Hi!
This is a request which is somewhat out of the ordinary. I am hoping that you can support renering like "Direct Mode" with Oculus Rift DK2.. The latest installment of Oculus' SDK 0.7 only supports "Direct Mode". Oculus has gone away from their "Extended Mode" (which is basically just mirroring a monitor). That means new rendering rameworks. Direct Mode has come to stay, because when Oculus Rift consumer version comes out in 2016 it will only support Direct Mode.. VR is going to be huge, so looking in to this matter would do a sort of future proofing..
I really really really hope you guys will look in to this. Since Direct Mode is the only thing that's going forward now.
Descriptions
Extended Mode: It's like a second monitor. It means that Reshade will work
Direct mode: The Oculus Rift only activates when a game starts. It does not utilize Windows' method of rendering a game, but it's own method
For reference
The previous 0.6 installment of the SDK did have extended mode (like a monitor). However the 0.6's extended mode had the SAME rendering method as Direct Mode.. To get Reshade working, I had to directly inject the "OVRServer_x64.exe" service, so that when I restarted my computer, Reshade would apply to the upper layer (before the game). But it was however not possible to do this in direct mode.. That is because direct mode was only activated wen starting the GAME..
I thought this might be a good side-information, because "OVRServer_x64.exe" is fully injectible. It's just a matter of getting it to work in direct mode
Versions
- SDK 0.5 and below had Direct Mode and Extended Mode (like an extra monitor. Windows' method of rendering. No problem with ReShade)
- SDK 0.6 had Direct Mode and Extended Mode (Oculus-rendering extended instead of Windows rendering. Had to apply injection to the "OVRServer_x64.exe")
- SDK 0.7 and every version coming will ONLY have Direct Mode.