aarelovich Posted November 14, 2019 Share Posted November 14, 2019 Hi. I will be getting an HTC Vive Eye Pro Soon. I wanted to get a head start and look a bit at the documentation but I'm a bit lost. Which is the proper SDK to use in order to make DirectX11 or OpenGL code shown in the Headset? I want to develop my application using C++. From what I've seen, WAVE is for Android and VIVEPORT seems to be to develop applications for an App Store. How do I develop a standalone PC application? Thanks for any help. Link to comment Share on other sites More sharing options...
Corvus Posted November 14, 2019 Share Posted November 14, 2019 @aarelovich You will want to use the OpenVR SDK to render to the HMD. For using eye tracking you will want to use the SRanipal Native SDK. https://github.com/ValveSoftware/openvr https://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/ Link to comment Share on other sites More sharing options...
Lewis Posted November 15, 2019 Share Posted November 15, 2019 Hi. I'm a bit confused by how OpenVR works. Do I need SteamVR to use it? I'm trying to develop a script that takes the left and right camera feed from a stereo camera on my network to display it on the HMD and move the camera as the user's head moves. Link to comment Share on other sites More sharing options...
HackPerception Posted November 15, 2019 Share Posted November 15, 2019 @Lewis , It's a bit confusing: OpenVR is an SDK (aka SteamVR SDK) that allows you to drive images to the SteamVR Runtime (aka the SteamVR compositor). Your project needs the OpenVR SDK integrated either by downloading a Unity plugin, enabling the plugin in UE4, or by integrating the SDK's C++ native libs You need to have the SteamVR runtime running on the computer to facilitate I/O with the HMD. Vive desktop headsets will not work unless you have the SteamVR runtime installed and running (via Steam). It's a hard requirement to drive images to the HMD on the end-user side. Link to comment Share on other sites More sharing options...
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