What we know
- OSVR is built to be multi-platform. We have OSVR working on Windows, Android and Linux and have had some reports of success in working on Mac.
- We have OSVR building on both Linux (with Clang and GCC) and Windows. All the commits must pass testing on the CI for Linux and Windows.
- OSVR supports multiple HMDs including those made by Oculus, OSVR, Sensics, Vuzix. Vive support is coming, as well as better integration with Cardboard. Support includes display parameters, distortion. Asynchronous time warp supported on Windows/NVIDIA environment but we are working to expand this to AMD/Intel as well as other platforms.
- OSVR has been integrated into WebVR. Bugzilla patch has been submitted and reviewed by the Mozilla team. WebVR demos work on top of OSVR-supported HMDs. This means that OSVR work will also help support WebVR on Mac and on other platforms
- We know OSVR was successfully built on Mac last December (prior to public release), and all external dependencies have Mac support, so we should have a good idea of the missing pieces.
Status of Facebook/Oculus support in OSVR
- Set up homebrew builds for libfunctionality and jsoncpp (if needed)
- Potential implementation (libltdl or other) needed in libfunctionality (which is a simple wrapper for loading plugins at runtime)
- Set up homebrew build for OSVR-Core (though it won't build fully at first). Known implementation details needed:
- usbserialenum - could just use dummy impl right now
- plugin search path code (in PluginHost)
- Provide input on best open-source library to access Rift sensors