The VIVEPORT console has been updated with all the relevant changes required to support the initial phase of launch for these features. The process is overall like submitting a VIVE build except there is now an Oculus option on the “opt-in’s” page. You’ll be able to use the “beta build” feature to test your integrations and verify your build correctly launches. As we approach full release, the Viveport PC client will be updated with the necessary consumer facing UI updates.
Articles in this section
- Does the end customer need to take any special steps to launch Oculus Rift content via VIVEPORT?
- What about the “OpenVR-Input Emulator”? Can I use this to quickly remap existing Vive inputs onto a Touch controller scheme?
- Where can I find documentation about Oculus Rift and VIVE controller input mapping?
- How do I opt-in or opt-out of the VIVEPORT Oculus Rift program?
- I have additional questions about publishing an Oculus Rift compatible title to VIVEPORT; where can I ask them?
- Which VIVEPORT revenue models will be available for content that indicates support for Oculus Rift hardware?
- Do I need a specific version of VIVEPORT to take advantage of this Oculus Rift feature? Can I test using the developer consoles “beta” feature?
- Since the Oculus Rift approach is OpenVR based, does that mean that Windows Mixed Reality HMDs will also be supported in the future? Can I upload a WMR build to VIVEPORT?
- Is VIVEPORT support for Oculus Rift related to the ReVive Compatibility Layer?
- Do I need to integrate my title with the VIVEPORT SDK for my title to work on Oculus Rift?