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by janoc
3180 days ago
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They are also widely used for non-gaming stuff, it is just less visible. Concerning Mac the main problem is lack of any meaningful driver and hardware support from Apple. And without that there is little point in trying to port the SDKs. On PCs both Nvidia a AMD are actively working with both Valve & Oculus and integrating support for things like the asynchronous time warping in their drivers. However, on Macs only Apple can really do that. The other problem is that no current Mac on the market has a GPU that will work well with a Vive/Rift. The solution used in the laptops which switch between the integrated and discrete GPU is not supported and Apple doesn't offer anything else. And their desktop Macs haven't really been updated in ages, with GPUs being below the minimal spec required. So while this may be a convenient excuse why not to support Mac, until Apple gets their stuff together it is technically not doable. |
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