Category Archives: OSVR News

OSVR Now Available On Steam

OSVR supported titles & hardware are now playable on Steam.

 SAN FRANCISCO – Co-founders of Open Source Virtual Reality (OSVR), the largest open source virtual reality consortium in the world, today announced a Steam update that provides support for OSVR content on Steam. The news means that universal VR content is now accessible through a single point of distribution.

“This is a great milestone for VR, giving users access to more hardware and content and driving Valve’s and OSVR’s shared vision of totally open VR content to everyone,” says Christopher Mitchell, OSVR Lead, Razer.

“OSVR makes it easy for game developers to support hundreds of devices and for hardware vendors to tap into top-notch content,” says Yuval Boger, CEO of Sensics. “OSVR content on Steam makes it easier than ever to distribute and obtain OSVR-compatible content.”

“We are delighted to announce support for OSVR titles,” said Valve’s Augusta Butlin. “Steam is an open platform for all developers, and adding support for OSVR further expands the massive content offerings for the millions of gamers on Steam.”

Accessing OSVR content on Steam:

OSVR icons next to compatible content and added filter functions will allow users of OSVR compatible hardware, including the HDK series of headsets, to narrow their searches for OSVR-enabled experiences.

Growing list of OSVR content:

The OSVR Developer Fund is an up-to-5-million-dollar initiative that incentivizes developers to spur VR technology development through the production of open-platform content.

The fund has seen hundreds of applications since its availability last July, with 32 titles already available or on the way to the platform. (List of titles under annex)

About OSVR:

OSVR™ is the world’s largest open source VR software platform designed to set an open standard for virtual reality input devices, games and output to enable the development of a cohesive VR ecosystem which provides enhanced compatibility and hardware choices to anyone looking to enjoy VR.  Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform. Plug in. Play Everything.

For the full list of OSVR supporters go to

Like OSVR on FB:

Follow OSVR on Twitter:

Press Contacts:

Razer PR:

United States

Kevin Scarpati

Alain Mazer (Global Director of Public Relations)

Jan Horak

Asia Pacific
Nicholas Ferguson

Evita Zhang

Sensics PR

Katherine Verducci

# # #



 VR Content available/coming to OSVR:

  1. Limb
  2. Abduction Prologue: The Jonathan Blake Story (Demo)
  3. Abduction Episode 1: Her Name Was Sarah
  4. PolyRunner
  5. RC Soccer VR
    • Developer: Beatshapers
  6. StarDrone VR
    • Developer: Beatshapers
  7. Theme Park Studio
  8. Alice VR
    • Developer: Carbon Studios
  9. Infinite
  10. The Hum: Abductions
  11. Redout
  12. The Brookhaven Experiment
  13. A-10
  14. Descent: Underground
  15. Radial-G : Racing Revolved
  16. CDF Starfighter
  17. Bloxiq VR
  18. Blind
  19. Chamber19
  20. Leave The Nest
    • Developer: Kaio Interactive
  21. Marble Mountain
  22. Domain Defense: VR
  23. The Assembly
  24. 4089
  25. 5089: The Action RPG
  26. Frantic Freighter
  27. Spermination
  28. MazerQuest|Revisited
  29. Toy Coliseum
  30. Drift Into Eternity
  31. FIVE: Champions of Canaan
  32. Mervils: A VR Adventure

OSVR Launches The HDK 2 – An Open Source 2160 X 1200 Dual Display VR Headset – In The Asia Pacific Region

The OSVR, SteamVR and WebVR compatible headset will now be available to developers and enthusiasts in 10 additional countries to power innovation.  

UNITE SINGAPORE– Organizers of Open Source Virtual Reality (OSVR), the largest open source virtual reality consortium in the world, today made the latest Hacker Development Kit, the HDK 2 available in 13 countries within the Asia Pacific.  The HDK 2 features an upgraded display for a visual experience on par with the Oculus Rift and HTC Vive.

The HDK 2 is equipped with custom designed SLR grade lenses for clearer more vibrant images and a 90hz low-persistence OLED, RGB dual-display with a total resolution of 2160×1200 (1080p per eye). It also includes unique IQE (Image Quality Enhancer) technology for a reduced screen door effect. Capable of displaying VR experiences at 90 frames-per-second, the visual experience on the HDK 2 is comparable to the best virtual reality headsets available now.

Open Source Technology:

The HDK 2 was engineered to be an open source solution in the VR market today allowing developers and enthusiasts the freedom to innovate around virtual reality without restrictions. Powered by OSVR, an open source software platform content developers will be able to support a multitude of emerging devices in the VR industry across different brands through a single integration, effectively increasing their user base with minimal effort. It is also modular allowing for 3rd party customization.


Powered by the OSVR software platform the HDK 2 will be able to play native OSVR experiences as well as SteamVR content (VR content developed for the HTC Vive). In addition to this it also supports WebVR and other 360 video and media playing technologies. Full list of experiences here:

Setup & Installation:

A beta version of the HDK Windows Installer is available to make set up of the HDK 2 easier.

Download it now: “The HDK 2 is engineered to deliver a visual experience on par with the industry’s best while keeping it at a more affordable cost point in order to bring VR technology to more people.” Says Christopher Mitchell, OSVR Lead, Razer. “It will now also give developers and enthusiasts within the Asia Pacific the freedom to innovate and support a myriad of VR technologies across the world”

List of countries the HDK 2 is now available in:

  • Australia
  • New Zealand
  • Philippines
  • Japan
  • Thailand
  • Taiwan
  • Malaysia
  • Singapore
  • South Korea
  • Hong Kong

The HDK 2 is now selling on Razerstore ( and will come with 2 free games, Descent: Underground & Radial G : Racing Revolved while stock lasts.

What is OSVR?

OSVR is an open source software platform that drives innovation and diversity by allowing different brands of VR hardware to connect with each other. Giving hardware developers the ability to have their hardware interface with other devices in the VR industry and also allowing them to freely innovate and produce the best products possible without fear of control and licensing fees.

It shares content to help drive hardware sales

In addition to this, all content supported on the ecosystem; including native OSVR experiences and SteamVR experiences (HTC Vive content) will run on their hardware, giving them a chance to enter the market with an already available base of content to drive sales of their hardware. Further driving this content effort is also a recently announced 5 million dollar content fund sponsored by Razer, incentivizing content developers out there to support OSVR in order to make content available to all OSVR supported hardware in order to combat exclusivity and ensure the VR industry grows as a whole.

It supports the latest technologies

As the software platform also supports the latest engines (Cryengine, Unreal, Unity) and performance enhancing technologies such as Nvidia’s direct mode, hardware developers will also be able to take advantage of them ensuring their hardware performs optimally.

It is for consumer choice

The platform’s objective is to ultimately bring choice to the consumer market, allowing everyone to mix and match their VR hardware purchases based on preferences in price and functionality. “Imagine being able to walk down an isle of VR products in your favorite electronics retailer and being able to pick off any combination of hardware you’d like to use without worrying about compatibility.” Says Michael Lee, VP of Software, Razer. “It will be like building your own PC, except this time using cutting edge next generation technology that will immerse you digital experiences like never before.”

Try the HDK 2!

Unite Singapore – October 3rd and 4th

The HDK 2 will be available for trial at Unite Singapore, October 3rd & 4th at Sands Expo and Convention Centre at Marina Bay Sands.

Christopher Mitchell, OSVR business lead from Razer will be giving a talk at the event, Oct 4th – 1130 to 1230am

PAX Australia – November 4th to 6th It will also be available for trial at PAX Australia in Melbourne, November 4th to 6th at the Melbourne Convention Centre.

