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Setting up arivis Pro VR

System requirements

The ability to visualize and navigate datasets in virtual reality is highly dependent on the capabilities of the system the software will run on, most specifically the Graphics Processing Unit (GPU/Graphics Card), but also on other hardware factors. This article discusses the hardware considerations and provides advice with regards to what systems are supported and recommended. In summary, we recommend the following system configuration:

  • Meta Quest 3 or Pico 4
  • Desktop computer with Quad-core CPU & 32 GB memory, see also detailed requirements.
  • NVIDIA GeForce RTX 4070 Ti SUPER or better

To find out more details, please read on.

VR headsets and controllers

Up to version 3.4, arivis VisionVR only supports the Oculus Rift and Quest 2 VR systems.

The original Oculus Rift systems are now discontinued but still supported.

As of version 3.6, arivis Pro VR/VisionVR supports the Open XR environment, and therefore any hardware supported in Open XR.

The following Headsets are supported for VR in arivis with OpenXR:

Manufacturer

Headset

Controllers

HTC

  • Vive Focus 3*
  • Vive Pro/Pro2
  • Vive Cosmos
  • Vive Focus controllers
  • Vive Wand controllers
  • Vive Cosmos controllers

Meta

  • Quest
  • Quest 2*
  • Quest 3*
  • Quest 3S
  • Quest Pro

(requires Quest Link/Airlink)

  • Quest Touch Pro controllers
  • MX Ink (MR Stylus for Meta Quest 3)

Oculus

  • Rift
  • Rift S*

Oculus Touch Controllers

Pico

  • Pico Neo3 Link
  • Pico Neo3 Pro
  • Pico 4*
  • Pico 4 Enterprise*

Pico controllers

Valve

Valve Index*

Index controllers* (Compatible with Steam VR tracking)

Varjo

  • Aero*
  • VR-1
  • XR-1
  • VR-2
  • VR-3
  • XR-3
  • XR-4 with Varjo controllers

(Steam VR compatible controllers)

Windows Mixed Reality Headsets

Various (including Samsung, Dell, and Lenovo) WMR Headsets

MS Motion controller or other WMR-compatible controllers.

Other

all other VR headsets running with:

  • SteamVR (incl. standalone headsets using SteamVR streaming)
  • Windows Mixed Reality (Samsung Odyssey+, HP Reverb, Dell Visor,...)
  • all-in-one VR headsets running with OpenXR are additionally supported via virtual desktop

* Recommended hardware

Note that the VR headset market is very dynamic, with new headsets becoming available frequently, and while we try to keep this list up to date it may well not be complete. Most new headsets come with OpenXR support and there is a high probability that any new headset would work with our software. 

One additional point of note, the GPU computation time is significantly dependent on the total number of pixels to display. Therefore, high resolution headsets will likely benefit more from higher performance GPUs.

Computer requirements

Aside from the graphics card and VR headset, it is also necessary to use a computer that supports them and the software.

Generally, laptop computers are not recommended for this application. VR is a highly computationally intensive application for which the GPU requires a lot of power and this results in the generation of a lot of heat, which laptops are generally poorly equipped to disperse. Some high-end gaming laptops will support arivis VR but are often very noisy due to the fans and constrained thermodynamics of such compact systems, and therefore unsuited for long periods of use. They are also much more likely to drop the connection to the headset due to power saving features. Desktop systems are therefore highly recommended.

In terms of basic computing, the following are the minimum hardware requirements:

  • Windows 11 64-bit operating system
  • Quad-Core CPU or better
  • 32 GB RAM or better
  • NVIDIA GeForce RTX 4070 Ti SUPER or better
  • 256 GB NVMe SSD OS disk + any additional storage required
  • At least one full-height PCIe slot for the GPU
  • A powers supply that is able to provide for the motherboard, cooling, and graphics card (typically 750W minimum)
  • Enough USB 3.0 ports for any accessories one might wish to use. This typically means, at a minimum, 1 USB3.0 for the VR headset, one USB 2.0 or more for the mouse/keyboard, and one USB 3.0 port or more for any removable storage or other accessories. Note that several headsets, including the Meta Quest systems, can connect to the PC using either wireless or wired connections. Wireless connection requires a WiFi adapter. A wired connection requires a USB3.2 port and the cable to connect to the headset. Make sure to purchase the right type of cable for your PC (not all PCs have a USC Type-C connector). 

VR graphics considerations

Virtual reality is in some ways a relatively old concept, but recent developments in computing hardware and software have made this a lot more accessible to a much wider audience. Virtual reality differs from stereoscopic projection, as is common in 3D video systems, in a couple of significant ways.

First, pure stereoscopic projection systems do not account for the position of the observer and how their viewpoint might change. The view is stereoscopic (meaning that it is slightly different from one eye to the other), but the perspective is fixed and does not respond to the observer turning their head or changing position.

