<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://vrarwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Copsaur7</id>
	<title>VR &amp; AR Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://vrarwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Copsaur7"/>
	<link rel="alternate" type="text/html" href="https://vrarwiki.com/wiki/Special:Contributions/Copsaur7"/>
	<updated>2026-04-21T02:04:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Daydream&amp;diff=10215</id>
		<title>Daydream</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Daydream&amp;diff=10215"/>
		<updated>2016-05-19T22:14:05Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* Developer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Daydream]] is [[Google]]&#039;s mobile [[Virtual Reality Platform]]. Built on top of [[Android N]], Daydream encompasses both software along with hardware such as Daydream-ready smartphones, [[#Devices|HMDs]] and [[#Accessories|controllers]]. Daydream was the successor to [[Google Cardboard]] and was unveiled in Google I/O 2016.&lt;br /&gt;
&lt;br /&gt;
==Devices==&lt;br /&gt;
The [[Daydream HMD]] consists of a [[Slide-on HMD]] that requires a Daydream-ready phone. Daydream-ready phones are new Android N smartphones with special components such as special sensors and displays. These phones act the the processors and displays for the HMD. Daydream HMD differs from [[Cardboard]] as it only works with specific phones, not all phones. &lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
[[Daydream Controller]] - a small remote with a touchpad, 2 buttons and [[rotational tracking]].&lt;br /&gt;
&lt;br /&gt;
==Daydream-ready Phones==&lt;br /&gt;
Smartphones act as the displays and processors for the Daydream HMDs. Unlike Google Cardboard, only Daydream-ready Android phones , not all phones can used for Daydream HMD. These phones have special sensors and screens needed for a quality VR experience. Google has partnered with [[Samsung]], [[LG]], [[HTC]], [[Huawei]], [[Xiaomi]], [[ZTE]], [[Asus]], and [[Alcatel]] to bring these phones to market.&lt;br /&gt;
&lt;br /&gt;
==Platform==&lt;br /&gt;
[[Daydream Home]]&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
[[Daydream Development Kit Guide]]&amp;lt;ref&amp;gt;https://developers.google.com/vr/concepts/dev-kit-setup#prerequisites&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Platforms]]&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10214</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10214"/>
		<updated>2016-05-19T05:11:36Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR apps]]. An [[app]] can either implement [[OVR]] or [[OpenVR]] or both. This means that the app has access to native functionality in it&#039;s corresponding runtime. &#039;&#039;&#039;SDKs do not handle [[asynchronous timewarp]] or [[reprojection]], those are handled by the runtime!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by [[Oculus VR]] for the [[Oculus Rift]]. Current version (14th May 2016) is 1.3.1 and can access all features of the [[Oculus Runtime]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by [[Valve]] and supports [[Vive]] and [[Rift]] via the [[SteamVR Runtime]].&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and [[Unity]] games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, [[Gear VR]] and [[PSVR]], but not [[SteamVR]]. A game compiled with Unity 5.3 can use those optimizations with the [[Oculus SDK]] but not the [[OpenVR SDK]]. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for [[asynchronous timewarp]] and handles device detection, display, etc. It (the runtime service) needs to be running for [[Oculus Home]] to launch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for [[reprojection]] and supports [[Rift]] and [[Vive]].&lt;br /&gt;
&lt;br /&gt;
If you launch a game on Steam that supports [[Rift]] natively (meaning, it has been compiled against the [[Oculus SDK]]), you will get [[asynchronous timewarp]] and it will run exactly like the game from Oculus Home. It won&#039;t use the the [[SteamVR Runtime]], it will use the [[Oculus Runtime]]. Only downside is that launching the game is more difficult. &lt;br /&gt;
&lt;br /&gt;
If you buy a game that is compiled against the [[OpenVR SDK]], then it can run on [[Vive]] and Rift. However, running on Rift uses both runtimes:&lt;br /&gt;
&lt;br /&gt;
Rendered Image using the OpenVR SDK -&amp;gt; SteamVR Runtime -&amp;gt; Oculus Runtime -&amp;gt; Rift&lt;br /&gt;
&lt;br /&gt;
The Oculus Runtime effectively thinks you are playing a game called &amp;quot;SteamVR&amp;quot;, but the content of the &amp;quot;game&amp;quot; is actually the image that the SteamVR runtime got from the OpenVR compiled game. This seems to work rather well and personally I have not noticed any additional latency. In theory you would even get Asynchronous Timewarp, but that would only happen if SteamVR itself isn&#039;t responding in time. If an OpenVR game stalls completely, the SteamVR runtime will throw you back into the loading construct and continues to render at 90fps. Since the SteamVR runtime has this fail safe mechanism and all the Oculus Runtime sees is &amp;quot;SteamVR&amp;quot;, it will most likely never trigger Asynchronous Timewarp.&lt;br /&gt;
&lt;br /&gt;
==App Stores==&lt;br /&gt;
[[App Stores]] are distribution platforms for software.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the [[Rift]] to work. By default only supports [[apps]] from the [[Oculus Store]] (checkbox in the settings of the 2d desktop client to enable other sources). It downloads [[games]] and runs them. It also handles the [[Universal Menu]] on the [[Xbox]] button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching [[OpenVR]] games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
[[Project Cars]] on Steam supports both [[OpenVR]] and [[OVR]]. The Oculus Home version supports only OVR as of today.&lt;br /&gt;
&lt;br /&gt;
#Project Cars on Home + Rift -&amp;gt; will run natively&lt;br /&gt;
#Project Cars on Steam + Vive -&amp;gt; will run natively&lt;br /&gt;
#Project Cars on Steam + Rift + launched as Rift app -&amp;gt; will run natively&lt;br /&gt;
#Project Cars on Home + Vive -&amp;gt; won&#039;t run&lt;br /&gt;
#Project Cars on Steam + Rift + launched as SteamVR app -&amp;gt; will run via SteamVR&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
[[Oculus Rift]] [[apps]], or better said apps compiled with the [[OVR]] [[dll]]s do not render to the [[HMD]] directly. They render their images and send them to the [[runtime]]. The interface for that are the dlls. [[Wrappers]] replace the content of the dlls with functions that are named identically, but redirect the games rendered image to a different runtime. Equally, they provide the game with the [[rotational tracking|rotation]] and [[positional tracking|position]] data of the headset.&lt;br /&gt;
&lt;br /&gt;
*[[ReVive]] replaces the content of the dlls with functions that communicate with the [[SteamVR Runtime]]. The game thinks it&#039;s connected to a [[Rift]], but it is not. The SteamVR runtime is rendering the game and supports [[reprojection]], but not [[asynchronous timewarp]] (remember, this is a feature of the [[Oculus Runtime]]).&lt;br /&gt;
&lt;br /&gt;
All Oculus games distributed through [[Oculus Home]] implement an entitlement check. This means the game is asking Oculus Home if the user is allowed to play it. ReVive does not hack this entitlement check and games need to be downloaded/purchased via Oculus Home. Games need to be started through Home once or the Oculus Service needs to be restarted. Example of the entitlement check failing in [[Lucky&#039;s Tale]]: Instead of the main menu, ReVive users see a worm on a log showing you it&#039;s tongue.&lt;br /&gt;
&lt;br /&gt;
Sidenote: technically one could even write a wrapper that routes [[OpenVR]] calls to the Oculus runtime directly, bypassing [[SteamVR]] altogether. But since SteamVR can do it already, there is little need for that&lt;br /&gt;
&lt;br /&gt;
*[[LibOVRWrapper]] installs dlls into [[Windows]] that old Rift games need in order to communicate with the new runtime. It effectively translates old games to the new runtime. [unsure: Do these old games now also use timewarp or do they need to specifically request it via an sdk call?]&lt;br /&gt;
&lt;br /&gt;
*LibOVRWrapper + ReVive allows you to run old Rift games on [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Timewarp&amp;diff=10213</id>
		<title>Timewarp</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Timewarp&amp;diff=10213"/>
		<updated>2016-05-19T05:10:32Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==General Information==&lt;br /&gt;
&#039;&#039;&#039;Timewarp&#039;&#039;&#039; / &#039;&#039;&#039;Time warping&#039;&#039;&#039; also known as &#039;&#039;&#039;Reprojection&#039;&#039;&#039; is a technique in [[VR]] that warps the rendered image before sending it to the display to correct for the head movement occurred after the rendering.&amp;lt;ref name=ATW blog1&amp;quot;&amp;gt;https://www.oculus.com/blog/asynchronous-timewarp/&amp;lt;/ref&amp;gt; Timewarp can reduce [[latency]] and increase or maintain [[frame rate]]. Additionally, it can reduce [[judder]] caused missed frames (when frames take too long to render).&amp;lt;ref name=&amp;quot;YT1&amp;quot;&amp;gt;https://www.youtube.com/watch?v=WvtEXMlQQtI&amp;lt;/ref&amp;gt; This process takes the already rendered image, modify it with freshly collected positional information from your [[HMD]]&#039;s sensors, then display it to your screen. Utilizing [[depth maps]] ([[Z Buffers]]) already present in the engine, Timewarp requires very little computation.&lt;br /&gt;
&lt;br /&gt;
Timewarp is a feature of [[Oculus SDK]]. It was initially released in the version 0.3.1 of the SDK. [[#Positional Timewarp|Positional Timewarp]] was introduced in [[Oculus PC SDK]] 0.6.0&amp;lt;ref&amp;gt;https://twitter.com/volgaksoy/status/599251845156995072&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Runtime]]s for various platforms such as the [[Oculus Runtime]] and [[SteamVR Runtime]] are responsible for Timewarp. Different runtimes [[#Oculus Rift vs. SteamVR vs. PSVR|perform timewarp differently]].&lt;br /&gt;
&lt;br /&gt;
==Asynchronous Timewarp (ATW)==&lt;br /&gt;
&#039;&#039;&#039;Asynchronous Timewarp&#039;&#039;&#039; or &#039;&#039;&#039;ATW&#039;&#039;&#039; is when timewarp occurs on another thread in parallel (asynchronously) with rendering. Before every [[vsync]], the ATW thread generates a new timewarped frame from the latest frame completed by the rendering thread.&amp;lt;ref name=ATW blog1&amp;quot;&amp;gt;https://www.oculus.com/blog/asynchronous-timewarp/&amp;lt;/ref&amp;gt; ATW fills in the missed frames and reduces [[judder]].&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How Timewarp Reduces Latency==&lt;br /&gt;
