OpenXR Now That Oculus Requires Facebook Account?

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cbrunschen
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Re: OpenXR Now That Oculus Requires Facebook Account?

Post by cbrunschen » Wed Jul 14, 2021 10:09 am

Xavier wrote:
Thu Jul 08, 2021 5:07 pm
IMHO, you can also survive with a facebook account, and enjoy VR!
Unfortunately, as I described, Facebook demand that a Facebook account has to be tied to an actual person - anything else is considered a breach of their terms of service and any such account may be terminated at any time. All Facebook/Oculus headsets also require the user to be signed in to their Facebook account - and sharing your Facebook account with other people is also not permitted by Facebook's own terms of service - so any business or club that wants to use an Oculus headset is not able to do that (*).

And that's without considering anything about advertising, or whether Facebook themselves are a company you want to support: Simply put, Facebook are making it impossible for some to use Oculus headsets for Condor, by Facebook's own explicit terms.

So while I personally use an Oculus Quest headset quite happily, there are some who literally can't go down the Oculus route.

But beyond that, personal objections to being forced to sign into specifically a Facebook account are perfectly valid - especially when there are other headsets around, many of which a person might also prefer to use for technical reasons, rather than the only current Oculus headset, the Oculus Quest 2. For example, someone wanting a wider field of view might prefer a Pimax 8k Super; someone who doesn't care for the 'standalone' aspects (which make the Oculus Quest heavier at the front) might prefer an HP Reverb G2. Or someone in China might prefer to use a Pico Neo 3. Or for a taller field of view and higher resolution someone might want an HTC Vive Pro 2. Or someone with extra-deep pockets might get themselves a Varjo VR-3 for an absolutely stunning visual experience!

So sure, you as an individual may consider it acceptable to use a Facebook headset - as I have done for myself. But that doesn't mean there aren't perfectly valid reasons to not make that same choice, or to not want to or for other reasons choose to use a Facebook account, even as an individual; or that there aren't valid reasons to prefer a different VR headset than the Oculus Quest 2; or indeed, that there aren't legal reasons why someone may not be able to use a Facebook account and thus an Oculus headset.

All those reasons are why it would be excellent if Condor supported not just the Oculus runtime, but the industry standard OpenXR runtime: that would allow Condor to run on VR headsets from a wide range of manufacturers, with different tradeoffs and capabilities and availability in different parts of the world.

And considering that the VR experience in Condor is actually absolutely awesome and lifts Condor to another level ... I really wish that this was something that the Condor team would do, and sooner rather than later. Especially since it would make some things not just better, but actually possible in a supported and non-hacky way.

(*): .Yes, the current solution using Revive or similar requires installing the Oculus VR runtime - but using it that way does not actually require the user to be signed in; that is only necessary to drive an Oculus headset directly. And it's the sign-in-to-an-individual-Facebook-account requirement that makes using Oculus headsets by a business or a club against Facebook's terms of service. While there is an 'Oculus Quest 2 for business', which is described as "Oculus for Business platform (no Facebook login required)", that only applies to software running on the headset itself: Condor runs on a PC, and driving an Oculus headset from a PC via Link "requires the use of consumer software instead of the Oculus for Business enterprise software" and thus still requires signing in to a Facebook account

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OXO
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Re: OpenXR Now That Oculus Requires Facebook Account?

Post by OXO » Fri Jul 16, 2021 9:12 am

I cannot give you a date, but it will be done. We have more important things in development right now, so I ask you to be patient.
Chris Wedgwood,
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pckormic
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Re: OpenXR Now That Oculus Requires Facebook Account?

Post by pckormic » Sat Jul 17, 2021 11:49 pm

OXO wrote:
Fri Jul 16, 2021 9:12 am
I cannot give you a date, but it will be done. We have more important things in development right now, so I ask you to be patient.
Thanks for the info, Oxo, but...

Could you give us some hints about those "more important things" in development? :roll: :wink:
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Sailabout
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Re: OpenXR Now That Oculus Requires Facebook Account?

Post by Sailabout » Sat Jul 24, 2021 6:45 am

Facebook will deprecate its proprietary Oculus APIs in favor of industry standard OpenXR.

ref: https://uploadvr.com/facebook-deprecates-oculus/

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OXO
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Re: OpenXR Now That Oculus Requires Facebook Account?

Post by OXO » Sat Jul 24, 2021 9:42 am

pckormic wrote:
Sat Jul 17, 2021 11:49 pm

Thanks for the info, Oxo, but...

Could you give us some hints about those "more important things" in development? :roll: :wink:
Yes I could..


but I won't
Chris Wedgwood,
Condor Team

Mas
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Re: OpenXR Now That Oculus Requires Facebook Account?

Post by Mas » Sun Jul 25, 2021 3:26 am

Sailabout wrote:
Sat Jul 24, 2021 6:45 am
Facebook will deprecate its proprietary Oculus APIs in favor of industry standard OpenXR.

ref: https://uploadvr.com/facebook-deprecates-oculus/
Which they wouldn't do if they were that desperate to stop people accessing their hardware outside the Oculus ecosystem.

Krankenstein
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Re: OpenXR Now That Oculus Requires Facebook Account?

Post by Krankenstein » Mon Aug 16, 2021 4:10 pm

OXO wrote:
Fri Jul 16, 2021 9:12 am
I cannot give you a date, but it will be done. We have more important things in development right now, so I ask you to be patient.
Sweet! Looking forward to it! :D Thank you already in advance!

pgtrots
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Re: OpenXR Now That Oculus Requires Facebook Account?

Post by pgtrots » Thu Sep 02, 2021 12:40 pm

OXO wrote:
Fri Jul 16, 2021 9:12 am
I cannot give you a date, but it will be done. We have more important things in development right now, so I ask you to be patient.


Released today is update 2.1.7

The main change is the addition of a JSON output from Spectate! to give extra data for the live streaming of eSports Sailplane Grand Prix. Of course this feature can be used in other competitions too.

We took the opportunity to address some other issues;

– Plastic.dds alpha channel removed
– SGS1-26 index changed to 63
– Moved the DG1000S to School class
– Special Ventus3-18RCN.c3d for SGP. It’s available on Condor Club and is for use with the SGP Ventus 3 skins.
– EB29 pilot material corrected
– Min altitude bug fixed
– ASG29 added more drag in flaps L
– Logbook numbering bug fixed
:roll:

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