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Open Source Release of Rift DK2

developer.oculus.com

11–20 of 29 posts

Re: Open Source Release of Rift DK2

#11
post #6

I have the DK2 and a rMBP, and for my kids and I, it was just fine. Then Mac support was dropped. I assume there's been no change there? Nobody working on cool experiences that are Mac compatible? Is there a market for selling this thing? I'm not interested in developing with it (I thought I would be when I bought it).

Yikes, that killed my interest with a bullet. Do people only game with it?

Vive and Rift are pushed almost exclusively as gaming platforms. Hence, Mac support is meaningless.

Re: Open Source Release of Rift DK2

#12
post #6

I have the DK2 and a rMBP, and for my kids and I, it was just fine. Then Mac support was dropped. I assume there's been no change there? Nobody working on cool experiences that are Mac compatible? Is there a market for selling this thing? I'm not interested in developing with it (I thought I would be when I bought it).

Yikes, that killed my interest with a bullet. Do people only game with it?

As I sit on the tarmac waiting to take off for Oculus Connect 4 -- by a large margin, yes. The small minority is 3d modelling and videoconferencing applications.

Re: Open Source Release of Rift DK2

#13
post #11

Earlier quoted context omitted.

Yikes, that killed my interest with a bullet. Do people only game with it?

Vive and Rift are pushed almost exclusively as gaming platforms. Hence, Mac support is meaningless.

Because nobody games on a Mac.

Re: Open Source Release of Rift DK2

#14
post #11

Earlier quoted context omitted.

Yikes, that killed my interest with a bullet. Do people only game with it?

Vive and Rift are pushed almost exclusively as gaming platforms. Hence, Mac support is meaningless.

They are also widely used for non-gaming stuff, it is just less visible.

Concerning Mac the main problem is lack of any meaningful driver and hardware support from Apple. And without that there is little point in trying to port the SDKs.

On PCs both Nvidia a AMD are actively working with both Valve & Oculus and integrating support for things like the asynchronous time warping in their drivers. However, on Macs only Apple can really do that.

The other problem is that no current Mac on the market has a GPU that will work well with a Vive/Rift. The solution used in the laptops which switch between the integrated and discrete GPU is not supported and Apple doesn't offer anything else. And their desktop Macs haven't really been updated in ages, with GPUs being below the minimal spec required.

So while this may be a convenient excuse why not to support Mac, until Apple gets their stuff together it is technically not doable.

Re: Open Source Release of Rift DK2

#16
post #10

Does anyone here know how to get DK2 working in Windows 10? I tried via the Rift CV 1.0 installer and it didn't seem to work at all.

I use the DK2 on Windows 10, it still works. When it asks you to setup the CV1 sensors, you can skip that step. Oculus home will display a warning that your headset is not officially supported, but some games still work fine. EVE: Valkyrie works great on the DK2.

Re: Open Source Release of Rift DK2

#17
post #6

I have the DK2 and a rMBP, and for my kids and I, it was just fine. Then Mac support was dropped. I assume there's been no change there? Nobody working on cool experiences that are Mac compatible? Is there a market for selling this thing? I'm not interested in developing with it (I thought I would be when I bought it).

Yikes, that killed my interest with a bullet. Do people only game with it?

[deleted]

Re: Open Source Release of Rift DK2

#18
post #14
post #11

Earlier quoted context omitted.

Vive and Rift are pushed almost exclusively as gaming platforms. Hence, Mac support is meaningless.

They are also widely used for non-gaming stuff, it is just less visible. Concerning Mac the main problem is lack of any meaningful driver and hardware support from Apple. And without that there is little point in trying to port the SDKs. On PCs both Nvidia a AMD are actively working with both Valve & Oculus and integrating support for things like the asynchronous time warping in their drivers. However, on Macs only A…

My experience has been more with the non-gaming stuff and I fully intend to start exploring that space as a creator. What worries me about supporting Mac is the antique 3D hardware (excluding recent announcements). Irrespective of whether the content is a game or an experience/tool, it is still 3D. This has most-certainly changed but is expensive and not yet pervasive.

Re: Open Source Release of Rift DK2

#20
post #14
post #11

Earlier quoted context omitted.

Vive and Rift are pushed almost exclusively as gaming platforms. Hence, Mac support is meaningless.

They are also widely used for non-gaming stuff, it is just less visible. Concerning Mac the main problem is lack of any meaningful driver and hardware support from Apple. And without that there is little point in trying to port the SDKs. On PCs both Nvidia a AMD are actively working with both Valve & Oculus and integrating support for things like the asynchronous time warping in their drivers. However, on Macs only A…

Can you clarify what you mean by "The solution used in the laptops which switch between the integrated and discrete GPU is not supported"?
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