GunSpinning VR Mac OS

  1. Gunspinning Vr Mac Os X
  2. Gunspinning Vr Mac Os Pro

The Oculus Quest VR headset is self-contained; once it’s charged up, you can access the Quest games store from the device itself, rather than needing to use a Mac. However, Oculus is run by Facebook, which implemented a strict curation policy for games. Valve this week announced that it has dropped support for SteamVR on MacOS to focus on Windows and Linux versions. For many, I imagine the reaction to this news will be “wait, SteamVR supported. This applies for both Microsoft 365 for Mac and Office 2019 for Mac users. Send feedback for Office for Mac. Help us improve Office for Mac. If you encounter any issues while using Office, please send us feedback so we can address them. Here's how: Word, Excel, PowerPoint and OneNote: Select the Feedback icon in the top-right corner of the app. Piloting AltspaceVR on Mac OS. We are currently piloting Mac OS support for AltspaceVR. Please note, this pilot is intended to help us better understand the feasibility of expanding AltspaceVR to Mac OS. At this time, not all features or events are supported on the pilot Mac OS version. Microsoft-linked accounts are not currently available on Mac. Full support for Mac OS is pending investigation and is not guaranteed.

Virtual desktops rendered as the faces of a cube.
In this example a Unix-like operating system is using the X windowing system and the Compiz cube plugin to decorate the KDE desktop environment.

In computing, a virtual desktop is a term used with respect to user interfaces, usually within the WIMP paradigm, to describe ways in which the virtual space of a computer's desktop environment is expanded beyond the physical limits of the screen's display area through the use of software. This compensates for a limited desktop area and can also be helpful in reducing clutter. There are two major approaches to expanding the virtual area of the screen. Switchable virtual desktops allow the user to make virtual copies of their desktop view-port and switch between them, with open windows existing on single virtual desktops. Another approach is to expand the size of a single virtual screen beyond the size of the physical viewing device. Typically, scrolling/panning a subsection of the virtual desktop into view is used to navigate an oversized virtual desktop.

Overview[edit]

Switching desktops[edit]

Switchable desktops were designed and implemented at Xerox PARC as 'Rooms' by Austin Henderson and Stuart Card in 1986[1] and (unknowingly to the authors until their publication) was conceptually similar to earlier work by Patrick Peter Chan in 1984. This work was covered by a US patent.[2]

Switchable desktops were introduced to a much larger audience by Tom LaStrange in swm (the Solbourne Window Manager, for the X Window System) in 1989. ('Virtual Desktop' was originally a trademark of Solbourne Computer.)[3] Rather than simply being placed at an x, y position on the computer's display, windows of running applications are then placed at x, y positions on a given virtual desktop “context”. They are then only accessible to the user if that particular context is enabled. A switching desktop provides a pager for the user to switch between 'contexts', or pages of screen space, only one of which can be displayed on the computer's display at any given time. Several X window managers provide switching desktops.

Oversized Desktops[edit]

Other kinds of virtual desktop environments do not offer discrete virtual screens, but instead make it possible to pan around a desktop that is larger than the available hardware is capable of displaying. This facility is sometimes referred to as panning, scrolling desktops or view-port. For example, if a graphics card has a maximum resolution that is higher than the monitor's display resolution, the virtual desktop manager may allow windows to be placed 'off the edge' of the screen. The user can then scroll to them by moving the mouse pointer to the edge of the display. The visible part of the larger virtual screen is called a viewport.

Implementation[edit]

Virtual desktop managers are available for most graphical user interfaceoperating systems and offer various features, such as placing different wallpapers for each virtual desktop and use of hotkeys or other convenient methods to allow the user to switch amongst the different screens.

Amiga[edit]

The first platform to implement multiple desktop display as a hardware feature was Amiga 1000, released in 1985. All Amigas supported multiple in-memory screens displayed concurrently via the use of the graphics co-processor, AKA the 'Copper'. The Copper was a simple processor that could wait for a screen position and write to hardware registers. Using the GUI implemented in system ROM API's, programs could transparently display multiple independent screens, from non-consecutive memory, without moving the memory. This hardware-based scrolling does not use blitting, but something more like what is sometimes called hardware panning. The video output is simply told (once, or many times) where to display (scanline) and from what screen memory address. A screen can move to any position, or display any portion, by modifying the wait, or fetch position. Typically a single byte value. The Copperlist did need to be sorted in vertical and horizontal wait position in order to function. Note: See http://www.faqs.org/faqs/amiga/books/ for a list of reference material.

