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As far as I can tell none of the vendors are pursuing that sort of aggressive vendor lock. You can distribute binaries through whatever method you wish and have
by errantspark 10y ago
As far as I can tell none of the vendors are pursuing that sort of aggressive vendor lock. You can distribute binaries through whatever method you wish and have them work with either the Vive or Oculus. The DRM issues stem mostly from content released on the Oculus Platform.
Your point about SteamVR and the Oculus Platform being roughly equivalent is true but I think about it in a similar context to drivers. Both platforms provide an API that you can build against, though personally I have been using SteamVR/OpenVR with both the Vive and the Oculus and I haven't touched the Oculus platform save a couple tests because building against OpenVR let's me use both the Oculus and the Vive.
OSVR is the real shining light of hope in this ecosystem but as of now it just provides a layer on top of SteamVR/OpenVR/Oculus/etc requiring you to run those services in the background.
- shmerl 10y ago> OSVR is the real shining light of hope in this ecosystem but as of now it just provides a layer on top of SteamVR/OpenVR/Oculus/etc requiring you to run those services in the background. Yes, unless someone will implement OpenVR and whatever Rift is using (OculusVR?) in a fashion that won't be tied to using either Steam or Oculus services, the hardware will be tied to them. And it still didn't happen yet. It's the reason I didn't buy either of them yet. I find such concept of hardware tied to a service to be completely bizarre.