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I would have several actual uses for VR, and from the top of my head I'd kill to have proper depth perception and enhanced controls while modeling the solids I have to make.

The headsets make today would meet my requirements perfectly. The price is not an issue. As a coder, I wouldn't have any problems with just a library exposing the display and sensors.

However the VR market is just full of BS and lock-in. I'm not moving an inch on any of these closed platforms.



Razer has an OSVR headset. Oculus is OSVR-compatible. Even Vive has a (less supported) OSVR plugin. What's your complaint?


There's also a Khronos standard in the works: https://www.khronos.org/openxr .


have you actually looked at oculus' API? it is just a library exposing the displays and sensors, and it's probably the most vendor-specific of them.

you could #ifdef between it and any other VR library with minimal effort.


SteamVR literally lets you build for Vive or Oculus with identical code and builds (using Unity)




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