VR Desktop Environment Access all your software, files, browse the net, stream Netflix, watch 360/SBS/OU/3D and play games on multiple virtual screens. DreamDesk allows you create, scale and place virtual screens around you without additional hardware or drivers.
User reviews:
Mostly Negative (8 reviews) - 37% of the 8 user reviews for this software are positive.
Release Date: Nov 30, 2016

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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (3)

October 1, 2016

Update 3 is now live!

Hello everyone!

Finally, we're ready to release Update 3 to the world! It's a big one, so let's get right into it.

Our main goal with this update was to address overall quality of life for users of our application.

Most of the underlying functionality hasn't been changed; though we believe we've made quite a few strides towards accessibility.

Window Management

This update brings with it some new features to organize your workspace. Now, when moving your windows, you'll notice 8
preset locations for you to snap your windows to.

Your initial desktop window will launch in the front-and-center location.

Vive Motion Controller

We've gotten multiple requests to integrate a form of Vive Controller functionality; so here it is!

This update brings the first few steps of this process to you for playing with.
Your motion controllers are currently represented with (non-animated) hands.
Aiming is done from the camera through the palm of your hand.
Interact with the trigger buttons.

Uses are limited as of now though we're constantly looking at how we can expand the implementation.

At the moment, you can perform 2 functions on your windows using your Vive Controllers:

1) Move window

Action: Press the trigger on your controller while aiming with your palm over a window, then move hand
Result: Move windows around the environment.

You can move windows around the world.

You can utilize all of the aforementioned Window Management tools to make more precise movements.

2) Scale Window

Action: Press the triggers on both your controllers while aiming with your palms over a window, increase distance between hands.
Result: Scale the window you are currently pinching with both hands in a way similar to multi-touch on smart phones.
Move hands together to shrink; move them apart to grow.

Leap Motion

We're excited to tell you that we've integrated leapmotion into the application!

Uses are limited as of now though we're constantly looking at how we can expand the implementation.

At the moment, you can perform 2 functions on your windows using Leap Motion:

1) Move Window

Action: Pinch your fingers over a window, then move hand
Result: Move windows around the environment.

While pinching a window with your fingers in Leap Motion, you can move windows around the world.

You can utilize all of the aforementioned Window Management tools to make more precise movements.

2) Scale Window

Action: Pinch over a window with both hands, increase distance between hands
Result: Scale the window you are currently pinching with both hands in a way similar to multi-touch on smart phones.
Move hands together to shrink; move them apart to grow.

To keep things streamlined for the moment there are a few things to keep in mind for this particular version:

1) **Vive Motion Controllers and Leap Motion are mutually exclusive.** (at least for the moment)
This means that, for this version, Leap Motion is -not- supported on Vive.

If this is an important feature to you, please let us know. There are drawbacks to current leapmotion implementation
that, in our opinion, makes it inferior (but still really fun!) to the Vive implementation.

In the spirit of letting you make your own decision between the two, here's what you'll be giving up:

a) With leap motion enabled, a bug breaks the webcam code and webcameras dont work. We haven't tracked down the source of the issue but we're looking into it.
b) Related to a), with webcams disabled, you no longer have access to your vive's front camera either.
c) Vive Controller inputs are more reliable than Leap Motion's inputs. We recommend the Vive Controllers if you have them.

The perks of Leap Motion:
a) Severely improves immersion within the system. This should be solved once we get animated hands on the Vive Controllers.

2) As mentioned in the previous section, web cameras don't function while using Leap Motion (for now).
Webcam function (Ctrl+alt+2) has been replaced with the passthrough webcam feed while using LeapMotion.

3) It is important to aim your Vive Controllers with your palms. You select things by physically placing your hand in front of the window.

Here's a little ASCII diagram that describes the raytrace being made. I hope explains it better:

|Camera| ---- |Hand Palm| ---> |Window you want to select|

Webcam things!

You've pointed out that you couldn't see the environment around you and that is an important feature for you; and we've listened!

Coming with this update is thorough support of as many webcams as your computer can handle,
as well as support for both the Vive Headset Camera(MMP SDK) and Leap Motion Image Passthrough.

