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Mar 01, 2017 At one point in time, Oculus had support for OS X in the pipeline; in fact previous Rift dev kits supported Macs. As time went on, however, it was decided that the Oculus Rift would be Windows. Aug 12, 2014 Today Oculus announced that it has added OS X support to its newly released Oculus SDK 0.4.1 beta. The next-gen virtual reality headset has supported gaming on the Mac.
- Ohh and just to elaborate on whats happening... All the icons for the files are the 2 pieces of paper with the pencil, ruler and paint brush on them... I double click... the act like they are about to open... They show as open when i apple tab through but they arent... when i go to force quit.. they show as not responding
- Have you tried building any of the examples from source and running them to see what's going on?Brad Davis - Developer for High Fidelity
Co-author of Oculus Rift in Action - ive only gotten as far as the Tuscany demo and the config utility on my MAC.. On a PC i have gotten almost all working fine... Im just wondering if all of the current mac testing demos need a plugin or something... they seem like they are starting and then the screen never appears for the settings like the same demo does on a PC... something is missing
- HELP!!!!! Nothing at all??? Its been too long I wannaVR
- Sorry, I haven't heard of this issue before.
You should not need any plugin, the demos should be self contained.AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV - Which other ones fail? I'm running OS X 10.7.5 (MacBook Air 11', 2 years old, with external display). No plugin or installation needed. Most things just work... except for:
• Some titles (especially non-Unity) simply don't have a Mac version yet, and downloading a Windows executable won't work (unless of course you boot Windows on your Mac).
• The default Security Preferences settings are to allow apps from 'Mac App Store and identified developers,' meaning properly signed code, proof against malware tampering. (I believe developers can get a free code-signing key from Apple without having to sign up for a paid developer account--but that doesn't mean Windows users have the tools to use that key anyway. I don't know.) As a side effect of this system working properly, I have seen two different messages (both with the 'slashed out' icon) when I try to run random apps/demos off the Internet:
A) The app 'can't be opened because it is from an unidentified developer.' I think that means the code is not signed. No need to change your security settings, just right-click or control-click the app and choose Open. It will give you the same warning but with an added 'are you sure' option to launch anyway. You only have to do that once per app, and from then on it is considered trusted and you can double-click it or use Launcher or whatever you want.
The app 'is damaged and can't be opened. You should move it to the trash.' This is more of a security risk: the OS thinks the original code has been tampered with by someone other than the developer. If it's right (nearly unheard of but theoretically possible) then you don't want to run it! However, in practice, I think this means the code is (or seems to be) signed, but signed wrong in some way (not signed in a way Apple can verify). I'm not sure why this would happen--I'm guessing here. To fix this, you open Security Preferences and allow apps from 'Anywhere.' (Yikes! But as soon as you launch the app in question you can set it back to a more secure setting.) Again, this is only needed for the first launch. Future launches will be trusted no matter what your security settings. You have given permission.
What's wrong if they launch and then freeze as you describe? They could just be buggy, untested demos; might want to report it to the developer or check for a newer version. (Odd that they all behave so much the same.) In ages past I'd have wondered about a permissions issue (not Repair Permissions, but somewhere inside the app package something might deny access to you user account--which can be checked painstakingly in Get Info). Trying to launch (and maybe even re-download) in a separate user account might help. The same thing might help if something is messed up with your user account, or if you're running stuff in the background that fights with Oculus (check your Login Items for any system mods/utilities that you can try disabling).
These demos work on Mac OS X for me, along with my own Unity builds:
Riftoon viewtopic.php?f=42&t=1080
Trial of the Rift Drifter viewtopic.php?f=42&t=2930
Proton Pulse Rift https://share.oculus.com/app/1376605240485qghh2p4x6r
Blue Marble viewtopic.php?f=28&t=1158
Titans of Space viewtopic.php?f=42&t=1544
First Law viewtopic.php?f=42&t=745
Alone in the Rift viewtopic.php?f=42&t=1539
Rift Racer viewtopic.php?f=42&t=1310
BouncerVR viewtopic.php?f=42&t=2428
Deep Sea Diving Demo viewtopic.php?f=42&t=2690
If a Tree Screams in the Forest viewtopic.php?f=42&t=3565
Making Viewer http://www.makingview.com/makingview.com/?page_id=1691
AaaAAAaa... https://share.oculus.com/app/1376524017867xz40nng66r
Team Fortress 2 [url=steam://run/440//-vr]steam://run/440//-vr[/url] (needs separate calibration, and cup choice via console)
Half-Life 2 [url=steam://run/220//-vr]steam://run/220//-vr[/url] and sequels (needs IPD entry and cup choice via console)
All run using the Rift set to 1280x800, and most will run (slower but sharper) set to 1080p. I run them all without mirroring (since I have a splitter anyway), except for Half-Life which won't work unless I mirror the Air's internal display. (And then I use 1280x720, 16:9, to avoid distortion; the Mac's internal display is wider but shorter than the Rift's but both can handle 720p.)
You might see if there are newer video drivers or other updates available. What Mac/GPU do you have?
Oh, and if you haven't rebooted your Mac in a long time, that can cure mysterious behaviors!
Good luck--I'm very pleased with the Rift on Mac despite the noticeable struggles of my aging mobile GPU!
EDIT: A Tree Screams started working for me, so now it's only Kraken that does not.0 - Thank you @AdamsImmersive!
This post has just set my heart at ease a bit. My dev unit will be shipping soon and I've been reading a lot of posts that sounded discouraging with Rift Dev on mac. I'm planning to dual boot my SSD Air with windows to get a Hydra to work unless you know of any way to get it to work on OSX?
