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GrifsPDA's avatar
GrifsPDA
Honored Guest
11 years ago

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.

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

  • Why 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!


    Yo can use anything you want you can even code from scratch in ASM if you want. Like in the good old times. :mrgreen:

    All you have to do is to include the render, shader and contollfiles for the Rift.

    AFAIK ... Unity and UE4 have direct support for the Rift allready included so its easier for beginners to use the Rift support.

    Look at those who coded tools like vorpx to use the rift in old 3D Games... Those arent Unity or UE4 right?
  • could you not run the DK2 with SDK0.3 and let the rift run in DKHD mode with out positional tracking?? worth a try
  • "KINGvr" wrote:
    could you not run the DK2 with SDK0.3 and let the rift run in DKHD mode with out positional tracking?? worth a try


    I would really like to know more about this. I don't personally own a DK1, so I can't test this. Everyone is saying DK1 games aren't compatible because of the positional tracking not existing. But if it wasn't there at all, I don't see what the problem is :shock:. I just wish the newer SDKs would come with backwards compatibility of some sorts. It seems like it would be really simple for the developers to put together.
  • Ybalrid's avatar
    Ybalrid
    Expert Protege
    The problem is that the code has to be compilled with the new SDK. And part of the integration redone because of changes on the API. Nothing realy complicated and no work will be "lost" if developers are willing to upgrade to the new sdk.

    So, compilled binaries using the old SDK aren't compatible with DK2. Things using the new SDK works with DK1 and DK2
  • "kojack" wrote:
    "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.



    I'm not an expert either, but if this was the only issue surely you could hobble together an emulation interface that packet captures the new tracking data from dk2 and re-formats it to fit the old protocol. Similar to a router readdressing packets, after all, the usb is just a data stream from a particular port is it not? Done well there would be a moderate overhead in terms of cpu / usb bus and hdd/ssd IO, and a few ms latency, but am I underestimating these overheads, or is it possible for the monster machines of every other enthusiast on this subreddit?
  • Anonymous's avatar
    Anonymous
    Approved
    some people here just arent getting the meaning of the word "beta"