Coder Patches Oculus Rift Support into HTC Vive

By Gary Cutlack on at

The race to be 2016's biggest hardware flash in the pan between HTC and Oculus Rift has taken on another new dimension, thanks to a clever chap who's managed to get Oculus Rift's VR games and experiences running on HTC's feature-packed Vive. Literally tens of rich developers' days have been made.

All apps built in the Unity and Unreal engines appear to work by running the SteamVR interface on the Vive, and are able to be made work by tinkering with the Rift code's runtimes -- although controller support varies as you might expect.

Here's how it works: "It works by reimplementing functions from the Oculus Runtime and translating them to OpenVR calls. Unfortunately Oculus has implemented a Code Signing check on the Runtime DLLs, therefore the Revive DLLs cannot be used unless the application is patched. The Revive DLLs already contain the necessary hooking code to work around the Code Signing check in any application. However you will still need to patch the application to actually load the Revive DLLs."

Simple when you know how. Probably. I pasted that in. It means nothing to me. Everything you need is on the LibreVR/Revive GitHub page. [LibreVR/Revive via Ars]

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