Forum Discussion
kokonut
11 years agoHonored Guest
Safe to assume all VR programs for CV1 64 bit?
Hello, I am trying to build a VR game without using Unity or Unreal to learn more about graphics programming and VR in general.
Is it safe to assume that only 64-bit (as in the SDK libs) will be supported for Oculus? Are there even any computers that fit in the recommended specs that can run CV1 and run 32 bit Windows? Why would you ever want to? I noticed that OVRServer is x64 only, and x86 one is left over from SDK 0.6.
I just don't want to maintain another set of build settings for Win32 in Visual Studio :roll:
Is it safe to assume that only 64-bit (as in the SDK libs) will be supported for Oculus? Are there even any computers that fit in the recommended specs that can run CV1 and run 32 bit Windows? Why would you ever want to? I noticed that OVRServer is x64 only, and x86 one is left over from SDK 0.6.
I just don't want to maintain another set of build settings for Win32 in Visual Studio :roll:
1 Reply
- jhericoAdventurerDepends on what you mean. The Oculus runtime may require a 64-bit OS, but still support 32-bit programs. That's because there are a lot of toolchains out there with 32-bit components that either have no 64-bit equivalent or would would impose a significant burden to move to 64-bit. So if Oculus only supported 64-bit development, they'd be screwing over a lot of the people they depend on to generate content.
So, probably CV1 will require a 64 bit OS, but it probably also won't require 64 bit apps.
If your only concern is not having to maintain 32-bit versions of your apps, you're probably fine.
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