Firestorm Beta Clean Install A Success For Mac

Firestorm Beta Clean Install A Success For Mac 4,1/5 8860 reviews

I’ve been writing about technology for two decades and am always struck by how the sector swings from startling innovation to regular repetitiveness. My areas of specialty are wearable tech, cameras, home entertainment and mobile technology.

Over the years I’ve written about gadgets for the Daily Telegraph, the Sunday Times, the Daily Mail, the Sun, Metro, Stuff, T3, Pocket-lint, Wareable.com and Wired. Right now most of my work appears in the Independent, the Evening Standard and Monocle Magazine. Parenthetically, I also work as an actor, enjoying equally the first Mission Impossible movie, a season at Shakespeare’s Globe and a stint on Hollyoaks.

The author is a Forbes contributor. The opinions expressed are those of the writer. Apple macOS 10.14 Mojave now in public beta. The public beta of Apple’s new Mac software, macOS 10.14, called Mojave, has just gone live. I’ve been using it since it was first announced: here’s a first look, with details of how to get it and thoughts on whether you should or not. Remember, it’s beta software, so you shouldn’t put it on your main machine or anywhere that’s business-critical. And make sure you make a backup before you start.

I’ll remind you of this at the end. Incidentally, if you’re interested in iOS 12, the upcoming software for iPhone, iPad and iPod that has just reached public beta, you can read a masterful account of it, by Anthony Karcz. And if AirPods are your thing, read about how the current AirPods will be upgraded by, on Forbes. The Home App comes to macOS 10.14 Mojave, now in public beta. MacOS 10.14 Mojave Before the recent World Wide Developers’ Conference in San Jose, rumors seemed to suggest any software for the iPhone or Mac that Apple announced would focus on being solid and reliable rather than innovative and different. In the end, though there was certainly many changes under the hood to improve performance and stability, there was also plenty of new stuff.

Mojave, that magisterial desert, is the moniker for this edition of macOS and you’ll see it as soon as you log on: a handsome photograph of a sandy peak is your default wallpaper. But you need to make a decision before you go any further, and that’s the first big, visible change to Mojave, which is Dark Mode. Dark Mode on Apple macOS 10.14 Mojave. I was in the room at the keynote when this was announced and it’s safe to say the crowd (around 6,000 coders) went wild. As exec Craig Federighi pointed out, this new setting which essentially replaces bright screens with dark ones, often with white text on a dark background, is ideal for those often low-lit coding environments.

But it’s designed to work for more than just coders, and promises a look that is dramatically different. Dark Mode aims to make user content the emphasis. The idea is that controls are less dominant, for instance. I like it, and especially the way the Mojave wallpaper swaps to a darkened desert pic by default. Of course, it may not suit everyone, or at least not all the time. It’s easy to flip into and out of Dark Mode but there’s also what Apple calls Dynamic Desktop which changes the desktop image automatically according to the time of day.

Look at that tidy desktop. Apple macOS 10.14 Mojave and Stacks. Desktop Stacks This is another visually very different element and, though it takes a little getting used to, the tidy-freak inside me is delighted by it. If you save stuff to the desktop (and if you don’t, really, who are you?) then you’ll be familiar with the cluttered look with which you soon end up. Sure, you can clean up the desktop so all the folders appear next to each other, but it’s still a bit of a mess. With Stacks, all your image, movies, PDFs and documents sit in separate piles on top of each other. Folders don’t, by the way, they still occupy one space each.

Place your mouse on the pile of PDFs, say, and you have two options. First, run your finger across the pile (two if using a trackpad) and it scrolls through individual items. Or, second, click the pile and it will spread itself out neatly into separate items across the desktop until you choose one (it’ll then open) or click on it again to return to one stack. For me, this is the better of the two options and works very nicely. It’s not quite perfect yet, I’d say. I love having all the elements together but I’d also like to drag, say, one folder to the other side of the desktop and leave it there so it’s even quicker to find, but with Stacks it springs back into its previous place as though on taut elastic.

Of course, you can turn Stacks off with just a couple of clicks and they go back to how they were before (messy) but I’d like more flexibility. Still, that’s what public beta software is for, so you can give your feedback. Check your Stocks in the new desktop app. Apple macOS 10.14 Mojave. Finder There’s now a new Gallery view that adds extra detail such as metdata alongside images, videos and more. You can use an enhanced Quick Look feature by tapping the space bar when a file is closed, so that extra capabilities are then presented, such as markup, rotate and more. Screenshots Do you use this feature?

