Virtual Desktop和iVRy都在为Apple VisionProLaunch the app.
These paid tools currently allow you to use non-PC VR headsets on PCs, including on SteamVR.Virtual Desktop is available on theQuest,PICO和Vive XR Elite上使用,而iVRy可在Quest、PICO、Oculus Go、Samsung Gear VR、Google Daydream、iPhone和Android智能手机,以及原版PlayStation VR上使用。iVRy还在努力支持PlayStation VR2,但已发现这将需要一个定制的硬件适配器。Virtual Desktop还可以将桌面流式传输到虚拟监视器上。
虽然这两个开发者都在为他们的应用程序开发Apple Vision Pro版本,但不要指望它们很快就会到来。
Virtual Desktop developer Guy Godin warns that while he already owns a Vision Pro and is working on a port, the difference in technology stacks will make the port "much more complicated" than an Android-based headset and "a far cry" from the previous port to the PICO. He expects it to take longer than a few months.
The developers at iVRy warn that they don't even have an Apple Vision Pro yet, so they can't test their code on the device yet. They expect to get a Vision Pro in April, after which they estimate the release will take a few weeks, barring some major unforeseen snags.
Both developers have not yet received approval from Apple to release immersive VR-enabled apps on the visionOS App Store, and we don't yet know Apple's stance on immersive VR streaming.
Earlier this week, a free and open source alternative, ALVR, was successfully ported by community members to run on the Apple Vision Pro. The code can be found atGitHubfound on it, so if you're a registered Apple developer with a Mac, you can now compile and run it.
Controller issues
Keep in mind that with any of these solutions, you won't be able to play many SteamVR games by default. Most SteamVR content requires tracked controllers, and Vision Pro doesn't include or support any.
You can add a SteamVR tracking base station and Index controllers and use something like theOpenVR Space Calibratortools to manually align them. But if you don't already have them, buying them will cost you about $600 and you'll need to align them before each use.
If you don't want to do that, Vision Pro can still be used to work with untracked input devices, such as steering wheels for simulated race cars or HOTAS devices for flight simulators.