VR Support

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

Re: VR Support

Post by dreimer1986 »

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: 2666
Joined: 26 Nov 2015, 03:25

Re: VR Support

Post by AnyOldName3 »

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.
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lysol
Posts: 1513
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: VR Support

Post by lysol »

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 »

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: 2666
Joined: 26 Nov 2015, 03:25

Re: VR Support

Post by AnyOldName3 »

The guy working on it posts regularly on the OpenMW Discord, and has linked his repo there.
mjmax
Posts: 15
Joined: 06 May 2012, 22:31

Re: VR Support

Post by mjmax »

Good news on the Oculus side: https://developer.oculus.com/blog/proto ... or-oculus/

Haven't heard anything on the SteamVR side.
mjmax
Posts: 15
Joined: 06 May 2012, 22:31

Re: VR Support

Post by mjmax »

...and now now SteamVR is good! Preliminary support:

https://store.steampowered.com/newshub/ ... 3528787269
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AnyOldName3
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Joined: 26 Nov 2015, 03:25

Re: VR Support

Post by AnyOldName3 »

Finally
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TheMan
Posts: 5
Joined: 02 Apr 2018, 16:57

Re: VR Support

Post by TheMan »

I can across these two repos on GitHub, one that integrates OpenSceneGraph with OpenVR (Valve API), and one that integrates OpenSceneGraph with the Oculus SDK (Oculus API). The foundation for OSG VR support is there, it's just a matter of time before someone ports either of the repos to Khronos Group's OpenXR (Which is currently the only VR API that OpenMW can work with, due to other VR APIs not being GPLv3 compliant):

https://github.com/ChrisDenham/osgopenvrviewer
https://github.com/bjornblissing/osgoculusviewer
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TheMan
Posts: 5
Joined: 02 Apr 2018, 16:57

Re: VR Support

Post by TheMan »

Apologies, I did not see the recent News post, about the OpenMW fork with OpenXR support. It looks quite interesting. I will watch it's career with great interest! :D

https://gitlab.com/OpenMW/openmw/-/merge_requests/251
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