12/23/2023 0 Comments Osvr steamvr compositor not availableIt’s designed to be portable, including to Mac (and iOS), and the dependencies and underlying components work on Mac OS X, but nobody has stepped up and made those platforms a priority yet. Regarding platforms and binaries: At the moment I don’t know of any folks in the community working on Mac OS X support, but I do know it has built on OS X before and there are about 3 places I can think of that would need porting to run on OS X in the current source. (Both versions are linked from the OSVR-Core section at ) You might want to start at the “Writing a client application” section: I’d recommend looking at the documentation that is generated from the source code and some additional text files in the repo: - this is the “public” version that omits all the internal and “implementation detail” items. We’ve tried to keep headers topical so that client app devs need not consider functionality they aren’t using, as well as to reduce build time by allowing minimal include sets. In the source code, the API headers are under inc, so that’s inc/osvr/ClientKit - they install to include/osvr/ClientKit when the project is built. You’d use headers in osvr/ClientKit, which depends only on others in that directory and on some headers in osvr/Util (corresponding to the osvrClientKit and osvrUtil libraries). The main project you’d interact with is OSVR-Core, which provides the core functionality on both client and device sides (which share common code in addition to their separate APIs). While there are more headers bundled with an OSVR built snapshot, only a few are actually used for client applications - most are for “internal” APIs. The general API structure for client applications/game engines (client, as opposed to devices “serving” data or capabilities) is a C API/ABI, with a header-only C++ wrapper for optional use - what I recently learned is apparently called an “hourglass API design”. If you post something similar to your question on the mailing list, I’ll re-post my answers there too. Note that this would be a good question to post on the developer mailing list, since the questions and answers are probably worth archiving publicly. "I’ll try to answer as many of the questions as I can. OSVR requires another runtime, which will likely be the 3rd one asked of end users (Oculus Rift runtime, SteamVR runtime & OSVR runtime). You also can’t argue integration with SteamVR natively will be nice, since that platform is so widespead. jMonkeyEngine works very nicely with OpenVR now, and it may work perfectly once the VR Compositor gets an update (expected next week). ![]() I’m still not set on what I’ll use in the long term… however, I think it may be a good idea to let these SDKs become a bit more stable before jumping yet again. OSVR supports a ton of devices, is completely open-source, and the CEO & engineers have reached out to us for support. OpenVR, on the other hand, builds and provides them automatically. We’d have to build them ourselves, or completely drop support for Linux & Mac. I also got some more details from OSVR, and apparently they do not build binary packages for Linux & Mac. ![]() That will allow OpenVR developers access to some specific Oculus-SDK related benefits (like Timewarp, according to Valve). It looks like OpenVR will be getting Direct Driver mode, and actually will use the Oculus compositor for that device. I’m putting a pause on switching to OSVR.
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