If not, maybe you’ve never known it was there. It’s something I find phenomenally useful, for snagging a part of a web page to remember flight times or prices, say. Everyone has their own uses. It’s previously been mostly used as part of the Grab app that sits in the Utilities folder. Now, it’s got a lot more sophisticated. All the previous keystrokes still work but there are extra elements alongside the previous timer, say. You can now record videos easily, choose whether the cursor is visible or not and more.

Now,screenshots save to the bottom corner of the screen. If this sounds at all familiar, it’s probably because suddenly it works in a way that’s much closer to the iOS screenshot system. Read on for one of the coolest features of all, on the next page. Continuity Camera This is perhaps my favorite new feature and it’s very cool. You’ll know already about Continuity, which lets you copy some text, say, on your iPhone so that when you press paste on the Pages document on your Mac, it copies from one to the other. This is like the next stage of that connection and it works, as Continuity does, between separate devices on the same Apple ID.

Say you’re creating a presentation in Keynote on your MacBook. And you want to take a photo to insert in it. Just choose the insertion point you want, and right-click. The menu that appears will list a nearby iPhone or iPad and you can click the instruction, “Take a Photo”.

Then, when you pick up the iOS device it automatically launches the camera. Take your shot and choose “Use the Photo” and you’ll see it appear in the document on your MacBook. It’s genuinely near-magical. Apple macOS 10.14 Mojave with the new Mac App Store. IOS and macOS Continuity is just one way a Mac and an iPhone or iPad can work seamlessly together, but there are more. So, some of the new additions to the iPhone’s FaceTime app such as group calls, which have just arrived in the iOS 12 Public Beta, are replicated on the Mac.

Some apps that have previously been iPhone only are now making their way to the Mac screen, too. Like the brilliant Voice Memo which is great at recording and saving interviews, meetings and the like.

It’s here on the Mac now as well, making it easier to work on your recordings to transcribe them, for instance. There are also new Mac versions of News, Stocks and the smarthome controlling app, Home. While still remaining separate operating systems, iOS and macOS are growing closer each year. Apple has stressed it’s not planning to combine the two into one, which is a relief, frankly, as they remain usefully distinct. Voice Memos and GarageBand in sultry Dark Mode on Apple macOS 10.14 Mojave. Oh, you have no idea. There’s a lot more I haven’t even touched on here, like security settings which can help you stay private when you’re online and prevent tracking through onscreen elements like Share, Like or Comment buttons.

Or the new lick of paint on the Mac App Store which adds editorial to the front of it, just like on the iOS App Store. There’s Password Auditing to make you aware when you’ve used the same password repeatedly. (Though, Apple, I know this and I like it, and it’s only for a few sites, not everything, so I may not change. Just saying.) I’ll come to the new software again as I use it and discover new stuff, so please check back. Apple macOS 10.14 Mojave with Apple News, an iOS app now available on the desktop. Should you install? This is beta software at the very, very beginning of its journey to final version.

Given that, it’s remarkably chipper, looking solid and stable most of the time. But as mentioned earlier, this is not meant for your main computer. Only install it on a secondary Mac because there will be issues – even if it’s a lot less buggy than you might have expected. That’s what the Feedback Assistant is for, to report such issues.

And, most important, do make a backup of your Mac before you install. So, should you install this software to a secondary Mac? I’d seriously consider it. There are many tangential additions and lots of very cool new features. Once you start using them, it’s tough to go back to a Mac without them, be warned. Group FaceTime on the Apple macOS 10.14 Mojave public beta.

How to Install So, one more time, a quick reminder that Apple recommends you should back up your device (MacBook, iMac or Mac mini) before you let it anywhere near the beta. This means that if you decide the public beta isn’t for you, you can revert to this backup then by restoring the device. To do the backup, use the Time Machine program built into your Apple computer before installing the software. Is it compatible with your Mac? Mojave will work with all MacBooks from early 2015 onwards and iMacs from late 2012 onwards, including last year’s new arrival, iMac Pro.

