FWIW, I've made a VR performance with Pd + openFrameworks: https://vimeo.com/389373613
The sound is spatialized with 3rd order ambisonics, using the IEM plugin suite + [vstplugin~]. The audio track in the video uses a binaural rendering.
In openFrameworks, I used the ofxOpenVR addon. This is just a thin wrapper around Valve's openVR SDK which allows you to talk to several different VR headsets. Personally, I've used both the HTC Vive and the new Oculus Rift S. I very much prefer the latter because of the inside out tracking, which doesn't require external sensors and is very stable even in quite dark environments.
Beware that this kind of "low level" approach to VR is quite cumbersome, but it has interesting possibilities. For "regular" VR installations, however, a game engine like Unity, Unreal or Godot is *very* much preferrable.
I'd suggest, first think what you want to achieve and then decide whether Pd/Gem really is the right tool for the job (it probably isn't, at least not for the graphics part ;-)
Christof
On 09.04.2020 22:46, Peter P. wrote:
- Csaba Láng langcsaba@gmail.com [2020-04-09 22:43]:
Dear list,
I plan to make a VR installation in Pd and GEM, but no idea if it is possible with any Pd externals. How should I start?
start by learning Gem if you haven't http://gem.iem.at/documentation/manual/manual/referencemanual-all-pages
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