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GrifsPDA
12 years agoHonored Guest
Workaround for making DK1 games work on DK2?
I was thinking.. I know there is no support or backwards-compatibility for DK1 games on DK2, but is there any existing program, such as Tri-Def, that IS compatible with DK2, but it can project the image from the game to the program? I don't know how that would work at all, but I'm just spit-balling here. I know the headtracking camera wouldn't work exactly, but maybe it could be disabled entirely for it.
I've used a program called Open Broadcaster for playing games that don't go in windowed mode, where it basically just projects the .exe on the program, so it runs in a window. Is there something like that, but Oculus compatible and would run DK1 games? Maybe just using TriDef? Let me know what you think.
I've used a program called Open Broadcaster for playing games that don't go in windowed mode, where it basically just projects the .exe on the program, so it runs in a window. Is there something like that, but Oculus compatible and would run DK1 games? Maybe just using TriDef? Let me know what you think.
PS: I know there is support coming out for a few of these DK1 games, but in the case there isn't, it'd be good to figure out.
16 Replies
- WG1ExplorerGot DK1 and DK2 just arrived.
Trying to catch up and the biggest surprise to me is that DK1 titles are not compatible with DK2 ?
My role is to support any development effort by purchasing or offering donations to anything Oculus VR related.
I hate to think that all DK1 development was a waste of time.
Does this mean that all DK2 development will be a waste of time when CR1 hits the streets?
Hope that compatibility comes after SDK 0.4 Beta. "WG1" wrote:
I hate to think that all DK1 development was a waste of time.
Does this mean that all DK2 development will be a waste of time when CR1 hits the streets?
Of course not.
Time spent on DK1 or DK2 development continues when the developer switches to a newer sdk.- WG1Explorer
"kojack" wrote:
"WG1" wrote:
I hate to think that all DK1 development was a waste of time.
Does this mean that all DK2 development will be a waste of time when CR1 hits the streets?
Of course not.
Time spent on DK1 or DK2 development continues when the developer switches to a newer sdk.
Encouraging , thanks ! - In a little more detail...
While existing programs made for the DK1 don't work directly on the DK2, the majority of the work done is still compatible. If you made a Unity demo, the same models, scripts and textures will work on DK1, DK2 and CV1. There's differences, such as head position tracking, but that doesn't affect most of the work done.
If you started a project on Unity for DK1 then found out that DK2 was UE4 only, that would be different, since none of the game scripts would be compatible at all (different languages) and the artwork may need to be redone (depending on how you made it). But when it's just the sdk that's changed, it's simpler.
So while there's more work to do when upgrading a project to the next rift model (change distortion rendering style, add position tracking, direct render mode, etc), those things add on to what you've already developed, you don't need to start from scratch. - roslyHonored GuestI didn't used the Oculus SDK, but what is the nature of the issue with the "Compatibility mode" of SDK 0.4.
I supposed that this "compatibility" mode will work as it should, so it will make apps compiled with pre 0.4 SDK work with DK2.
Is there some BUG in SDK 0.4 such as this "compatibility" mode does not work as expected ?
Was there some glitch during SDK 0.4 release so even UDK developers are surprised ?
Sorry to say, I'm a bit disappointed that 80% of SW available for Oculus does not work with DK2 :cry:
Can somebody explain the technical reason of this incompatibility ? - AmebousPeterHonored GuestThe DK2 has the same gyroscopes in it that the DK1 did right?
I'm honestly asking because I don't understand, why can't the dk2 use only that data like the original did? "wacko" wrote:
The DK2 has the same gyroscopes in it that the DK1 did right?
I'm honestly asking because I don't understand, why can't the dk2 use only that data like the original did?
The protocol for the IMU changed. So the data coming from the DK2's accelerometer / gyroscope / magnetometer is not in the same format as the old DK1 sdks expects.- przecinekRising StarUnfortunately a lot of developers have moved on to other projects and will not bother to update SKD's. Others have released new versions which to some lack the rawness of their predecessors (ie. Dreadhalls). Some were also simply experimenting with adding VR support to their old titles and will not go back to these projects every time a new SDK comes along (ie. Museum of Microstar).
Cyber says creating a "patch" is very unlikely and I have no reason not to trust him. Unfortunately there's not much we can do I guess :( Maybe one day someone will create an SDK/DK1 0.3 emulator. So far none of my favs from DK1 has been updated to DK2 (apart from Proton Pulse) but it's still too early to tell what stuff is going to get ported and which not. I just feels a bit unfair to have all those groundbreaking apps confined to an obscure device that in 5 years time will become almost impossible to get. - zuuka12Honored GuestWhy is it always Unity and/or UE4? There's much more possible with the Rift!
Native OpenGL ....Ogre 3D...?
Maybe people would like to program their own native stuff not beeing related on ScriptClickPayMeGameEngines?!
So hope the Rift will keep it's open spirit and go on crossplatform and supporting not only Unity and UE!
Thanks. "zuuka12" wrote:
Why is it always Unity and/or UE4? There's much more possible with the Rift!
Native OpenGL ....Ogre 3D...?
Hehe, story of my life. :)
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