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Open Source Release of Rift DK2 (oculus.com)
64 points by Ajedi32 on Oct 10, 2017 | hide | past | favorite | 25 comments



I 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).


Apple and Valve did announce at WWDC a few months ago that SteamVR would support Macs: https://arstechnica.com/gaming/2017/06/steamvr-is-coming-to-...

I think DK2 works with SteamVR on PC. Not sure if it'll be possible to get DK2 working with SteamVR on Mac.


Yikes, that killed my interest with a bullet. Do people only game with it?


Vive and Rift are pushed almost exclusively as gaming platforms. Hence, Mac support is meaningless.


They 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.


My 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.


Can you clarify what you mean by "The solution used in the laptops which switch between the integrated and discrete GPU is not supported"?


The issue is caused by the way the Nvidia Optimus works - there's a physical connection which always goes to the onboard intel video, then the Nvidia video card outputs to the onboard video, which outputs to the physical connection.

The extra step of routing the 3d video through the onboard video adds very minor latency, but it's still enough to kill the VR experience and induce nausea etc so it's deliberately not supported.

And because the connection is physical it can not be changed with existing hardware. Next generation :)

I'm unsure about the AMD specifics but I expect it's exactly the same issue.


But this same issue is present on non-mac laptops too, right? Except some niche gaming/VR laptops that use desktop GPUs. It's waiting for GPU and laptop chipset vendors whto get their acts together (and hope they care about VR).

Meanwhile eGPUs seem the way to go, and Apple is already shpping it: https://www.imore.com/apples-vr-dev-kit-egpu-enclosure-ultim...


Yes this applies to all laptops using nvidia optimus, PC, Mac etc, the issue is the hardware, it's physically wired to the igpu to enable minimal power usage scenarios.

Agreed eGPUs are the near term future, although cloud gpus are also a possibility ..


Didn’t apple just ADD support for external, discrete GPUs? It’s certainly disheartening to see them drop support; I understand the latency demands, but the platform tie in is unnecessary.

At least there’s linux! :)


For current gen VR (Rift consumer version and Vive) Apple would not sell you a Mac with a GPU that meets the minimum spec requirements at any price. Not even a maxed-out Mac Pro could pull it off. There might be some new, barely-sufficient options recently.


Because nobody games on a Mac.


Games are the only reason I still use Boot Camp.


As I sit on the tarmac waiting to take off for Oculus Connect 4 -- by a large margin, yes. The small minority is 3d modelling and videoconferencing applications.


Education as well (in the "small minority" classification). I knew someone who worked at a VR-edtech startup, building digital "lessons".


Note that the firmware is released under BSD + PATENTS license .


While 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.


The firmware includes calibration algorithms for a 6-DOF gyroscope sensor. Might be useful for robotics.

[1]: https://github.com/facebookarchive/RiftDK2/blob/master/Heads...

[2]: https://github.com/facebookarchive/RiftDK2/blob/master/Heads...


Does 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.


I 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.


Are they supposed to announce new hardware any time soon?


I 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.


Unlikely a new Rift device - they're targeting a longer device lifecycle than that. Possibly some surprise standalone or improved GearVR


One comment on the page, with wrong English!




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