OSVR Developer Fund Sponsored By Razer Greenlights 15 New VR Games From Hundreds Of Submissions, More In Store

BERLIN (IFA 2016) – Razer, co-founders of Open Source Virtual Reality (OSVR), the largest open source virtual reality consortium in the world, today announced 15 new games slated for release into the OSVR ecosystem. The titles were chosen from among several hundred proposals submitted by applicants seeking consideration from the recently announced OSVR Developer Fund. The fund is a content accelerator program that avails $5 million dollars to the developer community to promote universally accessible VR content. The fund supports games like CDF Starfighter, PolyRunner and more, to get them compatible with all VR hardware in the OSVR ecosystem.

“The large number of submissions for our OSVR Developer Fund are a great indicator of how important an open ecosystem is to VR developers,” says Christopher Mitchell, OSVR Lead, Razer. “We look forward to even more incredible innovations, inspired by the early-stage success we are fostering now.”

A second, larger batch of titles is currently in the process of being greenlit for announcement end of Q3.

New confirmed titles:

The following titles will join a library of games already available on the platform such as Elite: Dangerous and Project CARS through SteamVR support. There is also support for non-gaming content like WebVR and various media players.

Screenshots can be downloaded here:


Take command from the bridge of a capital ship to conquer and secure systems and advanced technology for your faction.

Developer: Interdiction Studios


Available Q4, 2017


You wake in the night and find you’re not alone. Make it through your apartment and survive the ABDUCTION.

Developer: Red Iron Labs


Available on October 31st, 2016


PolyRunner VR is an addictive, high-quality experience that tests your skills against an other-worldly, ever-changing landscape.

Developer: Lucid Sight


Availability, TBA

 RC Soccer VR

High-speed R/C cars soccer experience features Desktop and Mobile VR Cross-Play. Global VR Challenge 2016 semi-finalist.

Developer: Beatshapers

Available Q4, 2016

 StarDrone VR

StarDrone VR is a furious blend of high-speed physics and pinball action, with strategic elements of break-out and object collection.

Developer: Beatshapers

Available Q4, 2016

 Theme Park Studio

Theme Park Studio is a powerful suite of tools that allows players to design, build, and experience stunning amusement parks.

Developer: Pantera Game Studio


Availability, TBA

 Alice VR

Inspired by adventures of Alice in Wonderland, ALICE VR is a sci-fi exploration game with a deep plot and puzzles showing the power of VR technology.

Developer: Carbon Studios


Available October, 2016


Infinite is an exploration game focusing on Riley, searching for a way home after crashing on a foreign planet

Developer: Project: Gateway VR Studios GmbH


Availability, TBA

The Hum: Abductions

The Hum: Abductions is a first person horror game inspired by the alien abductions folklore, with strong story, realistic graphics and VR support.

Developer: Totwise Studios


Availability, TBA


Redout is a futuristic arcade racing game, tribute to the old racing monsters such as F-Zero, WipeOut, Rollcage, and POD.

Developer: 34BigThings


Available September, 2016

 The Brookhaven Experiment

Fend of waves of unearthly monsters in this Survival Horror shooter, called one of the ‘best in VR’ by HTC and Valve.

Developer: Phosphor Games


Available Q4, 2016

 A-10 VR

A-10 VR combines stunning graphics with simplistic gameplay to introduce players of all ages and skill to the possibilities of virtual reality.

Developer: Futuretown


Available Q4, 2016

 Descent: Underground

Blast enemies deep inside asteroids and space stations in this zero-g, first-person, vehicular shooter- the world’s most intense VR experience!

Developer: Descendent Studios


Available Now:

 Radial-G : Racing Revolved

Climb into the cockpit of a futuristic race craft and tear up the anti-gravity track.

Developer: Tammeka Games


Available Now:

 CDF Starfighter

Mad About Games Studios Ltd. is a small and passionate UK indie developer.  With a focus on Sci-fi and VR games and content we are working to make CDF Starfighter one of the best VR space combat simulators of our time.

Developer: Mad About Games Studios Ltd.


Available September, 2016


For all available and upcoming OSVR experiences visit:

Content developers interested in getting funded? Visit:

The beta version of the HDK Windows Installer is also available to get HDK owners into games easier:


Run OSVR supported content on your hardware:

Hardware developers interested in gaining access to the content can find the OSVR SDK online together with help guides at There are no licensing fees and they can choose to do it on their own or through official channels where they can get increased support.

Supporting OSVR is non-exclusive and they will be able to support any additional platforms that best suit their businesses.

If you are interested in getting your hardware supported email:

 About OSVR:

OSVR™ is the world’s largest open source VR software platform designed to set an open standard for virtual reality input devices, games and output to enable the development of a cohesive VR ecosystem which provides enhanced compatibility and hardware choices to anyone looking to enjoy VR.  Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform. Plug in. Play Everything.

For the full list of OSVR supporters go to

For info on the OSVR Developer Fund:

Like OSVR on FB:

Follow OSVR on Twitter:


About RAZER:

Razer™ is a world leader in connected devices and software for gamers.

Razer is transforming the way people play games, engage with other gamers and identify with the gamer lifestyle. Having won the coveted “Best of CES” award consecutively for six years, the company’s leadership in product innovation continues to create new categories for the gaming community that is estimated to have over 1 billion gamers worldwide.

Razer’s award-winning design and technology include an array of user interface and systems devices, voice-over IP for gamers and a cloud platform for customizing and enhancing gaming devices.

Founded in 2005, Razer is backed by Intel Capital, IDG-Accel and Heliconia Capital Management (Heliconia), a wholly owned subsidiary of Singapore investment company Temasek. For more information visit

Press Contacts:

United States

Kevin Scarpati

Alain Mazer (Global Director of Public Relations)

Canada/Latin America
Stefanie Vallas

Jan Horak

Asia Pacific
Nicholas Ferguson

Evita Zhang

July 2016 developer updates


Key additions to OSVR capabilities since the last developer update:

  • Enhanced support for OSVR devices inside SteamVR including direct mode and distortion correction
  • Support for the new OSVR HDK 2 as well as new support for HTC-Vive
  • Native support for OSVR inside Unreal 4.12
  • OSVR support inside WebVR

See below for details




The SteamVR-OSVR driver allows gamers to play SteamVR games on any supported OSVR hardware. A number of features and improvements have been added to the driver recently:

  • The driver now works with the latest released version of SteamVR (v1.0.2). You should no longer need to use the old beta release.
  • Distortion correction is now provided.
  • Direct mode is supported in Windows if you have an AMD or NVIDIA (but not NVIDIA Optimus or NVIDIA on a laptop) graphics card with up-to-date drivers. First, run DisableDirectMode.exe put the HDK in extended mode. This allows the SteamVR driver to see the HDK and figure out what its position is in relation to your other monitors. Start up SteamVR and from the menu, select Devices → Direct mode. SteamVR will restart with the HDK in direct mode.
  • Along with direct mode, we now detect your monitors and automatically set the HDK’s position properly. This means you should no longer need to edit the osvr_server.json configuration file to set the position.
  • Room setup (standing mode) should now complete successfully. Completing the room setup should also fix the head-stuck-on-the-floor problem.
  • The tracking camera is now recognized by SteamVR.



The OSVR team has completed first step in integrating OSVR into WebVR. The patch has landed in Mozilla Firefox and is officially scheduled to be released in 49.01a milestone.
The goals of WebVR in remaining device agnostic align perfectly with OSVR philosophy and with OSVR integrated, it brings support to dozens of devices that can be used expanding the use of WebVR.

With the current integration, OSVR-WebVR allows users to experience WebVR with any device supported by OSVR. This includes HMDs such as OSVR HDK, Sensics, Vuzix, Oculus and HTC, numerous position and orientation trackers, controllers such as the Razer Hydra, HTC Vive Controller, the Nod Backspin and others. One of the most important goals of WebVR is interoperability, meaning that users can experience content across a wide spectrum of hardware.

