Thanks! Quick Q: does Elite simply "work" with 0.6 or does it actually use 0.6?
Great question for clarification, as
newsletter 77 stated that SDK 0.6 was incompatible with ED too.
If ED had SDK 0.6 support/features, runtime 0.7 would work for us, as each runtime is compatible with the prior SDK version.
I suspect Zac's statement should really be "Elite: Dangerous 1.4 does continue to work with Oculus
Runtimes 0.5 and 0.6, but we continue to ask that players do not upgrade their Oculus
Runtime beyond 0.6 if they want to continue to play Elite: Dangerous".
Edit: a fair few of the /r/Oculus Redditors are guessing that the issue lies with Cobra's rendering pipeline, theorising that it doesn't play by the book with the D3D buffers - and cite gpu-driver-level AA not working as tangential proof of this. The recent Oculus SDKs require Direct Mode to work, which is buggy as hell in ED using 0.5/0.6 runtimes.
The Vive SDK meanwhile uses Extended mode. How long for?
Another statement clarifying these details would clear things up, even if it's "Direct Mode doesn't work due to our custom engine doing 'render-thingy' in D3D which their SDKs don't like. Either Oculus re-enables Extended mode, adds compatibility for 'render-thingy', or we're forced to recode our engine and remove/rewrite 'render-thingy' (thereby fixing gpu-driver-level AA as a bonus) which'll take, say, 6 months. We'll keep you posted."