Awesomestuffs wrote:
Not sure if librevr will work with XstoryPlayer, couldn't figure it out anyway...
According to e.g. this
Ars Technica article, each game (XStoryPlayer in this case) needs to be patched because Oculus has included a code signing check on the runtime DLLs, so to load the librevr replacement DLLs instead you need to patch the application. This is trivial for the developer, but less easy for others.
So XStoryPlayer developers would need to enable this, but (at least in theory) that should be very easy to do - definitely much easier than adding native Vive support. Of course it would not be as good as native Vive support (e.g. no proper support for room scale VR), but a very worthwhile low hanging fruit. There is of course the possibility that Oculus will start intentionally blocking this (e.g. some kind of runtime DRM check that Oculus own hardware is present) but given that they have publicly stated that they do not want a closed platform, that would be a PR disaster and probably hurt them more than it would gain them. Not saying that couldn't still happen though, people make stupid decisions all the time...