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Anonymous's avatar
Anonymous
11 years ago

Oculus unhelpful to small developers?

So I'm making a program for the rift, using Game Maker studio. It does not natively support the rift but there is a community extension, which I have even contributed a tiny bit to myself: http://www.gmoculus.com

We have standard client rendering working, but not direct-to-rift SDK rendering, which would be a much better solution because of lower latency, automatic updating with the sdk, and because we are missing a lot of features in our own rendering, like chromatic aberration.

The reason we have not gotten sdk rendering to work is because neither me or the main extension developer are very experienced in c++ and certainly not directx. But I think we've got the bulk of the work done, if someone knowledgeable would step in and help I'd think they could get it working pretty quickly. So I thought I'd email oculus and see if they could help, because who knows their SDK better than themselves, and I would have thought they would be very eager to help enable as many developers as they can. Instead I got this rather template-looking rejection:

Hello Gitle,

Thank you for taking the time to email us, we appreciate your support.

We don't currently support third-party applications or development engines, we only support Unity and Unreal.

You can visit the forums to see if other developers in the Oculus community are working on projects using the same engine at:

https://developer.oculus.com/forums/

I would also suggest getting into contact with the developer that created the extension and working with them to integrate it more seamlessly with the Oculus SDK.

I apologize I am unable to do more.

Hope this helps,

[***]
Oculus Support


I understand Oculus is busy, but I don't understand why they won't delegate some time to problems like this. Surely we can't be the only indie developers who are having a bit of trouble integrating oculus support into their programs, it seems obvious that oculus would want to focus on helping them and thus getting as many programs (and even whole engines as in this case) with rift support working as possible, in this critical product phase.

Just another example I can think of is the lunar flight developer, from what I understand he's been struggling with integrating dk2 support for a long time (was incidentally fixed in the last sdk though, I hear).

Are developers that are either 1) not AAA-sized or 2) not using unreal or unity basically ignored? It's a bit disappointing.

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