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Anonymous's avatar
Anonymous
6 years ago

Any different is development between the Rift S and non-S version?

Hey guys - I know the Rift S isn't out yet but I'm hoping one of the Oculus developers can answer this.

I'm currently developing a project in UE4 using the non-S Rift version. I'm planning on purchasing the Oculus Rift S as well - anyone know if it would be a process to transfer / port the game over or would they use the same drivers and have it be a seamless transferal process?

Thanks guys!
Chris

2 Replies

  • it works out of the box, but you should be aware of any design considerations that would need to be changed for inside out tracking. Ex: actions that bring the controllers close to the users face
  • owenwp's avatar
    owenwp
    Expert Protege
    You should make sure your code checks the status flags for the controller tracking to handle loss gracefully. Also if your code selects a pixel density multiplier automatically based on system specs, you should do the math on the relative total pixels per second count to choose a different multiplier for the S.