Without Timewarp, your HMD would capture the data about the position of your head, render the image based on this data (correct angel etc.), then display the image when the next scene is due to be on screen. In a 60 fps game, a new scene is displayed once every 16.7 milliseconds. With this process, each image you see is based on the head-tracking data from almost 17 milliseconds ago. &lt;br /&gt;
&lt;br /&gt;
With Timewarp, the first 2 parts of the process is the same. your HMD would capture the data about the position of your head and render the image based on the data. Before this image is displayed, your HMD captures the position of your head again. Using this information, the rendered image is modified with a mathematical calculation to fit the latest data. Finally the modified image is displayed on screen. The resulting image is more recent and more accurately depict the position of your head at the time of display than the image initially rendered. Timewarp only works in very short distances and time intervals or the resulting image will look unrealistic or out of place.&lt;br /&gt;
&lt;br /&gt;
==How Timewarp Increases Frame Rate==&lt;br /&gt;
Timewarp allows engines to increase or maintain frame rate when they are otherwise unable to do. It does this by artificially filling in dropped frames.&lt;br /&gt;
&lt;br /&gt;
In a game engine limited to 50 frames per second, a new frame is displayed once every 20 milliseconds. To increase the game&#039;s frame rate to 60, you need to display a new frame once every 16.7 milliseconds. To increase the fps through timewarp, the last completely rendered frame, not the one that is currently rendering, is updated with the latest data about the position of your head. The modified frame is displayed before your eyes.&amp;lt;ref name=&amp;quot;YT1&amp;quot;&amp;gt;https://www.youtube.com/watch?v=WvtEXMlQQtI&amp;lt;/ref&amp;gt; Theoretically, this method could increase frame rate from 1 to 60. Realistically, timewarp only works in very short distances and time intervals. Long distances or time intervals will make the image appear unrealistic or out of place.&lt;br /&gt;
&lt;br /&gt;
==Limitations of Timewarp==&lt;br /&gt;
Timewarp works well in a rotational only tracking system. When positional / translational tracking is introduced, it does not work as well and presents a few problems.&amp;lt;ref name=ATW blog1&amp;quot;&amp;gt;https://www.oculus.com/blog/asynchronous-timewarp/&amp;lt;/ref&amp;gt; When timewarp is used with positional tracking, only the rotational change is reflected in the resulting image. The positional change is ignore, causing [[judder]]. This is solved through the introduction of [[#Positional Timewarp|Positional Timewarp]].&lt;br /&gt;
&lt;br /&gt;
Moving objects such as an animated character can also cause judder. The notice-bility of the judder depends on the size, number and speed of the moving object.&amp;lt;ref name=ATW blog1&amp;quot;&amp;gt;https://www.oculus.com/blog/asynchronous-timewarp/&amp;lt;/ref&amp;gt; Large and fast moving objects can cause very noticeable judder.&lt;br /&gt;
&lt;br /&gt;
==Positional Timewarp==&lt;br /&gt;
{{see also|Positional Timewarp}}&lt;br /&gt;
Positional Timewarp solves positional judder caused by translational movements. &lt;br /&gt;
&lt;br /&gt;
It is accomplished by ???&lt;br /&gt;
&lt;br /&gt;
==Oculus Rift vs. SteamVR vs. PSVR==&lt;br /&gt;
The [[Oculus Runtime]] uses asynchronous timewarp to interpolate frames from any frame rate to 90. I.e. the game has a massive explosion, fps drop to 70, async timewarp interpolates to 90.&lt;br /&gt;
&lt;br /&gt;
The [[SteamVR Runtime]] uses reprojection when the target frame rate is not met. But instead of interpolating from an arbitrary frame rate to 90, it forces the game to render at 45fps and then doubles the frame rate via interpolation.&lt;br /&gt;
&lt;br /&gt;
Both approaches have advantages and disadvantages. Asynchronous timewarp is great for very short dips below 90, but it&#039;s variability means frame times aren&#039;t that smooth. SteamVR&#039;s reprojection has very smooth and predictable frame times, however the fps hit is much higher, which could look weird if animations and physics are meant to run with 90Hz.&lt;br /&gt;
&lt;br /&gt;
Sony&#039;s [[PSVR]] is using SteamVR style reprojection as one of their default modes. Games can render at 60fps and will be reprojected to 120.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]]&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Timewarp&amp;diff=10212</id>
		<title>Timewarp</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Timewarp&amp;diff=10212"/>
		<updated>2016-05-19T04:57:46Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==General Information==&lt;br /&gt;
&#039;&#039;&#039;Timewarp&#039;&#039;&#039; / &#039;&#039;&#039;Time warping&#039;&#039;&#039; also known as &#039;&#039;&#039;Reprojection&#039;&#039;&#039; is a technique in [[VR]] that warps the rendered image before sending it to the display to correct for the head movement occurred after the rendering.&amp;lt;ref name=ATW blog1&amp;quot;&amp;gt;https://www.oculus.com/blog/asynchronous-timewarp/&amp;lt;/ref&amp;gt; Timewarp can reduce [[latency]] and increase or maintain [[frame rate]]. Additionally, it can reduce [[judder]] caused missed frames (when frames take too long to render).&amp;lt;ref name=&amp;quot;YT1&amp;quot;&amp;gt;https://www.youtube.com/watch?v=WvtEXMlQQtI&amp;lt;/ref&amp;gt; This process takes the already rendered image, modify it with freshly collected positional information from your [[HMD]]&#039;s sensors, then display it to your screen. Utilizing [[depth maps]] ([[Z Buffers]]) already present in the engine, Timewarp requires very little computation.&lt;br /&gt;
&lt;br /&gt;
Timewarp is a feature of [[Oculus SDK]]. It was initially released in the version 0.3.1 of the SDK. [[#Positional Timewarp|Positional Timewarp]] was introduced in [[Oculus PC SDK]] 0.6.0&amp;lt;ref&amp;gt;https://twitter.com/volgaksoy/status/599251845156995072&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Asynchronous Timewarp (ATW)==&lt;br /&gt;
&#039;&#039;&#039;Asynchronous Timewarp&#039;&#039;&#039; or &#039;&#039;&#039;ATW&#039;&#039;&#039; is when timewarp occurs on another thread in parallel (asynchronously) with rendering. Before every [[vsync]], the ATW thread generates a new timewarped frame from the latest frame completed by the rendering thread.&amp;lt;ref name=ATW blog1&amp;quot;&amp;gt;https://www.oculus.com/blog/asynchronous-timewarp/&amp;lt;/ref&amp;gt; ATW fills in the missed frames and reduces [[judder]].&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How Timewarp Reduces Latency==&lt;br /&gt;
Without Timewarp, your HMD would capture the data about the position of your head, render the image based on this data (correct angel etc.), then display the image when the next scene is due to be on screen. In a 60 fps game, a new scene is displayed once every 16.7 milliseconds. With this process, each image you see is based on the head-tracking data from almost 17 milliseconds ago. &lt;br /&gt;
&lt;br /&gt;
With Timewarp, the first 2 parts of the process is the same. your HMD would capture the data about the position of your head and render the image based on the data. Before this image is displayed, your HMD captures the position of your head again. Using this information, the rendered image is modified with a mathematical calculation to fit the latest data. Finally the modified image is displayed on screen. The resulting image is more recent and more accurately depict the position of your head at the time of display than the image initially rendered. Timewarp only works in very short distances and time intervals or the resulting image will look unrealistic or out of place.&lt;br /&gt;
&lt;br /&gt;
==How Timewarp Increases Frame Rate==&lt;br /&gt;
Timewarp allows engines to increase or maintain frame rate when they are otherwise unable to do. It does this by artificially filling in dropped frames.&lt;br /&gt;
&lt;br /&gt;
In a game engine limited to 50 frames per second, a new frame is displayed once every 20 milliseconds. To increase the game&#039;s frame rate to 60, you need to display a new frame once every 16.7 milliseconds. To increase the fps through timewarp, the last completely rendered frame, not the one that is currently rendering, is updated with the latest data about the position of your head. The modified frame is displayed before your eyes.&amp;lt;ref name=&amp;quot;YT1&amp;quot;&amp;gt;https://www.youtube.com/watch?v=WvtEXMlQQtI&amp;lt;/ref&amp;gt; Theoretically, this method could increase frame rate from 1 to 60. Realistically, timewarp only works in very short distances and time intervals. Long distances or time intervals will make the image appear unrealistic or out of place.&lt;br /&gt;
&lt;br /&gt;
==Limitations of Timewarp==&lt;br /&gt;
Timewarp works well in a rotational only tracking system. When positional / translational tracking is introduced, it does not work as well and presents a few problems.&amp;lt;ref name=ATW blog1&amp;quot;&amp;gt;https://www.oculus.com/blog/asynchronous-timewarp/&amp;lt;/ref&amp;gt; When timewarp is used with positional tracking, only the rotational change is reflected in the resulting image. The positional change is ignore, causing [[judder]]. This is solved through the introduction of [[#Positional Timewarp|Positional Timewarp]].&lt;br /&gt;
&lt;br /&gt;
Moving objects such as an animated character can also cause judder. The notice-bility of the judder depends on the size, number and speed of the moving object.&amp;lt;ref name=ATW blog1&amp;quot;&amp;gt;https://www.oculus.com/blog/asynchronous-timewarp/&amp;lt;/ref&amp;gt; Large and fast moving objects can cause very noticeable judder.&lt;br /&gt;
&lt;br /&gt;
==Positional Timewarp==&lt;br /&gt;
{{see also|Positional Timewarp}}&lt;br /&gt;
Positional Timewarp solves positional judder caused by translational movements. &lt;br /&gt;
&lt;br /&gt;
It is accomplished by ???&lt;br /&gt;
&lt;br /&gt;
==Oculus Rift vs. SteamVR vs. PSVR==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]]&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10211</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10211"/>
		<updated>2016-05-19T03:40:25Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* App Stores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR apps]]. An [[app]] can either implement [[OVR]] or [[OpenVR]] or both. This means that the app has access to native functionality in it&#039;s corresponding runtime. &#039;&#039;&#039;SDKs do not handle [[asynchronous timewarp]] or [[reprojection]], those are handled by the runtime!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by [[Oculus VR]] for the [[Oculus Rift]]. Current version (14th May 2016) is 1.3.1 and can access all features of the [[Oculus Runtime]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by [[Valve]] and supports [[Vive]] and [[Rift]] via the [[SteamVR Runtime]].&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and [[Unity]] games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, [[Gear VR]] and [[PSVR]], but not [[SteamVR]]. A game compiled with Unity 5.3 can use those optimizations with the [[Oculus SDK]] but not the [[OpenVR SDK]]. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for [[asynchronous timewarp]] and handles device detection, display, etc. It (the runtime service) needs to be running for [[Oculus Home]] to launch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for [[reprojection]] and supports [[Rift]] and [[Vive]].&lt;br /&gt;
&lt;br /&gt;
If you launch a game on Steam that supports [[Rift]] natively (meaning, it has been compiled against the [[OVR SDK]]), you will get [[asynchronous timewarp]] and it will run exactly like the game from Oculus Home. It won&#039;t use the the [[SteamVR Runtime]], it will use the [[Oculus Runtime]]. Only downside is that launching the game is more difficult. &lt;br /&gt;
&lt;br /&gt;
If you buy a game that is compiled against the [[OpenVR SDK]], then it can run on [[Vive]] and Rift. However, running on Rift uses both runtimes:&lt;br /&gt;
&lt;br /&gt;
Rendered Image using the OpenVR SDK -&amp;gt; SteamVR Runtime -&amp;gt; Oculus Runtime -&amp;gt; Rift&lt;br /&gt;
&lt;br /&gt;
The Oculus Runtime effectively thinks you are playing a game called &amp;quot;SteamVR&amp;quot;, but the content of the &amp;quot;game&amp;quot; is actually the image that the SteamVR runtime got from the OpenVR compiled game. This seems to work rather well and personally I have not noticed any additional latency. In theory you would even get Asynchronous Timewarp, but that would only happen if SteamVR itself isn&#039;t responding in time. If an OpenVR game stalls completely, the SteamVR runtime will throw you back into the loading construct and continues to render at 90fps. Since the SteamVR runtime has this fail safe mechanism and all the Oculus Runtime sees is &amp;quot;SteamVR&amp;quot;, it will most likely never trigger Asynchronous Timewarp.&lt;br /&gt;
&lt;br /&gt;
==App Stores==&lt;br /&gt;
[[App Stores]] are distribution platforms for software.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the [[Rift]] to work. By default only supports [[apps]] from the [[Oculus Store]] (checkbox in the settings of the 2d desktop client to enable other sources). It downloads [[games]] and runs them. It also handles the [[Universal Menu]] on the [[Xbox]] button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching [[OpenVR]] games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
[[Project Cars]] on Steam supports both [[OpenVR]] and [[OVR]]. The Oculus Home version supports only OVR as of today.&lt;br /&gt;
&lt;br /&gt;
#Project Cars on Home + Rift -&amp;gt; will run natively&lt;br /&gt;
#Project Cars on Steam + Vive -&amp;gt; will run natively&lt;br /&gt;
#Project Cars on Steam + Rift + launched as Rift app -&amp;gt; will run natively&lt;br /&gt;
#Project Cars on Home + Vive -&amp;gt; won&#039;t run&lt;br /&gt;
#Project Cars on Steam + Rift + launched as SteamVR app -&amp;gt; will run via SteamVR&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
[[Oculus Rift]] [[apps]], or better said apps compiled with the [[OVR]] [[dll]]s do not render to the [[HMD]] directly. They render their images and send them to the [[runtime]]. The interface for that are the dlls. [[Wrappers]] replace the content of the dlls with functions that are named identically, but redirect the games rendered image to a different runtime. Equally, they provide the game with the [[rotational tracking|rotation]] and [[positional tracking|position]] data of the headset.&lt;br /&gt;
&lt;br /&gt;
*[[ReVive]] replaces the content of the dlls with functions that communicate with the [[SteamVR Runtime]]. The game thinks it&#039;s connected to a [[Rift]], but it is not. The SteamVR runtime is rendering the game and supports [[reprojection]], but not [[asynchronous timewarp]] (remember, this is a feature of the [[Oculus Runtime]]).&lt;br /&gt;
&lt;br /&gt;
All Oculus games distributed through [[Oculus Home]] implement an entitlement check. This means the game is asking Oculus Home if the user is allowed to play it. ReVive does not hack this entitlement check and games need to be downloaded/purchased via Oculus Home. Games need to be started through Home once or the Oculus Service needs to be restarted. Example of the entitlement check failing in [[Lucky&#039;s Tale]]: Instead of the main menu, ReVive users see a worm on a log showing you it&#039;s tongue.&lt;br /&gt;
&lt;br /&gt;
Sidenote: technically one could even write a wrapper that routes [[OpenVR]] calls to the Oculus runtime directly, bypassing [[SteamVR]] altogether. But since SteamVR can do it already, there is little need for that&lt;br /&gt;
&lt;br /&gt;
*[[LibOVRWrapper]] installs dlls into [[Windows]] that old Rift games need in order to communicate with the new runtime. It effectively translates old games to the new runtime. [unsure: Do these old games now also use timewarp or do they need to specifically request it via an sdk call?]&lt;br /&gt;
&lt;br /&gt;
*LibOVRWrapper + ReVive allows you to run old Rift games on [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Steam&amp;diff=10210</id>
		<title>Steam</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Steam&amp;diff=10210"/>
		<updated>2016-05-19T03:25:56Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{App Store Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Platforms=[[SteamVR]]&lt;br /&gt;
|Devices=[[HTC Vive]], [[Oculus Rift (Platform)]]&lt;br /&gt;
|Operating Systems=[[Android]], [[Windows]]&lt;br /&gt;
|Accessible=[[Mobile]], [[PC]], [[VR]]&lt;br /&gt;
|Developer=[[Valve]]&lt;br /&gt;
|Notable Personnel=[[Gabe Newell]]&lt;br /&gt;
|Apps=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Website=http://store.steampowered.com/&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{see also|SteamVR}}&lt;br /&gt;
[[Steam]] is the official [[Virtual Reality]] [[App Store]] for the [[SteamVR]] and [[HTC Vive]]. Created by [[Valve]] and released in 2003, Steam curates and distributes [[games]], [[apps]] and [[software]] not only for [[VR Devices]] but also for [[PC]], [[Mac]], [[Linux]] and [[SteamOS]]. It is the largest and most popular digital distribution platform for PC games. The app store is accessible on [[VR Devices]] such as [[HTC Vive]] and [[Oculus Rift]] and non-VR devices such as PC and Mobile.&lt;br /&gt;
&lt;br /&gt;
In 2013, Steam added a category called [[#VR Support|VR Support]]. Since then Valve has slowly added for subcategories and other features.&lt;br /&gt;
&lt;br /&gt;
*Note that unlike the [[Oculus Store]], Steam carries titles not only for the [[Vive]] but also for other [[VR HMDs]] such as the [[Rift]].&lt;br /&gt;
==VR Support==&lt;br /&gt;
Players can sort and filter VR-enabled games through the following subcategories&lt;br /&gt;
===Headsets===&lt;br /&gt;
*[[HTC Vive]]&lt;br /&gt;
&lt;br /&gt;
*[[Oculus Rift (Platform)]]&lt;br /&gt;
===Input===&lt;br /&gt;
*[[Input Devices|Tracked motion controllers]]&lt;br /&gt;
&lt;br /&gt;
*[[Gamepad]]&lt;br /&gt;
&lt;br /&gt;
*[[Keyboard / Mouse]]&lt;br /&gt;
&lt;br /&gt;
===Play Area===&lt;br /&gt;
*[[Seated]]&lt;br /&gt;
&lt;br /&gt;
*[[Standing]]&lt;br /&gt;
&lt;br /&gt;
*[[Room-scale]]&lt;br /&gt;
&lt;br /&gt;
==How to Run Oculus Rift App Natively on Steam==&lt;br /&gt;
If you are in SteamVR mode, it will do it automatically (depending on what device you are using). Otherwise you usually right click the item in the desktop client and select the option: &#039;&#039;Launch Oculus Rift in VR Mode&#039;&#039;. It might also give you a popup if you try to launch it straight away.&lt;br /&gt;
&lt;br /&gt;
*Only apps compiled against the [[OVR SDK]] can run on Rift natively. Native Rift apps use [[Oculus Runtime]] directly and allow [[asynchronous timewarp]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:App Stores]] [[Category:SteamVR]]&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Steam&amp;diff=10209</id>
		<title>Steam</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Steam&amp;diff=10209"/>
		<updated>2016-05-19T03:23:54Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{App Store Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Platforms=[[SteamVR]]&lt;br /&gt;
|Devices=[[HTC Vive]], [[Oculus Rift (Platform)]]&lt;br /&gt;
|Operating Systems=[[Android]], [[Windows]]&lt;br /&gt;
|Accessible=[[Mobile]], [[PC]], [[VR]]&lt;br /&gt;
|Developer=[[Valve]]&lt;br /&gt;
|Notable Personnel=[[Gabe Newell]]&lt;br /&gt;
|Apps=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Website=http://store.steampowered.com/&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{see also|SteamVR}}&lt;br /&gt;
[[Steam]] is the official [[Virtual Reality]] [[App Store]] for the [[SteamVR]] and [[HTC Vive]]. Created by [[Valve]] and released in 2003, Steam curates and distributes [[games]], [[apps]] and [[software]] not only for [[VR Devices]] but also for [[PC]], [[Mac]], [[Linux]] and [[SteamOS]]. It is the largest and most popular digital distribution platform for PC games. The app store is accessible on [[VR Devices]] such as [[HTC Vive]] and [[Oculus Rift]] and non-VR devices such as PC and Mobile.&lt;br /&gt;
&lt;br /&gt;
In 2013, Steam added a category called [[#VR Support|VR Support]]. Since then Valve has slowly added for subcategories and other features.&lt;br /&gt;
&lt;br /&gt;
*Note that unlike the [[Oculus Store]], Steam carries titles not only for the [[Vive]] but also for other [[VR HMDs]] such as the [[Rift]].&lt;br /&gt;
==VR Support==&lt;br /&gt;
Players can sort and filter VR-enabled games through the following subcategories&lt;br /&gt;
===Headsets===&lt;br /&gt;
*[[HTC Vive]]&lt;br /&gt;
&lt;br /&gt;
*[[Oculus Rift (Platform)]]&lt;br /&gt;
===Input===&lt;br /&gt;
*[[Input Devices|Tracked motion controllers]]&lt;br /&gt;
&lt;br /&gt;
*[[Gamepad]]&lt;br /&gt;
&lt;br /&gt;
*[[Keyboard / Mouse]]&lt;br /&gt;
&lt;br /&gt;
===Play Area===&lt;br /&gt;
*[[Seated]]&lt;br /&gt;
&lt;br /&gt;
*[[Standing]]&lt;br /&gt;
&lt;br /&gt;
*[[Room-scale]]&lt;br /&gt;
&lt;br /&gt;
==How to Run Oculus Rift App Natively on Steam==&lt;br /&gt;
If you are in SteamVR mode, it will do it automatically (depending on what device you are using). Otherwise you usually right click the item in the desktop client and select the option: &#039;&#039;&#039;Launch Oculus Rift in VR Mode&#039;&#039;&#039;. It might also give you a popup if you try to launch it straight away.&lt;br /&gt;
&lt;br /&gt;
[[Category:App Stores]] [[Category:SteamVR]]&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10208</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10208"/>
		<updated>2016-05-19T03:19:02Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR apps]]. An [[app]] can either implement [[OVR]] or [[OpenVR]] or both. This means that the app has access to native functionality in it&#039;s corresponding runtime. &#039;&#039;&#039;SDKs do not handle [[asynchronous timewarp]] or [[reprojection]], those are handled by the runtime!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by [[Oculus VR]] for the [[Oculus Rift]]. Current version (14th May 2016) is 1.3.1 and can access all features of the [[Oculus Runtime]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by [[Valve]] and supports [[Vive]] and [[Rift]] via the [[SteamVR Runtime]].&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and [[Unity]] games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, [[Gear VR]] and [[PSVR]], but not [[SteamVR]]. A game compiled with Unity 5.3 can use those optimizations with the [[Oculus SDK]] but not the [[OpenVR SDK]]. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for [[asynchronous timewarp]] and handles device detection, display, etc. It (the runtime service) needs to be running for [[Oculus Home]] to launch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for [[reprojection]] and supports [[Rift]] and [[Vive]].&lt;br /&gt;
&lt;br /&gt;
If you launch a game on Steam that supports [[Rift]] natively (meaning, it has been compiled against the [[OVR SDK]]), you will get [[asynchronous timewarp]] and it will run exactly like the game from Oculus Home. It won&#039;t use the the [[SteamVR Runtime]], it will use the [[Oculus Runtime]]. Only downside is that launching the game is more difficult. &lt;br /&gt;
&lt;br /&gt;
If you buy a game that is compiled against the [[OpenVR SDK]], then it can run on [[Vive]] and Rift. However, running on Rift uses both runtimes:&lt;br /&gt;
&lt;br /&gt;
Rendered Image using the OpenVR SDK -&amp;gt; SteamVR Runtime -&amp;gt; Oculus Runtime -&amp;gt; Rift&lt;br /&gt;
&lt;br /&gt;
The Oculus Runtime effectively thinks you are playing a game called &amp;quot;SteamVR&amp;quot;, but the content of the &amp;quot;game&amp;quot; is actually the image that the SteamVR runtime got from the OpenVR compiled game. This seems to work rather well and personally I have not noticed any additional latency. In theory you would even get Asynchronous Timewarp, but that would only happen if SteamVR itself isn&#039;t responding in time. If an OpenVR game stalls completely, the SteamVR runtime will throw you back into the loading construct and continues to render at 90fps. Since the SteamVR runtime has this fail safe mechanism and all the Oculus Runtime sees is &amp;quot;SteamVR&amp;quot;, it will most likely never trigger Asynchronous Timewarp.&lt;br /&gt;
&lt;br /&gt;
==App Stores==&lt;br /&gt;
[[App Stores]] are distribution platforms for software.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the [[Rift]] to work. By default only supports [[apps]] from the [[Oculus Store]] (checkbox in the settings of the 2d desktop client to enable other sources). It downloads [[games]] and runs them. It also handles the [[Universal Menu]] on the [[Xbox]] button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching [[OpenVR]] games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu.&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
[[Oculus Rift]] [[apps]], or better said apps compiled with the [[OVR]] [[dll]]s do not render to the [[HMD]] directly. They render their images and send them to the [[runtime]]. The interface for that are the dlls. [[Wrappers]] replace the content of the dlls with functions that are named identically, but redirect the games rendered image to a different runtime. Equally, they provide the game with the [[rotational tracking|rotation]] and [[positional tracking|position]] data of the headset.&lt;br /&gt;
&lt;br /&gt;
*[[ReVive]] replaces the content of the dlls with functions that communicate with the [[SteamVR Runtime]]. The game thinks it&#039;s connected to a [[Rift]], but it is not. The SteamVR runtime is rendering the game and supports [[reprojection]], but not [[asynchronous timewarp]] (remember, this is a feature of the [[Oculus Runtime]]).&lt;br /&gt;
&lt;br /&gt;
All Oculus games distributed through [[Oculus Home]] implement an entitlement check. This means the game is asking Oculus Home if the user is allowed to play it. ReVive does not hack this entitlement check and games need to be downloaded/purchased via Oculus Home. Games need to be started through Home once or the Oculus Service needs to be restarted. Example of the entitlement check failing in [[Lucky&#039;s Tale]]: Instead of the main menu, ReVive users see a worm on a log showing you it&#039;s tongue.&lt;br /&gt;
&lt;br /&gt;
Sidenote: technically one could even write a wrapper that routes [[OpenVR]] calls to the Oculus runtime directly, bypassing [[SteamVR]] altogether. But since SteamVR can do it already, there is little need for that&lt;br /&gt;
&lt;br /&gt;
*[[LibOVRWrapper]] installs dlls into [[Windows]] that old Rift games need in order to communicate with the new runtime. It effectively translates old games to the new runtime. [unsure: Do these old games now also use timewarp or do they need to specifically request it via an sdk call?]&lt;br /&gt;
&lt;br /&gt;
*LibOVRWrapper + ReVive allows you to run old Rift games on [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10207</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10207"/>
		<updated>2016-05-19T03:15:38Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* Runtimes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. &#039;&#039;&#039;SDKs do not handle [[asynchronous timewarp]] or [[reprojection]], those are handled by the runtime!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by [[Oculus VR]] for the [[Oculus Rift]]. Current version (14th May 2016) is 1.3.1 and can access all features of the [[Oculus Runtime]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by [[Valve]] and supports [[Vive]] and [[Rift]] via the [[SteamVR Runtime]].&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and [[Unity]] games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, [[Gear VR]] and [[PSVR]], but not [[SteamVR]]. A game compiled with Unity 5.3 can use those optimizations with the [[Oculus SDK]] but not the [[OpenVR SDK]]. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for [[asynchronous timewarp]] and handles device detection, display, etc. It (the runtime service) needs to be running for [[Oculus Home]] to launch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for [[reprojection]] and supports [[Rift]] and [[Vive]].&lt;br /&gt;
&lt;br /&gt;
If you launch a game on Steam that supports [[Rift]] natively (meaning, it has been compiled against the [[OVR SDK]]), you will get [[asynchronous timewarp]] and it will run exactly like the game from Oculus Home. It won&#039;t use the the [[SteamVR Runtime]], it will use the [[Oculus Runtime]]. Only downside is that launching the game is more difficult. &lt;br /&gt;
&lt;br /&gt;
If you buy a game that is compiled against the [[OpenVR SDK]], then it can run on [[Vive]] and Rift. However, running on Rift uses both runtimes:&lt;br /&gt;
&lt;br /&gt;
Rendered Image using the OpenVR SDK -&amp;gt; SteamVR Runtime -&amp;gt; Oculus Runtime -&amp;gt; Rift&lt;br /&gt;
&lt;br /&gt;
The Oculus Runtime effectively thinks you are playing a game called &amp;quot;SteamVR&amp;quot;, but the content of the &amp;quot;game&amp;quot; is actually the image that the SteamVR runtime got from the OpenVR compiled game. This seems to work rather well and personally I have not noticed any additional latency. In theory you would even get Asynchronous Timewarp, but that would only happen if SteamVR itself isn&#039;t responding in time. If an OpenVR game stalls completely, the SteamVR runtime will throw you back into the loading construct and continues to render at 90fps. Since the SteamVR runtime has this fail safe mechanism and all the Oculus Runtime sees is &amp;quot;SteamVR&amp;quot;, it will most likely never trigger Asynchronous Timewarp.&lt;br /&gt;
&lt;br /&gt;
==App Stores==&lt;br /&gt;
[[App Stores]] are distribution platforms for software.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the [[Rift]] to work. By default only supports [[apps]] from the [[Oculus Store]] (checkbox in the settings of the 2d desktop client to enable other sources). It downloads [[games]] and runs them. It also handles the [[Universal Menu]] on the [[Xbox]] button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching [[OpenVR]] games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu.&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
[[Oculus Rift]] [[games]]/[[experiences]], or better said games/experiences compiled with the [[OVR]] [[dll]]s do not render to the [[HMD]] directly. They render their images and send them to the [[runtime]]. The interface for that are the dlls. [[Wrappers]] replace the content of the dlls with functions that are named identically, but redirect the games rendered image to a different runtime. Equally, they provide the game with the [[rotational tracking|rotation]] and [[positional tracking|position]] data of the headset.&lt;br /&gt;
&lt;br /&gt;
*[[ReVive]] replaces the content of the dlls with functions that communicate with the [[SteamVR Runtime]]. The game thinks it&#039;s connected to a [[Rift]], but it is not. The SteamVR runtime is rendering the game and supports [[reprojection]], but not [[asynchronous timewarp]] (remember, this is a feature of the [[Oculus Runtime]]).&lt;br /&gt;
&lt;br /&gt;
All Oculus games distributed through [[Oculus Home]] implement an entitlement check. This means the game is asking Oculus Home if the user is allowed to play it. ReVive does not hack this entitlement check and games need to be downloaded/purchased via Oculus Home. Games need to be started through Home once or the Oculus Service needs to be restarted. Example of the entitlement check failing in [[Lucky&#039;s Tale]]: Instead of the main menu, ReVive users see a worm on a log showing you it&#039;s tongue.&lt;br /&gt;
&lt;br /&gt;
Sidenote: technically one could even write a wrapper that routes [[OpenVR]] calls to the Oculus runtime directly, bypassing [[SteamVR]] altogether. But since SteamVR can do it already, there is little need for that&lt;br /&gt;
&lt;br /&gt;
*[[LibOVRWrapper]] installs dlls into [[Windows]] that old Rift games need in order to communicate with the new runtime. It effectively translates old games to the new runtime. [unsure: Do these old games now also use timewarp or do they need to specifically request it via an sdk call?]&lt;br /&gt;
&lt;br /&gt;
*LibOVRWrapper + ReVive allows you to run old Rift games on [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10206</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10206"/>
		<updated>2016-05-19T03:15:28Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* App Stores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. &#039;&#039;&#039;SDKs do not handle [[asynchronous timewarp]] or [[reprojection]], those are handled by the runtime!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by [[Oculus VR]] for the [[Oculus Rift]]. Current version (14th May 2016) is 1.3.1 and can access all features of the [[Oculus Runtime]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by [[Valve]] and supports [[Vive]] and [[Rift]] via the [[SteamVR Runtime]].&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and [[Unity]] games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, [[Gear VR]] and [[PSVR]], but not [[SteamVR]]. A game compiled with Unity 5.3 can use those optimizations with the [[Oculus SDK]] but not the [[OpenVR SDK]]. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for [[asynchronous timewarp]] and handles device detection, display, etc. It (the runtime service) needs to be running for [[Oculus Home]] to launch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for [[reprojection]] and supports [[Rift]] and [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==App Stores==&lt;br /&gt;
[[App Stores]] are distribution platforms for software.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the [[Rift]] to work. By default only supports [[apps]] from the [[Oculus Store]] (checkbox in the settings of the 2d desktop client to enable other sources). It downloads [[games]] and runs them. It also handles the [[Universal Menu]] on the [[Xbox]] button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching [[OpenVR]] games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu.&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
[[Oculus Rift]] [[games]]/[[experiences]], or better said games/experiences compiled with the [[OVR]] [[dll]]s do not render to the [[HMD]] directly. They render their images and send them to the [[runtime]]. The interface for that are the dlls. [[Wrappers]] replace the content of the dlls with functions that are named identically, but redirect the games rendered image to a different runtime. Equally, they provide the game with the [[rotational tracking|rotation]] and [[positional tracking|position]] data of the headset.&lt;br /&gt;
&lt;br /&gt;
*[[ReVive]] replaces the content of the dlls with functions that communicate with the [[SteamVR Runtime]]. The game thinks it&#039;s connected to a [[Rift]], but it is not. The SteamVR runtime is rendering the game and supports [[reprojection]], but not [[asynchronous timewarp]] (remember, this is a feature of the [[Oculus Runtime]]).&lt;br /&gt;
&lt;br /&gt;
All Oculus games distributed through [[Oculus Home]] implement an entitlement check. This means the game is asking Oculus Home if the user is allowed to play it. ReVive does not hack this entitlement check and games need to be downloaded/purchased via Oculus Home. Games need to be started through Home once or the Oculus Service needs to be restarted. Example of the entitlement check failing in [[Lucky&#039;s Tale]]: Instead of the main menu, ReVive users see a worm on a log showing you it&#039;s tongue.&lt;br /&gt;
&lt;br /&gt;
Sidenote: technically one could even write a wrapper that routes [[OpenVR]] calls to the Oculus runtime directly, bypassing [[SteamVR]] altogether. But since SteamVR can do it already, there is little need for that&lt;br /&gt;
&lt;br /&gt;
*[[LibOVRWrapper]] installs dlls into [[Windows]] that old Rift games need in order to communicate with the new runtime. It effectively translates old games to the new runtime. [unsure: Do these old games now also use timewarp or do they need to specifically request it via an sdk call?]&lt;br /&gt;
&lt;br /&gt;
*LibOVRWrapper + ReVive allows you to run old Rift games on [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10205</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10205"/>
		<updated>2016-05-19T03:07:27Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* App Stores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. &#039;&#039;&#039;SDKs do not handle [[asynchronous timewarp]] or [[reprojection]], those are handled by the runtime!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by [[Oculus VR]] for the [[Oculus Rift]]. Current version (14th May 2016) is 1.3.1 and can access all features of the [[Oculus Runtime]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by [[Valve]] and supports [[Vive]] and [[Rift]] via the [[SteamVR Runtime]].&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and [[Unity]] games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, [[Gear VR]] and [[PSVR]], but not [[SteamVR]]. A game compiled with Unity 5.3 can use those optimizations with the [[Oculus SDK]] but not the [[OpenVR SDK]]. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for [[asynchronous timewarp]] and handles device detection, display, etc. It (the runtime service) needs to be running for [[Oculus Home]] to launch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for [[reprojection]] and supports [[Rift]] and [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==App Stores==&lt;br /&gt;
[[App Stores]] are distribution platforms for software.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the [[Rift]] to work. By default only supports [[apps]] from the [[Oculus Store]] (checkbox in the settings of the 2d desktop client to enable other sources). It downloads [[games]] and runs them. It also handles the [[Universal Menu]] on the [[Xbox]] button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching [[OpenVR]] games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu.&lt;br /&gt;
&lt;br /&gt;
If you buy a game on Steam that supports [[Rift]] natively (meaning, it has been compiled against the [[OVR SDK]]), you will get [[asynchronous timewarp]] and it will run exactly like the game from Oculus Home. It won&#039;t use the the [[SteamVR Runtime]], it will use the [[Oculus Runtime]]. Only downside is that launching the game is more difficult. &lt;br /&gt;
&lt;br /&gt;
If you buy a game that is compiled against the [[OpenVR SDK]], then it can run on [[Vive]] and Rift. However, running on Rift uses both runtimes:&lt;br /&gt;
&lt;br /&gt;
Rendered Image using the OpenVR SDK -&amp;gt; SteamVR Runtime -&amp;gt; Oculus Runtime -&amp;gt; Rift&lt;br /&gt;
&lt;br /&gt;
The Oculus Runtime effectively thinks you are playing a game called &amp;quot;SteamVR&amp;quot;, but the content of the &amp;quot;game&amp;quot; is actually the image that the SteamVR runtime got from the OpenVR compiled game. This seems to work rather well and personally I have not noticed any additional latency. In theory you would even get Asynchronous Timewarp, but that would only happen if SteamVR itself isn&#039;t responding in time. If an OpenVR game stalls completely, the SteamVR runtime will throw you back into the loading construct and continues to render at 90fps. Since the SteamVR runtime has this fail safe mechanism and all the Oculus Runtime sees is &amp;quot;SteamVR&amp;quot;, it will most likely never trigger Asynchronous Timewarp.&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
[[Oculus Rift]] [[games]]/[[experiences]], or better said games/experiences compiled with the [[OVR]] [[dll]]s do not render to the [[HMD]] directly. They render their images and send them to the [[runtime]]. The interface for that are the dlls. [[Wrappers]] replace the content of the dlls with functions that are named identically, but redirect the games rendered image to a different runtime. Equally, they provide the game with the [[rotational tracking|rotation]] and [[positional tracking|position]] data of the headset.&lt;br /&gt;
&lt;br /&gt;
*[[ReVive]] replaces the content of the dlls with functions that communicate with the [[SteamVR Runtime]]. The game thinks it&#039;s connected to a [[Rift]], but it is not. The SteamVR runtime is rendering the game and supports [[reprojection]], but not [[asynchronous timewarp]] (remember, this is a feature of the [[Oculus Runtime]]).&lt;br /&gt;
&lt;br /&gt;
All Oculus games distributed through [[Oculus Home]] implement an entitlement check. This means the game is asking Oculus Home if the user is allowed to play it. ReVive does not hack this entitlement check and games need to be downloaded/purchased via Oculus Home. Games need to be started through Home once or the Oculus Service needs to be restarted. Example of the entitlement check failing in [[Lucky&#039;s Tale]]: Instead of the main menu, ReVive users see a worm on a log showing you it&#039;s tongue.&lt;br /&gt;
&lt;br /&gt;
Sidenote: technically one could even write a wrapper that routes [[OpenVR]] calls to the Oculus runtime directly, bypassing [[SteamVR]] altogether. But since SteamVR can do it already, there is little need for that&lt;br /&gt;
&lt;br /&gt;
*[[LibOVRWrapper]] installs dlls into [[Windows]] that old Rift games need in order to communicate with the new runtime. It effectively translates old games to the new runtime. [unsure: Do these old games now also use timewarp or do they need to specifically request it via an sdk call?]&lt;br /&gt;
&lt;br /&gt;
*LibOVRWrapper + ReVive allows you to run old Rift games on [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Android_VR&amp;diff=10187</id>
		<title>Android VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Android_VR&amp;diff=10187"/>
		<updated>2016-05-18T23:03:52Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: Redirected page to Daydream&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Daydream]]&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=AndroidVR&amp;diff=10186</id>
		<title>AndroidVR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=AndroidVR&amp;diff=10186"/>
		<updated>2016-05-18T23:02:02Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: Copsaur7 moved page AndroidVR to Daydream&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Daydream]]&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Daydream&amp;diff=10185</id>
		<title>Daydream</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Daydream&amp;diff=10185"/>
		<updated>2016-05-18T23:02:02Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: Copsaur7 moved page AndroidVR to Daydream&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[AndroidVR]] is [[Google]]&#039;s [[Virtual Reality Platform]]. Designed to expend [[Android]], the company&#039;s mobile platform, AndroidVR was unveiled in Google I/O 2016.&lt;br /&gt;
&lt;br /&gt;
AndroidVR was first discovered in the release notes for Preview 3 of Unreal Engine 4.12. As of May 11, 2016, not much is known about AndroidVR. Google could incorporate [[Cardboard]] into AndroidVR. There are also rumors about Google making a [[Slide-on HMD]] similar to [[Gear VR]].&lt;br /&gt;
