Thinking about creating a game or different software using the OSVR software platform? Consider this:
For your customers
- Ability to use your software with numerous HMDs and peripherals without requiring any code changes on your side. Moreover, even HMDs and peripherals that are not on the market today can work with your software as soon as an OSVR plugin is made for these peripherals. When users buy a new printer, they don’t need to upgrade their word processor; why would you want them to ask for a new revision of your experience for every new piece of hardware that comes to market?
- Ability to obtain experiences using Steam or other popular software distribution platforms.
For your organization
- Expand the reach of your software. A single build will run on numerous hardware devices.
- Continue to use your favorite engine: Unity, Unreal, WebVR, Amazon Lumberyard and many others all support OSVR.
- Support of additional or custom engine, if required. it’s not difficult to add OSVR support to most engines.
- Enjoy built-in industry-leading capabilities such as asynchronous time warp, predictive tracking and other methods to create a smooth and immersive experience.
- Be able to access devices over a network or distribute sensor information to multiple users at once.
- Not be tied to one particular vendor.
- Be part of the world’s largest open-source VR ecosystem and enjoy its technical and marketing benefits.
How it’s done
There are several tutorials and example programs on that come with the basic OSVR distribution. If you need help, the OSVR helpdesk is ready to support you. You can contract Sensics engineers – the primary architects of the OSVR software platform – to help with time-sensitive or thorny issues.
Here’s what needs to be done:
Most engines support OSVR other natively or through a plugin from their asset store. You can also start from example experiences.
Publish on Steam or other popular software distribution platforms.