The following capabilities are supported:

  • Device detection
  • Positional and orientation tracking
  • Display configuration which allows users to demo WebVR in extended mode.

Upcoming improvements: Now that the initial OSVR integration with Firefox is complete, WebVR could potentially use all the available OSVR interfaces such as eye tracking, plugins such as augmented reality target recognition and more. Hundreds of VR devices that were not supported by WebVR are now available by virtue of the OSVR integration. Moreover, as new devices get added to OSVR, they automatically become available to WebVR. The remaining part is for WebVR to connect its API to these additional OSVR interfaces to bring out all the benefits it has to offer.

The OSVR team is working to enhance this integration by incorporating the OSVR Render Manager to enable direct mode, asynchronous time warp, distortion correction and more across a range of HMDs and graphics cards, thereby improving latency and fidelity of the experience.

Useful links:

Instructions for trying OSVR in WebVR
Nightly build downloads
The WebVR 1.0 API Spec
Bug tracker for WebVR 1.0 implementation


  • OSVR is now natively integrated in Unreal 4.12. Just enable it in the Virtual Reality section of the project plugins window.
  • Updated tutorial video on YouTube for Unreal 4.12, using the built-in plugin:
  • Fixed projection matrix calculation to support off-center projections.
  • Fixed flickering black mesh issue due to an incorrect render target texture format.
  • Updates for Unreal 4.12 compatibility.
  • VR headset should now go to black after exiting VR Preview mode in the editor when running in direct mode.


  • Added an OSVR editor window accessible through the Unity menu bar. It includes:
    • Links for launching utilities (TrackerView, Reset Yaw, DirectMode Enable/Disable, etc.) located in the OSVR Runtime/SDK directory.
    • Ability to launch any osvr_server.exe and config files from the Unity editor. Useful for faster testing of various server/render configurations.
    • Links to installers and documentation.

  • Added OSVR Server Autostart feature for Windows Standalone platform. This can be enabled or disabled on the ClientKit prefab for now, until it becomes a server config option.
  • Bug fix for crash when switching scenes in direct mode.





OSVR-Central, a new application serves as a main hub for controlling OSVR. It includes the following features :

  • Device Detection (hotplugging)
  • Ability to detect and launch OSVR server
  • OSVR Tools
  • Developer Tools
  • Access to RenderManager utilities and examples.

We are planning to soon add auto updating features and on-demand plugin downloads. OSVR-Central also lets you access OSVR-Config easily and is included in the latest runtime and SDK.

Device Detection: OSVR continues to add support for new devices (See section below about new LaputaVR HMD) and we added hotplugging feature to detect when a user plugs in or removes an OSVR compatible device. This is one of the steps we continue to improve the ease of use with OSVR as we are working towards plug-n-play experience.

Developer Tools : There are a variety of useful tools for developers to use such as Render Manager tools and demos, and OSVR related tools. OSVR-Central organizes them for an easy access. This feature is available with the SDK.


  • OSVR-Config is now included in the OSVR runtime installer.
  • Some improvements to the display and sample configuration layouts.




With the release of HDK 2, users should note the new display descriptor and sample config files distributed with the OSVR SDK. We recommend this configuration as a good starting point for orientation-only tracking with direct mode support, distortion correction, and client-side predictive tracking.

One issue Windows 10 users may notice is that when a new display is detected, the default magnification is set to 200%, resulting in an image that looks “zoomed in”. When using the HDK 2 in extended mode, the “Change the size of text, apps, and other items” option in Windows Display Settings should be set to 100%.


The OSVR-Vive plugin adds support for the HTC Vive (and Vive Pre) HMD, tracking system and hand controllers to OSVR. It has been released and updated to work with the latest (at this writing) build of SteamVR (1467410709). Tracking of HMD and controllers within the calibrated “room setup” space, buttons and touchpad, proximity sensor, and custom per-unit factory calibrated display/distortion correction in direct mode as well as extended mode are all functional when using the Vive with OSVR.

Pre-compiled binaries are available for Windows. Thanks to community contributions, the plugin also builds and runs on Linux and macOS.

This is not to be confused with SteamVR-OSVR module. The SteamVR-OSVR module is an add-in for SteamVR that allows using any OSVR-supported HMD with SteamVR applications. The OSVR-Vive plugin is a driver for OSVR Server that exposes the Vive hardware to OSVR applications.

Access OSVR-specific usage instructions for VIVE here
Access source code here


  • Head-tracking supported with all versions of Oculus SDK from 0.4.4 to 1.5.0.
  • Rendering is supported only with Oculus SDK 0.7 or older.


OSVR adds support for a new HMD – LaputaVR Hero. Together with the OSVR plugin, this HMD provides:

  • Orientation tracking
  • 110 degree FOV
  • 2560 x 1440 resolution
  • Distortion correction
  • No additional drivers/software required to get it running
  • Native VRPN driver


Under the hood



  • Completed implementation of C API for the OpenGL rendering library, including new example program.  Also includes utility functions to generate color and depth render-texture targets.  This paves the way to complete the port of RenderManager to non-Windows (and thus non-DirectX) platforms.
  • Direct3D C API updated to compile cleanly from both C and C++.  Direct3D C API example program added.
  • Reworked OpenGL header file structure to support a single set of headers on all platforms, including the ability for the application to decide which OpenGL header files to use.
  • For clients using CMake to build against OSVR-RenderManager, the osvrRenderManagerConfig.cmake file has been updated:
    • The osvrRenderManager target has been moved to the osvrRenderManager namespace. This means if you’ve written target_link_libraries(mytarget PUBLIC osvrRenderManager) in the past, you should update it to use osvrRenderManager::osvrRenderManager instead.
    • A new osvrrm_install_dependencies(<install_directory>) function has been added which will install the RenderManager library and all its dependency libraries to the specified path. This is useful in Windows for creating more portable installations.
  • Added alpha support for RenderManager in the OSVR-Android-Build project.  The current RenderManager master branch can now be compiled on this platform.
  • Merged contribution from Steffen Keiss, who provided an approach to enabling RenderManager to be used with other windowing libraries than SDL, and who also provided a Qt-based example of how to do this.
  • Sharing OpenGL contexts between the application and RenderManager, including new example program showing how to do it.
  • Beta version of distortion correction for the OSVR HDK 2 compiled into the library. See sample display descriptor using this distortion mesh in “displays/OSVR_HDK_2_0.json”.
  • Exposes distortion-correction machinery for use outside of RenderManager.
  • Merged Cailei’s VRGate HMD vendor ID.
  • Added projection matrix calculation for Unreal.  Generalized D3D projection matrix calculations to support off-axis projections on both axes.  Repaired OpenGL off-axis projection matrix calculation.
  • Added renderer-independent call to blank the screen, as requested by game engines to handle transitions between scenes.  The first renderer-agnostic example program (SolidColor) provided to show how to use it.
  • Fixed crash when constructing a new RenderManager after having destroyed a previous one.
  • Performance optimizations in the render-mesh construction and in the DirectMode rendering pipeline.  Reduction of image-tearing artifacts in DirectMode.
  • Added support for additional color buffer formats.
  • Saving and restoring D3D state during the final render pass to avoid interfering with application settings.
  • Merged contribution from Matthew Dutton, who reduced the number of vertices calculated in the distortion mesh by a factor of six, greatly improving startup time.
  • Fixed crash issues in some cases for Asynchronous Time Warp.  Also waiting for rendering completion in ATW to reduce tearing.
  • No longer has the side effect of pulling a display out of DirectMode if the config file says that it should be opened in extended mode.
  • Avoids creating callback-based render targets when they are not being used, reducing GPU memory usage.
  • Synchronized the passing of multiple eyes to an ATW buffer, ensuring display of consistent views for both.
  • Enabled applications to operate via buffer-copy when using ATW, rather than requiring them to construct two sets of buffers and alternate presentations.  This enables apps to use ATW without modification, though it does incur a slight rendering time increase.





