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Contractor Apr 11, 2016 @ 2:05pm
Does VR Support include Oculus 1.3? Is it good to go right now..?
As above.. thanks!
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Showing 1-5 of 5 comments
VoxelStorm  [developer] Apr 13, 2016 @ 2:38am 
Hi Contractor, the last version we were able to test was the DK1 - but it works fine with that on all platforms, Windows, OS X and Linux. We can't guarantee it'll work with the official release model simply because we don't have one in-house to test with.

Disappointingly, Oculus dropped support for Linux after the DK1, so we're looking to replace the Oculus SDK with an open alternative that would support multiple headsets and work with Linux as well - unfortunately we've not yet been able to integrate such a solution that actually works on multiple platforms, but once certain bugs[github.com] are ironed out in OpenVR, we're hoping to integrate that, which should support all of the oculus headsets also.
Contractor Apr 13, 2016 @ 3:26pm 
Well I certainly appreciate you taking the time to respond. As an aside, I have been able to run some SteamVR apps with my DK2, if that helps? Cheers!
Last edited by Contractor; Apr 14, 2016 @ 11:53am
VoxelStorm  [developer] Apr 14, 2016 @ 3:35am 
Yep, that's the idea behind the ironically named OpenVR (which isn't really open source at all, sadly) - that you'd be able to play games built with that SDK (which is also badged as SteamVR here) with any supported headset - Rift, Vive, Totem etc - without us as the developers having to lock in to one particular brand.

The biggest problem is that it currently only works on Windows, and only with a handful of headsets, so we'd be developing for a very small market and players of our games on other platforms and with other headsets wouldn't be able to get the same VR experience. We want VR to be available to everyone equally, and we support Linux and the open source community, which is why we're holding off integrating OpenVR until it actually works as promised on all platforms. Hopefully that'll be sooner rather than later.

It's just that we've been bitten before - having bought in to Oculus Rift and supported them at the Kickstarter phase, when they promised cross-platform support from the start, we were extremely disappointed when they then dropped it - after they took our money, and we'd spent our precious development time on that system. As a result, we're not keen to jump on OpenVR (or any other VR SDK) until they actually deliver the promises they've made. The first VR SDK that is truly cross-platform, and actually works, will be the one that gets our full support - and if that's genuinely open source, then all the better. Currently there seems to be no such SDK, so we're all just waiting.
Last edited by VoxelStorm; Apr 14, 2016 @ 3:36am
Contractor Apr 14, 2016 @ 11:59am 
I can completely understand your point and frustration. Razer's OSVR is one great concept but unfortunately not much content for it yet. I too hope for a universal SDK where older titles would be fairly easy to implement so that Devs would consider VR.
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