Any Linux devs? (and SDK rant)
I'm curious who's out there, how you're working, and what you think of libOVR.
Last year several of us ended up working on our own "drivers" for the Rift when there was no Linux support. OpenHMD, libVR, and libnsb-ovr were some results of that. I bailed on my own efforts when libnsb-ovr was farther along than me, and jumped aboard.
Then Oculus finally had Linux support. At that point, it's like everything (Linux) died.
For myself, I didn't like the SDK for several reasons... but to not use it meant forging onward with opensource sensor-fusion or doing R&D of my own -- well, I'm not working on a game if I'm doing that!
Ideally, I'd like to hook into a sensor-fusion library (and perhaps config and other support routines) for Oculus products... without having this whole SDK. I'm not interested in (and doubt the value of) hijacking Oculus software for other hardware... but I'd like to minimize how much I'm wedded to Oculus software in general!
So, what happened to others? Are there still Linux devs?
I recently gave another go... downloading the latest SDK. And was reminded of one of the issues: Xinerama requirement. Even if I bothered to install and run Xinerama (which I wouldn't impose on users), I imagine the udev required is a recent one -- stashed in systemD, which I haven't been arsed to extract. And ultimately I still don't like the SDK even if it's been given an "extern C" veneer over the C++.
The SDK is still doing too much, does its own heap allocation and threads.
The thing is, I develop on Linux, but I want to target many platforms (resource allocations should be provided by the host app/environment, not assumed by libOVR) and use a language which is not C++. The SDK is really built for developing on Windows/C++, and targeting Windows. I had hopes with the presentation earlier this year -- what looked like a more minimal C core, with additional SDK layers on top. Maybe that's still in development?
Anyway, I've been stuck -- backburnered my VR work last year; keep looking at it and putting it aside because I'd need to be able to leverage latest Oculus improvements (sensor fusion) for Oculus hardware, but can't afford the price of Oculus device management.
The demos I see roll through /r/oculus are mostly of the same quality and graphical look (models rendered by Unity). Binaural audio is largely lacking. When I see these, I'd like to add my difference to the mix... but hit a wall of frustration as I'm reminded of why I keep these projects mothballed.
Last year several of us ended up working on our own "drivers" for the Rift when there was no Linux support. OpenHMD, libVR, and libnsb-ovr were some results of that. I bailed on my own efforts when libnsb-ovr was farther along than me, and jumped aboard.
Then Oculus finally had Linux support. At that point, it's like everything (Linux) died.
For myself, I didn't like the SDK for several reasons... but to not use it meant forging onward with opensource sensor-fusion or doing R&D of my own -- well, I'm not working on a game if I'm doing that!
Ideally, I'd like to hook into a sensor-fusion library (and perhaps config and other support routines) for Oculus products... without having this whole SDK. I'm not interested in (and doubt the value of) hijacking Oculus software for other hardware... but I'd like to minimize how much I'm wedded to Oculus software in general!
So, what happened to others? Are there still Linux devs?
I recently gave another go... downloading the latest SDK. And was reminded of one of the issues: Xinerama requirement. Even if I bothered to install and run Xinerama (which I wouldn't impose on users), I imagine the udev required is a recent one -- stashed in systemD, which I haven't been arsed to extract. And ultimately I still don't like the SDK even if it's been given an "extern C" veneer over the C++.
The SDK is still doing too much, does its own heap allocation and threads.
The thing is, I develop on Linux, but I want to target many platforms (resource allocations should be provided by the host app/environment, not assumed by libOVR) and use a language which is not C++. The SDK is really built for developing on Windows/C++, and targeting Windows. I had hopes with the presentation earlier this year -- what looked like a more minimal C core, with additional SDK layers on top. Maybe that's still in development?
Anyway, I've been stuck -- backburnered my VR work last year; keep looking at it and putting it aside because I'd need to be able to leverage latest Oculus improvements (sensor fusion) for Oculus hardware, but can't afford the price of Oculus device management.
The demos I see roll through /r/oculus are mostly of the same quality and graphical look (models rendered by Unity). Binaural audio is largely lacking. When I see these, I'd like to add my difference to the mix... but hit a wall of frustration as I'm reminded of why I keep these projects mothballed.