  • High-performance logging framework now built-in, logging to console as well as to file, with client and plugin APIs to log to those same log sinks – see below.
  • Build compatibility with Boost 1.61.0 verified and build updated accordingly.
  • Adjust Windows timer frequency when a client is connected, for lower, consistent latency.
  • Added configuration files for OSVR HDK 2


Logging interface

OSVR-using apps will now log not just to the console/terminal (if they had been before), but also to file, when possible, in more detail. Log files are given a name preferably with the application name (“osvr” as the fallback) and the date and time, and, if needed (if you run OSVR Server for longer than a day, for instance) they are rotated daily.  Here is an example of the logging interface running on a Mac:

  • The location for log files is platform-specific:
    • On Windows, they’re in %LOCALAPPDATA%\OSVR\Logs (for example, C:\Users\Ryan\AppData\Local\OSVR\Logs )
    • On Linux and other *nixes, the XDG directory standard is followed so they are placed preferably in $XDG_CACHE_HOME/osvr/logs, or if that environment variable is empty or not defined, $HOME/.cache/osvr/logs
    • On macOS, they are placed in your home or user directory, under Library/Logs/OSVR
    • On Android, logging output is directed to the standard Android logging interface (“logcat”) rather than file or console.
  • Where console output is visible, you’ll see information on where the log file is placed and its base filename on-screen at the top of the output.
  • Log entries are marked with a timestamp, a “severity”, and a log source in [square brackets].
  • For developers:
    • Both PluginKit and ClientKit provide logging functions that let you specify a severity and a message string.
    • Messages you log will be associated with your plugin or app via the log source tag automatically by providing a valid context as the first argument to the function (in the C interface) – while failing to do so will not cause crashes or cause the loss of the message, it will cause the message to show up with an ugly note about a missing context.
    • Existing log messages from within OSVR functionality, but triggered by your code, will also be associated with your application or plugin by inclusion of your ID in the log source tag.
    • Now would be a great time to double-check your application IDs and plugin IDs (reverse domain-name format!)
    • When you can, port any existing direct output to the new logging functionality, to provide a unified, improved experience for both users and developers.


  • getBinaryLocation() (used to find plugins, etc) fixed on macOS, should improve behavior when running osvr server by typing ./osvr_server
  • Build fixes for using libc++ on non-Mac platforms such as Android.
  • Improved display descriptor and distortion correction for the DK2.
  • Path normalization for server autolaunching/server locate.
  • Fixed variable naming to improve compatibility with some configurations.
  • Fix Android build issues related to gtest.
  • Fixed angular velocity transformations.
  • Various compiler warning fixes.




Release 1.2.7:

  • Updated device metadata packages to clarify that a device may be an HDK 1.3 or 1.4, since they are indistinguishable from the data that the device metadata system has access to.
  • Minor .inf updates:
    • USB serial port driver now installs on Windows 10, wrapping the bundled Windows 10 USB serial port driver and providing a name for it.
    • IR camera driver modified to fix a corner case where the displayed name in the Device Manager would not always be overridden by the .inf file on Windows 10.

Tips and Tricks


Super-sampling and Sub-sampling

Recently, attention has been drawn to “hidden settings” in Oculus software and SteamVR to enable supersampling. Supersampling renders a larger, more detailed initial buffer than strictly needed to map 1-1 per pixel in the final output image. Supersampling results in every pixel in the output being sampled from more rendered data. It requires more graphics performance, but may lead to a perceived visual improvement – it’s a form of spatial anti-aliasing and essentially a (high-overhead) variant of MSAA.

OSVR RenderManager has had this capability for quite some time, as well as its inverse, subsampling, which renders fewer pixels and upscales to compensate for lower performance graphics processing. The setting is easily accessible in the RenderManager configuration, usually a separate file referenced from your OSVR server config file. The value you’d want to change is called renderOversampleFactor in the renderManagerConfig object. The default value is 1.0 (one pixel in the render buffer per pixel in the output), and the values work just like those discussed for SteamVR. Larger values render more pixels than necessary and blend/sample for the output, smaller values render fewer pixels than 1-to-1 and upscale, potentially improving performance at the expense of rendering sharpness.

Changing this setting and restarting your OSVR server will affect all native OSVR applications using RenderManager. Notably, it will not affect SteamVR as SteamVR does not use the OSVR RenderManager for distortion correction, client-side prediction, time-warp, and direct display output; however, the “Vive” supersampling configuration change should actually work with devices used through the SteamVR-OSVR plugin as well.

Client-side vs Server-side Predictive Tracking

In the context of AR and VR systems, predictive tracking refers to the process of predicting the future orientation and/or position of an object or body part. Prediction can run on the server or client, but only one of those options should be enabled for best performance. By default, server-side prediction is enabled because it works on every machine running OSVR. However we recommend using client-side prediction for machines that support it. This document gives an overview of predictive tracking and describes the steps to enable or disable client and server-side prediction.

Additional Contributions from the OSVR Community

  • Steve Le Roy Harris has created a number of new OSVR plugins:
    • OSVR-OpenHMD is a wrapper around OpenHMD which provides native driver support for the Oculus DK1 and other HMDs.
    • OSVR-KinectV2 provides joint position and orientation data from the Kinect for Xbox One.
    • OSVR-Wiimote uses the wiiuse library to support up to four Wii Remotes + Nunchucks.
    • OSVR-Fusion combines position data from one plugin with the orientation data from another plugin to present a fully-fledged tracker to OSVR clients.

The culmination of Steve’s work (video) is the ability to use Wii remotes, an Oculus DK1, and a Kinect to play games that require a tracked HMD and tracked controllers.

Additional Resources

As a reminder, we’ve set up developer chat rooms at Gitter, and they are tied to the GitHub projects.
The list of all rooms is here:
Some existing rooms:

The list of supported devices, operating systems and engines is here
The OSVR documentation repository is here

VR tutorials written by the experts at Sensics on key topics such as eye tracking, optical design, time warping, foveated rendering more are here. To only see the tutorials, click on ‘key concepts’ on the right side of that page.

Want to Participate?

Interested in contributing? Start here:

Current areas of high-priority “help wanted” are improving render manager on non-Windows platforms, tools to simplify the user experience, support of additional devices and video “compositor”

Any questions or issues? email


OSVR ANNOUNCES $5 million Developer fund to help ensure unrestricted access of vr content to all hardware

 Fund will incentivize support of the OSVR ecosystem by buying game codes from developers

 SAN FRANCISCO – Organizers of Open Source Virtual Reality (OSVR), the largest open source virtual reality consortium in the world, today announced the OSVR Developer Fund—a content accelerator program led by Razer that avails $5 million to the developer community. The fund encourages developers to support the OSVR ecosystem – an open source ecosystem that allows VR content to work across the board with all VR hardware, giving VR fans and developers more choice without worrying about DRM policies or other restrictive measures.

“VR is working toward being a mainstream success thanks to all the developers who have stepped up to the plate to deliver the next-generation in interactive experiences,” says Christopher Mitchell, OSVR lead, Razer. “The OSVR Developer Fund allows us to directly support the efforts of VR pioneers across the breadth of this developing industry, while at the same time ensuring that content is available to everyone in the industry. It is our contention that if everyone who is constructively contributing to the VR ecosystem succeeds, then VR will succeed. Closed doors in the world of development are a death sentence.”

The OSVR Developer Fund will be available to qualified, participating VR content developers – independent or major.  If successful, applicants will have their game codes purchased in bulk by Razer or any future contributors to the fund in exchange for support of the platform. This will help compensate developers for the time spent integrating as well as provide OSVR with assets to promote their game’s availability in the unrestricted OSVR powered eco-system for use with all headsets.

