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October 31, 2014

Oculus unhelpful to small developers?

So I'm making a program for the rift, using Game Maker studio. It does not natively support the rift but there is a community extension, which I have even contributed a tiny bit to myself: http://www.gmoculus.com

We have standard client rendering working, but not direct-to-rift SDK rendering, which would be a much better solution because of lower latency, automatic updating with the sdk, and because we are missing a lot of features in our own rendering, like chromatic aberration.

The reason we have not gotten sdk rendering to work is because neither me or the main extension developer are very experienced in c++ and certainly not directx. But I think we've got the bulk of the work done, if someone knowledgeable would step in and help I'd think they could get it working pretty quickly. So I thought I'd email oculus and see if they could help, because who knows their SDK better than themselves, and I would have thought they would be very eager to help enable as many developers as they can. Instead I got this rather template-looking rejection:

Hello Gitle,

Thank you for taking the time to email us, we appreciate your support.

We don't currently support third-party applications or development engines, we only support Unity and Unreal.

You can visit the forums to see if other developers in the Oculus community are working on projects using the same engine at:

https://developer.oculus.com/forums/

I would also suggest getting into contact with the developer that created the extension and working with them to integrate it more seamlessly with the Oculus SDK.

I apologize I am unable to do more.

Hope this helps,

[***]
Oculus Support


I understand Oculus is busy, but I don't understand why they won't delegate some time to problems like this. Surely we can't be the only indie developers who are having a bit of trouble integrating oculus support into their programs, it seems obvious that oculus would want to focus on helping them and thus getting as many programs (and even whole engines as in this case) with rift support working as possible, in this critical product phase.

Just another example I can think of is the lunar flight developer, from what I understand he's been struggling with integrating dk2 support for a long time (was incidentally fixed in the last sdk though, I hear).

Are developers that are either 1) not AAA-sized or 2) not using unreal or unity basically ignored? It's a bit disappointing.

    27 replies

    Up and Coming
    November 4, 2014
    "tmason101" wrote:
    "Lane" wrote:
    The Developer forum is not Developer-centric. I generally dislike visiting the forum and only do so if I must, I don't even maintain my game thread anymore.

    Unity and Unreal are the two most common indie engines for 3d games. Supporting GameMaker directly seems like a stretch to begin with, even more so at this point in time.


    That's fine, but we are not really talking about supporting an engine, we are talking about support for the SDK.

    As it stands now we can't get a simple OpenGL example to work reliably in "Direct" mode, which is the recommended mode.


    Thats doesn't really seem like what the OP is talking about.
    Brevis / DevBlog Twitter
    Up and Coming
    November 4, 2014
    "Lane" wrote:

    Thats doesn't really seem like what the OP is talking about.


    I'll agree with the fact that the OP wasn't directly talking about that, but here is what is relevant from the OP:

    "GrixM" wrote:
    We have standard client rendering working, but not direct-to-rift SDK rendering, which would be a much better solution because of lower latency, automatic updating with the sdk, and because we are missing a lot of features in our own rendering, like chromatic aberration.


    This is the EXACT issue that a lot of folks are experiencing with OpenGL and "Direct" mode, including myself.

    So, the core issue seems to be shared across many OpenGL type setups who are attempting "Direct" mode with the SDK.

    Not just a one off issue with a single game engine.
    Up and Coming
    November 4, 2014
    "tmason101" wrote:
    "Lane" wrote:

    Thats doesn't really seem like what the OP is talking about.


    I'll agree with the fact that the OP wasn't directly talking about that, but here is what is relevant from the OP:

    "GrixM" wrote:
    We have standard client rendering working, but not direct-to-rift SDK rendering, which would be a much better solution because of lower latency, automatic updating with the sdk, and because we are missing a lot of features in our own rendering, like chromatic aberration.


    This is the EXACT issue that a lot of folks are experiencing with OpenGL and "Direct" mode, including myself.

    So, the core issue seems to be shared across many OpenGL type setups who are attempting "Direct" mode with the SDK.

    Not just a one off issue with a single game engine.


