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Any downsides to using OpenVR vs native Oculus SDK?

whitedragon101
Explorer
I am helping develop a VR project. We currently have separate Vive and Rift implementations. Vive uses OpenVR and Rift uses Oculus SDK. Is there any downside to using OpenVR for the Rift as well? Is performance worse, do we loose the Oculus audio SDK? Also will this restrict us in the future as Oculus update their SDK?

(We are developing in Unity 5)

1 ACCEPTED SOLUTION

Accepted Solutions

jherico
Adventurer
The OpenVR API doesn't support timewarp, so you get higher perceived latency in head rotation.

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3 REPLIES 3

jherico
Adventurer
The OpenVR API doesn't support timewarp, so you get higher perceived latency in head rotation.

cjwidd
Explorer
Does the OpenVR platform use predictive tracking?

cjwidd
Explorer
[Answer: Yes]