Seo standard Blog Ars Technic: How to download the Oculus Rift for Windows and Linux, and how to get your head around it

Ars Technic: How to download the Oculus Rift for Windows and Linux, and how to get your head around it

In a world of 3D VR, the HTC Vive is the most obvious VR headset on the market, but a wide variety of other options exist.

There’s the Oculus Touch controllers that support hand-tracking, or the Leap Motion, which lets you hold a controller and use it to manipulate your virtual environment.

Then there’s the Gear VR, which supports full-body tracking with motion tracking, and then there’s HTC’s own Vive, which is still under development and has yet to go on sale.

But if you want to get started with your own VR headset, you’re going to need the Oculus Runtime (or Oculus SDK).

Oculus Runtime is an open-source tool that lets developers build VR apps.

For the HTC Rift, the runtime is available for Windows, Linux, Mac OS X, and Chrome OS.

(Windows users, you can get the Oculus SDK for Windows from the Oculus Home page.)

The SDK comes bundled with the HTC headset, so you don’t need to buy the Oculus software separately.

The SDK includes a bunch of VR apps for Windows that can be downloaded for free, but you’ll need to install the Oculus runtime first to get them to work.

In this article, we’re going look at how to install Oculus Runtime on your Windows computer, and also how to set up a basic SteamVR experience for the Vive.

We’ll start with installing Oculus Runtime and setting up the HTC VR headset for Windows.

We also’ll cover some of the more important steps for using the Oculus headset with Windows.

You can use the Oculus Studio to create a Windows VR game, but Oculus Runtime isn’t necessary for that.

You’ll need the HTC SDK to use it.

Windows and the Oculus Studios The Windows Runtime comes with a bunch, but it’s important to know how to build your own.

Here’s a list of the most important things you need to know: Windows 10 is the new OS built for VR and the future of games, so Windows is the default platform for VR.

Windows 10 builds on Windows 8.1, 8.0, 7, and XP.

It also includes new APIs that will make it easier to build games for VR, like positional tracking, support for motion-tracked controllers, and much more.

The Universal Windows Platform (UWP) is a cross-platform development framework that runs apps built on Windows, Mac, Linux and iOS.

This means that you can build games on your desktop, on a phone, or on a tablet, and it lets you add a variety of VR experiences to it.

For more info about Windows, check out our full list of features.

Windows can be installed using a tool called the SDK Manager.

To install the Windows Runtime, open the SDK manager.

Then click the Windows button.

Select the Windows Store and click Install.

When you install the SDK, the Runtime will automatically be installed.

If you want more information about the Windows platform, check this out: Windows is designed to run on desktops, tablets, and phones.

You don’t have to install Windows to build VR experiences for VR devices.

The Vive has a very different set of requirements for VR development.

It’s a full-fledged PC that runs a specialized VR development environment that’s designed to work with your existing desktop or laptop PC.

That means that it doesn’t run a VR app on your Oculus Runtime-built HTC Vive headset.

You also don’t get to use the full Oculus SDK to build a VR experience.

The Oculus Runtime has some specific requirements for the HTC HTC Vive that aren’t applicable to the Oculus VR SDK.

The HTC Vive requires that the headset’s screen be at least 25 inches (70 centimeters) from the edge of the monitor.

If the screen is too far away, the experience will look blurry and it won’t be as accurate as a full Rift experience.

It should also be at a comfortable height and with a comfortable orientation.

If it’s too low or too high, the VR experience will feel awkward and it might look a bit “in your face.”

These requirements also apply to the Vive’s head tracking system.

The head tracking can be a bit finicky, so we recommend testing it with a small distance first.

The headset needs to be able to detect a position and orientation.

This is important for a VR headset that you want users to use while sitting in front of a wall, or for a headset that’s used for gaming.

It needs to have the ability to track head position and rotation with a precision of less than 1 millimeter (0.1 inches).

This is crucial for VR headsets that require users to look away from the display and to use their eyes.

The Rift requires that it be able turn 90 degrees to look up and down, and that the tracking system needs to track position and distance as well.

If this isn’t available on your HTC Vive, Oculus Runtime won’t work.

It won’t automatically track position or rotation with the