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 Oculus CV1 support has been added to XStoryPlayer 3.5 
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Joined: Thu Feb 07, 2013 11:16 am
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A beta version of XStoryPlayer with CV1 support has been added to the account-manager.

Let me know if you have any issues. It was developed with the DK2 (since we have not yet received our CV1).

A few side notes:

- It uses OR runtime version 1.3.0
- Make sure to run XStoryPlayer in fullscreen mode (not windowed), for better performance.
- Make sure not to run other apps in the background, for better performance.
- When the screen is flickering it means you are not getting the 90 fps that is needed.
- Also try Opengl mode if you have an issue.


Mon Apr 04, 2016 2:02 pm
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@xpadmin thanks


Mon Apr 04, 2016 5:20 pm
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Thank you so much ! I can't wait for major updates !
By the way have you ever tought of implementing touch or Vive support ?
The way the interaction happens would be perfect for motion controllers !


Mon Apr 04, 2016 10:19 pm
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A fix for CV1 issues has been made.

New CV1 patch can be downloaded using account-manager.

Delete local copy of XStoryPlayer CV1 patch setup in account-manager first.
(Press [Open download folder] in account-manager and delete SetupPatch35_CV1.exe)

Then re-download and re-install CV1 patch.

You should have version 3.5.0022 installed (see trace.txt for that).


Thu Apr 14, 2016 7:36 am
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Will it be possible to use the HTC Vive?


Thu Apr 14, 2016 3:28 pm
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@xpadmin thanks


Thu Apr 14, 2016 3:46 pm
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I understand that you might not have time for adding dedicated HTC Vive support at this time. However, have a look at https://github.com/LibreVR/Revive. It is a compatibility layer that, if I understood correctly, should provide near plug-in compatibility for HTC Vive to Oculus Rift apps.


Thu Apr 14, 2016 6:38 pm
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I agree a generalized SDK is the way to go.

The CV1 was quite some work to get correct.


Thu Apr 14, 2016 7:49 pm
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Not sure if librevr will work with XstoryPlayer, couldn't figure it out anyway...


Fri Apr 15, 2016 2:30 pm
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Awesomestuffs wrote:
Not sure if librevr will work with XstoryPlayer, couldn't figure it out anyway...


According to e.g. this Ars Technica article, each game (XStoryPlayer in this case) needs to be patched because Oculus has included a code signing check on the runtime DLLs, so to load the librevr replacement DLLs instead you need to patch the application. This is trivial for the developer, but less easy for others.

So XStoryPlayer developers would need to enable this, but (at least in theory) that should be very easy to do - definitely much easier than adding native Vive support. Of course it would not be as good as native Vive support (e.g. no proper support for room scale VR), but a very worthwhile low hanging fruit. There is of course the possibility that Oculus will start intentionally blocking this (e.g. some kind of runtime DRM check that Oculus own hardware is present) but given that they have publicly stated that they do not want a closed platform, that would be a PR disaster and probably hurt them more than it would gain them. Not saying that couldn't still happen though, people make stupid decisions all the time...


Sat Apr 16, 2016 10:40 am
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