Each desktop or 'screen' could have its own colour depth (number of available colours) and resolution, including use of interlacing. The display chipset ('graphics card' on a PC) could switch between these desktop modes on the fly, and during the drawing of a single screen, usually with three pixel deep line between each desktop shown on the screen. However, if one interlaced (flickering) desktop was displayed, all desktops onscreen would be similarly affected.

This also allowed the OS to seamlessly mix 'Full Screen' and Windowed 'desktop'-style applications in a single environment.

Some programs, VWorlds[4] (an astronomy simulator) being an example, used the multiple desktops feature to overlay a set of controls over the main display screen. The controls could then be dragged up and down in order to show more or less of the main display.

X Window System (Unix and Unix-like)[edit]

Dynamic virtual desktops in GNOME Shell. Workspaces are automatically added or deleted as the existing ones are respectively consumed or freed.

Almost all Unix and Unix-like systems use the X Window System to provide their windowing environment.

The X Window System is unique in that the decoration, placement, and management of windows are handled by a separate, replaceable program known as a window manager. This separation allowed third-party developers to introduce a host of different window manager features, resulting in the early development of virtual desktop capabilities in X. The first implementation of virtual desktops for Unix was vtwm in 1990. Many of today's X window managers now include virtual desktop capabilities.

Configurations range from as few as two virtual desktops to several hundred. The most popular desktop environments, GNOME and KDE, use multiple virtual desktops (two or four by default) called workspaces. Some window managers, like FVWM, offer separate 'desks' that allow the user to organize applications even further. For example, a user may have separate desks labeled 'Work' and 'Home', with the same programs running on both desks, but fulfilling different functions. Some window managers such as dwm and Sawfish support 'tagging' where applications can be configured to always launch on a particular desktop, supporting automatic organization and consistent navigation.

OS/2[edit]

IBM's personal computer OS/2 operating system included multiple desktops (up to 4 natively) in the OS/2 Warp 4 release in 1996. This functionality has also been provided by the open source XWorkplace project, with support for up to 100 virtual desktops. XWorkplace is included with the ArcaOS distribution of OS/2.[5]

Windows[edit]

Gun spinning vr mac os catalina
Virtual desktop in Windows 10 showing two open apps in the same desktop, with a thumbnail showing another desktop

Windows 10 offers virtual desktops through a system known as 'Task View'.[6][7]

Prior to Windows 10, Microsoft Windows did not implement virtual desktops natively in a user-accessible way. There are objects in the architecture of Windows known as 'desktop objects' that are used to implement separate screens for logon and the secure desktop sequence (Ctrl+Alt+Delete). There is no native and easy way for users to create their own desktops or populate them with programs.[8] However, there are many third-party (e. g. VirtuaWin, Dexpot and others) and some partially supported Microsoft products that implement virtual desktops to varying degrees of completeness.

Microsoft offers a utility called Desktops which allows users running Windows Vista or Windows Server 2008 or later operating systems to run applications on up to 4 virtual desktops. Unlike nearly all other virtual desktop solutions for Windows, this utility actually uses native 'desktop objects,' as discussed above. Because of this, it does not offer the ability to move programs between desktops, or in fact to stop using virtual desktops at all, short of logging off,[9] and Windows Aero only works on the primary desktop object.

Microsoft had previously provided a Virtual Desktop PowerToy for Windows XP, which simulates many desktops with the more common method of hiding and showing windows in groups, each group being a different desktop. However, the functionality provided is less comprehensive than that of many other virtual desktop solutions (e. g. maintain a window in a given desktop even when its application bar button flashes, etc.). As with all virtual desktop utilities that work by hiding and showing windows, application compatibility problems are common, because application developers do not expect virtual desktops to be in use on the Windows platform.

Historically, software packaged with some video card drivers provided virtual desktop functionality, such as in Nvidia's nView product (this product has been discontinued for GeForce card owners since Vista). Some of these programs provide eye-candy features similar to those available on Compiz.

Many desktop shell replacements for Windows, including LiteStep, Emerge Desktop and others, also support virtual desktops via optional modules.

Mac OS X[edit]

Despite its Unix underpinnings, Mac OS X does not use the X Window System for its GUI, and early versions had no provision for virtual desktops. Beginning with Mac OS X 10.5 Leopard in late 2007, Mac OS X has shipped with native virtual desktop support, called Spaces, which allows up to 16 virtual desktops. It allows the user to associate applications with a particular 'Space'. As of Mac OS X 10.7 Lion, this functionality has been moved into Mission Control.

Scrolling desktops were made available to Macintosh users by a 3rd party extension called Stepping Out created by Wes Boyd (the future founder of Berkeley Systems) in 1986. The code for this extension was integrated by Apple into a later version of the Mac OS, although the ability to create virtual desktops larger than the screen was removed. The code was used instead as an assist for visually impaired users to zoom into portions of the desktop and view them as larger, more easily discerned images.

BeOS[edit]

BeOS includes an implementation of virtual desktops called 'Workspaces'. Up to 32 different Workspaces are supported.

References[edit]

  1. ^D. Austin Henderson, Jr., Stuart Card (1986) Rooms: the use of multiple virtual workspaces to reduce space contention in a window-based graphical user interface ACM Transactions on Graphics
  2. ^User interface with multiple workspaces for sharing display system objects, US Patent 5,533,183
  3. ^Thomas E. LaStrange (1990) swm: An X window manager shell. USENIX Summer.
  4. ^https://aminet.net/package/misc/sci/VWorlds30
  5. ^'Current Release Timetamp ArcaOS 5.0 Blue Lion'. Retrieved 2020-08-24.
  6. ^'Microsoft Unveils Windows 10 with New Start Menu'. Tom's Guide. Retrieved 30 September 2014.
  7. ^'Windows 10 is the official name for Microsoft's next version of Windows'. The Verge. Retrieved 30 September 2014.
  8. ^'Desktops.' Windows Dev Center. 27 Mar 2012 21:35 EST. http://msdn.microsoft.com/en-us/library/windows/desktop/ms682573.aspx
  9. ^'Desktops.' Windows Sysinternals, Microsoft TechNet. 17 Oct 2010 11:07 AM EDT. https://technet.microsoft.com/en-us/sysinternals/cc817881.aspx

External links[edit]

  • Ars Technica: 'The Micro-AmigaOne and Amiga OS4 Developer Prerelease' (Update 1), By Jeremy Reimer, Monday January 17, 2005 ('Desktop and drawers' section).
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Virtual_desktop&oldid=1001086074'

Hopefully you’re having a great time exploring Obduction, but since you made your way to the Support page we suspect you might have a question about something. Let’s see if we can help…

Issues and Workarounds

A quick and efficient list of most issues, workarounds, and fixes. (Thanks to Sentient-Cactus on reddit.)

Forums

Public discussions about Obduction - including general, hints, technical, and more.

Support Request

If you've tried finding an answer above and can't find it - submit a request to us. We look at every request that comes in, and if we don't know about it already, it is entered into our bug database.

  • General Questions
  • Technical Issues
    • PC Specific
    • Mac Specific
  • Backer Questions
  • VR
    • Oculus Rift & Vive VR system specs

General Questions:

Where can I purchase Obduction?

Obduction is currently available at Steam, GOG, the Oculus Store, and via Humble Bundle (Steam code).

No one has replied to my help request. Help!

Being a small team means we don’t have the resources of a large game company, so it may take a day or two for us to respond to help requests. So while we may not be able to respond immediately, we promise we will get back to you.

Technical Issues:

My system cannot run Obduction! What do I need to do?

It depends: If your system meets or exceeds the minimum system requirements, most issues can be solved by making sure your operating system is up to date, that all system hardware drivers are current, and that you don’t have 100 tabs with animated cat .gifs open in a web browser.
If your system does not meet minimum requirements, we’re afraid an upgrade is in order.

I am stuck at the “Loading” screen. Help?

This was an issue that was found and fixed in an early release of the title under certain foreign language configurations. If you do encounter this error, please make sure your game is up to date with the most current release version.

The latest Steam update ruined my game! Can this be reverted?

In steam, right-click on the game and select ‘properties’. Go to the ‘betas’ tab and click the drop down box then select a previous version from the list.

How do Save Games work in Obduction?

Obduction autosaves every few minutes or when you press ‘Esc’ to open the main menu. There are 10 save slots available. You can copy your save games by clicking the downward arrow to the left of the ‘X’ on the save game slot.

Special Keyboard Hotkeys

Keyboard key ‘N’ ​­ Changes navigation mode between Free Mode and Point­ and ­click
Keyboard key ‘C’​ ­ Changes cursor mode between Locked and Unlocked mode

SLI / Crossfire / Multi-gpu support

Due to how the Unreal engine handles some effects, multi-gpu configurations are not supported. nVidia users will see negative performance scaling and frame pacing, and AMD users will see flickering shadows and objects. Please disable SLI/Crossfire in your driver’s control panel before playing the game.

PC Specific:

What are the PC hardware specs for Obduction?The neko family the game (chapter 1) (discord novel) mac os.

PC Minimum:

OS Version – Windows 7 SP1 64 bit or newer
Processor – CPU Intel i5-2500 equivalent or better
Memory – 8GB+ RAM
Graphics – GeForce 660 GTX / AMD 7700 series equivalent or better
VRAM – 1 GB
Network – Broadband Internet not required to play
Disk Space: 20 GB
Additional Notes : DirectX 11 (not 12) required.
Note: Does not include minimum VR specs.

OS Version – Windows 10 64 bit
Processor – CPU Intel i5-4590 equivalent or better
Memory – 16GB+ RAM
Graphics – NVIDIA GTX 970 / AMD R9 290 equivalent or better
VRAM – 4 GB
Network – Broadband Internet not required to play
Disk Space: 20 GB
Additional Notes : DirectX 11 (not 12) required. SSD highly recommended.
Note: Includes min/recommended spec for VR.

Mac Specific:

What are the Mac hardware specs for Obduction?

Mac Minimum:

OS Version – Sierra 10.12.4
Processor – Intel CPU capable of 4 or more threads
Memory – 8GB+ Ram
Graphics – Intel HD Graphics 4000, Iris 5000 & 6000 family w/1 GB VRAM or better – Most Macs from 2012 on.
VRAM – 1 GB
Network – Broadband Internet not required
Disk Space: 20 GB
Additional Notes : Metal graphics support required.
Note: VR not available.

OS Version – Sierra 10.12.4
Processor – Quad Core Intel
Memory – 16GB+ RAM
Graphics – nVidia GT 600M, 700M family / AMD R9 M family or better
VRAM – 4 GB
Network – Broadband Internet not required
Disk Space: 20 GB
Additional Notes : Metal graphics support required.
Note: VR not available.

Can my saved games be transferred between my Mac and my PC?

You can manually transfer your saves by copying your SaveGames folder over to the other machine. Flappy thingy mac os.

Navigate to your save directory on PC.
C:Users**Your PC Name**AppDataLocalObductionSavedSaveGames

Navigate to your save directory on Mac.
Command + Shift + G , type in ~/Library , Application support> Epic> Obduction> saved

I am getting a Serialization Error when launching Obduction on my Mac. What do I do?

If you were in the Obduction Mac preview and get a ‘Serialization Error’ when launching the Obduction Mac public release version, here is something you can do to clear out the corrupt shader cache and get back in playing the game:

1. Open Finder, press “command+shift+g”
2. Type in: ~/Library/application support/, press enter
3. Open “Epic/Obduction/Saved”
4. Delete “ByteCodeCache.ushadercode” & “DrawCache.ushadercache”

If you made your purchase from the Mac App Store and get a ‘Serialization Error’ when restarting your game, here is where you will need to go to clear out the corrupt shader cache:

1. Open Finder, press “command+shift+g”
2. Type in: ~/Library/Containers/com.cyan.obduction/Data/Library/Application Support/Epic/Obduction/Saved/SaveGames
3. Delete “ByteCodeCache.ushadercode” & “DrawCache.ushadercache”

If this serialization error does not resolve for you after trying this suggestion, please contact our support team at [email protected]

I bought Obduction, but the Mac version is not there! What gives?

If you bought Obduction from Steam or GOG, you will be able to access the Mac version.

How come my Mac is so hot?

As Obduction uses modern advanced graphics techniques, we use your hardware to its full potential, which can cause some systems to overheat in some environments and conditions. Please make sure your system has ample airflow to avoid overheating issues.

My “pre-release” Mac version of Obduction is crashing and won’t reload.

The Mac pre-release Obduction build (current version 1.4.1) may encounter crashes, glitches, and problems. You should upgrade to the release version. If you still encounter issues, please send an email to [email protected] Include as much detail about what you’re seeing when the game crashes, and please attach your Mac’s system report in PDF format.

For detailed information on how to run this report, go to https://support.apple.com/en-us/HT203001. Please also include screenshots of the Mac info for the Hardware, Graphics/Display, and Memory views of the information windows via screenshots.

Backer Questions:

What do I do if I need to change my email address?