==Devices==&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
==Platform==&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Platforms]]&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10184</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10184"/>
		<updated>2016-05-18T22:52:38Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* App Stores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. &#039;&#039;&#039;SDKs do not handle [[asynchronous timewarp]] or [[reprojection]], those are handled by the runtime!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by [[Oculus VR]] for the [[Oculus Rift]]. Current version (14th May 2016) is 1.3.1 and can access all features of the [[Oculus Runtime]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by [[Valve]] and supports [[Vive]] and [[Rift]] via the [[SteamVR Runtime]].&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and [[Unity]] games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, [[Gear VR]] and [[PSVR]], but not [[SteamVR]]. A game compiled with Unity 5.3 can use those optimizations with the [[Oculus SDK]] but not the [[OpenVR SDK]]. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for [[asynchronous timewarp]] and handles device detection, display, etc. It (the runtime service) needs to be running for [[Oculus Home]] to launch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for [[reprojection]] and supports [[Rift]] and [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==App Stores==&lt;br /&gt;
[[App Stores]] are distribution platforms for software.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the [[Rift]] to work. By default only supports [[apps]] from the [[Oculus Store]] (checkbox in the settings of the 2d desktop client to enable other sources). It downloads [[games]] and runs them. It also handles the [[Universal Menu]] on the [[Xbox]] button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching [[OpenVR]] games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu.&lt;br /&gt;
&lt;br /&gt;
If you buy a native [[Oculus Rift]] game on Steam, you will get [[asynchronous timewarp]] and it will run exactly like the game from Oculus Home. It won&#039;t use the the [[SteamVR Runtime]], it will use the [[Oculus Runtime]]. Only downside is that launching the game is more difficult. Upside is that your game could potentially be device agnostic, i.e. games can support multiple [[headsets]] natively.&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
[[Oculus Rift]] [[games]]/[[experiences]], or better said games/experiences compiled with the [[OVR]] [[dll]]s do not render to the [[HMD]] directly. They render their images and send them to the [[runtime]]. The interface for that are the dlls. [[Wrappers]] replace the content of the dlls with functions that are named identically, but redirect the games rendered image to a different runtime. Equally, they provide the game with the [[rotational tracking|rotation]] and [[positional tracking|position]] data of the headset.&lt;br /&gt;
&lt;br /&gt;
*[[ReVive]] replaces the content of the dlls with functions that communicate with the [[SteamVR Runtime]]. The game thinks it&#039;s connected to a [[Rift]], but it is not. The SteamVR runtime is rendering the game and supports [[reprojection]], but not [[asynchronous timewarp]] (remember, this is a feature of the [[Oculus Runtime]]).&lt;br /&gt;
&lt;br /&gt;
All Oculus games distributed through [[Oculus Home]] implement an entitlement check. This means the game is asking Oculus Home if the user is allowed to play it. ReVive does not hack this entitlement check and games need to be downloaded/purchased via Oculus Home. Games need to be started through Home once or the Oculus Service needs to be restarted. Example of the entitlement check failing in [[Lucky&#039;s Tale]]: Instead of the main menu, ReVive users see a worm on a log showing you it&#039;s tongue.&lt;br /&gt;
&lt;br /&gt;
Sidenote: technically one could even write a wrapper that routes [[OpenVR]] calls to the Oculus runtime directly, bypassing [[SteamVR]] altogether. But since SteamVR can do it already, there is little need for that&lt;br /&gt;
&lt;br /&gt;
*[[LibOVRWrapper]] installs dlls into [[Windows]] that old Rift games need in order to communicate with the new runtime. It effectively translates old games to the new runtime. [unsure: Do these old games now also use timewarp or do they need to specifically request it via an sdk call?]&lt;br /&gt;
&lt;br /&gt;
*LibOVRWrapper + ReVive allows you to run old Rift games on [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10183</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10183"/>
		<updated>2016-05-18T18:48:27Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* Wrappers and Injectors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. &#039;&#039;&#039;SDKs do not handle [[asynchronous timewarp]] or [[reprojection]], those are handled by the runtime!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by [[Oculus VR]] for the [[Oculus Rift]]. Current version (14th May 2016) is 1.3.1 and can access all features of the [[Oculus Runtime]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by [[Valve]] and supports [[Vive]] and [[Rift]] via the [[SteamVR Runtime]].&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and [[Unity]] games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, [[Gear VR]] and [[PSVR]], but not [[SteamVR]]. A game compiled with Unity 5.3 can use those optimizations with the [[Oculus SDK]] but not the [[OpenVR SDK]]. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for [[asynchronous timewarp]] and handles device detection, display, etc. It (the runtime service) needs to be running for [[Oculus Home]] to launch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for [[reprojection]] and supports [[Rift]] and [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==App Stores==&lt;br /&gt;
[[App Stores]] are distribution platforms for software.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the [[Rift]] to work. By default only supports [[apps]] from the [[Oculus Store]] (checkbox in the settings of the 2d desktop client to enable other sources). It downloads games and runs them. It also handles the [[Universal Menu]] on the [[Xbox]] button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching [[OpenVR]] games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
[[Oculus Rift]] [[games]]/[[experiences]], or better said games/experiences compiled with the [[OVR]] [[dll]]s do not render to the [[HMD]] directly. They render their images and send them to the [[runtime]]. The interface for that are the dlls. [[Wrappers]] replace the content of the dlls with functions that are named identically, but redirect the games rendered image to a different runtime. Equally, they provide the game with the [[rotational tracking|rotation]] and [[positional tracking|position]] data of the headset.&lt;br /&gt;
&lt;br /&gt;
*[[ReVive]] replaces the content of the dlls with functions that communicate with the [[SteamVR Runtime]]. The game thinks it&#039;s connected to a [[Rift]], but it is not. The SteamVR runtime is rendering the game and supports [[reprojection]], but not [[asynchronous timewarp]] (remember, this is a feature of the [[Oculus Runtime]]).&lt;br /&gt;
&lt;br /&gt;
All Oculus games distributed through [[Oculus Home]] implement an entitlement check. This means the game is asking Oculus Home if the user is allowed to play it. ReVive does not hack this entitlement check and games need to be downloaded/purchased via Oculus Home. Games need to be started through Home once or the Oculus Service needs to be restarted. Example of the entitlement check failing in [[Lucky&#039;s Tale]]: Instead of the main menu, ReVive users see a worm on a log showing you it&#039;s tongue.&lt;br /&gt;
&lt;br /&gt;
Sidenote: technically one could even write a wrapper that routes [[OpenVR]] calls to the Oculus runtime directly, bypassing [[SteamVR]] altogether. But since SteamVR can do it already, there is little need for that&lt;br /&gt;
&lt;br /&gt;
*[[LibOVRWrapper]] installs dlls into [[Windows]] that old Rift games need in order to communicate with the new runtime. It effectively translates old games to the new runtime. [unsure: Do these old games now also use timewarp or do they need to specifically request it via an sdk call?]&lt;br /&gt;
&lt;br /&gt;
*LibOVRWrapper + ReVive allows you to run old Rift games on [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10182</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10182"/>
		<updated>2016-05-18T17:12:00Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* Wrappers and Injectors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. &#039;&#039;&#039;SDKs do not handle [[asynchronous timewarp]] or [[reprojection]], those are handled by the runtime!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by [[Oculus VR]] for the [[Oculus Rift]]. Current version (14th May 2016) is 1.3.1 and can access all features of the [[Oculus Runtime]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by [[Valve]] and supports [[Vive]] and [[Rift]] via the [[SteamVR Runtime]].&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and [[Unity]] games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, [[Gear VR]] and [[PSVR]], but not [[SteamVR]]. A game compiled with Unity 5.3 can use those optimizations with the [[Oculus SDK]] but not the [[OpenVR SDK]]. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for [[asynchronous timewarp]] and handles device detection, display, etc. It (the runtime service) needs to be running for [[Oculus Home]] to launch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for [[reprojection]] and supports [[Rift]] and [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==App Stores==&lt;br /&gt;
[[App Stores]] are distribution platforms for software.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the [[Rift]] to work. By default only supports [[apps]] from the [[Oculus Store]] (checkbox in the settings of the 2d desktop client to enable other sources). It downloads games and runs them. It also handles the [[Universal Menu]] on the [[Xbox]] button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching [[OpenVR]] games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
[[Oculus Rift]] [[games]]/[[experiences]], or better said games/experiences compiled with the [[OVR]] [[dll]]s do not render to the [[HMD]] directly. They render their images and send them to the [[runtime]]. The interface for that are the dlls. [[Wrappers]] replace the content of the dlls with functions that are named identically, but redirect the games rendered image to a different runtime. Equally, they provide the game with the [[rotational tracking|rotation]] and [[positional tracking|position]] data of the headset.&lt;br /&gt;
