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Open Source Release of Rift DK2
- whamlastxmas 9y agoAre they supposed to announce new hardware any time soon?
- Ajedi32 9y agoI haven't heard any rumors, but Oculus Connect 4 is tomorrow. If there's going to be new hardware, that'll probably be when they'll announce it.
- deleted 9y ago[deleted]
- yathern 9y agoUnlikely a new Rift device - they're targeting a longer device lifecycle than that. Possibly some surprise standalone or improved GearVR
- zitterbewegung 9y agoNote that the firmware is released under BSD + PATENTS license .
- cbuq 9y agoWhile I don't anticipate the firmware to be used as much as Facebook's React and other previous BSD + PATENTS libraries, but an excellent reason to look towards Valve if you were interested in manufacturing a VR headset. As an Oculus Rift owner, I'm sad to see Facebook's influence creep this far.
- spdustin 9y agoI have the DK2 and a rMBP, and for my kids and I, it was just fine. Then Mac support was dropped. I assume there's been no change there? Nobody working on cool experiences that are Mac compatible? Is there a market for selling this thing? I'm not interested in developing with it (I thought I would be when I bought it).
- fjksksvdjsjd 9y agoYikes, that killed my interest with a bullet. Do people only game with it?
- Fej 9y agoVive and Rift are pushed almost exclusively as gaming platforms. Hence, Mac support is meaningless.
- eugeniub 9y agoBecause nobody games on a Mac.
- some-guy 9y agoGames are the only reason I still use Boot Camp.
- janoc 9y agoThey are also widely used for non-gaming stuff, it is just less visible. Concerning Mac the main problem is lack of any meaningful driver and hardware support from Apple. And without that there is little point in trying to port the SDKs. On PCs both Nvidia a AMD are actively working with both Valve & Oculus and integrating support for things like the asynchronous time warping in their drivers. However, on Macs only Apple can really do that. The other problem is that no current Mac on the market has a GPU that will work well with a Vive/Rift. The solution used in the laptops which switch between the integrated and discrete GPU is not supported and Apple doesn't offer anything else. And their desktop Macs haven't really been updated in ages, with GPUs being below the minimal spec required. So while this may be a convenient excuse why not to support Mac, until Apple gets their stuff together it is technically not doable.
- zamalek 9y agoMy experience has been more with the non-gaming stuff and I fully intend to start exploring that space as a creator. What worries me about supporting Mac is the antique 3D hardware (excluding recent announcements). Irrespective of whether the content is a game or an experience/tool, it is still 3D. This has most-certainly changed but is expensive and not yet pervasive.
- taejavu 9y agoDoes anyone here know how to get DK2 working in Windows 10? I tried via the Rift CV 1.0 installer and it didn't seem to work at all.
- monofuel 9y agoI use the DK2 on Windows 10, it still works. When it asks you to setup the CV1 sensors, you can skip that step. Oculus home will display a warning that your headset is not officially supported, but some games still work fine. EVE: Valkyrie works great on the DK2.
- kbumsik 9y agoThe firmware includes calibration algorithms for a 6-DOF gyroscope sensor. Might be useful for robotics. [1]: https://github.com/facebookarchive/RiftDK2/blob/master/Headset/Firmware/src/calibrate.c https://github.com/facebookarchive/RiftDK2/blob/master/Heads... [2]: https://github.com/facebookarchive/RiftDK2/blob/master/Headset/Firmware/src/autocalibrate.c https://github.com/facebookarchive/RiftDK2/blob/master/Heads...
- dushyantk 9y agoOne comment on the page, with wrong English!