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  1. I'm having the same issue here also, there's no troubleshooting or any guidelines anywhere to assist with this. It's absolutely DISGUSTING that they haven't answered your question (that's now about 1.5 months old). We paid $1,500 for a headset so we can start developing the eye-tracking and hand-tracking enabled applications that will ultimately drive sales and line the headset manufacturer's pockets, and they can't even provide support for what should be a simple issue. No wonder VR has been so slow in taking off, these people have set their profit margins too high to stimulate growth and have very poor software quality standards. Get it sorted.
  2. @VibrantNebula this is untrue. Under Linux we have VK_NV_shading_rate_image for Vulkan and GL_NV_shading_rate_image for OpenGL, both of which I have access to under Linux. These extensions are also unnecessary when it comes to changing the distribution of ray tracing samples in the frame. @Corvus I am requesting Linux support for the Vive Pro Eye's eye tracking features. Additionally the hand tracking features of the Vive Pro would be very handy under Linux, @Corvus could you raise this or do I need to start another thread? It would be a huge inconvenience if I have fragmented support for both features over Windows and Linux. With Linux being my preferred development and desktop environment it becomes cumbersome to frequently reboot to test things natively. Linux has productivity, security and privacy advantages over Windows. The argument that "there are very few VR games for Linux" is completely missing the point and is like saying "there are very few popular VR games so we shouldn't make VR headsets". Apart from some annoyances with Linux desktop compositors, which can be resolved in many cases, there's very little excuse not to support Linux. LibUSB, the portable C code for talking to your firmware/chipsets, the deep learning kernels (and models) are all very portable. Vive hand tracking has Android support, so it shouldn't be much of a stretch. If you've insufficient resources to devote time to portability then open up the source of your SDK's libraries so that the development community can have access to the over-priced hardware it pays for to support this growing VR ecosystem. Anything that is sufficiently protected by patents and intellectual property law has very little reason to be closed-source.
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