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OSX and Linux

jackwilliambelljackwilliambell Posts: 11
edited May 2013 in PC Development
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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Comments

  • jrsajrsa Posts: 2
    If you look on the landing page of the Dev Center, it does say something about OSX and Linux support being on the way, but I too would like to hear something definitive about this. That said, I can hardly wait to start using the SDK when it arrives, so it looks like I'll have to set up a windoze box for the time being :)
  • qevlhmaqevlhma Posts: 1
    Rough ETA would be wonderful. Thanks.
  • vikMagevikMage Posts: 3
    Great to know OS X support is incoming. Only a matter of time now...
  • imronimron Posts: 1
    The SDK Overview PDF also mentions:
    If you are looking for a portable VR workstation, we’ve found that the Nvidia 650M inside of a MacBook Pro Retina provides enough graphics power for our demo development.

    So if they're using Apple hardware, hopefully the software will be soon to follow.
  • snielsensnielsen Posts: 2
    Virtual Boy (or Girl)
    I got libOVR to build on OS X just fine with Xcode (needed a few little adjustments). Don't know if it will work yet though. In the middle of integrating it into my friend's game engine. If things look like they are working I can post the .xcodeproj file.
  • snielsensnielsen Posts: 2
    Virtual Boy (or Girl)
    On further inspection it does look like there is a lot of stuff missing for OS X. Some stuff is partially implemented but I don't know how far off it is from functioning. I am going to keep digging.
  • nrpnrp Posts: 10
    Don't worry, "- OS X, Linux platform support " is at the top of our Upcoming Features list for a reason! We care about these platforms, and some of us here at Oculus use one or the other as our primary development machines.
  • I'd like to see linux support as soon as possible as well. I didn't have the time yet to dive into the SDK (and my Rifts aren't shipped yet) so does anyone has looked into it and can tell us how much is missing?
  • msatmsat Posts: 61
    How much of the SDK is OS dependant? Without being able to download it atm, is it safe to assume most of it is HID/USB-related OS calls? If so, I'd just like to mention a cross-platform (Win, OSX, Linux) open source HID interface library aptly named HIDAPI with very permissible licenses (http://www.signal11.us/oss/hidapi/). Since you would need to write code to support those other OSes anyway, it might make sense (and save time) to just build the current SDK on top of that and cover all grounds in one shot.
  • 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.

    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 !
  • cyberealitycybereality Posts: 21,760 Oculus Staff
    OSX and Linux support is a goal for us, it just wasn't ready for the launch. We hope to have support soon, but we don't have a firm release date yet. But we're working on it.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
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  • steevesteeve Posts: 41
    Lawnmower Man (or Woman)
    Guys, chill. If you look at the sources, pretty much all the code for Linux/OSX is there. Maybe buggy/not tested enough, but it's there.
    Some dude here even got it to build....
  • nrp wrote:
    Don't worry, "- OS X, Linux platform support " is at the top of our Upcoming Features list for a reason! We care about these platforms, and some of us here at Oculus use one or the other as our primary development machines.

    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.
  • usb420usb420 Posts: 291
    I'm running the demos in bootcamp on my 2008 imac and getting around 15fps.

    does that help with your decision to buy a new computer?
  • JayJay Posts: 84
    Lawnmower Man (or Woman)
    usb420 wrote:
    I'm running the demos in bootcamp on my 2008 imac and getting around 15fps.

    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?
  • petereptpeterept Posts: 167
    Art3mis
    Hi.

    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.
    Check out my Unity VR development blog:
    http://talesfromtherift.com
    @peterept
  • JimiJimi Posts: 9
    It looks like support is already on the way. Taking a look at libOVR, files are prefixed with their designated OS:
    OVR_Linux_DeviceManager.cpp
    OVR_Linux_DeviceManager.h
    OVR_MacOS_HMDDevice.cpp
    OVR_MacOS_HMDDevice.h
  • nesqinesqi Posts: 5
    Virtual Boy (or Girl)
    nrp wrote:
    Don't worry, "- OS X, Linux platform support " is at the top of our Upcoming Features list for a reason! We care about these platforms, and some of us here at Oculus use one or the other as our primary development machines.

    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.
  • JWBJWB Posts: 8
    Mark another down for Linux support please. I would have submitted my pre-order last night if I hadn't signed up for the Developer Center and realized Linux support wasn't already available.
    OSX and Linux support is a goal for us, it just wasn't ready for the launch. We hope to have support soon, but we don't have a firm release date yet. But we're working on it.
    That's encouraging. Enough so to illicit an, "Eff it, I'll just order one", which just went through.

    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.
  • JWB wrote:
    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.

    I don't think a Pi has the horsepower, either CPU or GPU, to support the Oculus.
  • ataveneratavener Posts: 135
    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.
  • bfozbfoz Posts: 3
    Virtual Boy (or Girl)
    msat wrote:
    If so, I'd just like to mention a cross-platform (Win, OSX, Linux) open source HID interface library aptly named HIDAPI with very permissible licenses (http://www.signal11.us/oss/hidapi/).

    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. :) It'll give me something to do while I'm waiting for the Mac version of the SDK.
  • heshamhesham Posts: 113
    Lawnmower Man (or Woman)
    JWB wrote:
    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.

    I don't think a Pi has the horsepower, either CPU or GPU, to support the Oculus.
    What's interesting though is what might be done if you cache the distortion coordinates in a texture as discussed in another thread, it might have enough power then for simpler scenes.
    Ibex 3D VR Desktop for the Oculus Rift: http://hwahba.com/ibex - https://bitbucket.org/druidsbane/ibex
  • jordonpjordonp Posts: 13
    You can get similar systems to the Raspberry Pi that have more power.
    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.
  • JWBJWB Posts: 8
    JWB wrote:
    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.

    I don't think a Pi has the horsepower, either CPU or GPU, to support the Oculus.

    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.
  • Well,

    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.
  • martinPmartinP Posts: 34
    Is there at least some rough estimate? like, at the the beginning of May SDK for OSX and then one month for Linux SDK?
  • sthsth Posts: 113
    Lawnmower Man (or Woman)
    martinP wrote:
    Is there at least some rough estimate? like, at the the beginning of May SDK for OSX and then one month for Linux SDK?
    viewtopic.php?f=26&t=130#p1157
    mikeant wrote:
    Thank you everyone for your suggestion to help with Mac! The fact is we are actually pretty far along with OSX port (the accidentally released Mac source files are not representative of our progress as work is being done in a different branch). Multiple OS support required redesign of HID interface to be portable, as well as OpenGL/platform framework for demos. These changes are extensive enough that external contributions would be tricky to integrate at this point, although we might ask for community support on future ports :)

    In terms of the timeline, we can't promise an exact date, but at this point we are hoping to release OSX support by the end of April.
  • dagitdagit Posts: 2
    Is it possible to get a snapshot of the OSX support even if it isn't finish yet? I just want something that builds on OSX so that I can figure how to incorporate the SDK into programs I'm writing. Since I don't have a rift yet, it doesn't need to work perfectly. I need to get started on Monday. Am I out of luck?

    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.
  • cyberealitycybereality Posts: 21,760 Oculus Staff
    OSX support is coming very soon. Sorry for the wait.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
    PowerColor RX 480 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
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