“We understand content developers have various development challenges and we’re committed to helping them get ahead of those barriers,” says Justin Cooney, OSVR director of developer relations, Razer. “The OSVR Developer Fund helps to support initial sales while enabling developers to contribute to the VR industry as a whole. Together, OSVR and its content partners enjoy the realization of a shared vision for the future of VR.”

In the egalitarian spirt of OSVR, developers will not beholden to only one particular sales channel, hardware device or development engine. Publishers will likewise retain full creative control over their content.

They will also receive marketing and promotional support including opportunities to be a part of OSVR hardware bundles or showcases at major consumer events.

OSVR Developer Fund Synopsis:


Who You Are What You Need To Do What You get
Indie or Major VR Content Developer


OSVR integration and support Purchase of game keys
    Marketing and promotional support.


*Number of keys purchased will be defined on a case by case basis

Visit the OSVR Developer Fund web page:


Become a Funding Partner:

 We are looking for additional funding partners. If you are Interested in becoming one please contact

Find Out More at E3:

 Interested parties (developers and potential funding partners) are invited down to the Razer Booth at E3 in the Los Angeles Convention Center from June 14 to June 16 to speak directly to the team.

 About OSVR:

OSVR™ is the world’s largest open source VR software platform designed to set an open standard for virtual reality input devices, games and output to enable the development of a cohesive VR ecosystem which provides enhanced compatibility and hardware choices to anyone looking to enjoy VR.  Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform. Plug in. Play Everything.

For the full list of OSVR supporters go to

Like OSVR on FB:

Follow OSVR on Twitter:

Press Contacts:



# # #


OSVR unveils OPEN SOURCE 2160 x 1200 dual display headset

OSVR ecosystem strengthened with updated hardware and fresh line up of content.

 LOS ANGELES (E3 2016) – Razer and Sensics, co-founders and organizers of Open Source Virtual Reality (OSVR), the largest open source virtual reality consortium in the world, today unveiled the latest Hacker Development Kit, the HDK 2.  The HDK 2 features an upgraded display for a visual experience on par with the Oculus Rift and HTC Vive.

The HDK 2 is equipped with custom designed lenses for clearer more vibrant images and a 90hz low-persistence OLED dual-display with a total resolution of 2160×1200. It also includes unique IQE (Image Quality Enhancer) technology for a reduced screen door effect. Capable of displaying VR experiences at 90 frames-per-second, the HDK 2 hardware specifications are comparable to the best virtual reality headsets available now.

Unlike other current generation HMDs, the HDK 2 will be available at $399 and will ship in July. The HDK 1.4 will continue to be available at $299.

“The HDK 2 allows us to meet the needs of VR fans and gamers and provide developers with affordable open-source hardware to innovate with.” Says Christopher Mitchell, OSVR Lead, Razer. “With the HDK 2 being able to deliver a visual experience on par with industry leaders, we will now be able to represent hardware agnostic VR media and games in all their glory for future headsets to adopt through the open source ecosystem.”

“We are on a mission to democratize VR by offering open, affordable, high-performance software and hardware solutions with nearly-universal device and game engine compatibility”, says Yuval Boger, CEO of Sensics and co-founder of OSVR. “Powered by the effort of the core Sensics and Razer engineering teams, participation of OSVR partners and contributions from VR enthusiasts worldwide, we look forward to sharing new and exciting capabilities”.


Demos and new content at E3:

The HDK 2 will be available to demo from Razer’s E3 booth at the Los Angeles Convention Center. Also available for demo at E3 will be the Gloveone motion tracking gloves from Neurodigital Technologies. Upon public release, the gloves will be available as a controller option for the HDK and all OSVR supporting head-mounted displays in the open ecosystem.

Content available to demo include:

  • RedOut by 34BigThings
    • RedOut is the fastest futuristic AG racing game. Rush through the stunning low poly landscapes of a post-apocalyptic Earth at breakneck speed!
  • Theme Park Studio by Pantera Entertainment
    • Theme Park Studio is a powerful suite of tools that allows players to design, build, and experience stunning amusement parks of their own design.
  • The Hum: Abductions by Totwise Studios
    • The Hum: Abductions is a First Person Horror game inspired by the alien abductions folklore, with strong story, realistic graphics and VR support.
  • Infinite by Project Gateway VR Studios GmbH
    • Infinite is an exploration game to be released in 5 episodes. The game focusses on Riley, searching for a way home after crashing on a foreign planet.
  • A-10 by Futuretown Inc
    • A-10 VR is a VR take on a classic sci-fi gallery shooter. Hone your sharp shooting skills in 3 game modes in this outer space gallery shooter.

And many more.

Both HDKs support a wide range of content technologies including SteamVR and native experiences. Additional content plans will be announced soon.


Comparison Chart:

HDK 2 Oculus Rift HTC Vive
Resolution 2160×1200 2160×1200 2160×1200
Refresh Rate 90hz 90hz 90hz
Platform OSVR Oculus Home SteamVR
Field of view 110 degrees 110 degrees 110 degrees
Tracking area  8 x 9 feet 5 x 11 feet 15 x 15 feet
Built in audio No Yes No
Built in mic No Yes No
Controller Any OSVR compatible VR hardware, Any PC compatible gamepad. Oculus Touch, Xbox One Controller or any PC compatible gamepad. Lighthouse controllers, any PC compatible gamepad
Sensors Accelerometer, Gyroscope, magnetometer, 360-degree positional tracking. Accelerometer, Gyroscope, magnetometer, 360-degree positional tracking. Accelerometer, Gyroscope, laser sensor, front-facing camera.
Connections HDMI, USB 2.0, USB 3.0 HDMI, USB 2.0, USB 3.0 HDMI, USB 2.0, USB 3.0
Requirements NVIDIA GeForce GTX 970 /Radeon R9 280 equivalent or greater

Intel Core i5-4590 equivalent or greater

8GB+ of RAM

Compatible HDMI 1.3 video output

2 x USB 2.0 port

NVIDIA GeForce GTX 970 / AMD 290 equivalent or greater
Intel i5-4590 equivalent or greater
Compatible HDMI 1.3 video output
2x USB 3.0 ports
Windows 7 SP1 or newer
NVIDIA GeForce GTX 970 /Radeon R9 280 equivalent or greater

Intel Core i5-4590 equivalent or greater

4GB+ of RAM

Compatible HDMI 1.3 video output

1x USB 2.0 port

Price $400 $600 $800

HDK 2 Specifications

Faceplate Module Mainboard Display Module Optics Module HMD Mechanical Module Belt Box Module

IR Faceplate providing positional information with 360-degree tracking for responsive, multi directional input.

Comes with an IR Camera operating at 100hz.


Sensor hub with integrated accelerometer, gyroscope and compass

External USB 3.0 connection for additional accessories

Additional 2 x USB 3.0 connectors for internal expansion

Re-programmable for additional functionality.

Dual Display 2160×1200 display technology running at 90fps. Features a low persistence OLED silver screen with 441 PPI.
IQE (Image Quality Enhancer) technology for reduced screen door effect.
High performance dual lens system for ultra-sharp images

Enlarged eye-box for fuss-free setup, right out-of-box

Low geometric distortion and color corrected image for faster rendering

Individual eye focus for personalized use without glasses.

*diopters cover +4.5 to -2 adjustments to cater to majority of users.

Removable face mask

Bamboo charcoal microfiber foam layer for additional comfort

Thicker foam padding for cheekbones & nose bridge rubber insert for enhanced comfort

Additional USB 3.0 connectivity

Surround Sound Audio codec integrated

Easier cable management and ergonomics

Signal boosters




For more information on the HDK 2 visit

Register your interest at

About OSVR:
OSVR™ is the world’s largest open source VR software platform designed to set an open standard for virtual reality input devices, games and output to enable the development of a cohesive VR ecosystem which provides enhanced compatibility and hardware choices to anyone looking to enjoy VR.  Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform. Plug in. Play Everything.


For the full list of OSVR supporters go to

Like OSVR on FB:

Follow OSVR on Twitter: .

Press Contacts:

# # #


Open Source Virtual Reality (“OSVR”) Welcomes ACER

Acer, one of the world’s largest PC vendors, announces VR plans including  OSVR-compatible devices and computer systems

SAN FRANCISCO– Organizers of Open Source Virtual Reality (OSVR), an open software and hardware platform for virtual reality, today announced that Acer, one of the world’s top-five largest PC companies, will leverage OSVR technology in its upcoming products.

With 40 years of knowledge and experience in computing and communication, Acer recently affirmed plans to expand its interests into the VR industry. Technology research focused on VR experiences is underway at the company, and it plans to work toward VR devices that are compatible within the OSVR ecosystem.

“OSVR presents a great complement to our plans for bringing Acer into the virtual reality industry,” says James Lin, general manager, Consumer Notebooks, IT Products Business, Acer Inc. “The open-source ecosystem allows VR enthusiasts and gamers to use our products for VR-related experiences without worrying about compatibility with other technologies.”

Acer is the latest company to pledge support to the OSVR ecosystem, joining the ranks of more than 350 partners, including content producers, VR headset and peripheral developers, audio solution partners, VR entertainment centers, general technology developers and educators.

“We are excited to have Acer in the OSVR ecosystem and look forward to cooperating with them, leveraging their extraordinary resources, experience and passion for product innovation to advance virtual reality,” says Christopher Mitchell, OSVR lead, Razer.

“We believe in giving users the power to choose the best form factor, capabilities and price to suit their individual VR needs.”, says Yuval Boger, CEO of Sensics. “We are thrilled to have a leader such as Acer join the OSVR movement to provide compelling choices to customers”

Computer Systems Ready for VR

Acer will roll-out a series of computer systems equipped with NVIDIA GTX980 and Titan graphic processers that are designed to work with OSVR-powered VR technology and other VR products available today.

# # #


OSVR™ is a software platform designed to set an open standard for virtual reality input devices, games and output to enable the development of a cohesive VR ecosystem which provides enhanced compatibility and hardware choices to anyone looking to enjoy VR.  Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform. “Plug in. Play Everything.”

For the full list of OSVR supporters go to

Like OSVR on FB:

Follow OSVR on Twitter: .


With New Native OSVR Support, Sensics Brings the Epic Unreal Engine Experience to the Next Level

COLUMBIA, MD, March 15, 2016 – Sensics, the developer of groundbreaking virtual reality (VR) technologies and co-founder of OSVR, announced today a new collaboration with Epic to bring native OSVR support to the Unreal Engine 4.12, one of the world’s most popular game engines. This integration gives developers who are using Unreal the ability to instantly support hundreds of VR display, input and output devices.

“The exponential increase in the number of VR devices makes it difficult for developers and manufacturers to keep up. New HMDs, motion trackers, hand and finger sensors, eye trackers, body suits, motion platforms and more are coming to market every month,” said Yuval Boger, CEO of Sensics and co-founder of OSVR. “By providing native support for OSVR within the Unreal Engine, Unreal users will never have to worry again about keeping up with ever-changing APIs and new devices. Developers using Unreal can now leverage OSVR to easily build amazing VR experiences for hundreds of different devices.”

Architected and maintained by Sensics, the OSVR software platform connects applications and game engines to the many VR displays, along with the multitude of input and output devices by using a common universal interface. This means that developers don’t need to worry about the API particulars of any given device. The platform plugin also gives device manufactures all they need for their hardware to be able to support existing applications as well as any future applications. OSVR software runs on multiple operating systems including Windows, Android, Linux and OSX.

Native support for the Unreal engine also means that an increasing number of upcoming VR games and experiences will support OSVR, offering a wider range of content to VR enthusiasts and gamers owning OSVR-supported hardware such as the OSVR Hacker Development Kit.

“We’re excited to announce that OSVR will be natively integrated into Unreal Engine 4.12, based on the contributions of Sensics and the open-source community,” said Nick Whiting, lead VR engineer at Epic Games. “Its inclusion in the engine gives developers out-of-the-box access to many more types of VR devices that use the OSVR ecosystem, and helps ensure that Unreal Engine 4 remains the top choice for developing high-quality, cross-platform VR experiences.”

“OSVR is designed to accelerate innovation and ultimately provide developers a growing foundation of hardware and software technologies to leverage towards building great content and bringing the best possible VR experience to gamers everywhere,” said Chris Mitchell, OSVR lead at Razer, the co-founding company of OSVR. “By providing this native integration into Unreal, it is easier than ever to tap into the benefits of the OSVR software platform.”

For more information, or to download the Unreal Engine for free, visit

To find out how to join OSVR and contribute to the future of VR, please visit:

 About Sensics

Sensics provides technologies, products and expertise that brings companies’ VR dreams to life, offering them the missing pieces needed to develop groundbreaking solutions faster. Sensics delivers high-performance off-the-shelf products and also collaborates on customized “white label” designs, working with the most innovative technology partners in the world to develop VR experiences for gaming, healthcare, entertainment, training, education and more.

 About OSVR

OSVR™ – Open Source Virtual Reality – is an ecosystem founded by Sensics and Razer towards creating the best possible game experience. The OSVR software platform, is a cross-platform middleware layer that connects applications and game engines to hundreds of VR display, input and output devices using a common universal interface. This thriving global ecosystem enables choice and innovation for those deploying VR for the most sophisticated applications to the simplest scenarios.

About Epic Games

Founded in 1991, Epic Games is the creator of the Unreal, Gears of War and Infinity Blade series of games. Today Epic is building Paragon, Fortnite, SPYJiNX and the new Unreal Tournament. Epic’s Unreal Engine technology brings high-fidelity, interactive experiences to PC, console, mobile, the Web and VR. Unreal Engine is freely available at For more information on the studio, visit and check out @EpicGames.

Media Contacts:

Katherine Verducci

MIX Public Relations



OSVR HDK V1.4 Upgrade Brings New Image Diffuser Technology To Eliminate VR Screen Door Effect; OSVR Content Expands With Native CRYENGINE® Integration And All-New Content

Screen diffuser technology improves picture quality for immersive VR experiences

SAN FRANCISCO (GDC 2016) – The OSVR content platform is expanding and the most recent version of the OSVR HDK is shipping now, according to organizers of Open Source Virtual Reality (OSVR), a worldwide leader in open software and hardware for virtual reality.

With the onboarding of Crytek into the OSVR ecosystem, Crytek’s CryENGINE now natively supports OSVR. This effectively contributes to the enabling of any OSVR-compatible HMDs, including the OSVR HDK, for content developed on CryENGINE, adding to the wide range of content possibilities available through OSVR.

Crytek’s creative director for CryENGINE, Frank Vitz, said: “The open standard encouraged by OSVR corresponds with our own desire to give CryENGINE users total freedom of choice in VR development. We’re excited to be supporting a platform that is designed to accelerate progress and expand the audience for VR, and we look forward to seeing how OSVR developers harness CryENGINE to create innovative experiences.”

In addition to recently announced SteamVR contributions, additional content now compatible with OSVR include Lira, inCellVR, Windlands, DCS World, M.A.R.S. Universe, Warthunder, the BIVROST Media player and more.

The updated OSVR HDK (v1.4) features a new diffusion film technology applied on top of the existing display for improved visuals with reduced screen door effect.  Combined with its custom-crafted premium optics, this upgrade provides best-in-class image quality while maintaining low system requirements. A diffusion film upgrade for the OSVR HDK v1.3 will be made available for standalone purchase for end users to easily upgrade their existing HDKs.

