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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

    New Participant
    August 7, 2014
    Another voice for the SDK for linux (and OSX)
    New Participant
    August 8, 2014
    I hope someone from the staff could give us an ETA or update or just something... I'm really eager to continue developing my (Linux exclusive) application! :D
    New Participant
    August 9, 2014
    Seriously? Even the website says it supports OS X and Linux. When can we expect this to be available?
    August 9, 2014
    Looks like they're wrapping up the next SDK release for later next week.
    From the comments I've read so far, this should at least mean OSX support. I hope Linux support will be in that release as well, but I'm not sure about that.
    Participant
    August 9, 2014
    Thanks for the reassurance, cybereality -- I'm really looking forward to the updated Linux support! Not only for my own dev efforts, but also (hopefully) so I don't need to reboot into Windows quite so often to try others' programs.

    Please pass on some high-fives to the dev teams, and childishly withhold them from the Executive Delay Conspirators until the update arrives. ;)
    Up and Coming
    August 9, 2014
    There is no ETA for the osx update? does current UnrealEngine version already support DK2 for mac or do you still need to integrate the 0.4 version of the sdk?
    Up and Coming
    August 9, 2014
    Taken from the UE4 4.3 release page:
    NEW: OCULUS RIFT UPGRADE

    Upgraded to new Oculus SDK (0.3.3-pre.1 SDK), with latest goodies!
    Oculus Rift DK2 supported out of the box, with full motion tracking
    New direct rendering path and time-warping, which significantly reduces latency on the device.


    Is this to assume that Epic has access to SDKs that (DK2-paid) developers do not? If that is the case, then this is a bit disappointing. Why can't developers who paid for their DK2's get access to these SDK releases? We are developers, not consumers.

    Assuming that there could be positional tracking support for DK2 on OS X in this 0.3.3-pre.1 SDK, and I'm nearing two weeks without access to positional tracking on my development platform of choice would be aggravating...
    Inspiring
    August 9, 2014
    "mindabuse" wrote:
    Is this to assume that Epic has access to SDKs that (DK2-paid) developers do not? If that is the case, then this is a bit disappointing. Why can't developers who paid for their DK2's get access to these SDK releases? We are developers, not consumers.


    Probably because Oculus doesn't want their SDK to be quite so transparent anymore. All the code for the really tricky bits (sensor fusion, including turning the LED locations from the camera into a 3D position) are now in the runtime and no longer available to developers. The relatively few developers who got access to the version of the SDK with positional tracking are probably bound by NDA's not to discuss the implementation.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
    Up and Coming
    August 9, 2014
    "jherico" wrote:
    "mindabuse" wrote:
    Is this to assume that Epic has access to SDKs that (DK2-paid) developers do not? If that is the case, then this is a bit disappointing. Why can't developers who paid for their DK2's get access to these SDK releases? We are developers, not consumers.


    Probably because Oculus doesn't want their SDK to be quite so transparent anymore. All the code for the really tricky bits (sensor fusion, including turning the LED locations from the camera into a 3D position) are now in the runtime and no longer available to developers. The relatively few developers who got access to the version of the SDK with positional tracking are probably bound by NDA's not to discuss the implementation.


    Or they simply gave early access to Epic to something they'll publicly release later on. It even seems they listed your earlier suggestion of updating the 0.3 SDK to work with the DK2 properly.
    Inspiring
    August 9, 2014
    "ElectricMucus" wrote:
    Or they simply gave early access to Epic to something they'll publicly release later on. It even seems they listed your earlier suggestion of updating the 0.3 SDK to work with the DK2 properly.


    I'm not sure I follow. The 0.3.3 SDK isn't something that's going to be released. It was provided to Epic and probably some others, but not released publicly. I don't see it as likely that they're going to release any more iterations of the 0.3.x SDK. It's possible to get 0.3.2 to work with the DK2, but without positional tracking. That's probably all OSX and Linux developers are going to get until Oculus releases the cross-platform 0.4.x version.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action