    There's a rather exhaustive thread about it here.
    Brevis / DevBlog Twitter
    Up and Coming
    November 4, 2014
    "Lane" wrote:

    There's a rather exhaustive thread about it here.


    That thread is about people have problems with the HARDWARE doing direct-mode. The information that OP and Tmason101 requests is about how to make your own engine integration support direct-mode.

    The following thread is trying to solve that. But there is no clear solution yet:
    viewtopic.php?f=20&t=14397
    Up and Coming
    November 4, 2014
    There have been at least three (3) separate threads started on this issue.

    At this point, folks, if you won't join us in asking Oculus to support their SDK at least stop concern trolling threads and just move to another thread.

    It's obvious that there is some underlying issue and that we need Oculus to look at it.
    Up and Coming
    November 4, 2014
    "tmason101" wrote:
    There have been at least three (3) separate threads started on this issue.

    At this point, folks, if you won't join us in asking Oculus to support their SDK at least stop concern trolling threads and just move to another thread.

    It's obvious that there is some underlying issue and that we need Oculus to look at it.


    Sorry, let me lay this out. I'll use text formatting since it seems to be your favorite and you like calling people trolls.

    Deal with it, Mr.Badass.
    Brevis / DevBlog Twitter
    Up and Coming
    November 4, 2014
    "pixelminer" wrote:
    "Lane" wrote:

    There's a rather exhaustive thread about it here.


    That thread is about people have problems with the HARDWARE doing direct-mode. The information that OP and Tmason101 requests is about how to make your own engine integration support direct-mode.

    The following thread is trying to solve that. But there is no clear solution yet:
    viewtopic.php?f=20&t=14397


    Pixelminer, have you tried my code example? viewtopic.php?f=20&t=16454

    Just curious if perhaps my code example works for you instead in "Direct" mode.

    I know it worked for some people so maybe it works for you.

    Let me know.
    Up and Coming
    November 4, 2014
    "tmason101" wrote:

    Pixelminer, have you tried my code example? viewtopic.php?f=20&t=16454


    Sorry, I have not. My integration is done with OpenSceneGraph (OSG), a high level interface built on top of OpenGL. I am trying to get the integration done without changing to much of the rendering internals inside OSG. I have succeed to get client distortion rendering up and running in extended mode. But I cannot get SDK distortion rendering to work at all. I have created a special thread explaining with my issues:
    viewtopic.php?f=17&t=16679

    I do not expect that anyone from Oculus will help me with my specific problems. But If the documentation had been better I might have solved this on my own. Right now it is hard to say what I am doing wrong.
    Up and Coming
    November 4, 2014
    "pixelminer" wrote:
    "tmason101" wrote:

    Pixelminer, have you tried my code example? viewtopic.php?f=20&t=16454


    Sorry, I have not. My integration is done with OpenSceneGraph (OSG), a high level interface built on top of OpenGL. I am trying to get the integration done without changing to much of the rendering internals inside OSG. I have succeed to get client distortion rendering up and running in extended mode. But I cannot get SDK distortion rendering to work at all. I have created a special thread explaining with my issues:
    viewtopic.php?f=17&t=16679

    I do not expect that anyone from Oculus will help me with my specific problems. But If the documentation had been better I might have solved this on my own. Right now it is hard to say what I am doing wrong.


    Right.

    At this point if Oculus could produce a simple working one page example of "Direct" mode rendering with OpenGL it would go a long way to help alleviate the problems.

    At this point we have nothing to compare against in terms of OpenGL. I don't mind at all taking such an example, if it were to exist, and extrapolating it to a larger project. That would be my responsibility.

    But it sucks, to put it mildly, when we can't get the recommended mode to work with OpenGL reliably.

    We need to keep being noisy so that Oculus responds to this with a fix or an example.
    Up and Coming
    November 4, 2014
    A regularly updated sticky of known SDK issues, or somewhere we could get a simple yes/no on whether a problem is a known issue would be really useful.

    I can totally understand concentrating effort on major engine/aaa dev houses though.