High fidelity gaming on Apple Vision Pro

I'm looking to find the best setup for a game on AVP that gives the best quality environment with gameplay but there seems to be a mix of possible solutions each with their own drawback.

My ideal scenario is a high fidelity room/environment while making use of the PS VR2 Sense controllers to track the user's hands and give them more inputs via the controllers. Eg they hold a weapon tracked to the controllers with the buttons able to use the weapon, shooting and hitting enemies in the room.

I want to aim more for highest qualtiy gaming than cartoony so opted for foveated streaming from the Mac as my ideal, but this seems limited to only having some base inputs from the hands and no controller inputs for hand and positional tracking from the controller movement (as they need the data from the Vision Pro camera but the game is technically running on the Mac and streamed to the VP)

The only real solution for what I want here is to go via RealityKit as a native Vision Pro app but this reduces the game quality I had in mind as the entire thing is now rendering on the VP instead of the Mac.

Am I missing something here or is this a real limitation today?

To reitarate I'm looking for:

  • highest fidelity game quality (rendering as much as possible on the Mac)
  • tracking the VR2 Sense controller's positions (to track a weapon) in 3D space

Hello @Adamc93, thank you for your question!

It is possible to stream from macOS to visionOS using RemoteImmersiveSpace. Render your content, such as your game engine's output, to a CompositorLayer, and your content will be rendered inside an immersive space. Keep in mind AccessoryTrackingProvider is unavailable on macOS, so it is unlikely you'll be able to support PSVR2 controllers. I highly recommend sending us your feedback using Feedback Assistant if this is a feature you are interested in. Also check out Bug Reporting: How and Why? for tips on sending us feedback.

NVIDIA's CloudXR platform allows existing VR experiences built for cloud streaming or desktop PCs to stream to Vision Pro. See the articles Streaming a CloudXR application to Apple Vision Pro with foveation, Establishing foveated streaming sessions with Apple Vision Pro and the Foveated Streaming documentation for more information. This type of app does support controller input. Controllers are considered accessories, and they can be sent to the streaming endpoint by setting requestedInputCapabilities before you connect, and enabling .accessoryTracking for the session's InputCapability. Please keep in mind the documentation for CloudXR, especially with NVIDIA's examples, assumes a Windows app, not a macOS app.

If you do stay on headset, you have two options for rendering: RealityKit and Metal rendering with Compositor Services. You can review the talk Transform your game with Apple Vision Pro for more details.

RealityKit is a fully featured and opinionated suite of APIs for building beautiful native content on visionOS, macOS, iOS, iPadOS, and tvOS. Along with Reality Composer Pro 3, this set of tools gives you everything you need to create high fidelity games on visionOS. Please see the Petite Asteroids released for WWDC25 and Chaparral Village released for WWDC26 for examples of native, on device, game-like experiences on Vision Pro.

Metal rendering with Compositor Services is the path that most third party game engines use when targeting visionOS. Keep in mind there is likely a higher bar of visual fidelity possible when using Metal and Compositor Services because you have direct control over the pixels on the screen. However, this often requires building your own engine or using a third party engine.

Let me know if that helps or you have any further questions!