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Virtually essential

With OSVR, Razer is attempting to democratis­e virtual reality in order to secure the technology’s future in games

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With OSVR, Razer is aiming to secure the future for VR games

“We need a forum for developers to focus on the content and not worry about the actual execution”

OSVR, or Open Source Virtual Reality, is the only thing standing between the nascent VR market and a premature death, at least if Chris Mitchell, Razer’s product marketing manager, is to be believed. In his own words: “If we don’t build this, the virtual reality ecosystem will never survive.” It’s big talk for a project that, even after a press release, media briefing and one-on-one interview with Razer, still feels nebulous.

Razer, of course, made its name with gaming peripheral­s, ergonomic gaming mice and keyboards, but OSVR is not so tangible. The company’s plans do include hardware: a $200 head-mounted display, which it calls the Hacker Dev Kit, is due in the summer, and measures up reasonably with the Oculus Rift DK2 unit. But the Dev Kit is not OSVR exactly – it’s a malleable headset meant to spur developmen­t of VR games. OSVR is actually a software platform. Led by Razer and headset maker Sensics, the aim is to make game developmen­t for VR devices more about the game, less about the hardware you have. Creators will be able to hook into plugins for how a game should look on one headmounte­d display versus another, or how it should pull in data from various motiontrac­king systems. And with a library of such plugins, developers won’t have to be Carmack-level engineers to get a game running in VR either.

As Mitchell says, “The idea is to abstract the complexiti­es of game developmen­t right now. We need a forum for developers to focus on the content and not worry about the actual execution of how to do it.”

So how does OSVR accomplish this? Sensics CEO Yuval Boger offers the clearest explanatio­n on his VR Guy blog: “OSVR provides software plugins (think: device drivers) for hardware that abstracts each type of hardware – such as head orientatio­n trackers, position trackers, eye trackers – and makes the interface the same for the higher-level applicatio­n. While the performanc­e of different position trackers may be different, the interface to the applicatio­n is basically the same. While some eye trackers are better than others, the applicatio­n usually just needs to know gaze direction, blink detection and perhaps pupil size. By abstractin­g each type of hardware, the applicatio­n does not need to change when new hardware becomes available. All it needs is a new plugin, the equivalent of a printer driver.” OSVR already supports Unity and Unreal Engine 4, which will allow developers using those engines to interface their games with various forms of VR hardware. Razer claims some big names are already behind OSVR, too – developers such as Gearbox and Techland, plus hardware makers Virtuix, Leap Motion and Sixense – though it’s unclear what all these companies are doing to support OSVR exactly.

Leap Motion, which creates PC motion and gesture control technology, offers a degree of insight. “Earlier this month, we announced a Leap Motion plugin for OSVR,” says CEO Michael

Buckwald. “In recent months, we’ve also demonstrat­ed how our technology pairs with Oculus Rift and Samsung Gear VR, in addition to OSVR… We launched our VR Developer Mount last August, [which] provides a consistent way for developers to guide interactio­n, and it works with any VR headset with a flat front surface and a setup supported by our SDK.”

Virtuix, creator of the Omni treadmill, offers a similar response. “We’re mainly focused on the movement aspect of VR – how can a user walk or run around in the virtual world,” says CEO Jan Goetgeluk. “In its basic form, the Omni emulates a typical gamepad that steers the avatar in the game. However, with the Omni, more advanced movement functions can be provided as well – one-to-one foot tracking, fully decoupled movements, advanced gestures, and more. Our contributi­on to OSVR is the developmen­t of a locomotion controller for VR that supports this range of motion functions.”

Both are doing what’s best for their VR products, in other words. Which isn’t a bad thing – if it’s easy to get on board with OSVR, the platform is more likely to benefit developers. But it’s also unclear exactly how open and accessible OSVR is. Its website features a big orange ‘Join us’ button, and asks interested parties to sign up to be involved in the project. But there’s no publicly visible developmen­t community for OSVR. There are no forums, official subreddit, or github repositori­es, all standard for active open source communitie­s. Surely those will come, but an applicatio­n process

 ??  ?? OSVR’s library of plugins is designed to make VR games simpler to create
OSVR’s library of plugins is designed to make VR games simpler to create
 ??  ?? Razer product marketing manager Chris Mitchell
Razer product marketing manager Chris Mitchell
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