Despite our own technology being able to run on any operating system, Oculus has made the choice to stop developing Mac versions of the runtime for their headset.
This undoubtedly difficult decision was made because Apple hardware, as it currently stands, has not been able to keep up with virtual reality. The first Oculus developer kit headset could function well on a MacBook Pro, and the second iteration (DK2) could even run some smaller and more optimized experiences. However, the DK2 had a larger screen size and a higher refresh rate, meaning it cost the computer’s graphics card more of its resources to render each frame. Given the importance of frame rates, this was a major hurdle to VR developers.
Since Apple manufactures every machine that runs OS X, they choose every piece of hardware that Mac supports (unlike Microsoft’s third-party hardware model). They have yet to release a model with a VR-capable graphics card, and they haven’t made any announcements that they will, despite the rapid growth of virtual reality hardware. This is why Oculus has paused their development of the Mac runtime indefinitely. Today, neither of the two consumer headsets on the market - the Oculus Rift and the HTC Vive - support OS X.
We’re disappointed that we can’t continue to develop VR for Apple computers at Iris; most of the team uses Macs as their primary development machines, and the very first prototype of the IrisVR software was written on a Mac over a year ago. However, there is a silver lining; it’s unlikely that Apple computers will lack capable graphics cards for much longer (Apple even appears to be looking into VR for themselves) and our core technology will remain cross-platform, so IrisVR looks forward to developing VR software for Apple computers at some point in the future.