Ask HN: What is the status of VR on Linux?
I'm a programmer with a lot of experience with GL. I'm mostly working with data visualization in general, but I wrote several non-toy 3D engines in the past.
I've been rather oblivious with VR as of date, even though I toyed with 3d glasses on an SGI Octane decades ago. After a couple of experiences with the Oculus though, I'd love to start hacking on VR technology.
As my development platform for the last 10+ years as been exclusively Linux, and again almost exclusively targeting high-end NVidia cards, I have no interest in switching OS whatsoever.
What is the status of VR on linux? It seems that most headsets are platform and vendor-locked. Why is this the case? Are some devices more hackable than others?
41 comments
[ 105 ms ] story [ 158 ms ] threadAFAIK both Unity and Unreal Engines have 'experimental' linux builds available. I started the year hardware-strapped, but hopefully sometime in 2017 I'll start dabbling with these linux alternatives.
Good luck!
With a shared standard, games developers can build to a common target, and consumers can buy hardware based on actual hardware differentiators. Oculus will be able to say "buy our headset, it has better feature X and it supports all the Vive/GearVR/Cardboard games!" Customers will feel more comfortable just picking a horse, knowing that even if it doesn't win it'll at least finish the race.
It doesn't work, at all. Sorry.
This is going to change everything from music production and video editing, to gaming and entertainment.
But there are potentially new ways to organise media and interact with clips which VR allows.
I'm really interested to see what we can do in VR for video editing.
Why do you say that? I think the 3D TV comparison is fairly accurate. If VR (or AR) requires anything more bulky than regular eye glasses, I can't see it becoming a huge success. Part of why I think VR makes a neat demo only is because the current crop of VR headsets get uncomfortable very quickly.
> VR is a new form of HCI
New? I first tried VR 25 years ago and I know it's older than that.
> if you're only looking at VR as "games" you're missing the boat entirely
So if gaming isn't the primary user and driver of VR hardware and software, what is? What industry is putting the most investment into VR right now? From the current generation, I really have only looked at consumer setups like Vive, Playstation, and Oculus. I haven't tried Microsoft's product or Magic Leap so maybe they would change my mind?
Perhaps pornography? VR could offer a completely novel set of experiences
Just like with CAVE 25 years ago, there's a lot of ongoing research efforts to use VR in areas outside gaming - such as replicating experiences over and over that can't dependably be replicated in real life, or leveraging VR as an HCI tool in existing applications. To refer to AR, Boeing has already used a hologram device for aircraft electrical assembly for years. Educationally, VR has serious potential in fields like medical instruction and training.
I agree, gaming and porn will and are driving adoption of VR to the wide consumer market, but its actual applications go way beyond a litmus test of "well the games still aren't fun enough."
Many VR gamers who use traditional dual-analog style controllers concede that it's not really different in terms of HCI model.
* = "new" meaning unconventional and/or untapped in the current mindshare of HCI. Obviously this stuff has existed for decades.
VR gamers using traditional dual-analog style controllers aren't leveraging the full spatial immersion of VR, so they don't report a spatially immersive experience. When I describe "VR as HCI" I mean everything involved in immersing someone in an altered reality, and the HMD is only part of that. I think it's more apt to say "XR is a new form of HCI," to include tech like the Hololens, but that terminology hasn't really entered the common lexicon yet.
VR and XR as a whole give unprecedented access to the primary I/O pathway of the human: our eyes and our hands.
I see what you're getting at, but remember that the first wildly successful spatial controller was released over 10 years ago: the Wiimote.
In fact, 3d is nothing but a marketing scam, it is not really 3d, but a fixed stereoscopic view. When I tested the "3D" on a TV, it was clear that it was going nowhere.
Why? Because "3d" does not update your view depending on the movement and rotation of your head. As simple as that.
VR has been used successfully in the world for decades in CAD, simulation, the different armies, and they spent tens of thousands of dollars that used to cost the device for a reason.
For example, the NASA uses it to train astronauts to move in the space station, the army uses it for training pilots or soldiers to navigate using the stars. Engineers use it to collaborate on designs, like a plane or a car.
With VR (and more interestingly, AR), I don't doubt that there are some professional applications. But soldiers and astronauts just aren't a huge market.
I may sound super negative, but I do hope that it takes off. As a demo it's fantastic (aside from the motion sickness). I just haven't seen anything very compelling yet. Have you?
"job simulator" (yes) is enabled by both a VR headset, and VR controllers. you couldn't achieve the same without VR
"elite dangerous" is significantly improved with VR. pretty much anything with a cockpit would be improved, because you can look all around you. this one in particular is an amazing experience
*edit: there's also an abundance of VR storytelling that are exploring new ways of giving experience without the use of words, VR artwork where there no real point other than just to experience a world. there are a lot of REALLY cool, not just "for demo" experiences you can have on VR
(I'm currently playing ED without VR since I lent my Oculus to a friend and I really miss it.)
The whole game changes when you have physical controllers that you hold in your hand.
Yet now using VR I think it's incomparable. I'm a believer.
(Left-Hand Path - http://store.steampowered.com/app/488760 . Horror RPG with a heavy Dark Souls influence).
But still - it's clear that there are a lot of people playing VR games consistently.
(I also play VR games quite a bit, but I'm just a single data point.)
https://www.youtube.com/watch?v=B5uqQL-dKBU&feature=youtu.be...
We really need to standardize VR drivers with a hardware class that needs to support, in a standard fashion, x types of standard i/o.
It's possible to write your own OpenVR driver with whatever headset, but it would be quite an undertaking.
If you're just messing around on your own, OSVR is n standalone open source initiative (which also has SteamVR support) that is largely cross-platform but I haven't played with it.
Finally, last month Khronos Group announced [1] that they're going to be developing a joint VR standard with all the big players which should also advance VR towards being more cross-platform.
tl;dr: Unless you're building just for yourself, I'd wait or bite the bullet and install Windows for the duration. (I did the latter, sigh.)
[1] https://www.khronos.org/news/press/khronos-announces-vr-stan...
Hacker extraordinaire Charles Lohr is reverse engineering the Vive protocols and has made good headway so far. It also seems that Valve has been giving him the odd hint along the way.
[1] http://idav.ucdavis.edu/~okreylos/ResDev/Vrui/
[2] http://doc-ok.org/?p=1508