02-21-2016 06:22 AM
03-21-2016 04:35 PM
"ThreeDeeVision" wrote:
Either Oculus home supports the Vive SDK or it doesn't. The hardware is set in stone and it is up to the software to add support. Sorry if you are new to this sort of thing, but this is really basic programming here.
"Palmer" wrote:
We can only extend our SDK to work with other headsets if the manufacturer allows us to do so. It does not take very much imagination to come up with reasons why they might not be able or interested.
03-21-2016 04:50 PM
"przecinek" wrote:"ThreeDeeVision" wrote:
Either Oculus home supports the Vive SDK or it doesn't. The hardware is set in stone and it is up to the software to add support. Sorry if you are new to this sort of thing, but this is really basic programming here."Palmer" wrote:
We can only extend our SDK to work with other headsets if the manufacturer allows us to do so. It does not take very much imagination to come up with reasons why they might not be able or interested.
Basically Valve never gave Oculus what they need in order to make Oculus Store Vive compatible. And Oculus is not going to create another "OpenVR" platform. But in all fairness, it just wouldn't make any sense for neither Valve nor Oculus to do so.
I'm thinking about performance issues (haphazardly added support for Vive is almost guaranteed to be worse than Rift's naitive support), audio SDK etc. For know we just have to live with separate stores. It's not really a tragedy.
03-21-2016 04:57 PM
03-21-2016 05:19 PM
03-21-2016 05:31 PM
"Percy1983" wrote:"przecinek" wrote:"ThreeDeeVision" wrote:
Either Oculus home supports the Vive SDK or it doesn't. The hardware is set in stone and it is up to the software to add support. Sorry if you are new to this sort of thing, but this is really basic programming here."Palmer" wrote:
We can only extend our SDK to work with other headsets if the manufacturer allows us to do so. It does not take very much imagination to come up with reasons why they might not be able or interested.
Basically Valve never gave Oculus what they need in order to make Oculus Store Vive compatible. And Oculus is not going to create another "OpenVR" platform. But in all fairness, it just wouldn't make any sense for neither Valve nor Oculus to do so.
I'm thinking about performance issues (haphazardly added support for Vive is almost guaranteed to be worse than Rift's naitive support), audio SDK etc. For know we just have to live with separate stores. It's not really a tragedy.
This is basically it as said Oculus want Vive users on the store for more sales but Valve aren't playing.
What I object to is how people keep making out its evil oculus closing off software to block vive when the real block on vive is valve.
03-21-2016 06:49 PM
03-21-2016 07:38 PM
03-21-2016 08:10 PM
"Zoomie" wrote:
I'm not sure I get it.
My limited understanding is that the Rift can use a wrapper to play programs through SteamVR. It doesn't take full advantage of things like asynchronous timewarp and there's a performance hit, but it works. I know it became the only way I could play ED once the 0.8 SDK removed extended mode. Well, at least until 1.0 is released in a week 🙂
If I have that first part correct, is the problem that there's no wrapper to let the Vive, using Steam's OpenVR, play games designed with the Oculus SDK?
I think the heart of the issue is that Oculus feels their SDK performs better than OpenVR. Meanwhile Steam wants Oculus to use OpenVR. Having both headsets on OpenVR would allow Steam to sell EVERY game available for both systems and would probably undercut any profit on the Oculus Store. Since Palmer Luckey has stated that the Oculus profit model rests on selling software, this is obviously a bad plan for Oculus.
The result seems to be a stand-off where unfortunately Vive customers get screwed and can't play Oculus SDK games because Oculus is trying to avoid getting run out of the software business by Steam.
I think Oculus would probably be happy to create a wrapper that allowed Vive users to run Oculus SDK games.
Vive owners buying Lucky's Tale means money in the bank.
So if I have this correct, who do we blame?
03-21-2016 08:18 PM
03-21-2016 08:36 PM
"Zoomie" wrote:
Like I said, I think the explanation was that ED didn't use direct-mode, and they didn't want to go through several iterations of support prior to the stable 1.0 SDK. IIRC the SteamVR workaround was possible because SteamVR hadn't yet implemented direct-mode like Rift 0.7+ had.
There was a pretty massive outcry when people thought it might no longer support the Rift, but the developers put it to rest by assuring everyone they'd support the official CV1 release.
I really encourage Vive owners to try the full breadth of games when you get your headsets. If you only ever try "room scale" and avoid sim or racing games, you're denying yourself some pretty amazing experiences.