVR Revive' software.
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Stats
Languages: English
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So, I've been messing around with this for the better of three-four days, along with several other services to convert the psvr set for use in steamVR. when I got the headset, along with some move controllers and the ps4 stereo camera, I expected the headset to be the biggest challenge to get working and functioning well. I was WRONG. the headset itself was an absolute cakewalk. install this program, a driver or two, and it works instantly and with almost no issues. sometimes you need to give the headset a minute or two to re-orient itself, but otherwise, it worked flawlessly. the controllers, on the other hand, are a nightmare. I've spent the better part of the last few days digging through old community forums, reddit threads, and whatever other sources google could send me to get these controllers working. but every potential solution came with a litany of other issues. so, at the point of writing this review, I give up. still gonna use the headset, because as i said, it works flawlessly. but I'm just gonna look for a way to either use my main ps4 controller, emulate my luna controller, or something. I do still recommend this software if you are going to try it, simply because of how easy to use it was. the only thing stopping me from giving it full marks is the trouble with the move controllers, and even then, I can only pass so much blame to the software for that. throughout my time with it, i could see the software trying its best to make the controllers work, but they just weren't having it. maybe it was just some calibration stuff on my end? I don't know, and I'm not about to spend any more energy trying to find out. still absolutely recommend it if you've got a psvr headset sitting around you wanna get use out of.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I've been trying to connect it for 20 minutes and it refuses to work.
[Disclaimer: this review is based entirely on the Android app experience, and I can't speak for any other hardware it supports.] As of the latest update, this has become a very compelling method of achieving entry-level VR. A simple old Google Cardboard viewer and a phone capable of a 120Hz refresh rate (I use a Moto G Stylus 2025) are enough to get you an experience which can comfortably beat out both the original Oculus Rift line and PSVR1 on a pretty destitute budget. Bear in mind, that's a fairly low bar to clear nowadays and it's not going to rival the top headsets or even something like a Quest 2, but if you want to get into VR—real VR—for around $20, this along with picking up a cheapo Cardboard kit on Amazon is the way to do it. Along with more and more phones in recent years becoming 120Hz-capable even in the mid-range and budget price brackets, software like this has the potential to both realize the original promise of Google Cardboard as well as make PCVR truly accessible to the masses in a way that even the upcoming (and admittedly far more capable) Steam Frame is still much too expensive to. Alongside extensive configuration options, it also supports both wired and wireless connections with easy switching between the two (it'll even automatically fall back to wireless if the wire gets unplugged), and I can say that even USB 2.0 speeds are enough for a rock-solid performance at full 1200p120 resolution with no frame drops or artifacting. As for wireless, simply enable a Wi-Fi Direct connection between your phone and PC (hint: use Windows' "mobile hotspot" feature, and then directly connect to the Wi-Fi network that appears with your phone) for the best connection and have the app open on your phone, and then firing up iVRy on your PC will get everything running automatically without interfering with anything else. The latest update has significantly improved its wireless performance to a near-identical stream quality to wired in my experience (Wi-Fi 6, non-E), with only a minor hit to framerate stability compared to wired mode. It's still not perfect, mind you. Getting the wired USB mode working can be a bit of a pain, especially with Windows' tendency to blue-screen when enabling USB network tethering on a USB 3.0 port (even if the connection is only at 2.0 speeds), and the alternative wired method of enabling USB debugging on your Android device can be a bit of a maze of compatibility and configuration issues depending on your setup. For me, I have both Motorola's Smart Connect app for use with my phone as well as Spacedesk using a separate USB debug connection to utilize a Fire tablet as a secondary monitor, and neither of those play nice with iVRy's USB debug mode. In my case, I had to write myself a batch file to switch things around whenever I want to run in wired mode, and I know very few people will have the patience to even research the underlying issues, let alone write a script to resolve them like I have. Though wireless has gotten so good as of the latest update that I'm not sure if I'll even bother with wired anymore. Also, it's supposedly capable of 6DOF inside-out tracking using your device's cameras, but at least in my experience that's been pretty wonky and so I just stick to the basic 3DOF mode, and that has the risk of gyroscopic drift, though that latter bit is entirely down to your device and not the software itself. In my experience, there's a subtle horizontal drift over time which requires recentering every few minutes. A minor irritation, but nothing I can't handle when it's a simple button press to rectify. Some games also don't play 100% nice with it: for instance, prior to enabling emulation of SteamVR's "Room Setup", my point-of-view was constantly floating above my car in the game Distance rather than properly situated in the cockpit. And even now, the lighting engine in BeamNG.drive gets a bit wonky in VR mode in a way that other players with proper VR headsets don't seem to experience. Still, in any case, it's in active development and now at a state where basic usage and setup are pretty painless, and the dev has been responsive and helpful in my experience. Better yet, the free version has a very generous limitation where it simply fades to monochrome after five minutes but otherwise remains unlimited in both featureset and usage duration. This makes it easy to try before you buy and decide if it's right for you; being able to tinker unrestricted with it even in monochrome view allowed me to learn it enough to have the confidence to drop the very reasonable $9 for the full Android mode key, and I've been plenty satisfied with it ever since. Honestly, I'm surprised something like this isn't built into SteamVR itself. It seems like a no-brainer for Valve to implement with far more polish and edge-case consideration if even this somewhat janky one-man show has gotten as far as it has.
dont work at all
Good software for DIY VR with Android phone. Out of all options this one is the most stable i've seen and have good features. It's also has AR Core camera support, so you can have 6 DOF movement, though your phone has to support this. The only thing i need to figure out is DIY VR controllers...
Все пофиксили работает нормально но добавьте поддержку видиокарты Intel Arc
ITS OKAY NEEDS SOME WORK
имбень я не пиратил но у меня не демо!
doesnt work with my psvr 1 even after testing almost 10-20 different tutorials and trying my self and even swapping the hard drive it wont work
I recently purchased the Premium version of iVRy (Pico Edition), but I am still experiencing an issue where the display gradually turns black and white after about 5 minutes of use. As far as I understand, this behavior should only occur in the demo version, not after purchasing the premium license. I have already made sure that the DLC is installed and enabled in Steam, and I restarted both Steam and SteamVR, but the problem still persists. Could you please help me resolve this issue?
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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