Forum Discussion
Rajveer
10 years agoExplorer
Multiple Rifts on a single PC
I thought ovrHmd_Detect() would return the number of connected devices, however when connecting both my DK1 and DK2 it only returns 1. Maybe multiple Rifts is something that isn't implemented yet, however is this something that will be in the future?
EDIT: Sorry, I intended for this to be posted in Oculus General Development. If a mod could move it that would be great.
EDIT: Sorry, I intended for this to be posted in Oculus General Development. If a mod could move it that would be great.
3 Replies
- cyberealityGrand ChampionI don't recall anyone ever getting multiple Rifts to works. Not sure if it's even supposed to be supported.
Also moving to General Development. - RajveerExplorerThe confusion came from the documentation mentioning that ovrHmd_Detect is used to re-enumerate the connected Oculus devices (plural). I suppose this could include multiple types of devices (a single HMD, multiple input devices e.t.c) but the method being prefixed with ovrHmd infers that it is meant for detecting HMDs only. Either way, if only one HMD is to be connected then that's cool.
- HiThere_SuperstarWith network lag being a major issue in VR, maybe the right idea is to develop a server program that allows a desktop PC to create a local lag free common virtual world for multiple self sufficient VR headsets to interact in. Those VR headsets could be a combination of mobile VR headsets and CV1s tied to their own individual PC, and the host PC could also run it's own CV1 (or interact asymmetrically with the VR headsets through a 2D screen without requiring it's own VR headset, I believe Sony has announced the possibility for such asymmetric interaction on their VR headset).
So for example you could buy yourself a computer, a CV1 and one or more Samsung Gear VRs, and have all those VR headsets interact locally in the same lag free virtual world run on the computer.
Once mobile VR can run it's own Minecraft server, or Internet lag drops bellow 10ms, the server doesn't even have to be local anymore, but the world isn't there yet, so using a local desktop/laptop as the server makes sense in 2016.
You can decide to skip that step, but then you'll spend the next years having VR avatars teleporting instead of walking when they're moving around (which still works out for teleconference or watching a virtual Cinema, or anything in which everyone remains seated and doesn't interact directly with each other).
And even after desktop PC performance quadruples, because there's plenty of room for improvement, it will make more sense to increase the FPS, resolution and graphic quality of the latest VR Headset, then to have four CV1s running on it.
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