Oculus 0.7 SDK update

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.
 
Extended mode.

E: D requires it, and it was removed in 0.7 and all subsequent SDKs.


That may be one of the reasons but I never use extended mode. In my configuration, extended mode causes horrible black blur and Nvidia driver crashes to the desktop during jumps. Running SDK 6 and everything works fine if running direct to rift mirrored to my desktop.
 
Any updates on this?
Oculus Rift pre-sales are in 2 days time, 6th Jan...should I...shouldn't I...that is the question.
My DK2 still works, which is great.
 
My question is whether Frontier have gotten access to the v1.0 SDK that's been released to developers looking to ship for CV1 release. Ideally, they should have the ability to tell us now if they'll have v1.0 native support for the SDK.

And, perhaps more importantly, if they won't be able to get native v1.0 support, for those who want to make a purchasing decision on that. I'd expect a lot of upset people if they know that 1.0 isn't compatible but don't tell us before pre-orders open...
 
Yeah would be nice to know if ED will support the Rift when it releases. I guess there will be EvE: Valkyrie until it does :)
 
FD should actually have the final hardware, and SDK 1.0, in their hands already. Oculus/Palmer put out a tweet that developers who were "imminently shipping" would have priority for the final hardware and, considering ED is beyond even "imminent", they should have the gear by now. 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?
 
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.

Yes, this is literally the case. I wish this could be put right into the OP so the same question doesn't keep getting asked over and over.
 
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?

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).
 
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.
 
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).

Thanks for the detailed response. Thats right I vaguely recall that being mentioned at the time.

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.

Yeah it makes sense not to waste time trying to hit a moving target when trying to resolve issues.


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).

Fingers crossed they know where the issues are and are prepared to resolve them now that 1.0 has been locked in.
 
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.
 
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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.

Really? Wireless? So extra weight for a battery, frequent charges, meh, that's not "very, very big" IMHO. I guess for those wanting the stand up experience it would be, but I reckon 99% of my VR gaming will be seated experience so the single wire (as long as it's long enough) is a non issue for me. Conversely the battery weight and charging annoyance, would be. Obviously many will like wireless, of course.

And yes, if it is that, then it won't have any impact on developers - unless Valve demanded they put in a "low power use mode" or something but that is incredibly unlikely.
 
So the long and short of it is to NOT buy the Rift CV1 and wait to see what HTC/Steam deliver at some point in 2016.

What a shame :( I was really looking forward to getting CV1 and VRing ED :(
 
Well, there is supposed to be a ground breaking tech break though announcement tmrw regarding the Vive. Could be interesting.
Vive is an April release.
I hope Frontier can clarify on OR before 4pm tmrw :)
 
Anyone who bought into the DK1 kickstarter will be getting a free Rift anyway :)

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. I think the Rift will be better visually than the Vive - just something about the different lens shapes and the fact that the screens will almost certainly be made by Samsung.

I agree, too - I have very little interest in walk-about VR - I have a decent-sized house and I don't have the room, and there's no way the lighthouse things will ever have enough WAF to be suitable 'ornaments' in my house!
 
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!
 
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!

Dude if you wait any longer you will be on the back order list for next year delivery :)
 
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