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MacBook Air and MacBook Pro from mid-2012 and more recent will work, Mac Mini from late 2012 onwards and Mac Pro from late 2013, or from mid-2010 or mid-2012 if they have a recommended Metal-capable graphics card. One of the benefits of joining the beta program is you get to see what’s coming before anyone else, but you may find that some third-party apps don’t work properly at first. Of course, it’s free, just like the final software will be when it arrives in the fall. And it’ll be updated periodically before then. In the fall, you’ll be able to upgrade to the final version when it ships. The best way to make the most of the beta is to use your Mac as you normally would and, if or when you hit an issue, use the built-in Feedback app to report it. This can be found in the Mac’s Dock, though you can also select Send Feedback from the Help menu.

How To Clean Install A Mac

If you think it’s for you, here’s how to go about it. Log in to beta.apple.com and sign up with your Apple ID. Once that’s done, you can enroll your device, which is where Apple will remind you to archive a backup (with instructions on how to do so). Once the Mac has been enrolled in the program, go to the macOS High Sierra beta page in the Mac App Store, click the Get button and you’re off. Once that’s done, you’re set. If you enjoyed this story, you might also like these: Follow me on Twitter.

You can read all of my Forbes articles on.

I’ve been flat out busy; everything seems to happen at once. On the Oculus Rift front I haven’t received my CV1 yet and I’m waiting for updated news on Linden Lab’s Rift project viewer.

Linden Lab are working on it but I’ve not heard any inklings of when an update with CV1 support might be released. Long term, Linden Lab’s Rift code is the correct code to include in third party viewers; mine was just a rough stop-gap measure to satisfy immediate desires to experience Second Life and OpenSim in virtual reality. And stereoscopic 3D support should be able to be added into a viewer, taking advantage of the Lab’s Rift code stereo capabilities. In theory, even though it’s significantly out of date compared with other viewers, the current CtrlAltStudio Viewer code could be updated to SDK 1.3 to support the CV1.

I’d love to do this but really have very limited time, and there are significant changes from SDK 0.6–0.8 to 1.3. So right now I’m waiting for more news on the Lab’s Rift project viewer and my CV1. UPDATE, 11 Apr 2016: From courtesy of Inara Pey: Linden Lab are actively working on their Rift project viewer. Some things are still not working but they hope to have an update soon. They are committed to getting it working, with the latest SDK and CV1 support.

See the starting at 6:57. UPDATE, 24 Apr 2016: UPDATE, 22 May 2016: From courtesy of Inara Pey: Testing of the updated viewer is being carried out. There are still “a few” issues to be resolved, and it is hoped that the update will be available (still as a project viewer) in a couple of weeks. See the starting at 2:08. UPDATE, 3 Jul 2016: Linden Lab have released an update to their Oculus Rift viewer. This is great news!

More information:. Comments (100). Pingback:.

If you get chance David, can you try out the X-Box controller with the latest versions? I plugged in the X-Box One wireless controller that came with the CV1 and as soon as I logged in with that enabled my avatar zoomed off vertically into the sky. Without touching any button or trigger.

And using the down rigger only slowed it down but it continued to go higher and higher I tried reducing the sensitivity and increasing the deadzone, but that does not seem to affect things. I plugged in instead a wired X-box 360 for windows controller I had used successfully with CtrlAltStudio previously and that did lift the avatar a little on login, but only a bit and that could be cancelled with the down trigger and then that worked. Post author Tested my Xbox 360 (wireless) controller and Xbox One (connected via cable) and I see the same behaviour: Xbox 360 works fine; Xbox One moves you vertically up. It looks like the Xbox One has different mappings of its physical controls to driver outputs: In Windows’ Control Panel Devices and Printers Xbox Controller Game Controller Settings Properties the 360 has a single “Z Axis” which the left and right triggers both control, whereas the One has separate “Z Axis” and “Z Rotation” for the two triggers. It may be possible to adjust the settings in the viewer’s Preferences Move & View Movement Joystick Configuration, though may need to end up with a different usage of the controls. Hi Judas did you spot David notes in the discussion in this blog post that might fix the UI depth issue for the CV1? You can alter the range for the “UI Depth” slider in settings via this XML configuration file C: Program Files (x86) CtrlAltStudio-Viewer-Alpha skins default xui en panelpreferencesgraphics1.xml.

