Signed up just to comment on this. Is there a big reason not to simply support 0.6, since it at least allows for backwards compatibility (for now) w/0.7/0.8?
Extended mode.
E: D requires it, and it was removed in 0.7 and all subsequent SDKs.
Signed up just to comment on this. Is there a big reason not to simply support 0.6, since it at least allows for backwards compatibility (for now) w/0.7/0.8?
Extended mode.
E: D requires it, and it was removed in 0.7 and all subsequent SDKs.
It's all about whether they can make ED play ball with SDK 1.0 I guess and that we just don't know, sadly.
Has anyone really explained what the technical issue is at play here?
I get that it is Frontier's own 3D engine but what is so different between extended vs direct mode that would cause their engine to be so inefficient?
Are there libraries they might be tapping into that are not available in direct mode?
There's also the QA concern: with the Vive, FD can QA against the experience that they know the consumers will get when it's released. They can't, or at least haven't been able to, do that with the Rift - but it seems that's about to change and I wouldn't be surprised if we get an announcement soon from FD offering a more positive outlook on this front soon(tm).
In short, it changes how the Rift is 'surfaced' to the application, pushing awareness of the HMD into the driver itself, and requires additional support from the graphics driver developers (which both NVidia and AMD did early on in August last year).
I don't actually believe that getting support from ED is a massive technical challenge to FD - the problem was that Oculus specifically said that in the migration from 0.6->1.0 they would only guarantee support for the most recent version each time.
This kind of statement from a hardware manufacturer rings alarm bells for development teams - especially those of a product with an already large player base - it's basically saying that if you spend money on development, you'll still have to spend more later, because things will change.
Then there's the increased cost and drag of support when players come along saying it no longer works after downloading the latest SDK... It all adds up to a huge waste of time on FDs part.
Better to wait till the SDK is definitely stable, then invest the time and money in developing support for an actual working platform.
There's also the QA concern: with the Vive, FD can QA against the experience that they know the consumers will get when it's released. They can't, or at least haven't been able to, do that with the Rift - but it seems that's about to change and I wouldn't be surprised if we get an announcement soon from FD offering a more positive outlook on this front soon(tm).
To a degree, perhaps that is reversed now? Oculus SDK1.0 is out for developers and final hardware is in the hands of devs (or should be) who need it... apparently. The Vive has a "very, very big breakthrough", which we know nothing about yet. So Oculus is currently the "stable" system, in effect. It might be the case that the Vive breakthrough is no issue to developers, or a trivial thing, of course.
That's what we must hope for, yes!
On the big breakthrough, I reckon - not entirely off my own back, I saw it suggested on one of the tech sites - that it'll be wireless capability.
In theory that shouldn't actually alter the way a developer hits the Vive - it should all be done through the driver's abstraction layer.
Or you could log in to Kickstarter to find out.I can't actually remember if I did the kickstarter or if I just ordered the DK1... So I'm gonna pre-order one anyway
Any further updates on this guys?
I'm holding off ordering the Oculus Rift until it's supported by ED. The DK2 had it's issues but the game was amazing even with the lower resolution.
Thanks!