The source code for the optical tracking software was never released though. So instead of "trashing" it, I suggest donating it to OpenHMD, so someone else can use it for developing optical tracking.
https://web.archive.org/web/20121130044529/http://www.kickst...
Tux 3/4 of the way down.
The Oculus 0.2 and 0.3 SDKs didn't really support Linux at first but as the source code was released, jherico fixed it up and linux support got integrated.
The website for the DK2 https://web.archive.org/web/20140919195305/https://www.oculu... clearly said
> The Oculus Rift and the Oculus SDK currently support Windows, Mac OS X, and Linux.
Most of their 0.4 SDK source was still available but they had already started with putting their optical tracking into a closed source binary, which took them quite a while to release for linux, but eventually they did.
Then a few months before the CV1 release there was this blog post https://www.oculus.com/blog/powering-the-rift/
> Our development for OS X and Linux has been paused in order to focus on delivering a high quality consumer-level VR experience at launch across hardware, software, and content on Windows. We want to get back to development for OS X and Linux but we don’t have a timeline.
It's frustrating to hear people just now complaining about Oculus abandoning niche markets.
You can homebrew everything you want today, assuming you have or can acquire the skills, materials, and tools.
If your skills are more on the software side, then it'll be harder. I don't know if it still exists (to purchase at least), but there is OSVR:
Now - I know it looks "Windows Only" - but at one time, it did have Linux support, and the code is open source, supposedly:
https://github.com/OSVR/OSVR-HDK
But you can see that repo is somewhat old - I'm not sure what if anything is going on. But anyhow:
https://osvr.github.io/doc/installing/linux/
But then this:
https://www.tomshardware.com/news/razer-abandoned-osvr-joine...
Yeah - you'll probably have better luck homebrewing everything again. Dig out those old back issues of PCVR magazine, dust off your old copies of various DIY VR books, power up the 3D printer...
It's not entirely complete right now and relies mostly on reverse engineered drivers that mostly miss positional tracking, but we are hoping to have something better to show for it soon.
https://monado.freedesktop.org/
A short demo of the current status on a fully open source software stack using linux with amdgpu/radv, the godot engine and the libsurvive Vive driver: https://www.youtube.com/watch?v=eB-vVL-MPos
I jumped on the KS as soon as it was announced. I had followed Luckey for a while on MTSB3D forums as he modded headsets in his garage (so to speak).
At the time, there were maybe a handful of people still playing around with "PCVR" using old-school junk off ebay or whatever. I dabbled with it, as I had on occasion ever since I started playing with homebrew VR tech in 1992. As the years went on, the majority of the commercial companies in VR of the era died off, closed shop, or morphed into something else (curiously, the two main magnetic tracking companies - Polhemus and Ascension - both stayed strong).
This meant that a lot of the old pro-level and pro-sumer hardware of the era started to get thrown onto ebay, as VR labs at universities and such closed up, or the hardware was discovered in dusty closets wherever. I managed to pick up quite a few pieces of nice 1990s kit from the era that way, for pennies on the dollar.
But prior to that I had been "hacking" old VictorMaxx and Forte VFX-1 HMDs - just playing around more than anything; at one point I had my PowerGlove interfaced to my Amiga 1200 and building small worlds in AMOS 3D. Then moved to my 486 and later Pentium boxes...then things died down, the web became the thing, and VR...well...faded. I'd pull my stuff out every now and again to play with it.
A few others out there were doing the same. I managed to grab a complete collection of PCVR magazine before it completely disappeared. Of those others, as I explored, Luckey stood out. This was a guy I could see had that old school PCVR hacker outlook, and he was driven like nobody else I had found. He mentioned that he'd be doing a KS, and I decided that yes, I would support his effort. Whatever the outcome (it was my first KS support). I dropped the money on a DK1 kit and sat back.
A big part of what also convinced me was that it was going to be Linux compatible; so much of the early consumer VR was definitely not platform agnostic, but that wasn't as big of a deal back then - most people played around with REND386 or similar "homebrew" stuff, under MS-DOS or whatnot...
But I was stoked that VR was quite possibly going to become "the thing" and it was going to have Linux as a main platform.
Of course, that all went down the tubes with the FB acquisition.
So - now I have a DK1 and the FB branded CV1 just sitting; Honestly, I only unpacked the DK1 to verify it, and never actually plugged it in; it's still in the plastic, brand new. Life's ups-and-downs got in the way, and now I'm just not that interested in the whole VR thing. I guess that's partially because it's going "mainstream" to an extent, but also because it seems like another VR winter is coming. I'd have thought that having open-world style VR games and FPS games would have been enough for people, but apparently most people don't want to spend that kind of cash. I can't really blame 'em, either.
But I also feel ripped off - once again, Linux has been made a backwater for yet more entertainment, and we're going to have to claw our way back like everything else. There have been some open source efforts (why nobody every mentions the OSVR system from Razer and others, I dunno). Maybe new innovation will come out of those efforts.
Even so, it very much feels similar (not the same) as those earlier PC-based VR days. Lots of hype, lots of hardware, various software, etc - but not as much "uptake" as was expected.