Near the end of the file there’s a control “RiftUIDepth”: adjust the “minval” to say -120 (from the current value of 0). Then in the Viewer Preferences Display Output Oculus Rift settings try a setting of something like -100 for the CV1 (it is set to +100 for the DK2). Post author That could well be a way forward for someone (though not me; no room for further “side projects”, heh). Perhaps in conjunction with one of the up-to-date viewers like Firestorm or Alchemy? With a view to submitting the fixes back into the LL viewer, even? From the descriptions of the rendering problems people have encountered with the LL Rift viewer, to me it seems like the image data not successfully making its way through all the stages and branches of the graphics pipeline. Plus the culling frustum not being quite right.

Install

Post author Hot off the hard drive and ready for some testing: 1.2.6.43402 Alpha. Pretty much the same as the previous version – including the same general limitations – but built with Oculus SKD 1.5.0 so that it runs with the latest Oculus runtime. I’ve tested it with a DK2 but not a CV1.

In theory it should work fine with a CV1; let me know. Can be installed over the top of previous version, 1.2.5.43397 Alpha. To use: Turn on your Rift then start the viewer, and after logging in do the usual Ctrl-Alt-3 to toggle into Riftlook. TTech First a note to you David, This runs great on my CV1 the only issue is the UI parts are very much out of focus I get double vision if I open my minimap. A few more things to note for the other people:.Remember to enable Oculus rift mode in the graphics settings (should be the last tab with 3D settings).Increase clarity with Oculus Debug Tool (Pixel override 1.5 and above works great).

Decreasing Pixel override below 1 does not seem to improve performance, And remember to close it after you use it to start up oculus home.Full screen is helpful as the mouse cursor does seem to be able to go off screen if you have mutiple monitors.It’s idea to OC your graphic cards, This is still a hard app to run. ( I have a GTX 980 Ti with Most settings at Min in the viewer and I still get drops in fps/stutter in moderate areas). I am away from my DK2 and CV1 setups so cannot weigh in with testing yet but the “eye flipped” issue is something I haver seen on several other packages depending on how the images are fed to the Rift. On NoLimits2 roller coaster the splash and menu coaster selection screen (presented as a flat 2D large cinema screen in front of you in 3D space) worked fine in DK2, but had eyes flipped on CV1. Yet when they went into the proper surround 3D coaster view (presumably using a very different graphics type of feed) the image was fine in BOTH DK2 and CV1. They seemed to fix that easily once it was pointed out (they too did not have a CV1 at the time) but definitely this happens.

Did you still not get your CV1 David? I thought you were a kick starter backer?.

Remember this one? 015 012 015 012I have the same problem. Thank You very much for any help you could give me. Logitech wingman joystick driver for mac.

Post author Thanks very much for the testing and feedback, everyone. For the UI, if you feel so inclined, you can edit the following file to increase the min/max values of the “UI Depth” slider in the Viewer Preferences Display Output Oculus Rift settings: C: Program Files (x86) CtrlAltStudio-Viewer-Alpha skins default xui en panelpreferencesgraphics1.xml. Near the end of the file there’s a control “RiftUIDepth”: adjust the “minval” and “maxval” values. Let me know if you find a good default UI Depth value and range of values for the CV1.

Yes, I have a CV1 but it is still in its shipping box.: ) Maybe next weekend. TTech Found the solution. Thanks for pointing the way David. When you first open the file you will see that originally “maxval” is set to 120 and “minval” is set to 0 Change minval to: -120 The CV1 starts to focus at -80 and below, From their you can adjust it to your taste. Remember, after you change the vaules in the.xml file you have to restart ctrlaltviewer then go to Viewer Preferences Display Output Oculus Rift and then adjust the UI Depth slider you will notice that it won’t stop at 0 it will continue onwards to -120 Now the UI is usable and you’re good to go.

I was very excited to see an update but not so excited when I got things set up and can only get a pure black screen when I enable 3D both on the headset and the desktop. I am using the CV1 with the firmware update that just came out today: 1.6.0.250794 (1.6.0250620) I did this: “To use: Turn on your Rift then start the viewer, and after logging in do the usual Ctrl-Alt-3 to toggle into Riftlook.” Alternatively I tried to enable 3D from the toolbar button “3D” to the same result. Am I missing a step? Has it anything to do with the fact that I am using a GTX 1080 and the viewer does not “officially” recognize it?

