Yup that's right. Actually I've yet to find out if it works on my Mac Pro...

Andy
On Wed, 6 Jan 2016 at 01:48, David Seikel <onef...@gmail.com> wrote:

> On Tue, 05 Jan 2016 23:56:21 +0000 Andrew Williams
> <a...@andywilliams.me> wrote:
>
> > Exciting stuff! Just unboxing my rift - will be happy to help test
> > where I can :-D
>
> Cool. I'm guessing you got a second hand Dk2?  The pre orders for the
> CV1 only open up in 14 hours.
>
> > Andy
> > On Tue, 5 Jan 2016 at 21:45, David Seikel <onef...@gmail.com> wrote:
> >
> > > On Tue, 5 Jan 2016 11:47:09 -0800 Cedric BAIL <cedric.b...@free.fr>
> > > wrote:
> > > > >> >> So basically, get the mode info and check the "flags" of the
> > > > >> >> mode struct for supported layouts. Possible values on
> > > > >> >> "flags":
> > > > >> >>
> > > > >> >> #define DRM_MODE_FLAG_3D_MASK
> > > > >> >> (0x1f<<14) #define
> > > > >> >> DRM_MODE_FLAG_3D_NONE                     (0<<14) #define
> > > > >> >> DRM_MODE_FLAG_3D_FRAME_PACKING            (1<<14) #define
> > > > >> >> DRM_MODE_FLAG_3D_FIELD_ALTERNATIVE        (2<<14) #define
> > > > >> >> DRM_MODE_FLAG_3D_LINE_ALTERNATIVE (3<<14) #define
> > > > >> >> DRM_MODE_FLAG_3D_SIDE_BY_SIDE_FULL        (4<<14) #define
> > > > >> >> DRM_MODE_FLAG_3D_L_DEPTH          (5<<14) #define
> > > > >> >> DRM_MODE_FLAG_3D_L_DEPTH_GFX_GFX_DEPTH    (6<<14) #define
> > > > >> >> DRM_MODE_FLAG_3D_TOP_AND_BOTTOM   (7<<14) #define
> > > > >> >> DRM_MODE_FLAG_3D_SIDE_BY_SIDE_HALF        (8<<14)
> > > > >> >>
> > > > >> >> This would/should actually be quite simple to detect in the
> > > > >> >> ecore_drm code as we already fetch mode info for crtcs.
> > > > >> >> Would just be a matter of checking for these flags.
> > > > >> >
> > > > >> > Not quite so correct.  Sure this probably works fine under
> > > > >> > DRM / Wayland, but I mentioned Mac OS X and Windows as well
> > > > >> > as Linux.
> > > > >>
> > > > >> Sure. I defer to your wisdom in those areas ;) I was mearly
> > > > >> stating that (as far as code goes), it would be fairly simple
> > > > >> (wrt libdrm) to add these pieces to ecore_drm.
> > > > >
> > > > > Yep, looks simple enough.  Still wont be useful for Mac and
> > > > > Windows support, but at least that's Linux catered for in the
> > > > > "detect a HMD that wants to be a monitor" stakes.  As I pointed
> > > > > out, not all HMDs present themselves as monitors.
> > > >
> > > > Or Android. Also... it is not that useful on Linux as there is no
> > > > support for HMD at the moment and Occulus Rift doesn't seems to
> > > > interested by that.
> > >
> > > Oculus did initially support Linux and Mac, but "paused" support for
> > > them.  Older SDKs still work.  Also, see the bottom of this email.
> > > HTC Vive is a Steam thing, and Steam tries to be cross platform
> > > more or less, but I've not checked that out yet.  I did create a
> > > Steam account to see what I could find there to run on the DK2 I
> > > have, and found stuff that worked fine under Windows at least.
> > > Google Cardboard is obviously an Android thing, but there's
> > > software that uses that protocol at the end of a network link,
> > > driven from Windows.
> > >
> > > > Also the situation is more complex that I think it would be.
> > > > There is actually 2 differents content that are streamed to an
> > > > HMD. 360 view (either spherical or cylinder mapped) and
> > > > stereoscopic view. Of course, some HMD support one or the other
> > > > or both, enjoy !
> > >
> > > It's way worse than that.  VR movies are all over the place as far
> > > as formats are concerned.  Each of those DRM_MODE_FLAGS DH mentioned
> > > before, plus a few more, have been used to make movies.  Movie
> > > players have a dozen or more complex controls to try to sort out
> > > what to do for any particular movie.  Some movies bypass the entire
> > > problem and come embedded inside their own viewer, or rather three
> > > of them to support the major HMDs.
