Steamvr Draw Camera on Plane

X-Airplane xi's native VR support uses SteamVR, and so let me clear this up now:

You will be able to apply VR straight in X-Plane xi withwhatsoever distribution of our sim:

  • An 10-Airplane 11 digital download from Laminar Research (or any other reseller) if yous have a 24-digit product central.
  • An X-Plane 11 DVD set from Laminar Research (or whatever other reseller) if you lot accept DVDs.
  • X-Plane 11 on Steam if y'all bought X-Plane on Steam.

VR will work for X-Plane 11 no matter how you bought it.You do nothave to accept bought Ten-Plane from Steam to use VR.

(This postal service does not comprise any guidance on supported hardware – I'd similar to wait until we become farther into beta and get some feedback on how organisation requirements affect bodily users. This is just a reassurance that yous didn't buy X-Airplane "the incorrect style" for VR.)

What Is SteamVR

SteamVR is a complimentary download from Steam's app store that Ten-Aeroplane (and many other games) employ to talk to your VR hardware. We use SteamVR forboth the HTC Vive and the Oculus Rift – X-Aeroplane's native VR back up requires that you have both the Oculus drivers and SteamVR.

The good news is: SteamVR is free, and it works with the non-Steam editions of Ten-Plane as well as the Steam 1.  If you are a Steam user, you just pick the app and download it; if you are a non-Steam user, you lot'll demand to create a free Steam business relationship to get information technology.

(If you accept the HTC Vive you almost certainly have done this already, every bit SteamVR is the merely thing that lets yous play games on the Vive.  If you have the Oculus Rift you lot tin get apps directly from Oculus' ain app store, but SteamVR lets yous get at a wider array of content.)

Why SteamVR on the Oculus Rift?

When using the Oculus Rift with Ten-Airplane's native VR, we take a bit of a game of telephone: we talk to SteamVR, which talks to the Oculus Rift drivers, which talk to the hardware. Why not talk to the Oculus drivers directly via their SDK?

The curt answer is development fourth dimension: we like SteamVR for the same reason we similar OpenGL: we can write our app one time and support a broad range of hardware from multiple vendors.  We don't have to write our rendering engine twice for NVidia and AMD, and we don't have to write our VR implementation twice for the Vive and Oculus Rift.

Our hope is that by using SteamVR, back up for hereafter headsets will be a relatively painless affair; SteamVR's OpenVR API looks similar the closest thing to a common API for VR.

(X-Airplane is not locked into OpenVR – X-Plane has an abstraction layer and we could code to a 2nd API if necessary.  Simply I'd rather have the dev team piece of work on making 10-Plane better than have them lawmaking the same feature over and over for multiple vendors.)

What Will We Support?

Recently I've received a bunch of questions nearly supported hardware, e.k. will we support Windows Mixed Reality (WMR) Headsets, or any of the software bridges to phones, or some of the proposed 8K headsets that are on Kickstarter.

I recollect we'll end upward in a very like situation with VR as we are in with graphics cards and joysticks – nosotros'll have iii levels for headsets.

  • Supported. Right at present this list contains only the Oculus Rift (CV1) and HTC Vive. Supported devices will be ones where we've spent testing and dev time making sure they work, and where we expect a peachy VR feel. Nosotros'll add together more to this list based on development time, but this category is only going to be for major selling headsets.  E.g. PSVR (e.thou. Morpheus) might exist a reasonable candidate here but (from what I tin can tell) OSVR is not.
  • Unsupported. Fifty-fifty if a device is unsupported, we may yet let you use it. If you want to endeavor 1 of the new mixed reality headsets before nosotros back up them, go ahead and try – it might work. We're non going to tell people "go get this", only we're not going to close the door to tinkering.
  • Banned. If a device is really, really, really bad and atrocious, we won't allow it at all, and we'll take active measures to keep it from being used accidentally.

SteamVR will hopefully* let us easily put important devices in the supported column without too much dev time lost, and have wide support for unsupported (but non outright banned) devices.

* I say hopefully considering the VR ecosystem is still very immature.  Nosotros think SteamVR is a expert choice for our implementation, but it's too soon to say unequivocally "hardware vendors can just develop for this ecosystem and information technology works".

About Ben Supnik

Ben is a software engineer who works on X-Plane; he spends most of his days drinking java and swearing at the calculator -- sometimes at the same time.


russellhons1987.blogspot.com

Source: https://developer.x-plane.com/2017/12/you-can-use-vr-with-any-edition-of-x-plane-11/

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