Several of the graphics settings are greyed-out including Basic Shaders, Atmospheric Shaders, Advanced Lighting Model and Ambient Occlusion along with their corresponding child settings. I tried adding the GTX 1080 to the GPU table but could not get it working that way. I am sure it has everything to do with not knowing the precise place to insert it and what format to use in the entry. I scoured the Web for any helpful forums or blog posts and found several that mentioned it but exactly none that were helpful in explaining the format.

The formatting notes at the head of the table file is also out-of-format so it did not help either. I tried every combination and iteration that I could think of down to making a direct copy of a similar preceding entry and simply adjusting the digits (for every possible naming convention that was already listed) – but no good. I imported the table from my latest Firestorm release but FS doesn’t use the table any longer so even the latest one is out of date. The same applies to the latest LL viewer. I also could not find any mention of forcing the viewer to re-establish the graphics card as if it was running for the first time and could only find the advice that it checks the table at each login as its own sort of live update. I can’t tell if that is happening or not because even when I deleted the gpu table from the host directory it still loaded up without any mention of the missing file. The same thing happened when I uninstalled the viewer, deleted the local storage folder and did a clean install.

Even with a clean install it did not give me the no-card-recognition message that I got when I first ran it and all my settings were just as I had left them so I had to have missed a folder somewhere outside of the program files and documents/local locations. That’s just me rambling a lot – the point of what I was putting this post up for was something that everyone probably already knows – but if the card is not recognized on the gpu table it will default to all minimum settings with all of the lighting features unavailable (greyed-out and cannot be toggled). It will not make any OpenGL features available to select except the VBO toggle which for some reason will still work.

However, if you disbale the options below it which are checked by default they will uncheck and then go grey causing them to be unavailable to select until the viewer is uninstalled and reinstalled (that part did reset for me). Just some behavior of note – no idea if it helps or not – but throwing it out there in case it does.:) At this point I’m just going to have to wait until the release with the updated table because I can’t speak the language of the one I’m trying to edit.:D. Best wishes for this and thanks for taking the time to attempt it David.

A few notes on what the key issues are would be very helpful. The constant changes that Oculus made to eye flipping and rotation between DK1, DK2 and CV1 as they experimented did make the approaches that used more direct graphics handling awkward. A big advantage to the community if you can make CtrlAltStudio work at all will be that OpenSim VR can work again too. I was not very hopeful that there would have beeen a fimely route from the LL projct viewer to incorporatition into standard viewer code, and then into an eventual adoption in Firestorm. Neo Cortex Tried the “4.1.0.317313 OculusRift” viewer by Linden Lab. I really can not say how disappointed i am. How can any professional programmer work on such a thing for so long (and even fix a huge amount of bugs) when the final product deliveres such a bad experience?

I think they must have tried it somehow / somewhere. I completely see the difficulty of achieving good frame rates in a system like Sl, where they are using openGL and have very little influence on the content (that being far from optimized for good VR performance). But they should at least have tried to put in some useful UI. I cant understand why this one isnt some more advanced version of the old Rift viewer they had. I really hope David can find the time to at least recompile his viewer with a CV1 compatible SDK, so we can use this to show some opensim content in “real VR”. Vurt konnegut Help us David!

You’re our only hope! Seriously, the last build of your viewer was absolutely amazing. It was, for me, the first nascent glimpse of an (albeit, rough around the edges) version of a primitive metaverse. I’ve been loving high fidelity and am very intrigued by whatever Sansar turns out to be. (Plus, no doubt, a plethora of other virtual worlds being or about to be built.) However, with the last build of the ctrl alt viewer it was an amazing experience just to Sim hop flying around people’s creations. Please please pretty please update your viewer for CV1 so I can have some vaguely relevant virtual experience until high fidelity sweeps the board and dominates:) (This LL viewer should never have been released. Unless they’re trying to kill SL for hmd users in preparation for sansar.).

Post author Just tried LL’s Rift viewer and, well, it’s surprisingly un-good. It’s like the graphics are being fed from the wrong framebuffer object or the pipeline is being misconfigured when you switch into HMD view. Intentional or bugs? I suppose time will tell. The graphics should be able to be so much better (even if understandably the FPS isn’t so good)! Links:.

Note Jo Yardley’s comment about being able to use Vorpx with a regular viewer (i,e., like Firestorm, Alchemy, or LL’s regular viewer) to view Second Life in your Rift. I haven’t tried it myself but am told it can be used. TTech I posted this on Inara prey blog but I want to know your thoughts, to check if you’re having the same issues.

