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.
Open Source Release of Rift DK2
21–29 of 29 posts
Re: Open Source Release of Rift DK2
#22Earlier quoted context omitted.
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
#23[1]: https://github.com/facebookarchive/RiftDK2/blob/master/Heads...
[2]: https://github.com/facebookarchive/RiftDK2/blob/master/Heads...
Re: Open Source Release of Rift DK2
#24I 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).
I think DK2 works with SteamVR on PC. Not sure if it'll be possible to get DK2 working with SteamVR on Mac.
Re: Open Source Release of Rift DK2
#25Re: Open Source Release of Rift DK2
#26Earlier quoted context omitted.
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"?
The extra step of routing the 3d video through the onboard video adds very minor latency, but it's still enough to kill the VR experience and induce nausea etc so it's deliberately not supported.
And because the connection is physical it can not be changed with existing hardware. Next generation :)
I'm unsure about the AMD specifics but I expect it's exactly the same issue.
Re: Open Source Release of Rift DK2
#27Earlier quoted context omitted.
Can you clarify what you mean by "The solution used in the laptops which switch between the integrated and discrete GPU is not supported"?
The issue is caused by the way the Nvidia Optimus works - there's a physical connection which always goes to the onboard intel video, then the Nvidia video card outputs to the onboard video, which outputs to the physical connection. The extra step of routing the 3d video through the onboard video adds very minor latency, but it's still enough to kill the VR experience and induce nausea etc so it's deliberately not su…
Meanwhile eGPUs seem the way to go, and Apple is already shpping it: https://www.imore.com/apples-vr-dev-kit-egpu-enclosure-ultim...
Re: Open Source Release of Rift DK2
#28Earlier quoted context omitted.
Can you clarify what you mean by "The solution used in the laptops which switch between the integrated and discrete GPU is not supported"?
The issue is caused by the way the Nvidia Optimus works - there's a physical connection which always goes to the onboard intel video, then the Nvidia video card outputs to the onboard video, which outputs to the physical connection. The extra step of routing the 3d video through the onboard video adds very minor latency, but it's still enough to kill the VR experience and induce nausea etc so it's deliberately not su…
At least there’s linux! :)
Re: Open Source Release of Rift DK2
#29Earlier quoted context omitted.
The issue is caused by the way the Nvidia Optimus works - there's a physical connection which always goes to the onboard intel video, then the Nvidia video card outputs to the onboard video, which outputs to the physical connection. The extra step of routing the 3d video through the onboard video adds very minor latency, but it's still enough to kill the VR experience and induce nausea etc so it's deliberately not su…
But this same issue is present on non-mac laptops too, right? Except some niche gaming/VR laptops that use desktop GPUs. It's waiting for GPU and laptop chipset vendors whto get their acts together (and hope they care about VR). Meanwhile eGPUs seem the way to go, and Apple is already shpping it: https://www.imore.com/apples-vr-dev-kit-egpu-enclosure-ultim...
Agreed eGPUs are the near term future, although cloud gpus are also a possibility ..