This is… very unexpected. A Foss application releasing it’s VR variant exclusive to a completely proprietary platform. This will be great for people who specifically have the quest 3 or pro, but all other VR enthusiasts and tinkerers like myself, must hope that this gets a pcvr OpenXR release soon.

  • magic_smoke
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    1 month ago

    Targeting a proprietary platform first, especially one owned by Facebook, is shameful for a FLOSS project. Worse than documentation on discord.

    As a Godot developer I hope they do better next time, even if it might not be a tool I personally plan on using.

    • Blue_Morpho@lemmy.world
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      1 month ago

      proprietary platform first

      ??? Godot has been out on every other platform for 10 years.

      Do you also find it shameful that Firefox is on Windows?

      • magic_smoke
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        1 month ago

        Yes, but this specific VR feature only works with Facebook’s oculus ecosystem. Did you just happen to completely ignore the article we’re commenting on?

        I would find it shameful if Mozilla added the ftp feature back into Firefox, but only on Windows.

        • Blue_Morpho@lemmy.world
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          1 month ago

          It is self evident that if they release on a vr device, it needs to support vr. There is no FOSS VR device. Because not even SteamVR, which is practically abandoned, is FOSS.

          • yonder@sh.itjust.works
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            1 month ago

            They could have made a VR version of the engine that runs in all the same places but shows the editor using OpenXR. It would work with fully open source setups like Monado, but also on compliant android headsets and steamVR.

            EDIT: After reading the article, I realized that this is better replicated by something like wlx-overlay and is replicating desktop style VR development on a mobile platform. Would have liked to see it work on HTC and Pico headsets as well though.

    • JaddedFauceet@lemmy.world
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      1 month ago

      Targeting a proprietary platform first

      I hope they do better next time

      if they want to support XR development, in your opinion how can they do better now?

      is there a non-proprietary consumer standalone headset? If the answer to this is “no”, are you suggesting that Godot shouldn’t enter this space at all?

      Actually the change is quite awesome: https://github.com/godotengine/godot/pull/96624/files. The implementation revolves around Android, not very specific to Meta ecosystem. Thus, it can be easily extended to the next XR device running Android.