“The Hacker Development Kit has always been about maximizing quality while minimizing system requirements, allowing us to make VR more accessible to enthusiasts, aspiring developers and gamers,” says Christopher Mitchell, OSVR lead, Razer. “The inclusion of the diffusion screen makes it possible for us to deliver an improved visual experience without compromising this great accessibility.”

Extra options for improved comfort also accompany the latest OSVR HDK in the way of extra padding for the cheekbones and rubber inserts for the nose bridge.The HDK v1.4 is available now and can be purchased for $299.99 at The Diffusion film V1.3 upgrade will be available in April 2016.

Also announced today, VR enthusiasts, developers and gamers can order the OSVR faceplate with Leap Motion as an upgrade module, beginning in April.

OSVR hardware with embedded Leap Motion technology is compatible with Leap Motion’s recently announced Orion beta software. Orion is built from the ground up for VR and offers developers highly accurate hand and finger tracking. The OSVR faceplate with Leap Motion can be purchased as a bundle with the OSVR HDK v1.4 for $349.99, or separately for $74.99.

Parties Interested in OSVR and related developments can head down to Razer’s San Francisco headquarters opposite the Moscone Center during GDC. Razer is opening its doors to show attendees during GD to demo OSVR upgrades and share experiences with the OSVR HDK. Razer’s San Francisco office is located at 201 3rd Street, Suite 900, in San Francisco.

The OSVR supporter list has grown to more than 300 members across a broad array of organizations in technology, entertainment and education with new partners like Zeiss, Crytek, Futuretown, ST Microelectronics and NYU Shanghai. A complete list of OSVR users is online at

# # #


The OSVR Hacker Development Kit (HDK) is designed to be a balance between quality and system requirements, allowing for enjoyment of VR experiences on mid-tier gaming PCs or better. For those with hardware enthusiast and/or developer proficiency, it is also upgradable to get a desired VR experience.

The OSVR HDK is now available for purchase at Razerstore.


OSVR™ is a software platform designed to set an open standard for virtual reality input devices, games and output to enable the development of a cohesive VR ecosystem which provides enhanced compatibility and hardware choices to anyone looking to enjoy VR.  Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform. Plug in. Play Everything.

For the full list of OSVR supporters go to

Like OSVR on FB:

Follow OSVR on Twitter: .



# # #

 CryENGINE is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in Far Cry. It continues to be updated to support new consoles, hardware for their games and now virtual reality. It has also been used for many third-party games under Crytek’s licensing scheme, including Sniper: Ghost Warrior 2 and SNOW. Heavily modified versions of the engine are also used for games like Star Citizen and the Far Cry sequels (Dunia Engine).

Carbon Studio developed ALICE VR, an adventure sci-fi game exploring the potential of VR technology. The main character lands his spacecraft on an alien planet in order to replenish the supplies lost due to a technical malfunction. A seemingly easy task turns out to be more and more complicated as it turns out that all citizens of the planet have disappeared in mysterious circumstances. The character has to deal with a series of puzzles designed specifically for VR headsets, and make decisions that will help him understand what has happened to the planet dwellers.

FlyInside brings Microsoft Flight Simulator X and Prepar3D into virtual reality. Enjoy virtual reality flight like never before!

Futuretown Inc., are the developers of Cloudlands: VR Minigolf, Jeeboman, and A-10 VR. The games are built specifically for VR with tracked controllers.

Kairos3D develops software tools that allow users to easily navigate and interact within a 3D space where the data reacts in real-time. The mission of Kairos3D is to contribute to the domain of Human-Machine Interface, where bi-dimensional space for interaction and control is being replaced by a three-dimensional one.

NYU Shanghai is focused on exploring the expressive possibilities brought about by emerging forms of technology, media, and communication. In concert with the liberal arts core, student interests drive an ever-evolving project-based curriculum, that is designed to facilitate the acquisition of both the conceptual insights and practical skills needed to build the innovative human-centered design projects imagined by our students. We believe that virtual reality is a new medium with the potential to connect people, facilitate participation, convey information, communicate stories, enhance experiences, and otherwise augment, improve, and bring both meaning and delight to people’s lives.

OMNIS – Mondragon Team Academy organizes Hackprende a hackathon that empowers people to form a closer relationship with technology. They show the people the life changing capabilities of technology and puts tools at their disposal, challenging them to discover new possibilities.

Red Iron Labs Ltd specializes in immersive, dark, fictional video games. They focus on Virtual Reality, PC and Consoles. Their VR games are no holds barred, and they ensure their games excite, scare and amaze people.

SFGames is a small indie development team, made of creative way wards, currently working on an action survival/horror with Sci-Fi elements and on a VR educational experience for the anniversary of the Great War. They never tire to explore a variety of creative and artistic experiences.

SlickVR established by tech industry veterans situated in Cheshire and London is a Virtual Reality development studio producing exciting, cutting edge content to enthrall the end user. We are delighted to be working with Razor on future VR projects.

STMicroelectronics is a world leader in providing semiconductor solutions that make a positive contribution to people’s lives, today and into the future. With a wide portfolio of patents and strong pipeline of innovation, ST is one of the few semiconductor companies mastering many different technologies needed for Virtual Reality.

The Virtual Dutch Men is powered by ArchiVision, a company that has created 3D visualizations and Interactive Media for over 20 years. Virtual presentations of objects, projects and environments are often essential to inform, engage and persuade your market, partners and customers. ArchiVision has been one of the pioneers in this area, and still is. We are at the forefront of technological innovation, integration of resources and media and other smart applications.

UNOverse is made of game industry veterans working on innovative VR content experiences, ranging from product visualization, mobile VR and R&D for the new age of VR.

Virtual World Arcade is a place where people can come and run around and play VR games and experience VR entertainment. We are organizing the VR Arcade Conference May 2-4 in Mountain View CA and inviting the leading players in VR Arcades, Studios, and Hardware to bring VR experiences to every VR platform.

Vizuality Studios brings virtual reality together with natural freedom of movement, changing the way we experience and interact with the world. With the latest VR technology, Vizuality Studios elevates experiences to new levels of immersion with applications that can be implemented across a broad spectrum of industry from architecture and design to virtual tourism and simulation.

ZEISS is an internationally leading technology enterprise operating in the optics and optoelectronics industries. ZEISS develops and distributes lithography optics, measuring technology, microscopes, medical technology, eyeglass lenses, camera and cine lenses, binoculars and planetarium technology.

RenderManager and other developer updates

Here is a brief update on new repositories and features and major enhancements for the OSVR software platform.


  • OSVR RenderManager is now open-sourced
  • New documentation repository as well as global search from
  • Dozens of new devices
  • Support for latest Unity and Unreal versions including new samples

Details below


A new documentation repository saves as the gateway for developer documentation, tips and tricks, configuration instructions and a whole lot more. Please visit

Because this is an open-source repository, we encourage you to contribute to it and share your experience.


RenderManager was previously distributed as closed-source but now it has been split into an open-source repository that performs most of the functions and two closed-source repositories (one for NVIDIA, one for AMD) that require individual NDAs with NVIDIA or AMD

What RenderManager Provides?

RenderManager provides a number of functions beyond the OSVR-Core library in support of VR rendering. It wraps the Core functions in an easy-to-use interface that implements many VR-specific needs.

  • DirectMode: On platforms that support it, RenderManager implements direct rendering to the display, bypassing operating-system delays and enabling front- buffer rendering. On Windows, this is implemented using nVidia’s VR Direct Mode rendering and AMD’s Direct-to-Display rendering. These share a common interface in RenderManager and plans are underway to extend these to new operating systems as they become available. DirectMode supports both D3D11 and OpenGL (core and legacy) on Windows.

