WSwinks Posted November 1 Posted November 1 Until now I used PCVR when working with Unreal Engine and the Vive Focus 3. However, I want to start developing mobile VR applications as well. I looked how to do this and came across the Wave VR plugin. However, there is also the Vive OpenXR plugin. I couldn't find a good set of guidelines on when to use one over the other. So, when is it better to use the Wave VR plugin and when is it better to use the Vive OpenXR plugin?
Tony PH Lin Posted November 4 Posted November 4 Hi @WSwinks, Thanks for your good inquiry, and let us share some backgrounds and experiences for you to decide a better develop environment for you. Wave SDK is a long-run SDK over several years from our first-generation of VIVE Focus and it includes all comprehensive features across all AIO series of VIVE Headsets. So if you're developing as enterprise application and only stick on Mobile AIO application then Wave is still an option for you. From a long-term strategic plan, OpenXR is a new standard aim to support cross-platform development. We also put most efforts to develop one solution to support both PCVR and AIO on OpenXR in 2024 to make it more complete and same feature support as WAVE till end of 2024 or early 2025. Here is the feature support matrix of current Unreal OpenXR, so if the features you require is already supported, then it's highly recommend you can go OpenXR directly since it's provide more flexible more you to migrate your application across different platforms. https://developer.vive.com/resources/openxr/unreal/unreal-overview/ Let us know if this explanation could be helpful for you to move forward. Thanks. 1
WSwinks Posted November 5 Author Posted November 5 Thank you very much for the explanation. Just to clarify: the Wave SDK is for mobile development across all AIO VIVE headsets, while the OpenXR SDK supports both AIO and PCVR. However, not all features available in the Wave SDK are currently supported by the OpenXR SDK, though this is expected to change in early 2025?
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