I am very disappointed to find the SDK is MS Windoze only. :-( I currently avoid using that OS and do not have it installed on any of my personal systems.
When can we expect OSX and Linux versions of the SDK? On the one hand I want to dive into this. On the other hand I don't want to have to buy and install an OS I have very strong feelings against in order to do so.
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So if they're using Apple hardware, hopefully the software will be soon to follow.
You are not alone and I think that Windows is way over bought by companies ... In the case of the rift windows might be the smallest set of clients !
Anyway, there should be some official responses about this very soon but the focus in Windows and even DirectX is a bit frustrating.
Let's wait for feedback at least for now !
PowerColor RX 480 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
Some dude here even got it to build....
Thing is, you still can't say when support will be available. Right now I need to decide if I need to buy a new computer. And I do not want to do so.
So you say 'don't worry'. But your answer doesn't help me one bit.
does that help with your decision to buy a new computer?
Well, i'd certainly advise *you* to buy a new computer. Were you expecting better results from a 5 year old computer?
Not a full SDK: but I posted a fake OculusPlugin to the Unity 4 forum area. It allows you to build Unity apps on your Mac - it does not have any of the USB code - so no gyro. Once the real SDK comes a long it just replaces the fake plugin.
https://developer.oculusvr.com/forums/viewtopic.php?f=37&t=114&p=1436#p1436
Atleast it allows me to build & test my game on my Mac for now.
I haven't got my Rift yet, so not sure if you can just plugin the Rift to the mac to see the video out, or if you need USB functional to enable the video.
http://talesfromtherift.com
@peterept
OVR_Linux_DeviceManager.cpp
OVR_Linux_DeviceManager.h
OVR_MacOS_HMDDevice.cpp
OVR_MacOS_HMDDevice.h
Why not just release it? If it works for you to do development with I'm sure that the community could make use of it. I think OculusVR would gain allot of going open source all the way and adopt the open source mentality/mindset.
After all this is a developer kit with the purpose of bringing forth all the problems and possibilities with this new technology. I would say that is best done collaboratively. The sooner we start working as a team the better the results.
What's the power consumption of the device? The official unboxing video mentions a 5V power adapter, and a testing video also mentions (YouTube) the adapter is 1.5 amps: so the device is drawing at 7.5 Watt hours, correct?
My initial interest is pairing the Rift with a Raspberry Pi, a wireless module (none of which I have yet), and the X Window System's client-server ability for quite the mobile experience. Hopefully, porting an existing window manager will be trivial.
On the topic of porting, Valve gave a talk: Porting Source to Linux: Valve's Lessons Learned (YouTube; 55:47) and released their slides (PDF), which may be helpful to those of us interested in trying to build the SDK before official support.
I don't think a Pi has the horsepower, either CPU or GPU, to support the Oculus.
I think it has enough for simple scenes, say N64 complexity, or a virtual window manager. I think there's plenty of fun to be had at that level with a hardware hackable walkabout device + HMD.
I imagine the Oculus team already has a solution for this, but I'll go ahead and throw my own library into the ring: https://github.com/bfoz/libhid
I never got around to finishing support for Linux because I mostly use Macs these days, but it wouldn't be hard to do. Of course, I'd be more than happy to fix up anything that Oculus needs fixing.
I was thinking of buying one of these to play with(not using the rift)
http://www.hardkernel.com/renewal_2011/products/prdt_info.php?g_code=G135341359084
It has about the same specs as a galaxy S3 and runs android or ubuntu.
More expensive though($69), but still pretty good for what you get.
It even comes with casing!
Can't vouch for the quality though, but it's been mentioned on big tech news sites.
That's certainly a possibility. As others have mentioned, it will likely depend on the complexity of what's being attempted: therein lies the importance of the X Window System's client-server model. I concede my technical familiarity with xorg is substandard, but I think it will be possible to do most of the heavy lifting on a support system (a main PC), and then present the window to the Raspberry Pi for display. In the best case scenario, the Pi and support PC would (automatically) coordinate their hardware capabilities to determine what should be computed where.
This isn't my only interest in the Rift by any means. I'm sure all of our imaginations are running wild with the possibilities: I'm hoping to tackle several ideas at once with this initial project. Integration with something like salome-platform on the support PC would be ideal. The Pi, obviously, isn't necessary for integrating the Rift into existing software, but I'm intrigued on how best to coordinate such a setup.
On the software integration side: it would be simplest to pass the window to a window manager compatible with the Rift, and update the software's 3D viewport (e.g., Blender) to be cognizant that a stereoscopic output is present. The proper thing to do, however, would be to tailor an interface for a display like the Rift.
A window manager makes for a quaint playground to toy with these possibilities.
If you are interested in a portable computer to plug with the Rift, parallella might be an alternative .. It has potential to process larges amount of data and could potentially drive exceptional framerates for simple models.
I don't need the library to work yet as I don't have my rift yet. So I suppose if push comes to shove, I can use #ifdefs to get rid of all the Windows specific code and write a makefile so that I can build my wrapper around the platform agnostic API. It just seems like an unfortunate way to work.
PowerColor RX 480 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV