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Oculus Rift on Macs, anyone curious?

4/6/2016

4 Comments

 
So, they have started shipping. We unfortunately got an email saying that ours has been delayed but that we should get an update on April 12th. Really excited to see how it does on the 12 Core cMP with a Titian-X and then also curious how it will run on the 12 Core nMP with an eGPU Titan-X.

​Has anyone gotten theirs and run it on Mac hardware? The Oculus folks had some rather disparging comments about there being no decent Apple machines to run it on, let's prove them wrong, even if Apple won't.

Here is what they sent me:

​  Hi Dave,
We know you're anxious to receive your Oculus Rift and apologize for not updating your order status sooner. We've been working through an unexpected component shortage, and unfortunately, that issue has impacted the original shipping estimates for some early customers.
We're working hard to get up-to-date ship windows, and you should expect to see your order status updated on oculus.com by Tuesday, April 12. Although many Rifts will be arriving on schedule and in line with original estimates, we'll be covering shipping and handling costs for all orders placed through today.
We're shipping rifts everyday. Don't hesitate to reach out to the Oculus support team if you have additional questions.
  
  The Oculus Team

4 Comments
Jerry
4/12/2016 02:34:39 pm

I've been running the Oculus DK2 for over a year on a 5,1 12-core under Bootcamp, first on Win7 and an ATI 7970 and now on Win8.1 and a GTX 970 from you. I will move to Win10, probably this week or next. I think the latest DK2 driver is 0.8x. Oculus abandoned Mac OS around 0.5, presumably because of Apple's weak GPUs.

I have preordered the Vive instead of the Rift. I wanted the ability to physically move in a 15'x15' space which you can't do with the OR. I also did not want to wait for and pay extra for the dedicated controllers (one for each hand) which come standard with the Vive.

That said, the system requirements for the Vive and OR are similar. You can go to http://store.steampowered.com/app/323910/ and download a system tester to see if your rig is ready for VR. My 5,1 12-core with 64 gigs of memory and the GTX 970 nearly maxed out this particular test. I think I dropped 8 frames out of nearly 3000. I suspect the main reason was the test program was optimized for single, 4-core processor. The same rig with the 7970 card failed (badly) this test. I knew it would because I've been motion sick more than once until I got the GTX 970. :-)

Jerry

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Ben (UK)
4/14/2016 12:58:49 pm

I am excited to be about to order the Titan X 12GB from MacVidCards new UK distributor! :) I am also a faithful Mac user who is addicted to 'Second Life' (the virtual world) so I would love to know if anyone has got their Mac pro and Titan X 12GB GPD running with Occulus Rift, please keep us updated! :)

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KiX link
4/26/2016 02:15:08 pm

did you have any luck making the HTC vive work on your mac ??
i really want to know!

Reply
Mark
5/18/2016 01:09:19 pm

I got my Vive last week and I am looking forward to getting to develop little things for it and play with it. I have it hooked to a Hackintosh but haven't rebooted into OS X yet with it to see what happens. But I would love to develop stuff on the Mac for it in general though so hopefully Valve released some SDK's soon even if there isn't "Proper" support yet so developers can at least work and test in the environment if they want. But something tells me that won't happen. They will just want stuff to be made on Windows and when the time comes(if ever) devs will get like 8 weeks notice to QA their software on the environment.

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