|VR devices and VR engines face a constant struggle to support each other|
Wednesday, May 13, 2015
When game engines are used for VR, they have to include many new capabilities: stereo rendering, higher frame rate, distortion correction, latency control and more. But one topic that is often overlooked is that VR game engine also have to deal with a wide variety of VR peripherals, each with their own API.
A non-VR engine primarily interfaces with a game controller, keyboard and mouse. These are well-understood peripherals with standard software interfaces. New types of keyboards, controllers and mice do appear on the market, but they share essentially identical interfaces to pre-existing devices.
In contrast, there is a much greater variety of VR devices: HMDs, motion and position trackers, hand and finger sensors, eye trackers, body suits, locomotion devices, force feedback devices, augmented reality cameras and more. Furthermore, each class of devices does not offer a common interface: working with a Leap Motion sensor is different than a Softkinetic one or an Intel Realsense one, even though the capabilities that they provide are similar.
The result? An endless effort to keep up. Consider the diagram below, showing just a small selection of available VR engines and a small subset of VR devices
Consider a Sixense STEM motion controller. The Sixense team would probably like to make the STEM available to a widest possible range of software engines so that a developer can use STEM regardless of their engine of choice. Same goes for every other peripheral. Conversely, an Unreal Engine developer wants to support the maximum reasonable number of devices so that the game can reach the maximum number of users. Every permutation of VR device and game engine may have value. For the device vendor, there is a need how to build, test, optimize and deploy plugins for various engines. For the engine vendor, there is constant pressure - from both game developers and hardware makers - to offer device support.
That's why every VR game engine needs a middleware abstraction layer like the OSVR SDK. OSVR factors devices into common interfaces - tracker, skeleton, imager, etc. - and then provides a standard device-independent interface to the game engine. Just like desktop scanners offer a TWAIN interface that applications can use regardless of the scanner vendor, OSVR offers optimized skeleton, eye tracker and other VR interfaces that work regardless of the underlying hardware.