Here's how it works:

On initial launch, you'll now have up to 2 of your camera feeds displayed depending on a few conditions:

1) If you're using Oculus but don't have LeapMotion, your first available webcam will be displayed on the left of your desktop.
This view is for monitoring the surroundings behind yourself.

2) If you're using Vive, your first available webcam will be displayed on the left of your desktop and
your Vive front camera will be below your Desktop. This will give you a view of both what's in front, and behind you.
The Vive camera in this location is meant to make watching your hands over the keyboard comfortable.

3) If you're using Oculus and your LeapMotion is connected, you will have your LeapMotion's camera displayed beneath your desktop.
This will allow you to see your keyboard. (Webcams are disabled in LeapMotion mode as mentioned above)

In addition to these initial feed settings, we've also implemented what we call a 'Webcam Carousel'

Webcam Carousel
Bound to Ctrl+Alt+2, each time the hotkey is pressed it will launch your next available camera feed into DreamDesk.

If you have 20 webcams, you should be able to cycle through and display all of them.

DISCLAIMER: When using LeapMotion, the Webcam Carousel has been disabled and has been replaced with the ability to bring back up
your LeapMotion camera feed. This is a temporary solution while we investigate why LeapMotion doesn't play nice with Webcams.

A few more things

There have been complaints/reports that the Vive 'front' doesn't always align with our application's 'front'.

We've implemented a new hotkey to re-calibrate your 'front' direction until we find a more seamless solution to the issue.

CTRL + ALT + R -- Recalibrate your 'front' direction. Look in the direction you'd like to be 'front' and press the hotkey.


There have been inconsistencies with the Mirror Window on both Oculus and Vive. The original intended behaviour was for the application mirror to minimize
itself on first launch but was causing inconsistent behaviour depending on the platform:

Vive - The mirror opens fullscreen and freezes. HMD display functions as intended.
Oculus - The mirror minimizes itself within a few seconds of application launch. If the user has yet to accept the Health and Safety warning,
it would unminimize itself.

Due to the inconsistent behaviour shown, we've removed the bit that was minimizing the mirror on launch.

This will require all users to manually minimize their window by either using the minimize button in the corner or by using
our minimize hotkey of CTRL+ALT+1.


Thanks for the support you've shown us so far!

Please leave a message in the Discussion boards letting us know how we're doing.

1 comments Read more

September 13, 2016

Update 2 is now live!

Hey guys and gals!

First major update since launch coming in that resolves many issues users have been experiencing.

This update comes along with a complete rebasing / refactoring of the code and therefore will possibly have some small differences in feel to the previous version, though much cleaner.

Here are the highlights:

Fatal Error!

There was a bug within our windowing code causing many windows to crash the application without any real consistency or predictability. Each system reacted to the application differently.

We have (hopefully) resolved all these issues. Across our extensive testing over the last few days we have not seen this crop up locally.

Furthermore, we've re-enabled the Crash Reporter so you guys can give us any logs that may be presented to you.

Let us know if the crashes are persisting on your end.

Unreal Engine 4.12 -> Unreal Engine 4.13

We've upgraded engine versions which bring many improvements to both the VR infrastructure and integration with SteamVR.

Oculus users who have SteamVR installed should no longer see SteamVR launching when running in 'other VR' mode.

The jitters

Though we're unsure if the jitters will be completely resolved on all systems, we've noticed a marked improvement in performance when running the application in all cases.
We've seen an increased capability for both a higher number of windows open and overall smoothness of the application.

Let us know if anything is better for you :)

What about that Quality of Life?

- We've made a few changes to the rendering parameters which should show an improvement in picture quality out of the box for all users. This should remove the need for manual SuperSampling on HTC Vive as well as give a more consistent look in all aspects.

- We've heard feedback that the VR Reticle for managing your windows felt erratic and possibly unresponsive due to it only reacting to windows and the floor beneath the user. We have enabled the reticle to show everywhere within the environment as to give a more consistent feel to our reticle. (You can now draw lines in mid air too!)

- Windows can no longer shrink to the point of being non-existent. They now have a cap to how small they can be as to ensure you can always rescale them back to normal size.