In contrast, VR systems recalculate the view as the user moves in the virtual environment which requires both situational awareness through the detection of head position and movements, and efficient recalculation of the point of view based on these changes. Atop this is also the requirement to calculate two separate points of view (one for each eye). 

Due to the specific impact of vision on human's ability to balance themselves, it is also very important that there be no perceptible lag between the user's head movements and the redrawing of the virtual reality scene. This generally means a lag of 5ms or less and a frame rate of 60Hz at least for a comfortable VR experience. 

Most modern GPUs are capable of achieving these frame rates for one render at a time, and in many cases, this is done by rendering polygons. This is a process that GPUs have been designed to do for many years and are highly efficient at. However, for the use case of visualizing 3D image data, the process of converting voxels to polygons is impractical in most cases and arivis VR relies instead on a method of direct voxel rendering requiring no or little pre-processing of the data prior to visualization. 

Because of all these factors, arivis VR requires a high-end GPU to provide a comfortable and useful VR experience, and therefore, the minimum supported GPU is the NVIDIA GTX1080Ti. Newer, faster cards exist and these are highly recommended. arivis typically recommends a minimum of NVIDIA RTX2080Ti, and an RTX3080 or above is preferred.

Note that these are gaming cards, rather than the "professional" Quadro/RTX range. This is because equivalent Pro GPUs that would offer a similar level of performance are typically much more expensive than the Gaming cards we recommend without offering any significant advantages with regards to how arivis VR performs. If your computer is already equipped with a pro card of equivalent specification to these recommended above, there is no need to replace those. Simply, if purchasing a system specifically with VR in mind, gaming cards offer a much better value proposition.

Please also note that the graphics card will need to support the connection method for your chosen headset. if your headset requires HDMI or DisplayPort, your GPU will need that port.

Tested GPUs

This list summarizes GPUs that have been tested by arivis and deliver satisfactory performance in varying PC setups. In general GPUs with less than 6GB VRAM are not recommended.

  • NVIDIA Quadro GV100 Volta
  • NVIDIA Quadro GP100
  • NVIDIA GTX Titan X
  • NVIDIA GeForce GTX 1080Ti
  • NVIDIA  GeForce GTX 1070Ti
  • NVIDIA GeForce RTX 2080Ti
  • NVIDIA GeForce RTX 2080 Super
  • NVIDIA RTX 3070
  • NVIDIA RTX 3080
  • NVIDIA Quadro P6000
  • NVIDIA Quadro P5000
  • NVIDIA Quadro P5000 Mobile
  • NVIDIA Quadro P4000
  • NVIDIA Quadro RTX 5000
  • NVIDIA Quadro RTX 6000
  • AMD Radeon RX590

Installing arivis Pro VR

Links to download the installer will be sent to you together with your license activation key when you purchase the software or request a demo. Once downloaded, simply double-click on the installer and follow the on-screen prompts. The installer will install the full software package. There is no need to install additional features as all features are installed by defaults and access to these is only limited by your license.

Note that when installing arivis Pro VR on systems with arivis Pro already installed, a prompt may appear concerning the installation of the Sentinel Runtime Drivers.

If this is the case, simply click OK and allow the installation to complete.

When the installation is complete you can start arivis Pro VR using the shortcut icon on your desktop. The software will automatically look for any available licenses and prompt you to enter your activation key if none is found. If this installation is an update from a previous version your license should be automatically detected. If this is a new installation of arivis Pro VR license activation will be required.

Using OpenXR

As of version 3.2 arivis VR can use OpenXR to communicate with any device that supports the standard. Most devices that support OpenXR will automatically set up a default OpenXR environment to allow software products to communicate with the Headset.

Meta headsets do not always use OpenXR by default, but since Meta is also supported outside of OpenXR the app can simply be configured to not use OpenXR. We can select the Meta Link runtime instead.

Please see Getting started with arivis Pro VR article for help.

Installing VR headsets

The software requires the rendering be done on a computer GPU and as such needs a direct connection to the headset. In most cases, this requires a physical cable, though some headsets also support streaming over WiFi. It also requires that you install the relevant software and runtime for the headsets in use.

arivis Pro VR uses the OpenXR standard which is supported by the majority of headset manufacturers. For most headsets, support is configured automatically with the installation of the VR headset software. Most manufacturers will prompt the installation as soon as the headset is plugged into the system for the first time. There are 3 main runtime environments:

  • Windows Mixed Reality (WMR)
  • Oculus
  • Steam VR

Meta/Oculus headsets

Meta (formerly Oculus), prompts the PC software installation for older headests (Rift/Rift S), but newer stand-alone systems need the software to be downloaded and installed from the Meta website

Once installed, the system needs to allow apps from unknown sources. If using a Quest headset, a link cable must be plugged in and Airlink needs to be enabled.

Steam VR

The Steam VR app can be installed directly from the Steam store. If the PC that will run arivis has no internet access, or restrictions that do not allow you to download and install the software directly, this link provides additional information

Once the default runtime is configured, arivis will automatically identify this and run with your headset.

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