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February 5, 2015

New Mac Pro (late 2013) - Any issues?

Hi, are there any issues doing DK2 / Unity development work using the latest Mac Pro?

Apparently that setup meets the requirements listed in the FAQ but I'm a bit unsure about the whole 60Hz / 75Hz / judder issue which seems to pop up in several posts.

How does the device work in a multi-monitor setup?

I have no idea what the refresh rate of my monitors are in either case.

Thanks!
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    14 replies

    February 20, 2015
    Just following up on my own topic. So, the good news is that it does actually work on a Mac Pro. I've tried a number of demos and also tried the Unity SDK with Unity 5.0.

    I initially had a lot of difficulty trying to get the camera to turn on. I did finally get it stable but can't say what did the trick. Probably something to do with the USB hub / web camera interaction; not sure though because even after those were disconnected it still did not work immediately. Perhaps a reboot did it?

    The Unity SDK itself is very easy to use and just works - that part is great. The bad part (really bad), is that you can't test inside the Unity editor on a mac; at least as far as I can tell. You have to build your app then run it. Does anyone have a solution to this when developing on a mac?

    So, now that I've played around with it and understand what direct mode actually means. The current method where your displays flash off when the Rift is turned on and then lose control of your desktop is annoying. Will 'Direct mode' be supported on the Mac for a future update or at the very least the consumer version?
    Up and Coming
    February 20, 2015
    Glad to hear its working. What is performance like?

    Have you tried this script
    http://www.reddit.com/r/oculus/comments ... ty_script/

    Not too sure if it works on Mac.
    February 20, 2015
    "SAOTA" wrote:
    Glad to hear its working. What is performance like?

    Have you tried this script
    http://www.reddit.com/r/oculus/comments ... ty_script/

    Not too sure if it works on Mac.


    What is a good way to test performance? The Mac Unity Tuscany demo runs @ 75fps. However, it's a really simple scene.

    On the Unity forums other developers were stating that Unity works for them just by pushing 'Play'.

    I tried the script. I think it's dependent on the order of your connected displays (I have two displays). I modified it and it sorta works; but it doesn't go full screen (I can see the edges of the desktop while wearing the Rift). It also exhibits the "judder" issue and I'm not sure why.
    Up and Coming
    February 28, 2015
    Unity should run when play is selected. I don't believe Unity 5.0 supports the Oculus SDK though. If on Unity 4 and seeing a black screen often a restart will remove this.

    A good article on Mac performance was created by Holden Link on A Night at the Roculus. He shows that only one Mac set-up could run the game at 75fps.

    There doesn't seem to be a consistent way to benchmark yet. There are a few vendors out there starting this on PC, but none on the Mac side that I've seen.
    Cubicle Ninjas Custom VR App Development Guided Meditation VR for Rift, Gear, and Go