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FictionX Jun 6, 2015 @ 2:20am
VR in Linux?
Is VR supported in the Linux version?
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Showing 1-4 of 4 comments
VoxelStorm  [developer] Jun 7, 2015 @ 4:07pm 
All game features should work the same on all three platforms, although we haven't done much testing with the Oculus Rift on Linux - it should work the same way it does everywhere else.
FictionX Jun 7, 2015 @ 9:53pm 
There has been a lot of "controversy" regarding Oculus Rift and Linux support over the last year with broken Unity integration for Linux and generally really poor support (for Linux), culminating last month with them saying that they won't be targeting Mac and Linux for a while. So whether it works depends on which version of the sdk or Unity Integration you're using.

But I guess you answered my question with "we haven't done much testing ~ on Linux". - The OS is free. If you're selling a game for it, I think the least you can do is fire it up and test if it actually works.
Last edited by FictionX; Jun 7, 2015 @ 10:02pm
VoxelStorm  [developer] Jun 8, 2015 @ 2:10pm 
It's not a matter of Linux being available - the vast majority of our dev machines are Linux, we're very much in favour of open source. However, we don't currently have access to a DK2 headset to test with.

Our engine is entirely built from scratch, and the Rift integration we did was all before the DK2 even became available - so we know it works with the DK1, but we're very aware that compatibility with that one headset doesn't guarantee compatibility elsewhere.

Once the various open-source VR sdk replacements begin to stabilise, we'll look at porting our own system to support those; as it is, however, you rightly point out that Oculus are being extremely difficult about non-Windows platforms, and that's a strong discouragement for us to develop further using their own heavily flawed SDK - the last thing we want to do is favour Windows over other platforms.
FictionX Jun 8, 2015 @ 9:41pm 
Ok - fair enough, I guess. I apologize. Reading your reply I thought you were using Unity and just hadn't bothered to test it with the DK2.

I still think you could have done something to test it, since the feature is mentioned on the Store page... like making a demo and share it in the oculus dev. forum, for instance - or at least make a note that it's untested (with DK2).

I guess with the new Steam refund-policy it's safe to give it a try, though.

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