I am considering swapping my Oculus preorder for a Vive one instead as I am getting a free Rift CV1 'cus of my Kickstarter backing anyway.
I’m working on some software that I need to test with two setups, since it is two player networked.
But since Oculus are dragging their feet with the controllers I thought maybe I should just get one Vive setup to go with my CV1 and have the advantage of getting my game prepped for both.
The Rift is super easy to get working in UE but how easy is it to get up and running with Vive and the lighthouse controllers?
How difficult is it to make a mixed setup that switches based on plugged in hardware?
Correct RIft is easy, Vive is only Easy when the crappy drivers work. It’s like working with Rift SDK1 drivers back in the day, it will get better, but I’m not sure when… so far its still troublesome… I did a demo just the other day, tested everything, went home, the next morning of-course steam updated, and bam, not working again. had to fiddle around for about 1hr to get hand controllers to see lighthouses, and dual display on vive and screen starting flaking out too. So beware.
Thanks for that info, that’s great to know.
That sounds a bit painful. For me the trouble is I only have one set of Hydras so I might have to go with Vive anyway, unless I get more Hydras or maybe my STEM will suddenly arrive?
Arrr…
I have had those experiences with the original Vive Developer’s Kit, but the Vive Pre tends to be much more reliable on the driver support side. If you’ve been developing for Vive I would highly recommend redeeming your code for Pre.
It does work identically, but remember that with the Vive (and I believe with Oculus SDK 1.1+) that the camera position should be on the floor (at 0 height), the reason is because SteamVR adds the height based on the real height of the player. The way it works in Oculus SDK 0.8 is it uses a central point where the eyes would be and offsets from that. which is incorrect.
I had a chance to check out the pre at CES, I have one on the way… I’ve heard its much more stable… the only issue I have now, is using Steam, in the Enterprise world Firewalls and Proxies make Steam useless, since steam doesn’t support them. So vive might be pushed aside for Oculus, even with it being better…