> > >
> > > > But that's only the beginning of the trouble, each HMD has
> > > > different lense which means they need different transformation
> > > > (and I have not gotten the confirmation that you could write one
> > > > filter that cover every HMD).
> > >
> > > I doubt if you could get a generic filter.  One of the big issues is
> > > support for people that have to wear glasses, I'm one of those.
> > > There's various options for dealing with that used by various
> > > manufacturers.  This includes providing standard frames for
> > > optometrists to fit prescription lenses into.  Each individuals
> > > lenses can be custom!
> > >
> > > The Oculus Rift DK1 came with three different pairs of lenses to
> > > help the glasses wearers, the DK2 cut that down to two.  Some allow
> > > similar dioptric adjustment as is in top end camera viewfinders.  I
> > > think the CV1 just goes with "give 'em a bit more room for their
> > > specs", and maybe a standardised frame?  Hopefully I'll have mine
> > > shortly after my birthday, and then go visit my eye doctor.
> > >
> > > > Now, my understanding is that there is also no common API on
> > > > Windows or Mac at this stage, but each HMD provide their own SDK.
> > > > Of course on Linux situation is even worse as there is not even a
> > > > SDK.
> > >
> > > There are the older Oculus SDKs for Linux that still work fine with
> > > the released developer kits.  I think the Linux and Mac support
> > > where "paused" at about the same time.
> > >
> > > > I am not to sure of the course of action that should be taken as
> > > > making Occulus Rift or Gear VR work on Linux is going to be a
> > > > massive under taking. I am thinking that the most easy target for
> > > > development would be Mac as we are close to have 100% EFL working
> > > > there already and you would add a new backend there for each HMD
> > > > (at least at this stage).
> > >
> > > Well, I have separate Linux, Mac, and Windows development
> > > workstations now, though I have to upgrade the Linux one to suit
> > > HMD development. Linux is my preferred development environment, I
> > > have the other two coz in the virtual world area, users want their
> > > Mac and Windows support. Oddly enough, Second Life supports Solaris
> > > as well, I think their developers started off using Solaris
> > > workstations, so the viewer had to work there to.
> > >
> > > > > In the end though, I expect the existing generic HMD libraries
> > > > > deal with that for us, if they don't, I can send patches.
> > > > > That's where HMD device detection and configuration should live.
> > > >
> > > > Does that already exist ? If it does, that should definitively be
> > > > the layer we work on top of.
> > >
> > > Yes.  I mentioned two open source cross platform library efforts in
> > > my initial post (OpenHMD and libvr), and a port of the Oculus SDK
> > > to open source C (libovr_nsb).  I have since found one more open
> > > source generic HMD library - (OpenVR, have yet to find a web
> > > site).  There maybe more. I've read through some of the reverse
> > > engineering process that has been used by the first two libraries,
> > > so I'm up to speed with their problems and progress.  These
> > > libraries generally support Linux, Mac, and Windows, as well as
> > > trying to target the major HMDs.
> > >
> > > On the controller front, there has long been an open source effort
> > > to generically support all sorts of oddball input devices that
> > > would be useful in HMD / VR work.  I can't recall the name off the
> > > top of my head, but I've got notes on it somewhere.  I plan on
> > > trying it out in my SledjHamr project eventually.
> > >
> > > So a lot of the massive work we can skip, others have done a lot of
> > > it already, and are working on the rest.  Best leave it to them,
> > > but I hope there's some consolidation of effort there sooner rather
> > > than later.  We might have to try to predict the winner, and hope
> > > we don't get that wrong.
> > >
> > > Reminds me, one more thing I should have mentioned about
> > > controllers. A lot of the Oculus Rift software these days is
> > > written with the XBox One controller in mind, as that's what will
> > > come with the initial release of the CV1.  I don't have one of
> > > those, but I do have a Sony sixaxis controller that I got with my
> > > PS3.  After finding drivers for it under Windows, it worked fine
> > > for Rift use on that software, they all think I'm using an XBox
> > > gamepad.  I also use it for Android games, and I recall it worked
> > > under Linux as well.  This sort of compatibility issue has been
> > > around for a while, they get solved.  B-)
> > >
> > > --
> > > A big old stinking pile of genius that no one wants
> > > coz there are too many silver coated monkeys in the world.
> > >
> > >
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>
> --
> A big old stinking pile of genius that no one wants
> coz there are too many silver coated monkeys in the world.
>
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