Skip to main content
Up and Coming
March 25, 2014

Will the DK2 SDK work with the DK1?

I'm curious after the DK2 ships for those of us that plan on skipping it will we be able to update to the newer SDK and still test/develop with our DK1 (until CV1 release) or will it be incompatible?

    8 replies

    Inspiring
    March 26, 2014
    "Lane" wrote:
    I'm curious after the DK2 ships for those of us that plan on skipping it will we be able to update to the newer SDK and still test/develop with our DK1 (until CV1 release) or will it be incompatible?


    I can't imagine that it wouldn't be. If you look at the Unreal Engine source code, they have a number of places in their code where they switch on a preprocessor definition OVR_VISION_ENABLED (or something like that), so that it can be built either for existing SDK versions or for the prototype I assume they were using to create some of the GDC and E3 demos Oculus has shown. If the 0.3 version of the SDK is anything like the code that's present in UE4, then it looks like SDK clients will be able to query for a camera device, just as today they query for a SensorDevice objects. It will be up to applications to behave in a sane way if the device isn't present, but I'm sure it will still work with DK1.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
    Up and Coming
    March 26, 2014
    New SDK will, old demos made with the old SDK will need to be updated. (wont be hard to port apparently)

    I would give you a source but i would have to google it, anyway, I think nate said it.
    Backer "Have faith." -Palmer Luckey
    Up and Coming
    March 26, 2014
    The new SDK is being released well before the new DK, so it must work.
    Inspiring
    March 26, 2014
    "Frito" wrote:
    New SDK will, old demos made with the old SDK will need to be updated. (wont be hard to port apparently)

    I would give you a source but i would have to google it, anyway, I think nate said it.


    He's asking about new SDK compatibility with the old Rift, not old software compatibility with the new Rift.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
    Up and Coming
    March 26, 2014
    "jherico" wrote:
    "Frito" wrote:
    New SDK will, old demos made with the old SDK will need to be updated. (wont be hard to port apparently)

    I would give you a source but i would have to google it, anyway, I think nate said it.


    He's asking about new SDK compatibility with the old Rift, not old software compatibility with the new Rift.


    Oh, thought that was obvious with 75.000 sold units :D
    Backer "Have faith." -Palmer Luckey
    Up and Coming
    March 26, 2014
    "jherico" wrote:
    "Frito" wrote:
    New SDK will, old demos made with the old SDK will need to be updated. (wont be hard to port apparently)

    I would give you a source but i would have to google it, anyway, I think nate said it.


    He's asking about new SDK compatibility with the old Rift, not old software compatibility with the new Rift.


    I think you misunderstood. When a SDK is updated, your application sometimes needs to be updated with it (new functionality, deprecated methods, function parameter changes, ect...).

    Anyway, there is a greater chance to have the DK1 being supported by the new SDK, than the other way around (DK2 supported by the old SDK). In any case, there isn't reason to doubt that either cases will work. But it's always best to keep your software up to date with SDK development.

    I think of it as a GPU device driver. New drivers always have to support old hardware (up to a point). How games support old hardware is a different proposition. You may find that the HUD elements aren't working as well from a VR viewpoint on an older, lower resolution device, for example.
    DK1 FREAK ...
    Inspiring
    March 26, 2014
    "obzen" wrote:
    I think you misunderstood. When a SDK is updated, your application sometimes needs to be updated with it (new functionality, deprecated methods, function parameter changes, ect...).


    I understand just fine. When he's asking if DK1 will work with the new SDK, it's implicit that he's going to be building and/or updating applications to run with the new SDK. He just wants to know if those applications will then still work on the Rift DK1
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
    LaneAuthor
    Up and Coming
    March 26, 2014
    "jherico" wrote:
    "obzen" wrote:
    I think you misunderstood. When a SDK is updated, your application sometimes needs to be updated with it (new functionality, deprecated methods, function parameter changes, ect...).


    I understand just fine. When he's asking if DK1 will work with the new SDK, it's implicit that he's going to be building and/or updating applications to run with the new SDK. He just wants to know if those applications will then still work on the Rift DK1


    Yes, I would like to know if there would be any breakdown with using the new SDK with a (depreciated) DK1 in the dev process.

    And clearly, new features wouldn't work on the dev end but will it still perform as it previously did in the old SDK?
    Brevis / DevBlog Twitter