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  3. VIVEPORT Oculus Rift feature

VIVEPORT Oculus Rift feature

  • How will consumers know which titles are compatible with Oculus?
  • Will all titles on Viveport work for Oculus Rift users?
  • 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?
  • 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?
  • Which SDKs are required for the Oculus Rift feature? Which SDKs can I exclude?
  • Does the end-user need to have Oculus runtime installed on their computer in order for them to be able to run my Oculus Rift compatible title?
  • Are gamepad-based Oculus Rift experiences supported? What about Oculus Touch experiences?
  • How do I test if my title is compatible with Oculus Rift if I do not have Oculus Rift hardware?
  • How can I tell if my build is compatible with Oculus Rift?
  • Is my build required to be fully compatible with Oculus Rift in order to be supported? (e.g. controller design and tracking limitations)
  • Am I required to update my existing Vive-compatible VIVEPORT build with Oculus Rift support to continue being distributed on VIVEPORT?
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