The argument was- SDK 0.5 has linux support, and will allow you to
continue development/utilize content created with that SDK- Support for
Mac and Linux us currently held on SDK 0.5. Versions beyond 0.5 Do not
have Linux or Mac support. To continue u...
I understand that officially it's experimental and only tested with
nvidia.In fact it does not work with mesa and I am interested
why.Running stuff doesn't show much:./OculusWorldDemo_x86_64_DebugDebug:
[NetClient] Connected to a server running versi...
CrashFu said:a whole lot I disagree with"Palmer Luckey himself has
stated very recently that Oculus Home will NOT be exclusive to Oculus
hardware."What Palmer Luckey says is rather irrelevant. He sold the
facebook deal to the community saying the Rif...
CrashFu said: Every VR game built around the use of Vive wands that
doesn't offer a viable alternate control scheme or have official support
for Touch controls is a Vive exclusive.Your fundamental mistake is that
games and applications are NOT exclus...
kojack said: Very true, platform lockin was a side effect. But back then
(20+ years ago) nobody else was putting forward a solution. OpenGL
didn't care about gaming, they were on workstations. For a while the
best OpenGL support you could expect from...
Well, the Vive has some rudimentary support but it's not completely
ready yet:
https://www.gamingonlinux.com/articles/first-steps-with-openvr-and-the-vive-on-linux.7229There's
also an interesting comment:
https://www.gamingonlinux.com/articles/first-...
Well, I haven't looked too much into it myself other than the
core/compatibility profile mess.But I have seen this
https://github.com/sensics/OSVR-RenderManager/pull/74 that seems to go
into that direction with the corresponding bug report:
https://g...