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Any different is development between the Rift S and non-S version?

Anonymous
Not applicable
Hey guys - I know the Rift S isn't out yet but I'm hoping one of the Oculus developers can answer this.

I'm currently developing a project in UE4 using the non-S Rift version. I'm planning on purchasing the Oculus Rift S as well - anyone know if it would be a process to transfer / port the game over or would they use the same drivers and have it be a seamless transferal process?

Thanks guys!
Chris
2 REPLIES 2

MikeF
Trustee
it works out of the box, but you should be aware of any design considerations that would need to be changed for inside out tracking. Ex: actions that bring the controllers close to the users face

owenwp
Expert Protege
You should make sure your code checks the status flags for the controller tracking to handle loss gracefully. Also if your code selects a pixel density multiplier automatically based on system specs, you should do the math on the relative total pixels per second count to choose a different multiplier for the S.