Roblox client does not detect that SteamVR is running

Roblox does not detect SteamVR client. I believe this is due to the fact that I’m using the HTC Vive Cosmos headset, rather than the original HTC Vive.

  1. Plug in Vive and launch SteamVR
  2. Play Roblox
  • Expected behaviour: VR option appears in game settings
  • Current behaviour: The VR option does not appear, and SteamVR does not acknoledge that Roblox is running.

I’m playing the game “Bus Simulator” by NobleReign:

Windows 10 1909
SteamVR 1.9.16
HTC Vive Cosmost VR Headset

I recently only acquired the headset, so I have not been able to test it.

Also, if anyone brings support for the Cosmos to Roblox, I’d like them to know that the Vive Cosmos controller has a thumbstick, rather than a touchpad.


I’m pretty sure Roblox is dropping VR, no support for newer headsets. I’ve heard people complain about issues with the WMR headset being weird too.

I had a dig around, and I noticed that in this thread:

Zeux said that the USB device IDs are hardcoded, probably the reason why it’s not working with my headset. @zeuxcg , I understand that VR isn’t really a priority for Roblox, however I was wondering if it would be possible to get this fixed?

Here’s my SteamVR system report if that helps:

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As a hacky way to get this to work, since Roblox is only searching for a device with vendor 28DE and product ID 2101, if you can get a device to spoof this (such as a Raspberry Pi Zero), it’ll start working.

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Do you think this could work for other headsets? I’m trying to get Roblox VR to work through Virtual Desktop streaming on Oculus Quest. SteamVR acknowledges that the headset is ‘virtually’ connected but Roblox won’t launch in VR regardless.


Sorry, this slipped through somehow. We aren’t prioritizing VR support but it’s trivial to expand the list of vendors/devices we support (unfortunately we need to care about this because Valve never fixed an issue with USB discovery in SteamVR SDK that we reported 4 years ago or so now). I’ll add Vive Cosmos to the list based on your SteamVR system report, hopefully that works - will go live next week.


I don’t know if this works with Roblox but I’d expect Oculus Link to be a more optimal route here?

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Oculus Link works but VR streaming from a nearby PC over 5Ghz wifi is wayyy better imo. In my case, my router is in a room where I am able to make an open play space and my PC is in a smaller nearby room.

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And I forgot to mention how liberating it is to not need cables.

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I think this (might) be related?

Roblox Studio doesn’t seem to detect SteamVR at all (only works for Oculus headsets). Would there be any chance of a quick fix being implemented, or is the issue bigger than that?

This is severely impairing mine, and many other developers, ability to create new VR games - requiring us to boot into a live server just to test updates. Not only that, but the developer console isn’t accessible, either. I’ve had to resort to this crude method of debugging:

(Modern problems require modern solutions)

Thanks! :slight_smile:

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This is unrelated but there should be a fix for this next week as well.

Basically, we had two problems with SteamVR:

  • In Studio, when we switched to 64-bit a while ago we didn’t update SteamVR integration to correctly account for that. So VR would work in client but not in Studio. This will be fixed next week.
  • In either Client or Studio, we need to white-list the VR devices we support through SteamVR. As per this thread, the white list was missing HTC Vive Cosmos.

I’m really glad you guys are still supporting VR (although not pushing more updates for it). I really look forward to it potentially becoming a priority again in the near future. Thanks! :smiley:

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If I could give 3 likes I would


By this, you mean that whitelisted headsets will be properly detected in Studio. And it does not mean that Roblox will launch in VR when SteamVR is running with any random detected headset and controllers?

Just to clarify.

Yes, correct. We still need to whitelist headsets because otherwise SteamVR would start for people who don’t even have VR devices but have SteamVR installed.

So with the problem I’m having, it means that either the Oculus Quest is not whitelisted or that Virtual Desktop causes the headset to not be defined as an Oculus Quest.

But when I check the system report tool in SteamVR it correctly identifies it as an Oculus Quest. But what do I know? :man_shrugging:

SteamVR system report:

It would be nice if users had the option to disable the whitelist and enable VR manually, somehow…
Maybe by enabling VR mode in the roblox menu?

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I’m pretty sure that the Oculus Quest isn’t whitelisted because they simply haven’t developed a version of Roblox that works with the Oculus Quest.

It works when using the Oculus Link. So yes it does work. It just has to be manually added to a whitelist, otherwise SteamVR launches when nothing is plugged in.

I’ve been thinking about how made you workaround for detecting if Roblox should launch in VR. From what I understand, you are checking if a whitelisted USB device is physically connected to the computer.

Even if you add Oculus Quest to the whitelist, it won’t help me because I don’t have the Quest physically connected via USB port.

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I’m pretty sure since the Oculus headsets don’t use SteamVR when using Roblox, that including them in this list isn’t required. Is the streaming solution you’re using officially supported by Oculus or is it just a SteamVR extension?