Scimajor Posted June 24, 2015 Posted June 24, 2015 I am completely new to Leadwerks so forgive me if this is a commonly asked question. I tried to do a quick search of the forum and found nothing nor did I see anything in the API reference. Is there support for VR? Quote
macklebee Posted June 24, 2015 Posted June 24, 2015 Read here: http://www.leadwerks.com/werkspace/blog/1/entry-1324-oculus-rift-support-now-available-beta/ Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
Josh Posted June 24, 2015 Posted June 24, 2015 I would try the demo before you buy Leadwerks based on Oculus support. It is still in beta and Oculus support for OpenGL has been kind of sketchy. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Scimajor Posted June 26, 2015 Author Posted June 26, 2015 @Josh Thanks. I was merely curious. My chief interest in Leadwerks is for fast prototyping and as a tool for scientific research. It fits the bill pretty darn well for what I want although I clearly have allot to learn. Quote
beo6 Posted June 26, 2015 Posted June 26, 2015 Oculus Support worked pretty well and easy last time i tried it. Even though it can become uncomfortable depending in how your game works. For example loading in leadwerks is a blocking process, so the screen will be stuck to your face while loading which can make you motion sick. Also Leadwerks had some micro lags which did not helped there either. (and leadwerks works very lagfree for me without oculus so it was not my PC speed) //Edit: It also seemed that the game itself continued running. The lag was only the headtracking i think. But i would need to try it again. Quote
Paul Thomas Posted July 2, 2015 Posted July 2, 2015 I am interested in trying this with my DK2. Anyone tried with the latest build and Oculus version/drivers/etc? Thanks Quote
Josh Posted July 3, 2015 Posted July 3, 2015 Really all you have to do is add Window::VR to your window creation code. It even moves the camera automatically with head tracking. However, Oculus has chosen to focus on DirectX support and a recent Nvidia driver caused a problem a while back. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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