Hi

> 1. Check in the LibOVR sources as-is, in other-licenses/oculus.  Add a 
> configure flag, maybe --disable-non-free, that disables building it.  Build 
> and ship it as normal in our builds.

'--with-non-free'

But actually I'd support the option of keeping the SDK separated and
dlopen'ing the lib when needed. That is better from a legal perspective
and keeps the tree free from non-free software. The latter is especially
important as VR support is currently just a toy and not something we
have to provide to be competitive.

How many public interfaces does libovr contain? Maybe there could be a
compatible, but free, library in the tree that provides a
hardware-independent interface. And internally, it would use the SDK if
that's available.

Best regards
Thomas

> 
> 2. Contact Oculus with our concerns about the license, and see if they would 
> be willing to relicense to something more standard.  The MPL might actually 
> fit their needs pretty well, though we are effectively asking them to 
> relicense their SDK code.  There is no specific driver for the OVR; it shows 
> up as a USB HID device, and LibOVR knows how to interpret the data stream 
> coming from it.  This gets them easy compat with all operating systems, and 
> the support I'd add would be for Windows, Mac, and Linux.
> 
> 3. Start investigating "Open VR", with the intent being to replace the 
> Oculus-specific library with a more standard one before we standardize and 
> ship the API more broadly than to nightly users.
> 
> The goal would be to remove LibOVR before we ship (or keep it in assuming it 
> gets relicensed, if appropriate), and replace it with a standard "Open VR" 
> library.
> 
> There are a few other options that are worse:
> 
> 1. We could ship the VR glue in nightly, but the Oculus support packaged as 
> an addon.  This is doable, but it requires significant rework in changing the 
> interfaces to use XPCOM, to do category-based registration of the Oculus 
> provider, in building and packaging the addon, etc.  It also requires a 
> separate install step for developers/users.
> 
> 2. We could ship the VR integration as a plugin.  vr.js does this already.  
> But we are trying to move away from plugins, and there's no reason why the 
> Oculus can't function in places where plugins are nonexistent, such as 
> mobile.  Delivering this to developers via a plugin would be admitting that 
> we can't actually deliver innovative features without the plugin API, which 
> is untrue and pretty silly.
> 
> 3. Require developers to install the SDK themselves, and deploy it to all of 
> the build machines so that we can build it.  This is IMO a very non-pargmatic 
> option; it requires a ton more fragile work (everyone needs to get and keep 
> the SDK updated; releng needs to do the same on build machines) and 
> sacrifices developer engagement (additional SDKs suck -- see the DirectX SDK 
> that we're working on eliminating the need for) in order to try to preserve 
> some form of purity.
> 
> 3. We do nothing.  This option won't happen: I'm tired of not having Gecko 
> and Firefox at the forefront of web technology in all aspects.
> 
> Any objections to the above, or alternative suggestions?  This is a departure 
> in our current license policy, but not a huge one.  There were some concerns 
> expressed about that, but I'm hoping that we can take a pragmatic path here.
> 
>    - Vlad
> 
> [1] https://developer.oculusvr.com/license
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> 

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