I tried the Linden labs Oculus Rift SL viewer on my CV1. Am very disappointed, This feels like a major step backwards from what i seen when it released support for the DK2. I don’t know if it’s just my computer, But every time I go to HMD mode it forces all the lowest settings.

The UI during HMD mode is unusable as it’s glued on to the HMD while also being out of focus. Please let me know how this new viewer is working for you, because to me it’s messy and not very usable. I also posted a snapshot.

This shows how HMD mode forces the lowest settings, I have no idea how to override this. Tom Willans Hi David, Yes. Thanks for keeping all updated. I am trying to catch up now that I have another round of VR research to carry out.

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This time I am looking to avoid some of the classic side effects primarily through thowing raw computer power and moving to microsoft windows. I noted that AI Austin said he missed being able to use the rift in Opensim? Does the exisiting viewer no longer work ( I only have the Mac version). I assume the Oculus minim spec of PC is needed but does the last current viewer need better? The CtrlAltViewer has been a godsend to thanks for your work and help here.

I was forded to take a break in my research (although a theoretical chapter on presence has been published) so apologies for going quiet. I am back on track now. Post author Hi Tom! You should still be able to get into OpenSim using an Oculus DK1 or DK2 with CtrlAltStudio Viewer (I haven’t heard of any OpenSim updates preventing this) but unfortunately not a CV1 which I believe is what Austin meant as he now has a CV1 I think. To get into OpenSim with a CV1: Linden Lab needs to release their updated CV1-capable Rift project viewer, then someone needs to integrate that code into an OpenSim-compatible third party viewer. I’d say it’s quite likely that this would be Windows-only because Oculus stopped Mac development at Oculus SDK 0.5 and it’s extra work to make a viewer support Mac as well (and even then it would support only DK1 / DK2). Post author The Rift code in the CtrlAltStudio Viewer implemented just a bare minimum of Rift support up to the DK2, and is totally separate from Linden Lab’s Rift code which implements much more in depth support and (presumably) including CV1.

If, for the sake of argument, I had the time (which I don’t) to rip out all my Rift code, update to the latest Firestorm codebase, and add in Linden Lab’s Rift code, there would be very little difference to the Firestorm viewer once it too updates to Linden Lab’s Rift code which I expect they will in due course. Thanks for that update also Inara I have been watching some of the commits being made on a “viewer-hmd-oculus” branch by “graham linden” which show work on the Rift and OpenVR slow but sure. I am very much missing any way to go into OpenSim regions in VR on the Rift for example I often demo the “Oil Rig” region on OSGrid or our own Openvue grid. The LL viewer will in any case initially not support OpenSim I guess until its incorporated into Firestorm. Which often waits for the full release code, rather than project viewer code.

That could take quite some time as I think the VR/Rift viewer from LL will be a special branch project viewer for quite some time. David, hopefully your Kickstarter Rift will arrive soon. I did the pre-order soon after the opening time, and mine is being delivered by UPS today:-) But the DK2 is also working fine with Oculus 1.3 and Oculus Home.

Its just that I had to rebuild all our VR experiences with the Oculus 1.3 libraries in Unity3D to have them work. None of the pre-1.3 compiled apps work as far as I can see.

Post author No, sorry, the viewer only supports the Oculus Rift for VR and VR display output doesn’t work unless a Rift is plugged in. There is also a “stereoscopic 3D” display output option but that almost certainly won’t work either.

Firestorm

It creates twin full-sized images in separate OpenGL buffers and it’s up to the display driver and connected hardware to display them (e.g., on a 3DTV or using NVIDIA 3D Vision). In theory, a display driver could display the images as side-by-side images suitable for Google Cardboard but I’ve not heard of anyone being able to do this and very much doubt that it is possible. Ed Johnson Hi David, If you could output side by side, I can have the students stream the resulting video to cardboard, have been able to do this Euro Truck Simulator and some other games/software. On Android there are many ways to stream the side by side to the phones, on iPhone we’ve been using something called Gagagu VR streamer. The only requirement is that the application just display a proper side by side image on screen (windowed).

If this possible, this would work very well with Second Life, we have no interest in streaming traditional games this way. With Euro Truck we are able to control the view as well, using opentrack and iPhone. Sadly the stereoscopic 3D option does not work in this case (as it requires additional hardware). But if those two full sized images could be laid out side by side, it would be wonderful.

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