FWIW, I've made a VR performance with Pd + openFrameworks:
https://vimeo.com/389373613
The sound is spatialized with 3rd order ambisonics, using the IEM plugin
suite + [vstplugin~]. The audio track in the video uses a binaural
rendering.
In openFrameworks, I used the ofxOpenVR addon. This is just a thin
wrapper around Valve's openVR SDK which allows you to talk to several
different VR headsets. Personally, I've used both the HTC Vive and the
new Oculus Rift S. I very much prefer the latter because of the inside
out tracking, which doesn't require external sensors and is very stable
even in quite dark environments.
Beware that this kind of "low level" approach to VR is quite cumbersome,
but it has interesting possibilities. For "regular" VR installations,
however, a game engine like Unity, Unreal or Godot is *very* much
preferrable.
I'd suggest, first think what you want to achieve and then decide
whether Pd/Gem really is the right tool for the job (it probably isn't,
at least not for the graphics part ;-)
Christof
On 09.04.2020 22:46, Peter P. wrote:
* Csaba Láng <[email protected]> [2020-04-09 22:43]:
Dear list,
I plan to make a VR installation in Pd and GEM, but no idea if it is
possible with any Pd externals.
How should I start?
start by learning Gem if you haven't
http://gem.iem.at/documentation/manual/manual/referencemanual-all-pages
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