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Participant
January 11, 2016

DK1 Compatibility

Hello,
I'm developing a prototype of a game with the DK1.
Will be compatible with the commercial version of Oculus?

Thanks.
    This topic has been closed for replies.

    4 replies

    Up and Coming
    January 11, 2016
    If you can get the image to show up in DK1 from Unity and everything works as expected, and you're on SDK .8 then yes should be fine for SDK 1.0 and consumer model.
    Participant
    January 11, 2016
    "Stankiem" wrote:
    If you can get the image to show up in DK1 from Unity and everything works as expected, and you're on SDK .8 then yes should be fine for SDK 1.0 and consumer model.


    Thanks!
    Inspiring
    January 11, 2016
    We are still putting together a plan for people to transition from PC SDK 0.8 to 1.X with consumer Rift compatibility. I can't guarantee that 0.8 will work directly with the consumer Rift for more than 1 month after the Rift ships. That means you will probably have to rebuild your app with a 1.X SDK when it's available.

    DK1 should function as a test setup. But there are many major differences between DK1 and the consumer Rift. Be prepared to deal with 2.5x the display pixels, 1.5x the frame rate, low persistence, positional tracking. That means you are going to have to render about 4x as many pixels per second and about 2x as many batches and triangles per second. It will be much harder to hit frame rate.
    Participant
    January 13, 2016
    "vrdaveb" wrote:
    We are still putting together a plan for people to transition from PC SDK 0.8 to 1.X with consumer Rift compatibility. I can't guarantee that 0.8 will work directly with the consumer Rift for more than 1 month after the Rift ships. That means you will probably have to rebuild your app with a 1.X SDK when it's available.

    DK1 should function as a test setup. But there are many major differences between DK1 and the consumer Rift. Be prepared to deal with 2.5x the display pixels, 1.5x the frame rate, low persistence, positional tracking. That means you are going to have to render about 4x as many pixels per second and about 2x as many batches and triangles per second. It will be much harder to hit frame rate.


    Thanks for your detailed answer.
    Yes, my intention is to use DK1 to build the foundation of the game mechanics and then switch to Consumer Version to take advantage from positional tracking and fine tuning graphical aspect + performance.

    My only concern is that developing on DK1 is useless because of the many technical differences with the Consumer Version.