The following capabilities are provided on all supported platforms:

  • Distortion correction: This enables undistortion of HMD lenses. Configuration files can be used to specify the type of distortion correction used, from several choices: rgb polynomial away from a center, monochromatic unstructured mesh, and rgb unstructured mesh. RenderManager includes distortion-mesh-construction for all of its rendering libraries based on all of the above input types. See RenderManager.h for more information.
  • Time Warp: Synchronous time warp is provided on all platforms. This is done at the same time as the distortion-correction render pass by reading the latest tracking information and adjusting the viewing transformation using the texture matrix to fix up changes due to motion between the start of rendering and its completion. This warping is geometrically correct for strict rotations around the center of projection and is approximated by a 2-meter distance for translations.
  • Rendering state: RenderManager produces graphics-language-specific conversion functions to describe the number and size of required textures, the viewports, projection and ModelView matrices needed to configure rendering for scenes. Configuration files specify the number of eyes, whether they are in a single screen or multiple screens, and their relative orientations. RenderManager takes all viewports and textures in their canonical (up is up) orientation and internally maps to the correct orientation, enabling the use of bitmap fonts and other rendering effects that require canonical orientation. An optional, callback-based rendering path provides these transformations for arbitrary spaces within the OSVR configuration space (head space, hand space, room space, etc.).
  • Window creation: RenderManager uses SDL on Windows, Linux, and Mac systems to construct windows of the appropriate size for a given HMD or on-screen display. Configuration file entries describe window size, placement, and orientation. For non-DirectMode operation, these show up within the operating virtual screen and can be either full-screen or windowed. For DirectMode operation, they provide full- screen operation on one or more displays.
  • OverFill & Oversampling: To enable time warp to work, the rendered view must be larger than the image to be presented on a given frame. This provides a border around the image that can be pulled in as the user’s viewport rotates. Also, the distortion caused by lenses in VR systems can cause a magnification of the screen that requires the application to render pixels at a higher density than the physical display. RenderManager handles both of these capabilities internally, hiding them from the application. Configuration file entries can adjust these; trading rendering speed for performance at run time without changes to the code.

Coming Soon

  • Asynchronous Time Warp is under development as of 2/15/2016. There is a single D3D11 example program that runs on DirectMode displays under Windows. This capability is not yet fully operational (the example program does not work when run without ATW enabled, and there are several open Github issues). When complete, this mode will be enabled by a configuration-file setting. It produces a separate rendering thread that re-warps and re-renders images at full rate even when the application renders too slowly to present a new image each frame.
  • Android support is under development. As of 2/15/2016, the OpenGL internal code is all compatible with OpenGL ES 2.0. Work is underway to port RenderManager to Android on top of the existing OSVR-Core port.
  • DirectMode/Linux is planned as graphics-card vendors finish drivers to enable it on this platform. It is being designed to use the same RenderManager interface and configuration files as the current Windows implementations.

Two RenderManager Interfaces

RenderManager provides two different interfaces, a Get/Present interface and a Callback interface. Example applications are provided that use each. The Callback interface provides the ability to easily render objects in multiple spaces (head space, hand space, etc.). The Get/Present interface lets the application have complete control over render-buffer construction.

Example programs

There are a number of example programs that highlight the different RenderManager interfaces and features.

Key features added to RenderManager

  • Added DirectMode (“Direct to Display” or D2D) support on AMD GPUs for both Direct3D11 and OpenGL on Windows through AMD LiquidVR for headset manufacturers SDK. (NDA component distributed as binary only)
  • Asynchronous Time Warp (currently only in a single example program)
  • Code compiles and links on OS X (still needs fixing for OpenGL/Core)
  • DirectMode works on nVidia cards co-installed with an Intel card
  • DirectModeDebug tool added for nVidia DirectMode
  • Code compiles and runs on Linux with all non-DirectMode features


Primarily User-Facing Changes

  • Windows builds now have the osvr_server_config.HDK13DirectMode.sample.json file copied to be their default osvr_server_config.json config file, enabling video-based tracking with IMU fusion and direct mode by default.
  • Server mainloop will now reduce CPU usage when no clients are connected.

Primarily Developer and Non-Windows Changes

  • Added cross-platform shared export header for libraries.
  • New analysis plugin: generic orientation predictive tracking, can be configured with any orientation device that reports angular velocity as well as input.
  • Fixed behavior of state interfaces when timestamps are non-monotonic: for instance, when replaying a loop of motion-capture data.
  • Dozens of new devices added. See for the full list
  • ​Build-system compatibility with OpenCV 3.1. (Windows binaries are still shipped with OpenCV 2.4.10 by default.)
  • Updates to support additional versions of Boost (1.60) for compilation.
  • Fix automated CI build and pull-request build testing on Travis-CI (building Linux and Mac).
  • New utility shipped: osvr_list_usbserial lists VID, PID, and platform-specific path for each connected USB-Serial device, primarily useful in development. (Uses the osvrUSBSerial library, intended for use by OSVR plugins: so you can embed this capability in your plugin.)
  • Experimental single-filter IMU and video-based tracker plugin merged. Not ready for general usage, but if you’re interested in tracking technology or algorithms, contributions appreciated.


Release 1.2.6  – Recommended upgrade for all HDK users

  • A new metadata package has been added for the HDK 1.3 beltbox audio.


  • This fixes issue #7 for Windows 7 users.
  • Since we can distinguish the beltbox shipped with the 1.3 from that shipped with the 1.2 (and earlier), the names for the devices have been updated to include an HDK version number, which may be convenient for all users. Below is a screen capture from “Devices and Printers” on a machine with both a HDK 1.2 and HDK 1.3 plugged in.
  • Similarly, a new device metadata package has been added to warn users if they have an outdated firmware version on their infrared camera, since this can seriously impact tracking performance. Right-clicking on such a device will reveal a menu entry to bring you to a page where you can download a firmware upgrade tool. If you want to manually upgrade the firmware on your IR camera, use the firmware update tool from


  • The major version numbers on some of the “cosmetic” INF file drivers (currently that’s display, HID, and camera) have been bumped to 10 to pre-empt the basic in-box Windows 10 drivers. This isn’t critical, since they are cosmetic only (they just rename devices in the Device Manager), but it is nice to have.



  • The new OSVRInput module now implements the standard Unreal controller and motion controller interfaces. This module implements the traditional controller button interface as well as the split motion controller interface for both buttons and hand tracking.
  • VR Preview play mode in the Unreal editor now renders the scene into your HMD in direct mode.
  • OSVR DLLs are loaded dynamically at runtime from the plugin binary directory. The plugin will also search in multiple locations for the dlls, including the engine’s third party binaries directory. Previously, these DLLs were copied to the executable directory.
  • Updates for Unreal 4.11. The plugin still works with 4.10.
  • Replaced absolute paths in the build files with engine-relative paths.
  • Breaking changes:
    • All of the original OSVR blueprint API has been deprecated. Due to design issues with the original API, we’ve decided to take a second look and create a more general purpose API. In the meantime, if you are relying on the existing blueprint API, there are instructions in for re-enabling the API. We do not recommend using the API for new projects.
    • Note: if you were using the original blueprint API for hand-tracking or controller buttons, please take a look at the new native controller and motion controller support. You can now access this functionality from your blueprints with the built-in blueprint events and functions from Unreal.


  • Updated for SteamVR-OpenVR 0.9.15
  • Special thanks to community contributor @d235j on github for this update.



A simple QT utility to help users set up their configuration parameters

Chat Rooms, Videos and other Resources

We’ve set up developer chat rooms at Gitter, and they are tied to the GitHub projects.

The list of all rooms is here:

Some existing rooms:

Ever-growing list of supported devices, operating systems and engines is here

New presentation from Unity Vision Summit 2016 on using OSVR to connect (practically) any device to AR/VR is here

Want to Participate?

Interested in contributing? Start here: