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The key point in the presentation is that no one wants to write AR/VR applications that work only on one device. To put a positive frame on it, the ability of applications to work across a wide range of displays, inputs and output devices is valuable to practically to everyone:
- Content providers want their applications to be used on the widest range of possible devices.
- Makers of VR displays, input or output devices don't want to settle for a few pieces of content that are written specifically for then; they want access to a wide range of content
- Consumers want 2016 applications to work on 2017 hardware without having to buy upgrades or wonder if their new hardware will ever be supported
OSVR achieves just that - it allows runtime choice of what input, output and display devices to use and the presentation illustrates this. OSVR supports numerous devices today, with new devices being added every week.