Gravity Sketch VR

Gravity Sketch VR

_627 Sep 23, 2018 @ 11:21pm
Oculus Go Compatibility
Hello, looking at purchasing the 'oculus go', can anyone help me determine if gravity is compatible with the included headset and controller?

I know I will need a second controller, maybe I should buy some separately(?) Or maybe I should save and just save some more and buy the rift, looking to save some money, I only need VR for gravity!

oculus go page: https://www.oculus.com/go/

Thanks :)
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Showing 1-4 of 4 comments
andybak Sep 24, 2018 @ 4:24pm 
At the very least this needs a 6DOF headset with 6DOF controllers. The Go is a 3DOF headset with a 3DOF controller. It's on par with a Daydream or Gear VR. Not even close.

Santa Cruz *might* be able to run something like this but I have no idea if the devs will be porting to that device when it's launched.
_627 Sep 26, 2018 @ 9:00pm 
Jeez, lucky I read your post andybak - thanks for schooling me on what seems the basics.. I see the Santa Cruz has become the Oculus Quest.. pricing looks to be the same (buying from Australia) but I'll keep an eye out for it.

Can anyone speak on the Lenovo or other brands front? I guess its all irrelevant if Gravity isn't compatible for those headsets anyway?
andybak Sep 27, 2018 @ 10:47am 
I can't find the source but I seem to remember seeing Gravity Sketch mentioned as a launch partner. Maybe I imagined it...

The only other 6DOF headsets out is the Lenovo Mirage Solo and that has no decent CAD software that I'm aware of.

Currently PC VR is by far the best option if you can afford it. Is your PC up to spec? Maybe look at a minimal upgrade and find a Windows MR headset on EBay. They often go for under $200
_627 Oct 1, 2018 @ 4:02am 
I've had the brutal osx compatibility with vr awakening, or lack thereof...

I couldn't justify buying a PC solely to use my headset, which would be solely to use Gravity. What a mess this is. From what I can gather around the web it seems there are solutions around like eGPUs and bootcamp for using non-compatible headsets through a Mac. Even that feels a little extreme for testing gravity, as it may turn out that Gravity could not become part of my workflow.

Apparently 'High Sierra' was meant to revolutionise osx vr. Now I'm on Mojave with nothing flash at all, am I dreaming of running gravity at 90fps?
- 3.5 GHz Intel Core i5
- 16 GB 2400 MHz DDR4
- Radeon Pro 575 4096 MB

I was just about ready to go down the Rift path. But there's no support for osx on oculus' behalf.. Surely Apple has secured some development with a headset manufacturer to ensure pnp compatibility.. then again it not only has to support osx, but the headset has to support gravity!

Truly lost now!
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