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Up and Coming
July 25, 2014

Lets make a SDK 0.4 Linux nagging thread!

Since there is no official response as to the status of Linux & OSX I am creating a thread.

I think that cross platform developers shouldn't be treated as second-class citizen. Perhaps this is of no concern and the SDK is on it's way as we are posting, but I'd like to make sure we aren't over looked! ;)
The new way of treating the rift as a specialized device using the windows runtime & driver might complicate things, or not. But before there is further speculation it would be really, really nice if some oculus rep gives us a short heads up. :)


update: thanks for the OSX release, how long until we've got Linux?

    243 replies

    Up and Coming
    July 30, 2014
    "alexfry" wrote:
    It might have been their idea in this specific context, but it's an area where lots of existing work has been done by a lot of other companies... Much better to buy the best off the shelf rather than reinventing the wheel, especially if you're in a rush.

    That makes no sense. You don't licence your own ideas from somebody else. Either it was their idea or not.
    New Participant
    July 30, 2014
    +1 for OSX/Linux DK2 SDK.
    I have all environments so I can already work with the DK2 but when I'm on my laptop, OSX is my first choice.
    New Participant
    July 30, 2014
    Amen!
    July 30, 2014
    So I should be getting my DK2 today and I was wondering if anyone with a DK2 has tried it on a Mac with SDK 0.3.2? Aside from no positional tracking will the DK2 playback at 60 or 75fps? Do I need to update the DK2s firmware and can that be done in 0.3.2? I hesitate to install 0.4 in Boot Camp at this point but I don't know if I'll be able to hold out once DK2 gets here.
    New Participant
    July 30, 2014
    I've tried it and had no luck getting it work in OS X. Right now the best option if you want to try it is to dual boot using boot camp until we get an OS X SDK.
    July 30, 2014
    Aaargh!!! Thanks for the heads up, definitely saved me some hours of aggravation I'm sure.

    "dynamo" wrote:
    I've tried it and had no luck getting it work in OS X. Right now the best option if you want to try it is to dual boot using boot camp until we get an OS X SDK.
    Up and Coming
    July 30, 2014
    I've just given this a go with 0.3.2 under Linux, and while it works, the head tracking seems to be way too sensitive (by a factor of 4 or something). Thought it might be my code but same thing happens with the demo in the config utility, so I guess I'll have to wait for the new sdk.
    Up and Coming
    July 30, 2014
    "bluenote" wrote:
    IIRC he mentioned that the idea was not to come up with their own approach on visual motion tracking but rather to license some (expensive?) state-of-the-art tracking system.

    From http://www.reddit.com/r/oculus/comments/1z4czn/i_went_to_valve_and_saw_the_future/cfqj7p9 :

    The camera is pretty special, we had to design it from the ground up for low latency high precision motion tracking, not just rebadge a webcam.

    Also they implemented the tracking themselves, look at this presentation from Dov Katz (starts at 27:28) :


    July 30, 2014
    Got my DK2 and connected it to my Mac running SDK 0.3.2. Had to rotate the display in the prefs but it worked for the most part with my Rift project. I've wrapped the DK2 up and put it back in the box until 0.4 Mac SDK releases :cry:
    New Participant
    July 31, 2014
    "contempt" wrote:
    Got my DK2 and connected it to my Mac running SDK 0.3.2. Had to rotate the display in the prefs but it worked for the most part with my Rift project. I've wrapped the DK2 up and put it back in the box until 0.4 Mac SDK releases :cry:


    I have also packed mine away until I can develop for it on the Mac :( Windows and Visual Studio drive me absolutely f*cking insane, and I'd rather just wait it out until there is something for OS X.