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Norlesh

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  1. Hi Dario Thanks for the testing offer I will keep it in mind if the platform ever becomes viable to me. Looking at the conformant products page HTC has listed "VIVE Wave runtime (AIO)" which to my understanding is what is running on the Focus Plus hardware and communicated with using the Wave SDK (I assume this is what Unity and Unreal are targeting); is it possible to access this with the official loader, or are external developers locked out for some reason? cheers, Shane
  2. I am developing using C++ on the native platforms (currently targeting Quest devices and Windows Mixed Reality) after having spent much time learning Unity (and Godot) and determining that I was wasting more time dealing with tool problems (bugs, added complexity, missing and outdated documentation) than I was getting actual development done... have no intention of wasting any more time learning to use Unreal since I'm pessimistic about it being any better for my purposes. My current project has a single code base for most of the application except for initialization since Oculus is still using a kludge for there OpenXR loader. Frankly I don't think it's very genuine of companies to be claiming to have any sort of OpenXR support if there is not a way for developers to access there runtime and use it as per the specifications.
  3. Can we get an update on this 'roadmap' and it's timeline for OpenXR support in the Wave SDK? I'm aware of the recent announcement for beta support for OpenXR on the Focus 3 but what is happening or going to happen with other devices such as the Focus Plus? [I have a Vive Focus Plus sitting on the shelf collecting dust while I'm developing an OpenXR application using the Oculus Quest 2 for testing; Would be nice to have my code running on Wave devices, but there is no chance that I'm about to create an entire separate code branch to support them - or purchase a new Focus 3 just for testing in the short term]
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