The Oculus SDK now provides Asynchronous TimeWarp (ATW). With ATW, TimeWarp is automatically applied to the last rendered frame by the Oculus Compositor at the same time as distortion. For more information, see Asynchronous TimeWarp.
Oculus now provides guidance and APIs for VR focus management, which helps you smoothly transition users between your game or experience and Oculus Home. For more information, see VR Focus Management.
The following are new features for the Oculus SDK and runtime:
Updates to the API include:
Changes to the API include:
The following are known issues:
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The text of this may be found at: https://developer.oculus.com/licenses/pc-3.3/
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1. Subject to the terms and conditions of this License Agreement (the “License”), Oculus VR, LLC (“Oculus”) hereby grants to you a worldwide, non-exclusive, no-charge, royalty-free, sublicenseable copyright license to use, reproduce and redistribute (subject to restrictions below) the software contained in this Oculus Rift Software Development Kit (the “Oculus SDK”), including, but not limited to, the samples, headers, LibOVR headers, LibOVR source and, subject to your compliance with Section 3, the headers, libraries and APIs to enable the Platform Services. This License is subject to the following terms and conditions:
1.1 This license grants you the non-exclusive license and right to use (i) the Oculus SDK to make engines, tools, applications, content, games and demos (collectively and generally referred to as “Developer Content”) for use on the Oculus approved hardware and software PC products (“Oculus Approved Products”) and which may incorporate the Oculus SDK in whole or in part in binary or object code; and (ii) the headers, libraries, APIs and other tools made available by Oculus to enable the use of Platform Services with your Developer Content.
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2.1 You may sublicense and redistribute the source, binary, or object code of the Oculus SDK in whole for no charge or as part of a for-charge piece of Developer Content; provided, however, you may only license, sublicense or redistribute the source, binary or object code of the Oculus SDK in its entirety. The Oculus SDK (including, but not limited to LibOVR), and any Developer Content that includes any portion of the Oculus SDK, may only be used with Oculus Approved Products and may not be used, licensed, or sublicensed to interface with software or hardware or other commercial headsets that are not authorized and approved by Oculus;
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