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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
    August 9, 2014
    "jherico" wrote:
    "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.

    Then why is it called 0.3.3-pre.1?
    What do you think pre means? Proprietary Release Epic? :lol:

    I'll assume it means preview until somebody tells me otherwise. :)
    Ok, I'll get it - that does not necessarily mean they'll release it to the public, but then I don't get why they would go to such an extent of debugging and extending the 0.3 codebase just for epic.
    Inspiring
    August 9, 2014
    "ElectricMucus" wrote:
    Then why is it called 0.3.3-pre.1?
    What do you think pre means? Proprietary Release Epic? :lol:

    I'll assume it means preview until somebody tells me otherwise. :)


    Good luck with that, but I wouldn't hold you breath. A) Oculus version naming system hasn't been a paragon of logical progression. B) Since 0.3.3-pre.1 was visible in the Epic repository in late June, I'm going to assume that they subsequently decided to move forward publicly with the 0.4.x series, meaning 0.3.x is a dead branch.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
    Up and Coming
    August 9, 2014
    Up and Coming
    August 9, 2014
    I think they integrated an updated SDK (if I'm not wrong, Oculus directly followed the integration), but there are definitely compatibility issues with the SDK 4.0 (https://forums.unrealengine.com/showthread.php?23059-Oculus-Rift-DK2-and-UE4-4-3-problems-with-Oculus-Runtime-0-4)
    Participant
    August 11, 2014
    Bumping this thread as I am facing this issue.
    August 12, 2014
    0.4.1 is up now, woohoo!
    Participant
    August 12, 2014
    Excellent news...!
    For some of us anyway (Sorry Linux bros).

    Interesting to see the complete omission of direct mode for now.
    I did suspect that it might be a little harder to have it behave the same way on a Mac.
    Be curious to know if this is temporary.
    Up and Coming
    August 12, 2014
    Great news, but there goes my excuse for not working on my project before DK2 arrives :)
    DK2, MBP (mid 2010) OSX 10.10.3. Win7 - i5 4670K - GTX770. Java LWJGL 3 OpenGL Experiments: https://github.com/WhiteHexagon
    Participant
    August 12, 2014
    The Oculus Rift and the Oculus SDK currently support Windows, Mac OS X, and Linux.


    From ( http://www.oculus.com/dk2/ )

    Oh great, so Linux developers are now third class citizens.

    Care to comment, Oculus?

    Also, if the drivers stay closed source, my DK2 is going right back. I'm not developing for something that'll become a brick without proprietary drivers.

    The Rift hardware is great. The software continues to be a big disappointment. We badly need an open source driver stack.
    New Participant
    August 12, 2014
    After Installing 4.1 and updating firmware to 2.11 i get an error message 'Incompatible resolution. Please configure the Rift screen to the native resolution.' everything seems correct, what am i not doing?

    UPDATE: So the Oculus uses an extended screen, but for some reason rotates the display -90 degrees. Shame the SDK can't work that one out itself.

    UPDATE2: I still have frustrating display issues wight the SDK. The Tuscany Demo does not seem to know where it wants to display. I'll wait and see what others say.