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Until they are shipping them (i would like to get my hands on one too btw), in one of the oc5 lectures they said something like: "you can start developing for the quest today. the controls (keymapping) are identical to the rift."
Because it uses a 835 chip, use old school modelling techniques/strategy.
Until they are shipping them (i would like to get my hands on one too btw), in one of the oc5 lectures they said something like: "you can start developing for the quest today. the controls (keymapping) are identical to the rift."
Because it uses a 835 chip, use old school modelling techniques/strategy.
I watched a video and the chinese guy at OC5 said that a few developers already have dev units and they are creating a lot of games in the next 6 months. I want to be one of them devs that release when it comes out too. i didn't hear anything about the mappings being the same though. I hope @imperativity can give us some in site into how we too can be on the for-front.
We are developing a PvP fighting game, that we think will work SOOO well in Quest, so we really want the game to work too, hope we can join (or atlease apply to) the forementioned developer' group too!
@imperativity As @wirelitesoft.dev said even though the controls may be the same as a rift the real power of the quest is the arena scale mapping and game development. For that you need access to the 'oculus insight' and static shared mapping that was demoed at oc5. I'd also be interested in how you could map or track other devices (E.g. guns) and not just the touch controllers. For that you need access to the hardware and sdks
That's the point, the software could determine if your hand would be outside of the FOV of those cameras, if the Rift had them, and then have the API respond accordingly. Even if you have a real Quest that would save development time.
Hello. We are developing software and applications for the physical reality and would like to purchase a new Oculus Quest as soon as possible to adapt the work for it. Is it possible to purchase new Oculus this year ???
imperativity I hear there is no thumbrest pad on the Quest? If so that's not a direct mapping.
For getting the quest, most likely Oculus is talking with existing titles of some significance to port to the Quest. So for the rest of us, unless you have something comparable you won't be getting much
We've noticed that many of you have been emailing us asking about Oculus Quest dev kits. You may have seen this new paragraph on our Oculus Start Member's page: Oculus Quest developer kits are very limited. Should this change in the future, we will be sure to let the Oculus Start community know first. We encourage you to develop for 6DOF by building your app for the Oculus Rift, from which you can migrate to the Oculus Quest with some optimization and integration changes.
We recognize that this may not seem very helpful (or happy news). We greatly appreciate your interest in developing for Oculus
Quest. As a new category of device, we are working with select
developers for the initial line-up of launch titles. As such, we do not
have a developer kit request program for Oculus Quest at this time.
As mentioned in the webpage, we recommend developing for 6DoF on Rift in the meantime as we further define the Oculus
Quest Store guidelines. We know we will be looking for fully immersive
VR titles with depth and delight that will match consumer expectations
but are aiming to provide more clarity as we approach Spring 2019. Then,
in Spring 2019, you can purchase a consumer device to begin porting to Oculus Quest should your app match the Quest Store criteria.
hmm - that response doesnt actually cover the requirements that most of us are asking. The Rift doesnt have inside-out tracking so how can you code using that?
The Rift doesnt have inside-out tracking so how can you code using that?
It doesn't matter, you will receive position and rotation data of the controllers the same way. Bigger problem is perfomance issues while PC has up to 500W to burn you have only 4W with mobile VR.
The Rift doesnt have inside-out tracking so how can you code using that?
It doesn't matter, you will receive position and rotation data of the controllers the same way. Bigger problem is perfomance issues while PC has up to 500W to burn you have only 4W with mobile VR.
the quest can track boxes that you make a playing field out of. you can't do this type of testing without the quest. with a rift you stuck however far your cord can reach, and we all know it don't reach very far.
Hey all, I am noob here in the Oculus development world. I am coming from a front end web design background and was curious about developing games for the quest (just picked one up). One of my questions is, do you need a dev kit quest model to develop for it?! Can you use the Quest to demo your apps in progress by side-loading them? I am also on a Mac OS - I am sure I will have fun finding up to date SDK for the OS. Are there anby good tutorials out there to get started? I probably have a tall mountain to climb as I have no experience with Unity or Unreal development tools, or C#/Java. Was looking to tackle something simple to get he basics down.
The Quest you have is fine for development. There is no separate development kit. You can indeed side-load for testing. You might want a Rift for faster iteration, though (because Unity's play mode will send things to it immediately without the need to Build an executable, and I assume Unreal is similar).
I don't have any specific links for you, but there is a lot of good info out there on getting started with Unity and with Oculus development, including this very website. It's pretty easy to get started, in fact. Turning a simple Unity project into a VR project is almost trivially easy.
I've heard that there's less info out there about Unreal, but I haven't tried.
Comments
For getting the quest, most likely Oculus is talking with existing titles of some significance to port to the Quest. So for the rest of us, unless you have something comparable you won't be getting much
We recognize that this may not seem very helpful (or happy news). We greatly appreciate your interest in developing for Oculus Quest. As a new category of device, we are working with select developers for the initial line-up of launch titles. As such, we do not have a developer kit request program for Oculus Quest at this time.
As mentioned in the webpage, we recommend developing for 6DoF on Rift in the meantime as we further define the Oculus Quest Store guidelines. We know we will be looking for fully immersive VR titles with depth and delight that will match consumer expectations but are aiming to provide more clarity as we approach Spring 2019. Then, in Spring 2019, you can purchase a consumer device to begin porting to Oculus Quest should your app match the Quest Store criteria.
It doesn't matter, you will receive position and rotation data of the controllers the same way. Bigger problem is perfomance issues while PC has up to 500W to burn you have only 4W with mobile VR.
with a rift you stuck however far your cord can reach, and we all know it don't reach very far.
I don't have any specific links for you, but there is a lot of good info out there on getting started with Unity and with Oculus development, including this very website. It's pretty easy to get started, in fact. Turning a simple Unity project into a VR project is almost trivially easy.
I've heard that there's less info out there about Unreal, but I haven't tried.