&lt;br /&gt;
*[[ReVive]] replaces the content of the dlls with functions that communicate with the SteamVR runtime. The game thinks it&#039;s connected to a Rift, but it is not. The SteamVR runtime is rendering the game and supports reprojection, but not async timewarp (remember, this is a feature of the Oculus runtime).&lt;br /&gt;
&lt;br /&gt;
All Oculus games distributed through Oculus Home implement an entitlement check. This means the game is asking Oculus Home if the user is allowed to play it. ReVive does not hack this entitlement check and games need to be downloaded/purchased via Oculus Home. Games need to be started through Home once or the Oculus Service needs to be restarted. Example of the entitlement check failing in Lucky&#039;s Tale: Instead of the main menu, ReVive users see a worm on a log showing you it&#039;s tongue.&lt;br /&gt;
&lt;br /&gt;
(Sidenote: technically one could even write a wrapper that routes OpenVR calls to the Oculus runtime directly, bypassing SteamVR altogether. But since SteamVR can do it already, there is little need for that)&lt;br /&gt;
&lt;br /&gt;
*[[LibOVRWrapper]] installs dlls into Windows that old Rift games need in order to communicate with the new runtime. It effectively translates old games to the new runtime. [unsure: Do these old games now also use timewarp or do they need to specifically request it via an sdk call?]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10181</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10181"/>
		<updated>2016-05-18T17:08:37Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* App Stores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. &#039;&#039;&#039;SDKs do not handle [[asynchronous timewarp]] or [[reprojection]], those are handled by the runtime!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by [[Oculus VR]] for the [[Oculus Rift]]. Current version (14th May 2016) is 1.3.1 and can access all features of the [[Oculus Runtime]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by [[Valve]] and supports [[Vive]] and [[Rift]] via the [[SteamVR Runtime]].&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and [[Unity]] games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, [[Gear VR]] and [[PSVR]], but not [[SteamVR]]. A game compiled with Unity 5.3 can use those optimizations with the [[Oculus SDK]] but not the [[OpenVR SDK]]. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for [[asynchronous timewarp]] and handles device detection, display, etc. It (the runtime service) needs to be running for [[Oculus Home]] to launch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for [[reprojection]] and supports [[Rift]] and [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==App Stores==&lt;br /&gt;
[[App Stores]] are distribution platforms for software.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the [[Rift]] to work. By default only supports [[apps]] from the [[Oculus Store]] (checkbox in the settings of the 2d desktop client to enable other sources). It downloads games and runs them. It also handles the [[Universal Menu]] on the [[Xbox]] button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching [[OpenVR]] games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10180</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10180"/>
		<updated>2016-05-18T17:02:35Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* Runtimes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. &#039;&#039;&#039;SDKs do not handle [[asynchronous timewarp]] or [[reprojection]], those are handled by the runtime!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by [[Oculus VR]] for the [[Oculus Rift]]. Current version (14th May 2016) is 1.3.1 and can access all features of the [[Oculus Runtime]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by [[Valve]] and supports [[Vive]] and [[Rift]] via the [[SteamVR Runtime]].&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and [[Unity]] games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, [[Gear VR]] and [[PSVR]], but not [[SteamVR]]. A game compiled with Unity 5.3 can use those optimizations with the [[Oculus SDK]] but not the [[OpenVR SDK]]. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for [[asynchronous timewarp]] and handles device detection, display, etc. It (the runtime service) needs to be running for [[Oculus Home]] to launch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for [[reprojection]] and supports [[Rift]] and [[Vive]].&lt;br /&gt;
&lt;br /&gt;
==App Stores==&lt;br /&gt;
[[App Stores]] are distribution platforms for software.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the Rift to work. By default only supports apps from the store (checkbox in the settings of the 2d desktop client to enable other sources). It downloads games and runs them. It also handles the Universal Menu on the Xbox button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching OpenVR games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10179</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10179"/>
		<updated>2016-05-18T17:00:49Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* SDKs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. &#039;&#039;&#039;SDKs do not handle [[asynchronous timewarp]] or [[reprojection]], those are handled by the runtime!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by [[Oculus VR]] for the [[Oculus Rift]]. Current version (14th May 2016) is 1.3.1 and can access all features of the [[Oculus Runtime]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by [[Valve]] and supports [[Vive]] and [[Rift]] via the [[SteamVR Runtime]].&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and [[Unity]] games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, [[Gear VR]] and [[PSVR]], but not [[SteamVR]]. A game compiled with Unity 5.3 can use those optimizations with the [[Oculus SDK]] but not the [[OpenVR SDK]]. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for async timewarp and handles device detection, display, etc. It (the runtime service) needs to be running for Oculus Home to launch&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for reprojection and supports Rift and Vive&lt;br /&gt;
&lt;br /&gt;
==App Stores==&lt;br /&gt;
[[App Stores]] are distribution platforms for software.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the Rift to work. By default only supports apps from the store (checkbox in the settings of the 2d desktop client to enable other sources). It downloads games and runs them. It also handles the Universal Menu on the Xbox button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching OpenVR games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10178</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10178"/>
		<updated>2016-05-18T16:55:27Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. SDKs do not handle async timewarp or reprojection, those are handled by the runtime!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by Oculus for the Oculus Rift. Current version (14th May 2016) is 1.3.1 and can access all features of the Oculus runtime.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by Valve and supports Vive and Rift via the SteamVR runtime.&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and Unity games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, Gear and PSVR, but not SteamVR. A game compiled with Unity 5.3 can use those optimzations with the Oculus SDK but not the OpenVR SDK. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for async timewarp and handles device detection, display, etc. It (the runtime service) needs to be running for Oculus Home to launch&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for reprojection and supports Rift and Vive&lt;br /&gt;
&lt;br /&gt;
==App Stores==&lt;br /&gt;
[[App Stores]] are distribution platforms for software.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the Rift to work. By default only supports apps from the store (checkbox in the settings of the 2d desktop client to enable other sources). It downloads games and runs them. It also handles the Universal Menu on the Xbox button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching OpenVR games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10177</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10177"/>
		<updated>2016-05-18T10:32:17Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* Software Distribution Platforms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. SDKs do not handle async timewarp or reprojection, those are handled by the runtime!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by Oculus for the Oculus Rift. Current version (14th May 2016) is 1.3.1 and can access all features of the Oculus runtime.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by Valve and supports Vive and Rift via the SteamVR runtime.&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and Unity games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, Gear and PSVR, but not SteamVR. A game compiled with Unity 5.3 can use those optimzations with the Oculus SDK but not the OpenVR SDK. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for async timewarp and handles device detection, display, etc. It (the runtime service) needs to be running for Oculus Home to launch&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for reprojection and supports Rift and Vive&lt;br /&gt;
&lt;br /&gt;
==Software Distribution Platforms==&lt;br /&gt;
{{see also|App Stores}}&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the Rift to work. By default only supports apps from the store (checkbox in the settings of the 2d desktop client to enable other sources). It downloads games and runs them. It also handles the Universal Menu on the Xbox button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching OpenVR games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10176</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10176"/>
		<updated>2016-05-18T10:31:53Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* Software Distribution Platforms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. SDKs do not handle async timewarp or reprojection, those are handled by the runtime!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by Oculus for the Oculus Rift. Current version (14th May 2016) is 1.3.1 and can access all features of the Oculus runtime.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by Valve and supports Vive and Rift via the SteamVR runtime.&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and Unity games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, Gear and PSVR, but not SteamVR. A game compiled with Unity 5.3 can use those optimzations with the Oculus SDK but not the OpenVR SDK. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for async timewarp and handles device detection, display, etc. It (the runtime service) needs to be running for Oculus Home to launch&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for reprojection and supports Rift and Vive&lt;br /&gt;