Any advice for a newbie to unity and rift development on mac to be ready for my units arrival? I'm a recovering Flash Developer anxious to start in a brand new world.
TIA - I've tried a bunch more titles since then, and only 1 or 2 has had any problems; and some of those I know other Mac users have had no problem with. (I have an old Mac with Intel X3100 integrated graphics, which is pretty borderline power. Mac Pro soon?)
I don't know if Hydra is possible in OS X, but I'd say there's hope: Sixense's Hydra successor (STEM) has long been promising mac support--and I wonder if those same (future) drivers would work with Hydra:
http://www.kickstarter.com/projects/89577853/stem-system-the-best-way-to-interact-with-virtual
(I'm still tempted to install Windows 8 on my next Mac just to use Vereio to mess around with games that don't officially support the Rift. We'll see if I feel like spending the SSD space to do it!)0 - Hey there,
I'm also having similar issues when it comes to opening up certain demos with OSX, although there doesn't seem much of any rhyme or reason to it. At first I thought that it may have been the fact that I was running 32bit but after switching to 64bit that wasn't the problem. Obviously me stating this isn't really helping for a solution, but I figured I would put my two cents in, haha.
Here are my specs if anyone wants to take a shot at a solution:
13in MacBook Pro, Mid 2010
Intel Core 2 Duo Processor
OS Mountain Lion 10.8.5
List of working demos:
skyDIEving
AAAAhhhhAAAAhhhhculous!
First Law
Blue Marble
HL2
TF2
Broken demos:
Windlands (!!! truly need this game in my life)
DeepSeaDemo
RiftRacer
Don't Let Go
SightLine
Problem: Certain demos will show up in the dock for a quick moment, then immediately disappear. No error message comes up. Said demos are indeed the Mac versions, and my security preferences are already updated to allow any app to be downloaded/open.
If anyone is willing to help out a quintessential newbie to the develop world, I would greatly appreciate it! - Sounds like maybe the app isn't finding something it needs (is the Rift powered on and working?) or, more likely, a permissions issue: maybe some file inside the app has the wrong permissions--or the whole app itself.
You could try File > Get Info (Command-I) on a working game and a non-working one, and see if any meaningful difference shows up--especially in the Permissions section.
I'd also try just re-downloading one from scratch, in case something went wrong there--or went wrong when you answered any security warnings about the download.
(But I'm not running Mountain Lion so this is only guesses to try.)0 - I actually found out my problem last night (after spending the day banging my head against a wall). It was the file extracting program I was using! I have my compressed files defaulted to open with a downloaded program called Keka (needed it a couple months ago from some reason or another), and since then I've switched back to the Archive Utility and every demo I couldn't open before now magically works! Voila! Hope this saves someone else a headache in the future
- edited January 2014You saying that reminds me that I actually had the exact same problem--but with OS X's built-in unarchiver. Certain demos would not launch after being unzipped.
Then I tried a (free?) util from the App Store called The Unarchiver, just for those few apps, and it solved the problem. (As well as opening archive types the built-in one can't.)
Weird, but the answer seems to be: try a different unarchiver! Luckily, this issue has been rare.
(EDIT: I suspect it's caused by a few developers, by chance, using a zip maker/settings that the built-in Mac unarchiver doesn't like. Maybe certain Windows-based tools--although I get tons of Windows zips and never have the problem. So it can't be any common tool/settings.)0 - AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV - You saying that reminds me that I actually had the exact same problem--but with OS X's built-in unarchiver. Certain demos would not launch after being unzipped.
Then I tried a (free?) util from the App Store called The Unarchiver, just for those few apps, and it solved the problem. (As well as opening archive types the built-in one can't.)
Weird, but the answer seems to be: try a different unarchiver! Luckily, this issue has been rare.
(EDIT: I suspect it's caused by a few developers, by chance, using a zip maker/settings that the built-in Mac unarchiver doesn't like. Maybe certain Windows-based tools--although I get tons of Windows zips and never have the problem. So it can't be any common tool/settings.)
Hello, hi. This is my 3rd real day of using the Rift, and I'm glad I found this. I am going down the enabled list to see what works, and just tried SledgeRift. It didn't want to open after unzipping w/ the native OSX tool, so I tried Stuffit. The game started (@ least this time I got the options window). However, I can hear the sounds, but all I see is a black screen and mouse arrow. What gives? I will try yet another expander to see if I can get any further, then on to the next app. - Woooo thanks a lot for the fix. f*ckng extractor!
Mmo For Mac
Facebook-owned virtual reality startup Oculus VR on Tuesday announced the availability of version 0.4.1 of its software development kit, bringing developer support for the popular headgear to Apple's desktop operating system.
![For For](/uploads/1/3/3/9/133900482/856057042.jpg)
Alongside the new SDK come Mac OS X-compatible versions of the Oculus Runtime and Unity Tuscany demo, according to industry blog Road to VR. Oculus says that because they do not ship a display driver for the Mac, the Rift will work in Extend Desktop mode.
There are a few lingering issues with the Mac-focused SDK. Developers will need to manually restart the Mac OVR service after updating firmware, for instance, and Unity apps will experience higher latency on Apple's platform.
![Mac Mac](/uploads/1/3/3/9/133900482/647312789.jpg)
The Oculus Rift, a virtual reality headset whose development is led by legendary Id Software co-founder John Carmack, has long supported gaming on the Mac. Until now, however, Mac-based developers were unable to compile Rift-compatible apps, forcing them to use Windows instead.
Facebook purchased Oculus earlier this year for $400 million in cash, $1.6 billion in stock, and a $300 million earn-out.
Oculus Rift Mac Os X
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