If you are a Backer and need to change your email address, send an email to [email protected].

What do I do if I need to change my mailing address?

If you are a Backer and need to change your mailing address, send an email to [email protected].

Where are my “physical” backer reward items?

All “physical” backer reward items have been shipped. If you have not received your physical reward items, send an email to [email protected].

Why haven’t I received my Obduction download code?

There’s a good chance you actually have but didn’t realize it. Check your Inbox, Junk mail, Spam, and Trash folders for an email that you would have received from Humble Bundle on (or just after) August 24th, 2016. That email is the initial one sent to Backers, which includes the code to redeem a Steam or GOG key for Obduction.

Gunspinning Vr Mac Os X

I checked my Inbox and my Spam and Trash and Junk folders and I don’t see any email from Humble Bundle! I did support the Obduction Kickstarter. What do I do now?

If you were a Backer and you cannot find the Humble Bundle email from August 24th, 2016, please enter the email address you used to back Obduction at this site to request that Humble Bundle re-send your code: https://www.humblebundle.com/resender

Why can’t I exchange my “Kickstarter backed” PC/Mac/VR Obduction game for an Obduction PS4/PSVR game?

Kickstarter is a crowd-funding program. If the goals of the project are met, the product is created. If the goal is exceeded, additional tiers may be available.
For Obduction, the additional tiers reached were for Localization and Oculus Rift. Because the PS4 version stretch goal tier was never reached, no Kickstarter Backers are eligible for a PS4 version of Obduction. If a PS4 version is desired, it must be purchased separately.

Where are my downloaded “digital” backer items located on my PC/Mac?

In Steam, right click on Obduction and select ‘properties’. Click on the ‘Local Files’ tab and select ‘Browse Local Files’.

I contributed to the Obduction Kickstarter and have received my digital versions of Obduction. However, I find that my computer does not meet the minimum requirements needed to run the game. Can I get a refund?

When Cyan started the Obduction Kickstarter campaign in 2013, we made certain assumptions that apply to this question. First, the amount that we received from the campaign would be used exclusively and completely for development of Obduction. We used all the funding, and required other sources of funding to finish the project. We also assumed that everyone who pledged had a computer in 2013 that could support state-of-the-art, real-time, graphics that we promised to provide. We targeted computers from approximately 2012 and on (depending on their specs), and we felt that this would balance our promise to provide amazing graphics without requiring supporters to buy a computer that was newer than when the Kickstarter campaign ended.

You can see where this is going, but we want to be as gracious and appreciative as possible. We feel like we more than kept our end of the bargain, delivering a final product that can be played on most five year old computers, while still providing a state-of-the-art experience. (Even Myst and Riven could not be played on five year old computers when they were released.)

Please realize that when you sign up as a backer for a Kickstarter project, it is understood as a part of the Kickstarter policy that their crowdfunding program is not intended to be used as a pre-order service for products. Instead, you are showing your support for the company making the product and showing an interest in seeing the product come to fruition. And we greatly appreciate that support!

Rather than a refund, consider that your amazing Obduction experience will be waiting patiently for you until you get a chance to upgrade your computer.

We thank you for backing Obduction and for your support of Cyan.

VR:

Gunspinning Vr Mac Os Pro

What are the Oculus Rift and Vive VR system hardware specs?https://downsfile433.weebly.com/setup-macbook-pro-as-desktop.html.

Recommended:

Video Card NVIDIA GTX 970 / AMD Radeon R9 290 equivalent or greater
CPU Intel i5-4590 equivalent or greater
Memory 8GB+ RAM
Video Output Compatible HDMI 1.3 video output
USB Ports 3x USB 3.0 ports plus 1x USB 2.0 port
OS Windows 7 SP1 64 bit or newer

Video Card NVIDIA GTX 960 / AMD Radeon RX 470 or greater
CPU Intel i3-6100 / AMD FX4350 or greater
Memory 8GB+ RAM
Video Output Compatible HDMI 1.3 video output
USB Ports 1x USB 3.0 port, plus 2x USB 2.0 ports
OS Windows 8 or newer

What VR platforms is Obduction available on?

Oculus Rift – released to the general public on October 31, 2016
HTC Vive – released to the general public on March 22, 2017

What VR platforms will Obduction be available on in the future?

PSVR – expected to be released in 2018 [updated January 29, 2018] http://support.cyan.com/kb/articles/psvr-update-where-is-it-why-is-it-taking-so-long