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Babylon.js and Oculus Rift DK2


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Hi All,


I'm looking at using Bablyon.js with the Oculus Rift DK2 and I'm having a few problems.


Currently the driver doesn't appear to get orientation changes from the Rift - I'm guessing this is because it's coded for the DK1 instead of DK2. 


It can display correctly on device however it doesn't feed back and update the orientation.


Also - any idea of how to get the positional information (not just orientation) into babylon?


Anyone got it working with a DK2 yet?




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  • 7 months later...

I'm currently evaluating WebGL frameworks (mainly for data visualization, but also explorable 3D environments, both with oculus support in mind); I've spent some time studying Three.js, but then found the impressive Babylon demos, so I am spending some time investigating it too.


For us old hands, the Microsoft association is a liability, not an advantage: I am concerned about vendor lock-in. So this section on the bablyon demo page saying: "OCULUS RIFT You must install this driver and use IE11+ to see these demos" makes me nervous. Will Oculus Rift support only be for IE?

In contrast, this imaginative demo (youtube video) apparently uses WebVR APIs that are supported in Firefox and Chrome (see comment at bottom of the github page).

Can anyone explain more about the plans and intentions for babylon VR headset support?

(If this counts as thread hijacking, sorry, let me know and I'll start a new thread.)

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Babylon.js is for ALL browsers.


This is true for all features we add in the engine. For Occulus VR, the issue was that only Chrome and Firefox support WebVR so far so:

- We do support WebVR through WebVRCamera(https://github.com/BabylonJS/Babylon.js/blob/master/Babylon/Cameras/VR/babylon.webVRCamera.ts)

- For IE, we developed a special external plugin (not ideal but this is the best we could do at that time)


We also support https://github.com/BabylonJS/Babylon.js/blob/master/Babylon/Cameras/VR/babylon.vrDeviceOrientationCamera.ts for VR devices like cardboard

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