Comments on: No Oculus for the openGL guys yet https:/2014/09/no-oculus-for-the-opengl-guys-yet/ Developer resources for the X-Plane flight simulator Fri, 26 Sep 2014 21:08:42 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Philipp Münzel https:/2014/09/no-oculus-for-the-opengl-guys-yet/#comment-9557 Fri, 26 Sep 2014 21:08:42 +0000 http://xplanedev.wpengine.com/?p=5721#comment-9557 In reply to Nick.

It simply means we now know that Oculus is dedicated to solve their openGL problems and be cross-platform. We can’t do it unless they provide a working foundation. Also, we are working with someone at Oculus to solve problems as they arise. However, it would be foolish to think that Oculus changes their internal priorities just because of us.

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By: Nick https:/2014/09/no-oculus-for-the-opengl-guys-yet/#comment-9556 Fri, 26 Sep 2014 12:45:45 +0000 http://xplanedev.wpengine.com/?p=5721#comment-9556 In reply to Philipp Münzel.

Good news indeed. Although it’s a little vague what that means for us (well, X-Plane that is).

Does that mean that you guys are still dedicated to Oculus support, but will probably put it on hold for a while 🙁

Or does that mean you have enough information/support now that you are able to press forward now?

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By: Andreas1811 https:/2014/09/no-oculus-for-the-opengl-guys-yet/#comment-9555 Fri, 26 Sep 2014 02:16:11 +0000 http://xplanedev.wpengine.com/?p=5721#comment-9555 In reply to Philipp Münzel.

Great News
Danke Philipp 🙂

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By: Philipp Münzel https:/2014/09/no-oculus-for-the-opengl-guys-yet/#comment-9554 Thu, 25 Sep 2014 21:48:02 +0000 http://xplanedev.wpengine.com/?p=5721#comment-9554 In reply to Andreas1811.

Yes. We’ve gotten lots of good input and are now in direct communication with engineers at Oculus. Also, at the conference Oculus stressed they want to fix their openGL problems very soon and that Mac and Linux support is not dead, it will definitely come.

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By: Andreas1811 https:/2014/09/no-oculus-for-the-opengl-guys-yet/#comment-9553 Thu, 25 Sep 2014 17:18:41 +0000 http://xplanedev.wpengine.com/?p=5721#comment-9553 Is there any news of the oculus connect by philip?

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By: Ben Supnik https:/2014/09/no-oculus-for-the-opengl-guys-yet/#comment-9551 Wed, 24 Sep 2014 20:28:27 +0000 http://xplanedev.wpengine.com/?p=5721#comment-9551 In reply to Ben Dean.

If they are running with OGL they are probably using client warping and extended desktop – this is -not- the path that Oculus recommends to ship an app on – it’s basically prototype proof of concept code; the same path that Philipp has mostly working. This is also the code path that has problems with vsync, etc.

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By: Ben Dean https:/2014/09/no-oculus-for-the-opengl-guys-yet/#comment-9550 Wed, 24 Sep 2014 18:08:56 +0000 http://xplanedev.wpengine.com/?p=5721#comment-9550 Regarding OpenGL support…

I’m pretty sure that Outerra (www.outerra.com) runs OpenGL and it has some pretty excellent oculus support… so it must be possible?

Cheers
Ben

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By: Ben Supnik https:/2014/09/no-oculus-for-the-opengl-guys-yet/#comment-9543 Sun, 21 Sep 2014 01:55:04 +0000 http://xplanedev.wpengine.com/?p=5721#comment-9543 In reply to Jim Zane.

Hi Jim,

_If_ another tech comes along that has adequate market share, we will consider native integration. My comment on plugin support and head tracking was based on misunderstanding your comment about HDMI. Currently it is necessary for us to do stereoscopic integration at the app level. This may change or we may provide a ‘canned’ stereoscopic solution if standards emerge; right now we have to get a stereoscopic surface from the driver, which is not passed on to the device in a general way.

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By: Jim Zane https:/2014/09/no-oculus-for-the-opengl-guys-yet/#comment-9539 Sat, 20 Sep 2014 21:35:19 +0000 http://xplanedev.wpengine.com/?p=5721#comment-9539 Ben: Thanks for your response. I don’t know if you misunderstood me, the device is more than just a head tracker. It’s a next-generation virtual display. And although slower out of the gate then OR I believe the technology that Avegant is using will prove to be superior in the long run.. This is not a “us versus them response”. But it is my personal and professional opinion based on over 35 years experience in the computer industry. And I have seen a lot of technology, come and go. I hope the rift succeeds because right now it appears to be running on its momentum, while no one can get the DK2 to work properly. whereas the glyph is up and coming and if it garners enough support could overtake the rift. (disclaimer, No I don’t work for them or own stock in the company) just give it a serious assessment is all I can ask.

but I appreciate your candor.

Thank You
Yours truly
Jim
JazAero designs

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By: Ben Supnik https:/2014/09/no-oculus-for-the-opengl-guys-yet/#comment-9538 Sat, 20 Sep 2014 17:12:59 +0000 http://xplanedev.wpengine.com/?p=5721#comment-9538 In reply to Jim Zane.

Honestly: probably not.

Our view is that _most_ hardware should be supported by third party plugins that can be tuned by the hardware maker to take maximum advantage of that hardware. Anyone who remembers GoFlight support via built-in LR and via a plugin understands how much more detailed support can be when it’s done in a plugin. We (LR) are simply divided too many ways to give each piece of hardware a ton of attention, particularly when only a small percentage of our users have it.

The Rift is an exception because it’s operating at a different scale.

If the device is really only a head tracker, a plugin-based implementation will be pretty straight-forward. The Rift really only needs to be “built-in” for its stereoscopic display properties.

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