Skip to main content
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
    August 1, 2014
    "jherico" wrote:
    "ElectricMucus" wrote:
    This makes no sense. Isn't OpenGL wider adopted at this point?


    Sadly no, not on Windows which is the platform the the vast majority of games, which is what Oculus is focused on with laser like intensity.


    I can't tell if that is a sarcastic jab at OVR or a real concern. ;)
    Participant
    August 2, 2014
    This image and quote are even more galling now my DK2 has arrived.

    http://www.oculusvr.com/dk2/


    The Oculus Rift is paired with the publicly available Oculus SDK which includes source code, documentation, and samples to help you hit the ground running. The Oculus Rift and the Oculus SDK currently support Windows, Mac OS X, and Linux.


    It would be great to get an update on whats actually going on.
    Is "direct mode" harder to implement under OSX/Linux? Something else?

    I find it funny after the long winded debate over holding back the DK2 shipping until the SDK was ready, we now have a group of second class Oculus users who have hardware, with no meaningful ETA on when we will be seeing software to interface with it.
    Inspiring
    August 2, 2014
    "alexfry" wrote:
    I find it funny after the long winded debate over holding back the DK2 shipping until the SDK was ready, we now have a group of second class Oculus users who have hardware, with no meaningful ETA on when we will be seeing software to interface with it.


    That's because Oculus basically had 4 things to roll out.


    • DK2 hardware

    • Positional tracking

    • Hardware virtualization

    • Direct HMD mode


    The positional tracking and the DK2 hardware kind of had to go out together, because the camera and tracking LEDs are a big feature of DK2. However, they demo'd this functionality months ago at GDC, so it's probably pretty stable.

    The hardware virtualization and direct HMD modes on the other hand seem pretty unstable, as well as pretty thinly tested.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
    New Participant
    August 2, 2014
    Adding my name to those keenly anticipating the OSX SDK. I recieved a DK2 in the first batch but haven't been able to do any development work as of yet. Can't wait to test out VR in my project http://blog.richardwhitelock.com/tagged/intothisWyldeAbyss
    New Participant
    August 2, 2014
    Also looking forward to getting started developing with the SDK 0.4.0 in OSX, as it is my DK2 is just lying there... mocking me.
    Up and Coming
    August 2, 2014
    I am also waiting for the OSX SDK, as thats were I feel most comfortable working and our engines toolchain works best.
    But to be honest I do understand that they priorize the windows version and don´t think that there are any bigger issues with the OSX and Linux versions but that the different platforms have different programming interfaces for the hardware and thus they need different code paths, even though most of the main functionality should be pretty much cross platform.
    I would think that its a matter of three days or something to port that especially because they already got it done in previous SDKs, but who knows, maybe they are rewriting it for better code or something.
    As long as we get OSX and Linux within the next two weeks I am fine with it.
    Up and Coming
    August 2, 2014
    "rsjtaylor" wrote:
    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.


    That's interesting. Is there any trick to get it to work? Does the SDK 0.3.2 world demo and the configuration utility actually "see" your Rift (that is, you have at least rotational tracking in the world demo?)? For me neither works. So my guess was that the SDK 0.3.2 DK2 support was also Windows-only. But if it works for you than there must be something else interfering on my side.
    Up and Coming
    August 3, 2014
    Interesting that the Linux v0.3.2 SDK works with the sensor. OS X did not "out of the box".

    For those interested in trying to get a jump start on functional OS X DK2 development usage, check out the thread I started here:

    https://developer.oculusvr.com/forums/viewtopic.php?f=20&t=11716

    I've found some hacks/workarounds to bring the DK2 up on OS X. I'm still using display rotation + mirroring, but it works with the DK1-style sensors at least...
    Up and Coming
    August 5, 2014
    I managed to get SDK 0.3 demo to work on DK2 but it's horrible. What is the ETA for SDK 0.4 for OSX?
    Up and Coming
    August 7, 2014
    "bluenote" wrote:
    "rsjtaylor" wrote:
    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.


    That's interesting. Is there any trick to get it to work? Does the SDK 0.3.2 world demo and the configuration utility actually "see" your Rift (that is, you have at least rotational tracking in the world demo?)? For me neither works. So my guess was that the SDK 0.3.2 DK2 support was also Windows-only. But if it works for you than there must be something else interfering on my side.


    I just plugged it in & restarted (ubuntu 12.04) and I could see it in the config utility identified as a DK2.

    Both the config utility demo and my application worked with the DK2 and had rotational (not position) tracking, but it was way off. I think the lens distortion was wrong as well.

    I didn't actually bother plugging the camera in, maybe that was the problem. This was also before I'd access to a windows machine, so it was on the firmware shipped with the DK2 rather then the updated firmware, and I've previously been working on the DK1 so there might be some config left floating around from that.

    Haven't been back yet as now how a working windows dev environment, so not sure if the firmware update made things better / worse / had no effect.