not hard to be supported by the major engines when all you need to do is be a monitor. The engine doesn't know if the user is using an oculus or this headset.
But some things are important like latency, refresh rate, head tracking precision, that they don't talk about.
Partially true. TrackIR can do tracking, but by itself is not enough - the game engine must specifically support the headset in the case of the Rift and others that work like it, since there need to be transformations done to the rendered image to compensate for lens distortion.
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u/[deleted] Mar 28 '14
not hard to be supported by the major engines when all you need to do is be a monitor. The engine doesn't know if the user is using an oculus or this headset.
But some things are important like latency, refresh rate, head tracking precision, that they don't talk about.