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CoreDump's avatar
CoreDump
Honored Guest
10 years ago

Developing without a rift

Hi all

I am currently studying for my computer science degree, and have been given the opportunity to do some development work with the Rift. Unfortunately there is only one Rift on campus and (not unsurprisingly) I cannot take it home with me. Is there any supported software I can use on my PC at home to simulate the Rift? I know I wouldn't be able to properly test software, this is more to help me practice so I can maximum my time when I have access to the Rift.
Thanks!

3 Replies

  • Unfortunately, it's a little difficult to develop for the Rift without the actual hardware. There is no simulator available and most VR apps will require the hardware to work at all. Depending on the engine you use, there may be ways to switch to a 2D mode (if the hardware isn't detected) but it doesn't work out-of-box like this.
  • I agree in terms that it is difficult, however he could start off without a DK2 no?
    At least when writing in C++.

    He can use his monitor as fake Oculus display (extended mode is not different)
    When initializing he can not create a Hmd object without a physical connection but there is ovrHmd_CreateDebug() which provides a simulated oculus unit.

    He will not get far with that but he can compile and bascially test code.
  • I share my DK2 with my brother and I've been developing my own project just fine on weeks I don't have my DK2, then test the stuff when I get it back. I guess it depends on what you want to develop too. If you're developing something that requires extensive use of the headtracking, it might be next to impossible. However, there's nothing stopping you from creating assets and setting up scenes in whatever development environment you're using no?

    I'm generalizing, I know, but it does depend on what you want to do. If you're making a first person experience, for instance, you could create a Unity project with unity free and keep the best practices in mind. Then, drag an OVR camera in, compile your project, then bring it to school to try? As long as you keep testing it on a weekly basis, I'm sure you'd be fine? Again, depends how much head tracking you need. You could phase the head tracking portion in later? Creating a game is extremely involved, any code you do before moving to the rift would help I'm sure.

    It is much easier to have the rift with you at all times during development. I've gotten so much more done with my rift in-hand now that I can test again.