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	<title>Documentation/4.8/Developers/FAQ/Device Interoperability - Revision history</title>
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	<updated>2026-04-06T04:22:41Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://www.slicer.org/w/index.php?title=Documentation/4.8/Developers/FAQ/Device_Interoperability&amp;diff=55181&amp;oldid=prev</id>
		<title>UpdateBot: Nightly -&gt; 4.8</title>
		<link rel="alternate" type="text/html" href="https://www.slicer.org/w/index.php?title=Documentation/4.8/Developers/FAQ/Device_Interoperability&amp;diff=55181&amp;oldid=prev"/>
		<updated>2017-10-18T07:01:12Z</updated>

		<summary type="html">&lt;p&gt;Nightly -&amp;gt; 4.8&lt;/p&gt;
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={{#titleparts: {{PAGENAME}} | | -1 }}=&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
='''Developer FAQ: {{{1}}}'''=&lt;br /&gt;
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&lt;br /&gt;
== Can Oculus Rift be used with Slicer ? ==&lt;br /&gt;
&lt;br /&gt;
Some preliminary integration work has been done. See http://slicer-devel.65872.n3.nabble.com/Oculus-Rift-td4032779.html&lt;br /&gt;
&lt;br /&gt;
== Can Oculus Rift be connected with Slicer through OpenIGTLink ? ==&lt;br /&gt;
&lt;br /&gt;
Oculus requires very tight integration with the rendering pipeline, so probably the current approach of using a C++ loadable module that directly communicates with the Oculus SDK to get pose and send images is better than going through OpenIGTLink.&lt;br /&gt;
&lt;br /&gt;
Source: http://slicer-devel.65872.n3.nabble.com/OpenIGT-and-Slicer-tp4032868p4032875.html&lt;/div&gt;</summary>
		<author><name>UpdateBot</name></author>
		
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