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Valve is pushing OpenVR for its SteamVR solution. ![]() Right now, there is no common standard for would-be VR leaders to adopt in the first place. #Osvr steamvr compositor not available software#We can’t possibly make any promises about support through external patches, and we won’t commit to supporting people who want to use our store to buy games for headsets that our store and software don’t currently support.” This is especially true for games that rely on our SDK features like timewarp, direct mode, late latching, and layered compositor to get a good experience. #Osvr steamvr compositor not available code#When asked if it would be easy to add such support, Lucky implied that it wasn’t, saying: “Extending VR support to multiple headsets is not as simple as a patch, it requires pretty deep integration into the code of the game, integration that the developers themselves have to spend a lot of time integrating and updating. At the same time, however, the company is investing in its own ecosystem, and it’s not prioritizing projects for other headsets. Palmer notes that Oculus is not a closed platform, meaning the company does not require game developers to submit requests for approval to build titles for the Rift and does not collect a fee for adding Oculus support for games. Users took to the subreddit to ask how much support Oculus would be offering for other headsets or devices, and what consumers can expect in terms of hardware support.ĪMD’s asynchronous shaders are key to its LiquidVR Oculus is building more than just a headset - it’s planning to build an entire platform, including motion controllers. Oculus CEO Palmer Lucky took to the PCMasterRace subreddit earlier this week to answer questions around Oculus‘ decision to fund the creation of roughly 24 games that highlight the capabilities of VR technology. Unfortunately, as a new reddit thread illustrates, that future may be considerably more fragmented than users would prefer. Since then, we’ve seen a number of companies announce their own VR efforts, from the Vive (Valve and HTC) the Gear VR (Samsung and Oculus), Razr’s OSVR, the new StarVR, to Sony’s Project Morpheus, there’s currently a race on to see who can provide the best hardware for virtual reality gaming. #Osvr steamvr compositor not available full#I can only conclude that it's Elite's fault for poorly implementing SteamVR, apparently a result of using "their own tools." Full rant and link to David Braben's article on why they won't support OSVR here.Įlite: Dangerous is one of my favorite games, but I have never been more frustrated by a developer spoiling a game's potential - and that's in general, not specifically with regard to OSVR.Ever since Oculus launched its Kickstarter, hopeful fans of VR technology have looked to the company to provide a cutting-edge gaming solution. ![]() And I've yet to encounter any bugs this severe with any other SteamVR games while using the HDK. Nothing about OpenVR should be HMD specific, if I understand it correctly, so there shouldn't be much of a difference between the HDK and the Vive without controllers plugged in. Things like the HUD flickering as if it's trying to render at two different angles, the entire screen flashing, mismatch between the virtual cursor and head tracking, and for some people an inability to use the HMD Position Reset keybind while others can. There are glitches that apparently do not occur with the Vive. ![]()
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