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116 bytes added, 18:48, 18 May 2016
Wrappers and Injectors
[[Oculus Rift]] [[games]]/[[experiences]], or better said games/experiences compiled with the [[OVR]] [[dll]]s do not render to the [[HMD]] directly. They render their images and send them to the [[runtime]]. The interface for that are the dlls. [[Wrappers]] replace the content of the dlls with functions that are named identically, but redirect the games rendered image to a different runtime. Equally, they provide the game with the [[rotational tracking|rotation]] and [[positional tracking|position]] data of the headset.
*[[ReVive]] replaces the content of the dlls with functions that communicate with the [[SteamVR runtimeRuntime]]. The game thinks it's connected to a [[Rift]], but it is not. The SteamVR runtime is rendering the game and supports [[reprojection]], but not async [[asynchronous timewarp ]] (remember, this is a feature of the [[Oculus runtimeRuntime]]).
All Oculus games distributed through [[Oculus Home ]] implement an entitlement check. This means the game is asking Oculus Home if the user is allowed to play it. ReVive does not hack this entitlement check and games need to be downloaded/purchased via Oculus Home. Games need to be started through Home once or the Oculus Service needs to be restarted. Example of the entitlement check failing in [[Lucky's Tale]]: Instead of the main menu, ReVive users see a worm on a log showing you it's tongue.
(Sidenote: technically one could even write a wrapper that routes [[OpenVR ]] calls to the Oculus runtime directly, bypassing [[SteamVR ]] altogether. But since SteamVR can do it already, there is little need for that)
*[[LibOVRWrapper]] installs dlls into [[Windows ]] that old Rift games need in order to communicate with the new runtime. It effectively translates old games to the new runtime. [unsure: Do these old games now also use timewarp or do they need to specifically request it via an sdk call?] *LibOVRWrapper + ReVive allows you to run old Rift games on [[Vive]].
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