Patches appear to support all Unity and Unreal releases, still require Oculus runtimes.
Read the whole story
Read the whole story
I don't think he means PSVR games, but rather a hack to allow PC VR games to make use of the PSVR hardware as a Vive/Rift alternative[url=http://meincmagazine.com/civis/viewtopic.php?p=31006001#p31006001:3tvlfcfb said:Zeph3r[/url]":3tvlfcfb][url=http://meincmagazine.com/civis/viewtopic.php?p=31005983#p31005983:3tvlfcfb said:orangpelupa[/url]":3tvlfcfb]For some reason this makes me have bright feeling for Psvr to be quickly hacked to work on pc
Just like how all previous PS4 games were hacked to run on PC.
Oculus founder Palmer Luckey has publicly stated that "we can only extend our SDK to work with other headsets if the manufacturer allows us to do so,"
If it's really that simple to make a game "written" for the Oculus work with the Vive (at least those using Unity or Unreal), then I would think that's going to make a lot of people start asking when those games are going to be coming to Steam natively. Many people aren't going to want to have to run some 3rd party "crack" just to be able to play a game, if it should take the developers on a few days of work to bring it to the #1 PC gaming platform.[url=http://meincmagazine.com/civis/viewtopic.php?p=31006069#p31006069:2sw8sl4a said:Causality[/url]":2sw8sl4a]Oculus founder Palmer Luckey has publicly stated that "we can only extend our SDK to work with other headsets if the manufacturer allows us to do so,"
Oh yeah, being owned by Facebook totally didn't change the culture of Oculus and result in Palmer lying right to our god damned faces. Here's hoping a Vive+ headset with superior, Rift-like ergonomics is on the way.
How did he lie? This wasn't extending the Oculus SDK. This was writing a wrapper for OpenVR...and that still means you can't access ATW. Not all their games work with this wrapper either. From what I gather from Reddit, the only games they've gotten to work were the ones written in Unity.
Also, why the hell wouldn't Palmer/Oculus want to sell games in the Oculus store? He's breaking even on the hardware and were only planning on making money from software. If anyone, Valve would be the one fuming over this since Oculus is now officially competition to Steam..
Think of it this way, Vive users are now giving Oculus/Evil Facebook money. Isn't that some sort of betrayal in the VR Fanboy Wars kingdom? Even better is that this is automatically an "at your own risk" proposition, which means Oculus can make money without having to provide official support.
This all sort of works out in Oculus's favor.
[url=http://meincmagazine.com/civis/viewtopic.php?p=31006241#p31006241:2mkgip0m said:oxHanoverxo[/url]":2mkgip0m]This all sort of works out in Oculus's favor.
What is this "exclusive/lock down crap" you're talking about?[url=http://meincmagazine.com/civis/viewtopic.php?p=31006417#p31006417:2oqdae23 said:NeoMorpheus[/url]":2oqdae23]Here is a crazy idea, how about not giving oculus and by consequence Facebook any money until they stop that "exclusive/lock down" crap?
Short version: It works, as proven by the above screenshot we snapped of pack-in Oculus game Lucky's Tale running within the SteamVR interface (complete with its "chaperone" boundary lines). The author's test system, which includes a 4.2 GHz i7 processor and a GTX 980Ti, ran all test games without hitches in performance, while other users have reported similarly smooth performance on "VR-ready" Windows 10 PCs
Yep, Valve's just gonna throw in the towel on VR. Just toss it aside.[url=http://meincmagazine.com/civis/viewtopic.php?p=31006495#p31006495:1xnz7uzw said:Miwa[/url]":1xnz7uzw]It'll be amusing when valve abandons HTC much like google does with vendors for nexus phones.
Yeah, that's the only reason people are choosing Vive, not the fact that it's apparently quite good and not trying hard to establish a console-like walled garden.I wish Touch was out today, just to hear what other excuses people will use, other than the direct hate for facebook. (mind you, I don't use facebook, but oculus is still oculus, whoever owns them)
The problem with drawing a comparison to the Nexus is that Valve has shown no indication of doing anything remotely like Google.[url=http://meincmagazine.com/civis/viewtopic.php?p=31006525#p31006525:36u3zqz4 said:Miwa[/url]":36u3zqz4]Just like google tossed aside nexus? Read much?[url=http://meincmagazine.com/civis/viewtopic.php?p=31006519#p31006519:36u3zqz4 said:microlith[/url]":36u3zqz4]Yep, Valve's just gonna throw in the towel on VR. Just toss it aside.[url=http://meincmagazine.com/civis/viewtopic.php?p=31006495#p31006495:36u3zqz4 said:Miwa[/url]":36u3zqz4]It'll be amusing when valve abandons HTC much like google does with vendors for nexus phones.
The criticisms of Oculus are entirely justified. Trivial patches bringing games from Oculus to Vive while they imply that valve/HTC is somehow blocking them kinda undermines their position a bit.The PCMR ranting is amusing though.
Nexus is Google's own brand, and still alive and well[url=http://meincmagazine.com/civis/viewtopic.php?p=31006525#p31006525:204glnh9 said:Miwa[/url]":204glnh9]Just like google tossed aside nexus? Read much?[url=http://meincmagazine.com/civis/viewtopic.php?p=31006519#p31006519:204glnh9 said:microlith[/url]":204glnh9]Yep, Valve's just gonna throw in the towel on VR. Just toss it aside.[url=http://meincmagazine.com/civis/viewtopic.php?p=31006495#p31006495:204glnh9 said:Miwa[/url]":204glnh9]It'll be amusing when valve abandons HTC much like google does with vendors for nexus phones.
The PCMR ranting is amusing though.
[url=http://meincmagazine.com/civis/viewtopic.php?p=31006241#p31006241:2b8lppyt said:oxHanoverxo[/url]":2b8lppyt][url=http://meincmagazine.com/civis/viewtopic.php?p=31006069#p31006069:2b8lppyt said:Causality[/url]":2b8lppyt]Oculus founder Palmer Luckey has publicly stated that "we can only extend our SDK to work with other headsets if the manufacturer allows us to do so,"
Oh yeah, being owned by Facebook totally didn't change the culture of Oculus and result in Palmer lying right to our god damned faces. Here's hoping a Vive+ headset with superior, Rift-like ergonomics is on the way.
Also, why the hell wouldn't Palmer/Oculus want to sell games in the Oculus store? He's breaking even on the hardware and were only planning on making money from software. If anyone, Valve would be the one fuming over this since Oculus is now officially competition to Steam..
Think of it this way, Vive users are now giving Oculus/Evil Facebook money. Isn't that some sort of betrayal in the VR Fanboy Wars kingdom? Even better is that this is automatically an "at your own risk" proposition, which means Oculus can make money without having to provide official support.
This all sort of works out in Oculus's favor.
[url=http://meincmagazine.com/civis/viewtopic.php?p=31006467#p31006467:4yc5069s said:Abhi Beckert[/url]":4yc5069s]
There are a couple dozen games that were fully funded by oculus and these won't be ported to other platforms, but that doesn't mean there's any "lock in", it just means there are first party games. Third party oculus developers can port to whatever platform they want.
[url=http://meincmagazine.com/civis/viewtopic.php?p=31006069#p31006069:m25m4hua said:Causality[/url]":m25m4hua]Oculus founder Palmer Luckey has publicly stated that "we can only extend our SDK to work with other headsets if the manufacturer allows us to do so,"
Oh yeah, being owned by Facebook totally didn't change the culture of Oculus and result in Palmer lying right to our god damned faces. Here's hoping a Vive+ headset with superior, Rift-like ergonomics is on the way.
Unlike you, I remember the beginnings of monitors. You could get CGA, MDA, Orchid, Hercules, or Coloplus, all mutually incompatible in various ways, often including different connectors. Then EGA or Tandy, or you could buy a PS/2 with MCGA. Some worked with TVs, some didn't. (And you always had to manually tell software which one you had, because it couldn't tell and would look radically different on different hardware.) Then finally VGA, the one standard to rule them all, six years after the first options appeared.[url=http://meincmagazine.com/civis/viewtopic.php?p=31006371#p31006371:22yyw2j5 said:Sphynx[/url]":22yyw2j5]TotalBiscuit summed it up nicely. VR headsets are more akin to monitors than consoles. They are not an enclosed ecosystem like consoles. They should therefore confrom to universal standards like monitors and and thus be interchangable as such. Of course the likes of Oculus et al would rather this not happen for obvious business reasons, so once again the age old battle of consumer and technological progress vs business interests begins anew.
You're assuming the blocking issue for Oculus is technical rather than legal.[url=http://meincmagazine.com/civis/viewtopic.php?p=31006565#p31006565:1sgqdaro said:microlith[/url]":1sgqdaro]
The criticisms of Oculus are entirely justified. Trivial patches bringing games from Oculus to Vive while they imply that valve/HTC is somehow blocking them kinda undermines their position a bit.
The two systems have very different approaches to head-tracking though, don't they? Presumably the SDK wrapper isn't guaranteed to 1:1 map from one headset to the other, so it's not entirely unreasonable to put in a lock-out to prevent people from getting bad tracking and getting sick.[url=http://meincmagazine.com/civis/viewtopic.php?p=31006599#p31006599:20bqeidg said:Rindan[/url]":20bqeidg][url=http://meincmagazine.com/civis/viewtopic.php?p=31006241#p31006241:20bqeidg said:oxHanoverxo[/url]":20bqeidg][url=http://meincmagazine.com/civis/viewtopic.php?p=31006069#p31006069:20bqeidg said:Causality[/url]":20bqeidg]Oculus founder Palmer Luckey has publicly stated that "we can only extend our SDK to work with other headsets if the manufacturer allows us to do so,"
Oh yeah, being owned by Facebook totally didn't change the culture of Oculus and result in Palmer lying right to our god damned faces. Here's hoping a Vive+ headset with superior, Rift-like ergonomics is on the way.
Also, why the hell wouldn't Palmer/Oculus want to sell games in the Oculus store? He's breaking even on the hardware and were only planning on making money from software. If anyone, Valve would be the one fuming over this since Oculus is now officially competition to Steam..
The issue isn't selling games at the Oculus store. No one cares about that. The issue is that Oculus was paying developers to make games and then intentionally prevent them from running on other hardware, despite the ease of making it compatible to all VR headsets. What this person did was show just how easy it is to get both VR headsets running on these games. Literally the only reason why these games are not also working for the Vive is because Oculus is paying them to make them NOT compatible with the Vive.
Perhaps if you are not a PC gamer, you can't understand why this is upsetting. This would be like if some games were built to intentionally not run with certain monitors or keyboards because monitor and keyboard companies were paying off game companies to fuck their competition. It fucking sucks for the consumer. Consumers do nothing but lose when this sort of bullshit happens. This kind of fuckery is for the console market, not the PC market.
Honestly, I felt guilty when I canceled my Oculus order and got a Vive instead. The full room stuff won me over to the Vive, but I felt bad about leaving Oculus because they are the ones that started this revolution. That guilt is gone. I don't want my keyboard to refuse to play on some games, or my speakers to not work on others, or my god damn VR head set only work on some games and not others, all because a hardware company bribed a software company to break their own product.
Fuck. That. Shit.
Think of it this way, Vive users are now giving Oculus/Evil Facebook money. Isn't that some sort of betrayal in the VR Fanboy Wars kingdom? Even better is that this is automatically an "at your own risk" proposition, which means Oculus can make money without having to provide official support.
This all sort of works out in Oculus's favor.
I don't give two shits about Facebook and the evil empire crap. I want Oculus to do well. I want them to get rich, grow, expand, and compete with Vive and make more headsets. I want other people to make VR headsets. I want a dozen VR headsets to choose from from a dozen companies in a few years. I just don't want each of those VR headsets to have their own exclusive fucking games. Also, the money is going to the software companies that made the games, not Oculus. At best, Oculus is getting a small percentage cut for each sale.
I want to see this shit system of "exclusives" for pieces of compatible hardware die and die hard, that is why I am happy to see people promptly hacking these games and making them work properly.
[url=http://meincmagazine.com/civis/viewtopic.php?p=31006943#p31006943:1u53v6pb said:rock1m1[/url]":1u53v6pb]I simply cannot support a closed platform around a peripheral,
[url=http://meincmagazine.com/civis/viewtopic.php?p=31007009#p31007009:36zoo0gj said:Goofball_Jones[/url]":36zoo0gj]Good. This is a whole new thing and we don't want to stifle the public's uptake by getting into any platform wars. While competition is great, "exclusive" titles are not. Not this early. You do NOT want any FUD in this. WIth people second guessing a purchase that they're already maybe hesitant on. "Wow, I sure hope I pick the right platform...what if I choose the wrong one?!?!"
If you want people to buy your hardware, then make your hardware the best it can be. Don't rely on "well, we may not have the best hardware, but we have this exclusive title only on our platform!"
For now, the Vive beats the pants off of the Rift...but again, "for now". If Facebook can get the Rift up to speed with controllers and tracking, then they'll be on a more equal footing. But it seems that they released it too fast. They weren't ready. Hell, they don't even have their software nailed down as it still requires you to have all your games and software on the C: drive. Plus it's marketplace has a LONG way to go to catch up to Steam (thankfully, you can just use Steam on the Rift...but the front facing "store" of the Rift, which is what customers will first see, isn't fleshed out that well. But it will change in time).
[url=http://meincmagazine.com/civis/viewtopic.php?p=31007019#p31007019:36zoo0gj said:renoX[/url]":36zoo0gj][url=http://meincmagazine.com/civis/viewtopic.php?p=31006943#p31006943:36zoo0gj said:rock1m1[/url]":36zoo0gj]I simply cannot support a closed platform around a peripheral,
You have a weird definition of closed platform, a closed platform is one where you need to have the permission of the platform seller to develop software from. This is not the case here..
Oculus giving money to some developers to make exclusive games doesn't make it a closed platform and Oculus not implementing other APIs doesn't make it a closed platform either (the API translation can be made inside the games).
[url=http://meincmagazine.com/civis/viewtopic.php?p=31006417#p31006417:334jwxxp said:NeoMorpheus[/url]":334jwxxp]Here is a crazy idea, how about not giving oculus and by consequence Facebook any money until they stop that "exclusive/lock down" crap?
[url=http://meincmagazine.com/civis/viewtopic.php?p=31007033#p31007033:1n14v7la said:Zak[/url]":1n14v7la][url=http://meincmagazine.com/civis/viewtopic.php?p=31007009#p31007009:1n14v7la said:Goofball_Jones[/url]":1n14v7la]Good. This is a whole new thing and we don't want to stifle the public's uptake by getting into any platform wars. While competition is great, "exclusive" titles are not. Not this early. You do NOT want any FUD in this. WIth people second guessing a purchase that they're already maybe hesitant on. "Wow, I sure hope I pick the right platform...what if I choose the wrong one?!?!"
If you want people to buy your hardware, then make your hardware the best it can be. Don't rely on "well, we may not have the best hardware, but we have this exclusive title only on our platform!"
For now, the Vive beats the pants off of the Rift...but again, "for now". If Facebook can get the Rift up to speed with controllers and tracking, then they'll be on a more equal footing. But it seems that they released it too fast. They weren't ready. Hell, they don't even have their software nailed down as it still requires you to have all your games and software on the C: drive. Plus it's marketplace has a LONG way to go to catch up to Steam (thankfully, you can just use Steam on the Rift...but the front facing "store" of the Rift, which is what customers will first see, isn't fleshed out that well. But it will change in time).
[url=http://meincmagazine.com/civis/viewtopic.php?p=31007019#p31007019:1n14v7la said:renoX[/url]":1n14v7la][url=http://meincmagazine.com/civis/viewtopic.php?p=31006943#p31006943:1n14v7la said:rock1m1[/url]":1n14v7la]I simply cannot support a closed platform around a peripheral,
You have a weird definition of closed platform, a closed platform is one where you need to have the permission of the platform seller to develop software from. This is not the case here..
Oculus giving money to some developers to make exclusive games doesn't make it a closed platform and Oculus not implementing other APIs doesn't make it a closed platform either (the API translation can be made inside the games).
There can't be any PC VR "platforms", or rather, a PC is the platform. VR headset is a peripheral that I will attach to my PC and I should only need drivers for it, no on-line connected crap, no exclusive stores. I'm not buying any VR gear that wants to be a console-like, closed exclusive platform. I want a VR headset that I can get software, movies and games from anywhere. Otherwise I have zero interest in it no matter how great the hardware may be.
[url=http://meincmagazine.com/civis/viewtopic.php?p=31006713#p31006713:3ozlhjuq said:foxyshadis[/url]":3ozlhjuq]Unlike you, I remember the beginnings of monitors. You could get CGA, MDA, Orchid, Hercules, or Coloplus, all mutually incompatible in various ways, often including different connectors. Then EGA or Tandy, or you could buy a PS/2 with MCGA. Some worked with TVs, some didn't. (And you always had to manually tell software which one you had, because it couldn't tell and would look radically different on different hardware.) Then finally VGA, the one standard to rule them all, six years after the first options appeared.[url=http://meincmagazine.com/civis/viewtopic.php?p=31006371#p31006371:3ozlhjuq said:Sphynx[/url]":3ozlhjuq]TotalBiscuit summed it up nicely. VR headsets are more akin to monitors than consoles. They are not an enclosed ecosystem like consoles. They should therefore confrom to universal standards like monitors and and thus be interchangable as such. Of course the likes of Oculus et al would rather this not happen for obvious business reasons, so once again the age old battle of consumer and technological progress vs business interests begins anew.
I don't think forcing VR into a set of narrow standards before they even reach consumers in the first place is in the best interests of anyone. Let the market and feedback shake out the best and worst ideas while it's still flexible, then we can figure out what the standards need to be for the next generation. And if you don't like walled gardens, vote with your dollars.
A lot of your facts are pretty far off here. Most of the adapters you mentioned used the same connectors, and particularly in the first list there was a lot of cross-compatibility and the adapters you mentioned were often for very different use cases. There was also a pretty clear standard for developers to target in most instances - CGA dominated color graphics for most of its lifespan, and then EGA did the same, and finally VGA - part of why VGA was able to become the sole standard is because it was part of a lineage of other standards that had been achieving market dominance for a long time prior.[url=http://meincmagazine.com/civis/viewtopic.php?p=31006713#p31006713:i9r4u2r4 said:foxyshadis[/url]":i9r4u2r4]Unlike you, I remember the beginnings of monitors. You could get CGA, MDA, Orchid, Hercules, or Coloplus, all mutually incompatible in various ways, often including different connectors. Then EGA or Tandy, or you could buy a PS/2 with MCGA. Some worked with TVs, some didn't. (And you always had to manually tell software which one you had, because it couldn't tell and would look radically different on different hardware.) Then finally VGA, the one standard to rule them all, six years after the first options appeared.[url=http://meincmagazine.com/civis/viewtopic.php?p=31006371#p31006371:i9r4u2r4 said:Sphynx[/url]":i9r4u2r4]TotalBiscuit summed it up nicely. VR headsets are more akin to monitors than consoles. They are not an enclosed ecosystem like consoles. They should therefore confrom to universal standards like monitors and and thus be interchangable as such. Of course the likes of Oculus et al would rather this not happen for obvious business reasons, so once again the age old battle of consumer and technological progress vs business interests begins anew.
I'm not sure you really understand how the kind of "standards" we're talking about work. People don't want some sort of solution where all VR hardware has to be homogeneous and function identically both inside and out. Instead, they want something that generalizes the things that are fundamentally necessary for VR:I don't think forcing VR into a set of narrow standards before they even reach consumers in the first place is in the best interests of anyone. Let the market and feedback shake out the best and worst ideas while it's still flexible, then we can figure out what the standards need to be for the next generation. And if you don't like walled gardens, vote with your dollars.