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Up and Coming
May 16, 2016
Solved

Any downsides to using OpenVR vs native Oculus SDK?

  • May 16, 2016
  • 3 replies
  • 3098 views
I am helping develop a VR project. We currently have separate Vive and Rift implementations. Vive uses OpenVR and Rift uses Oculus SDK. Is there any downside to using OpenVR for the Rift as well? Is performance worse, do we loose the Oculus audio SDK? Also will this restrict us in the future as Oculus update their SDK?

(We are developing in Unity 5)

Best answer by jherico
The OpenVR API doesn't support timewarp, so you get higher perceived latency in head rotation.

3 replies

jhericoAnswer
Inspiring
May 16, 2016
The OpenVR API doesn't support timewarp, so you get higher perceived latency in head rotation.
Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
Up and Coming
May 16, 2016
Does the OpenVR platform use predictive tracking?
Up and Coming
May 16, 2016
[Answer: Yes]