vrOS
Docs
Available on Steam

Use your computer without taking the headset off.

vrOS puts your desktop windows on floating panels inside VR — with input that actually works, a performance panel that knows what your headset was doing, and playspace tools that fix your floor. It runs as a desktop app first; VR attaches when you put the headset on.

Overlays, keyboard, performance, and playspace — running live.

Overlays

Put any window in front of you.

Capture individual windows or whole displays, then place them where you want them — anchored to the world, to your head, or to either hand.

  • Window and full-display capture
  • Anchor to world, head, or either hand
  • Pin, lock, curve, dim, or make a panel click-through
  • Cap the captured texture at 1280 or 2560 pixels on the long edge
  • Save arrangements as layouts and bring them all back at once

Performance

The only frame graph that knows what your headset was doing.

Every desktop tool shows a CPU history and the process on top of it. None of them knows what the headset was doing that second — and taking the headset off is how you lose the stutter you were chasing. vrOS puts the frame timing and the culprit on one panel.

  • Per-core load with DPC and interrupt time alongside it
  • The top CPU process at any point in the last 60 seconds
  • GPU, VRAM, and shared-memory spill
  • Hitch markers on both graphs
  • Per-device battery for the headset, controllers, and trackers

Playspace

Fix your floor without leaving VR.

Drag and rotate your play space with either hand. Put a controller on the floor to re-level it. Recenter to where you are actually standing — with one undo if it goes wrong. Reset holds for a full second, so it never happens by accident.

Input

It gets out of the way the moment you touch your mouse.

The instant your physical mouse or keyboard moves, vrOS hands input authority back to the desktop — no cursor fighting, no stolen focus, no stray clicks. VR takes it back only when you deliberately pull the trigger on an overlay, never from controller motion alone.

And when you do need to type

Six built-in boards: English at 70%, 80%, and full size, Korean 두벌식, Japanese romaji, and the 12-key flick board for JP — with composition that survives a focus change mid-word.

Built to not fall over

SteamVR can crash. vrOS doesn't.

Everything that touches the VR runtime, the GPU, or a capture API runs in a separate supervised process. If the driver faults or SteamVR falls over, the core app survives untouched — and your overlays come back on their own when the runtime does.

  • A runtime crash never takes the app with it
  • Overlays restore themselves, in place, with their state
  • Starting vrOS never starts SteamVR — and closing SteamVR never closes vrOS

Extensions

Creator tools, when you want them.

The things you only sometimes need are extensions you turn on, each asking for the specific capabilities it uses — and you can revoke any of them later.

VRChat OSC

Chatbox, avatar parameters, and OSCQuery.

Soundboard

Pads with proper multi-device output routing.

OBS control

Scene switching and recording state from inside VR.

Twitch chat

Chat on a panel, next to everything else.

Third-party extensions use the same API the built-in ones do.

Accessibility

Every surface works three ways.

Laser and controller, gamepad-only focus traversal, or plain mouse and keyboard on the desktop. Every screen supports all three — not a subset, and nothing is hover-only. Gaze plus a confirm is designed in throughout and lands with the gaze work.

  • Eight themes, including two high-contrast
  • UI scale from 0.85× to 1.5×
  • Hit targets sized in degrees, not pixels — they grow at higher UI scale
  • Nine languages, everywhere, with no English-only strings

Platforms

Where it runs.

PlatformVR runtimeStatus
Windows 10 / 11SteamVRSupported
Linux x86-64 — desktop and SteamOSSteamVR · Monado / WiVRnSupported
Steam Frame — SteamOS, ARM64OpenXRIn development

Get vrOS.

One purchase on Steam, on every platform it supports.