- The tutorial video is now embedded within the engine and will be presented to new users on first launch. The tutorial can also be brought up using Ctrl+Alt+? and will play in-engine. (Bonus: this is groundwork for supporting opening video files within dreamdesk itself =) )

- Our Steam integration is a little tighter and will properly show 'is playing' display on proper launch/exit of the application.

- We've removed the Toggle Mirror Mode and Toggle VR commands. The Toggle Mirror Mode command was causing the Vive mirror window to break and Toggle VR is not really useful due to the fact that in non-vr mode, why would you need dreamdesk? ;)
- The desktop also now begins both bigger, and a little closer to the user. We were told that it was too small on launch and too far away. This should put it in a slightly more comfortable position.

Bug fixes

Though bug fixes weren't the priority (outside of the Fatal Error addressed above), we've managed to squeeze one in.

- Toggle Minimize will always behave as expected whether you manually minimize/unminimize the mirror.

That's cool and all, but what next?

This week, we're working on integrating some level of LeapMotion and Vive controllers. You will still need your mouse and keyboard for a good portion of the functionality but we're hoping that at least moving and scaling windows will be supported through motion controllers.

We understand that Hardware Accelerated windows are a pain point for some users, we're still looking into it.

That is all

Thanks for supporting DreamDesk and be sure to join us on the Discussion Boards to let us know how we're doing!

Give us your feature suggestions as well as we're actively balancing our planned features against user requests and will be chugging along.


1 comments Read more

Update Notes

Thank you to everyone who supported us through Early Access.
We've spent time seriously reviewing and improving DreamDesk based on your feedback.

Your purchase helps support our families and keeps product development moving forwards - without sacrificing your privacy or subjecting you to advertising. Remember if you aren't the customer, you're the product.

About This Software

The Ultimate VR Desktop Environment.

DreamDesk is lets you use your PC in VR: You can now use all your non-VR Software, Games and Content in the comfort and privacy of a virtual environment.
Browse the internet, stream Netflix, watch 360 / Side-By-Side (SBS) and Over-Under (OU) movies (with 3D) on your favourite application or browser.

With DreamDesk you can create multiple virtual screens or a single IMAX sized theatre use your applications on.
DreamDesk allows you to size, scale and place applications wherever you want in 360° around you.

How its different

Unlike other VR Desktop Environments DreamDesk provides:
  • Full Virtual Multi-Screen support with No Additional Hardware, Plugs, Drivers or Internet Connection
  • Works with laptops and computers with multiple/integrated graphics cards and outputs, however only the primary display is replicated.

    • Use any application in VR anywhere around you in virtual space (not just the desktop)
    • Use and spawn webcams in your VR space.
    • Access files and desktop, surf the Internet
    • Watch 3D/SBS/OU and 360 video in any application or browser.
    • Use the Vive Front Facing camera in non-matrix full color mode.
    • Oculus Remote and Touch Support (Experimental)
    • Vive Controller Support
    • Create virtual multi-monitor display setups.
    • Create virtual multi-story display setups.
    • Flip, Rotate, Change brightness, curvature, transparency of any window.
    • Window management and quick snap zones.
    • Hardware Accelerated Gaming (GTX 1070) - (application must not be Fullscreen)

    Multi-screen Virtual Computing

    Place screens anywhere around you - even above or below your desk.
    Size your screens for a perfect fit and maximum comfort.
    • Use one monitor and multiple virtual screens
    • Create displays bigger than your desktop space
    • Use your computer from the couch or bed

    Multi-Story Screens

    Create infinitely large screens. Your movie theatre to take anywhere.
    • Watching Movies or TV
    • Steaming Twitch, Netflix or Youtube
    • Any content, any format your computer can support, any video format
    • Playing Games with Full Hardware Acceleration

    Coming Soon

    • Leap Motion Controller Support
    • Environments
    • Screen Sharing
    • + More

System Requirements

    • OS: Windows 10
    • Processor: Intel(R) Core(TM) i5
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 1060
    • Storage: 250 MB available space
    • OS: Windows 10
    • Processor: Intel(R) Core(TM) i7
    • Memory: 16 GB RAM
    • Graphics: Nvidia GeForce GTX 1080
    • DirectX: Version 12
    • Storage: 250 MB available space
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