I agree with this editorial: there's too much fragmentation
The VR Fragmentation Nightmare https://packet39.com/blog/2019/01/08/the-vr-fragmentation-nightmare/ …
#VirtualReality #VR
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En réponse à @SkarredGhost
We're still waiting for
@OpenXR it can help us. Not sure when it's done but VR Dev is a nightmare when you want to support everything.2 réponses 0 Retweet 1 j'aime -
Well, that's where
#MRTK vNext comes in and newer frameworks based upon it. Granted only for Unity at the moment but it has wider goals than than. True cross platform#mixedreality solutions! We'll certainly be looking to work with the newcomers from#CES20191 réponse 0 Retweet 1 j'aime -
It's good for high level. But not for low level because a VR vendor can't create a SDK that uses unity's features like songlepass stereo and more. Openxr will help us with that
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Can you elaborate on that, keen to hear your thoughts, as MRTK is an implementation of openxr in reality
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Finally OpenXR will replace for us developers all low level VR SDK (openVR, Oculus, etc...). Headset rendering and controllers management will be managed by openXR. But this Graal take a lot of time to come.
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Thanks for the clarification, I shall ponder a response. We are leveraging Unity for rendering currently, however we are also providing /abstracting a lot of other low level systems where possible, but again, within the bounds of what Unity allows.
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Yes and the limit is the fact you can't create a native rendering plugin. Because of that, the low level integration can't be done. I mean all SDK are not equal with Unity, this is not the case with UE4 (and probably other engines where the souce code is available)
Le chargement semble prendre du temps.
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