Top products from r/learnVRdev

We found 3 product mentions on r/learnVRdev. We ranked the 3 resulting products by number of redditors who mentioned them. Here are the top 20.

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Top comments that mention products on r/learnVRdev:

u/dancevirtual · 2 pointsr/learnVRdev

> Vive vs Rift? I heard the Vive Pro is coming out

I had the same dilemma two weeks ago for a client. I went for the cheaper Oculus (+ extra sensor for better tracking). I will wait for HTC Vive Pro (already have a regular Vive, though, and I find it superior to the Rift)

>there will always be users out there attempting to run your software on the bare minimum (or less) hardware

Solid advice. I develop professionally and bought a GTX 970 rather than the 10xx versions because of this.

Some gotchas:

  • USB ports. I have a separate USB 3.0 card of my motherboard just for this. On a laptop, you'll need a hub. This will help power your controllers while developing and allow all the Oculus wired sensors as well.

  • HDMI ports: I enjoy dual monitors for developing. You might need to use HDMI-to-Display port cables for your monitor(s), and leave the HDMI ports free to use for the VR headset(s). This will leave you room for growth

  • Tripods as needed for the Oculus sensors. I would recommend these since they're pretty solid, and you can eventually use them for Vive lighthouses with these adapters.
u/jherico · 1 pointr/learnVRdev

It's not GLUT based, but I did create a single-file example for writing a VR app using OpenGL and GLFW/GLEW here.

And a book although it uses the 0.5 SDK, so it's a little outdated if you're working on PC.

u/thegenregeek · 1 pointr/learnVRdev

Depending on the headset you should be able to capture from the onboard camera(s). There should be different API options for accessing the equipment.

If not something like this 180 deg fisheye camera should work if you have a spare USB port on the headset you plug into. Or you can route a USB cable along with the HMD cable. (this is the camera I'm experimenting with for OpenCV)