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OpenVR support for Microsoft headsets.

Is it even possible? If so, is there an effort already taking place to support it? I know that Microsoft wont be adding support themselves, but they did said that it shouldn't be too hard to do.

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    I'd be very interested in this as well.

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    @josemiralles said:
    Is it even possible? If so, is there an effort already taking place to support it? I know that Microsoft wont be adding support themselves, but they did said that it shouldn't be too hard to do.

    When the Unreal 4 Mixed Reality [dev_MixedReality] branch of the Epic Unreal Engine is complete you will probably be able to call OpenVR just like SteamVR headsets.

    If you means Unity 2017.2.Bf3 onward supports the Mixed Reality headset and as they already support OpenVR this should not be to difficult just changing The selected VR device see https://docs.unity3d.com/Manual/VRDevices-OpenVR.html

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    Thanks Jimbohalo10 for the info on the UE4 Mixed Reality branch! I searched all over their website and didn't find anything. I've been using UE4 (and C++) for the past 2 or 3 years so I'm most comfortable with it.

    I'm going to take the opportunity to learn the basics of Unity and C#, but when I need to port my game over I should be able to do so much easier now.

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    Jimbohalo10Jimbohalo10 ✭✭✭
    edited August 2017

    @1k0nX said:
    Thanks Jimbohalo10 for the info on the UE4 Mixed Reality branch! I searched all over their website and didn't find anything. I've been using UE4 (and C++) for the past 2 or 3 years so I'm most comfortable with it.

    I'm going to take the opportunity to learn the basics of Unity and C#, but when I need to port my game over I should be able to do so much easier now.

    The GitHub UE4 Mixed Reality branch is a private closed branch of Epic.
    You have to join the GitHub and Epic Developer groups, wait for an invitation. Without this you will get search GitHub 404 not found notice.
    Search Engines cannot find this area

    Build the source code branch and test.
    You don't need C#, but you do need C++ and Visual 2017. You need a big 16GB memory and SSD 256GB to Quad core Processor and NVidia graphic card.

    Here is the UE4 Readme.MD for [release_uwp] for branch [dev_MixedReality]


    ##Unreal Engine 4 for Universal Windows Platform## Readme Updated 2016.07.20 @ 1:46PM
    Original UE4 Readme.MD is here: https://github.com/EpicGames/UnrealEngine/blob/release/README.md
    ###Summary### Microsoft has developed Universal Windows Platform (UWP) support for Unreal Engine 4, and has released the source code on GitHub as a fork of Epic Games' UE4 repository. This code is now available to all UE4 licensees under the terms of the UE4 license, which provide for source code redistribution and use.
    This code is provided by Microsoft “as is” with no warranty.
    This information and other FAQ updates will be published to the Readme.MD file inside the repository itself. Follow the instructions below to get access.
    ###Instructions to share with others### Access the UE4 UWP fork here: https://github.com/MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL
    If you see a 404 page, you need to complete the enrollment process:
    Create a GitHub account.
    Sign up for the Epic program
    Follow the instructions to associate your Epic Program account with your GitHub account.
    Join the Epic GitHub Org (from the email invitation you receive after Step 3)
    Done! You should be able to access the Microsoft UWP Unreal fork on GitHub and the Readme.MD with more information.
    ###Community & Support### This project is community-supported, with periodic updates from Microsoft’s Xbox Advanced Technology Group (ATG) to help accelerate game development for UWP.
    Feel free to join the discussion on the Unreal Engine forums at: https://forums.unrealengine.com/forumdisplay.php?29-Engine-Source-amp-GitHub.
    Xbox program partners can ask questions on the forums at https://developer.xboxlive.com.
    ###Getting Started with UWP Game Development###
    New to UWP? A general overview of UWP development, tooling (packaging, debugging), and requirements (Store configuration, publishing, etc.) is here: https://developer.microsoft.com/en-us/windows/games/getstarted.
    Ready to build UWP games? More game-specific, end to end UWP development guidance - curated by game developers for game developers - is included in the link above, but you can go directly to that guide here: https://msdn.microsoft.com/windows/uwp/gaming/e2e
    ###Xbox Live### Xbox program partners can also request an Xbox Live-ready UWP branch of the Unreal 4 Engine through their Microsoft Developer Account Manager (DAM).

    DISCLAIMER
    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE


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    Jimbohalo10Jimbohalo10 ✭✭✭
    edited August 2017

    Here is Unity Asset store OSVR plugin location OSVR Plugin for Unity
    You may have to do extra work for newer versions of Unity

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    @Jimbohalo10 said:

    The GitHub UE4 Mixed Reality branch is a private closed branch of Epic.
    ...
    Search Engines cannot find this area

    I forgot that a Google search wouldn't find a private branch on GitHub, and I also assumed there would have been a mention of it on the forums. :)

    I've been using Nvidia's VRWorks branch on GitHub for my UE4 project since March so I'm familiar with the building process. Thanks again!

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    I think all major HMD manufacturers should support OpenVR. This ensures an easy streamlined development process for all HMDs, instead of having to learn a new platform for every HMD you want to dev for. This will simplify creating cross HMD compatible experiences. Additionally, it will take less effort keep applications up to date. WebVR integrations will also benefit from the simplicity of utilizing a single API.

    If MSFT and other HMDs don't support OpenVR we we will be repeating history, fragmenting the market, increasing the effort to support their headsets.

    This is just the same as in the early stages of the web where every browser 'manfacturer' just implemented whatever they wanted, and gave us the hacked together fragmented klooge called the web. Where it was a nightmare to ensure that your application/website supported multiple browsers, features would break depending on the browser, and some APIs worked different from browser to browser.

    Thankfully, browser teams have adapted and support open standards. So creating content that works across all browsers has become much easier and seamless.

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    Also agree on this.

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