VR Support

Feedback on past, current, and future development.
dreimer1986
Posts: 1
Joined: 15 Feb 2020, 15:14

Re: VR Support

Post by dreimer1986 » 15 Feb 2020, 15:19

To quote some guy from a Gamecube emulator to VR project which had the same problems in the past... "I can get around the licensing problem by just writing my own headers that call the Oculus DLLs directly. The Oculus DLLs are obviously system libraries according to GPL, just like DirectX, XInput, or even just System32." Ugly, but doable for OpenVR too. Yeah I know of OpenXR and follow the progress with much interest. But sadly one of the biiig OpenXR supporters still is not able to hand out a testing implementation at all by now... So Index/Vive users are out... (Like me) Thats why I check for ways around. ^^

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AnyOldName3
Posts: 1728
Joined: 26 Nov 2015, 03:25

Re: VR Support

Post by AnyOldName3 » 15 Feb 2020, 23:18

The Dolphin project (i.e. the only Gamecube/Wii emulator) has killed all existing VR attempts that haven't killed themselves as contributors have complained about the licence violation. The header thing is just not factually correct - the Oculus SDK licence stops you doing certain things with software that calls into it, and those restrictions are incompatible with the GPL. The Free Software Foundation (who actually wrote the GPL) has determined that the Oculus SDK and OpenVR don't fall under the System Library Exemption, so saying they do is also factually incorrect. Some software has been released under a modified GPL that specifically says these VR SDKs count as system libraries, which might be where the confusion came from, but this can't be done with existing software as it's a different, incompatible licence.

You can't just get around all of life's problems by pretending they're imaginary.
AnyOldName3, Master of Shadows

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lysol
Posts: 1387
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: VR Support

Post by lysol » 17 Feb 2020, 14:06

OpenXR support is in the works anyway and is turning out amazing already. So I see no issue with OpenVR being incompatible anyway. As long as more VR headset manufacturers start supporting OpenXR, we have a bright future for VR.

Well, of course, as long as the guy doing the OpenXR support keeps working on it. But he doesn't really show any signs of slowing down yet.
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quarren
Posts: 1
Joined: 06 Mar 2020, 11:01

Re: VR Support

Post by quarren » 06 Mar 2020, 11:15

Hey guys, another OpenMW user interested in a VR implementation right here (who just recently tried to get familiar with the codebase of OpenMW/OSG/OpenVR, current hurdles: _NO_ experience with bigger C++ projects (or even non-high-level languages, like Python, perl, bash etc. for that matter), _NO_ clue about developing 3D applications, _NO_ clue about developing for VR :D). I presumed as much regarding the GPL licensing though.
lysol wrote:
17 Feb 2020, 14:06
OpenXR support is in the works anyway and is turning out amazing already. So I see no issue with OpenVR being incompatible anyway. As long as more VR headset manufacturers start supporting OpenXR, we have a bright future for VR.

Well, of course, as long as the guy doing the OpenXR support keeps working on it. But he doesn't really show any signs of slowing down yet.
Soo... is this some super secret project or can we take a peek at it on Github/lab anywhere? :)

Best regards,
quarren

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AnyOldName3
Posts: 1728
Joined: 26 Nov 2015, 03:25

Re: VR Support

Post by AnyOldName3 » 06 Mar 2020, 20:16

The guy working on it posts regularly on the OpenMW Discord, and has linked his repo there.
AnyOldName3, Master of Shadows

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