&lt;br /&gt;
==Software Distribution Platforms==&lt;br /&gt;
{{see also|Stores}}&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Home]]&#039;&#039;&#039; needs to be running for the Rift to work. By default only supports apps from the store (checkbox in the settings of the 2d desktop client to enable other sources). It downloads games and runs them. It also handles the Universal Menu on the Xbox button.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steam]]/[[SteamVR]]&#039;&#039;&#039; technically does not need to run when launching OpenVR games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10175</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10175"/>
		<updated>2016-05-18T10:31:05Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* Runtimes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. SDKs do not handle async timewarp or reprojection, those are handled by the runtime!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by Oculus for the Oculus Rift. Current version (14th May 2016) is 1.3.1 and can access all features of the Oculus runtime.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by Valve and supports Vive and Rift via the SteamVR runtime.&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and Unity games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, Gear and PSVR, but not SteamVR. A game compiled with Unity 5.3 can use those optimzations with the Oculus SDK but not the OpenVR SDK. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for async timewarp and handles device detection, display, etc. It (the runtime service) needs to be running for Oculus Home to launch&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for reprojection and supports Rift and Vive&lt;br /&gt;
&lt;br /&gt;
==Software Distribution Platforms==&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10174</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10174"/>
		<updated>2016-05-18T10:30:56Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* SDKs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. SDKs do not handle async timewarp or reprojection, those are handled by the runtime!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by Oculus for the Oculus Rift. Current version (14th May 2016) is 1.3.1 and can access all features of the Oculus runtime.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by Valve and supports Vive and Rift via the SteamVR runtime.&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and Unity games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, Gear and PSVR, but not SteamVR. A game compiled with Unity 5.3 can use those optimzations with the Oculus SDK but not the OpenVR SDK. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for async timewarp and handles device detection, display, etc. It (the runtime service) needs to be running for Oculus Home to launch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for reprojection and supports Rift and Vive&lt;br /&gt;
&lt;br /&gt;
==Software Distribution Platforms==&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10173</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10173"/>
		<updated>2016-05-18T10:30:39Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* SDKs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. SDKs do not handle async timewarp or reprojection, those are handled by the runtime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by Oculus for the Oculus Rift. Current version (14th May 2016) is 1.3.1 and can access all features of the Oculus runtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by Valve and supports Vive and Rift via the SteamVR runtime.&lt;br /&gt;
&lt;br /&gt;
*Sidenote to SDK&#039;s and Unity games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, Gear and PSVR, but not SteamVR. A game compiled with Unity 5.3 can use those optimzations with the Oculus SDK but not the OpenVR SDK. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for async timewarp and handles device detection, display, etc. It (the runtime service) needs to be running for Oculus Home to launch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for reprojection and supports Rift and Vive&lt;br /&gt;
&lt;br /&gt;
==Software Distribution Platforms==&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10172</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10172"/>
		<updated>2016-05-18T10:30:27Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* Runtimes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. SDKs do not handle async timewarp or reprojection, those are handled by the runtime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by Oculus for the Oculus Rift. Current version (14th May 2016) is 1.3.1 and can access all features of the Oculus runtime.&lt;br /&gt;
&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by Valve and supports Vive and Rift via the SteamVR runtime.&lt;br /&gt;
&lt;br /&gt;
*Sidenote to SDK&#039;s and Unity games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, Gear and PSVR, but not SteamVR. A game compiled with Unity 5.3 can use those optimzations with the Oculus SDK but not the OpenVR SDK. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
[[Runtimes]] are &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for async timewarp and handles device detection, display, etc. It (the runtime service) needs to be running for Oculus Home to launch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for reprojection and supports Rift and Vive&lt;br /&gt;
&lt;br /&gt;
==Software Distribution Platforms==&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10171</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10171"/>
		<updated>2016-05-18T10:30:10Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* SDKs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. SDKs do not handle async timewarp or reprojection, those are handled by the runtime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by Oculus for the Oculus Rift. Current version (14th May 2016) is 1.3.1 and can access all features of the Oculus runtime.&lt;br /&gt;
&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by Valve and supports Vive and Rift via the SteamVR runtime.&lt;br /&gt;
&lt;br /&gt;
*Sidenote to SDK&#039;s and Unity games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, Gear and PSVR, but not SteamVR. A game compiled with Unity 5.3 can use those optimzations with the Oculus SDK but not the OpenVR SDK. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for async timewarp and handles device detection, display, etc. It (the runtime service) needs to be running for Oculus Home to launch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for reprojection and supports Rift and Vive&lt;br /&gt;
&lt;br /&gt;
==Software Distribution Platforms==&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10170</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10170"/>
		<updated>2016-05-18T10:28:59Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* Runtimes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. SDKs do not handle async timewarp or reprojection, those are handled by the runtime!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by Oculus for the Oculus Rift. Current version (14th May 2016) is 1.3.1 and can access all features of the Oculus runtime.&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by Valve and supports Vive and Rift via the SteamVR runtime.&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and Unity games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, Gear and PSVR, but not SteamVR. A game compiled with Unity 5.3 can use those optimzations with the Oculus SDK but not the OpenVR SDK. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
&#039;&#039;&#039;[[Oculus Runtime]]&#039;&#039;&#039; is responsible for async timewarp and handles device detection, display, etc. It (the runtime service) needs to be running for Oculus Home to launch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SteamVR Runtime]]&#039;&#039;&#039; is responsible for reprojection and supports Rift and Vive&lt;br /&gt;
&lt;br /&gt;
==Software Distribution Platforms==&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10169</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10169"/>
		<updated>2016-05-18T10:27:54Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: /* SDKs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
[[SDKs]] or [[Software Development Kits]] are used to build [[VR]] [[games]] and [[experiences]]. A game/experience can either implement [[OVR]] or [[OpenVR]] or both. This means that the game/experience has access to native functionality in it&#039;s corresponding runtime. SDKs do not handle async timewarp or reprojection, those are handled by the runtime!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[OVR]]&#039;&#039;&#039; - Made by Oculus for the Oculus Rift. Current version (14th May 2016) is 1.3.1 and can access all features of the Oculus runtime.&lt;br /&gt;
*&#039;&#039;&#039;[[OpenVR]]&#039;&#039;&#039; - Made by Valve and supports Vive and Rift via the SteamVR runtime.&lt;br /&gt;
&lt;br /&gt;
Sidenote to SDK&#039;s and Unity games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, Gear and PSVR, but not SteamVR. A game compiled with Unity 5.3 can use those optimzations with the Oculus SDK but not the OpenVR SDK. The OpenVR SDK has it&#039;s own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
&lt;br /&gt;
==Software Distribution Platforms==&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10168</id>
		<title>Developer Resource</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Developer_Resource&amp;diff=10168"/>
		<updated>2016-05-18T09:52:59Z</updated>

		<summary type="html">&lt;p&gt;Copsaur7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==SDKs==&lt;br /&gt;
&lt;br /&gt;
==Runtimes==&lt;br /&gt;
&lt;br /&gt;
==Software Distribution Platforms==&lt;br /&gt;
&lt;br /&gt;
==Wrappers and Injectors==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[Oculus Sample Framework]] and [[Oculus Sample Framework for Unity 5]]&amp;lt;ref&amp;gt;https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/&amp;lt;/ref&amp;gt; - Experimental sandbox for VR developers and designers.&lt;br /&gt;
&lt;br /&gt;
==3D models==&lt;br /&gt;
* [https://www.yobi3d.com Yobi3D - 3D model search engine]: offers a 3D viewer to see search results in 3D. Also works with Cardboard.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Copsaur7</name></author>
	</entry>
</feed>