Oculus fork still necessary?
Hi,
I'm coming back to Quest development with Unreal, tinkering around again with my pet-project.
When we started that a few years ago, 4.27 was the version one would use, and if you wanted to use things like Application Space Warp, using the Meta fork was a must.
(maybe I should say that I'm targeting Standalone VR, not PC-VR.)
Does this still hold true, though? Or did the changes Oculus made to Epics source code also find their way back into Epics code? What would I be missing out if I went with "plain-vanilla" from Epic instead of the Oculus-fork? Having to build from source is really a PITA, especially if you want to use Linux as a dev environment and not Windows.
Would be happy to hear your comments!
Hauke
