KRVR, a newly launched visionOS application priced at , allows users to immerse themselves in any SteamVR game from their PC using the Apple Vision Pro, all while benefiting from the advanced foveated streaming technology. This app is not alone in the marketplace; it joins a growing list of visionOS applications designed for SteamVR gaming. Notably, ALVR has been available since shortly after the M2 Vision Pro’s debut, and more recently, Clear XR emerged from a Canadian software engineer, enabling users to play OpenXR games from their PCs. Both ALVR and Clear XR are free, open-source options, with ALVR accessible via the App Store and Clear XR available on TestFlight, complemented by streaming servers hosted on GitHub.
Unlike its free counterparts, KRVR is a closed-source application that combines the best features of ALVR and Clear XR into a single package. It supports a wide array of SteamVR titles, including those that do not utilize OpenXR, and employs foveated streaming to enhance visual fidelity in the user’s focal area. This innovative approach is made possible through the integration of Nvidia’s CloudXR SDK, which seamlessly supports Apple’s foveated streaming feature.
What Is Foveated Streaming?
Foveated streaming is an eye-tracking technology that optimizes image resolution and compression quality based on where the user is looking. This technique has gained traction in the VR community, particularly with Valve’s Steam Frame, where it serves as a core feature of their PC VR streaming solution. It is important to differentiate foveated streaming from foveated rendering; while the former enhances the quality of the streamed image, the latter improves the resolution of the rendered area in the game engine itself. The two techniques can complement each other, but they operate at different stages of the gaming experience.
KRVR distinguishes itself with a user-friendly interface and several notable features that enhance the gaming experience:
- Passthrough Cutouts: This feature allows users to outline specific areas of their physical space, which will then display real-world passthrough instead of VR. This functionality enables the integration of physical elements like racing wheels or desks into the virtual environment, with the ability to modify these cutout zones at any time.
- PC Desktop Access: Users can view and interact with their PC monitors, including support for multiple screens. This means that while engaged in a VR game, players can still manage tasks on their other physical monitors.
In terms of compatibility, KRVR fully supports Sony’s PlayStation VR2 Sense tracked controllers, as well as alternative input devices such as gamepads or mouse and keyboard setups. However, the reliance on Nvidia’s CloudXR SDK does come with a limitation; it is designed exclusively for Nvidia’s Ada and Blackwell GPU architectures, which means only RTX 40-series and 50-series graphics cards are supported. Unfortunately, users with older models, such as the RTX 3090, may find themselves unable to test KRVR.
For those equipped with the necessary hardware and an Apple Vision Pro, KRVR is available for download on the App Store for , with the Windows PC server application accessible on GitHub, albeit without available source code. Additionally, X-Plane and iRacing have recently introduced their own dedicated visionOS clients for PC VR simulations, also utilizing Nvidia’s CloudXR technology, which offers automatic connection and passthrough cutout features for physical peripherals like racing wheels and HOTAS setups.