![]() I am sure, will be able to fill in more details soon, and lay out some kind of road map. ![]() I hope more people pledge, once a feature description is appended here. ![]() So who is a cool bunny so 250€ (under the condition, that it supports the rift as well?) This way the overhead and fees can be kept to a minimum, and satisfy even proper billing (if the entity making the dev can provide those). We talked about this a little, and for now it should be totally fine, when pledges are handled with honor among us, here in the forum. Indigogo ends up taking around 5%.Īnd of course just doing it with paypal or square (snapcash) is around 3%. I had a look at the potential ways to organize this, and ofc the more intricate the organizing tools, the higher the fees.īountysource takes a whooping 10%. It is great to see people pledging money here. OSVR also supports a shitload of other VR tech (after all, it got started by Razer and Sensics), but also seems more bloated (careful, this is just a quick and sloppy assessment).īoth tools provide bindings to c#, so I guess that’s good. Others argue, that there is very little that needs to be open, because it is just a API between actual device drivers and actual apps, with no other purpose than to communicate between hardware and game without the game developer having to know the exact hardware.īoth tools support Rift and Vive. It has been criticized, that this is not as open source anymore. While Valve did in fact support OSVR about a year ago, they eventually decided to start off their own dev. We talked some about the differences between OpenVR and OSVR. Just to give you a quick update about the happenings: Tech Who else’d be willing to go down the rabbit hole that is VR?Īlso, I’d like to ask the devvvs and vux (as they are maintaining EX9 and DX11 respectively) if they see a way to incorporate it into their pipelines. This post is really about asking about interest. Hello all, Im attempting to set up steam VR with my HDK 1.3 however I cant get to the compositor. Unfortunately, the c interop stuff is still something I cannot wrap my head around, so “just making it myself” is not an option this time. Now, my personal opinion is, it is vital for the future course of vvvv to support VR. It is basically C, but there are some interop mechanisms demonstrated for the unity interface.įrom what I gathered, the main cornerstone is something called Compositor, which kinda “takes” a context from EX9 or DX11 (or even OpenGL) and “presents” it in the vr glasses. ![]() It seems quite well thought out, as it even provides ways to get future estimates of the poses to make latency feel even tighter. There is an sdk called OpenVR from Steam, which provides access to the “poses”, which means the place and rotation of the controllers, and the two eyepoints. While this is certainly viable for testing, I would prefer to have it available in vvvv. Right now, of the main content engines only Unit圓d and Unreal provide easy access to the tech. Walking around freely in virtual space is easily the holy grail of VR, and having virtual controllers that are represented 1:1 in both physical and virtual space is key to immersive manipulation (the possibility to “skin” them is even cooler though). And to say just a few things: it is freaking amazing. PS: I’m waiting for SU3 before even considering publishing article updates because it really is a moving target for a few weeks.Last week I received my Vive.
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