So, while working on my game engine, I was curious about looking at the technical requirement for submitting an application to the Oculus Store.
One of the things required is that you need to target the audio output (and input) devices selected by the user in the Oculus app
So, how does the Oculus SDK tells you what is the selected device?
If you know me, you also probably know that I’m developing a small C++ game engine, aimed at simplifying the creation of VR games and experiences for “consumer grade” VR systems (mainly the Oculus Rift, more recently the Vive too), called Annwvyn.
The funny question is : With the existence of tools like Unreal Engine 4 or Unity 5, that are free (or almost free) to use, why bother?
There are multiple reasons, but to understand why, I should add some context. This story started in 2013, at a time where you had to actually pay to use Unity with the first Oculus Rift Development Kit (aka DK1), and where UDK (the version of the Unreal Engine 3 you were able to use) was such a mess I wouldn’t want to touch it…