I have no idea why nreal try to support ONLY MAC before supporting Windows with Nebula. I have been waiting for over two years for Windows Nebula support. However, I am really upset that nreal decided to support only macOS Nebula recently.
Nebula for Mac + Nreal Air - Nebula - Nreal Community Forum.
Nreal App - 不止眼前一亮
Windows laptops and desktop has a significantly larger pie than MacOS in the industry area, therefore it is logical to support Windows first. Windows currently has a 5 times larger pie than MacOS. I really cannot understand how they decide in this way. I always think if I can use the Nreal light on my daily work, then it could helps my job a lot faster.
If nreal do not try to support various OS, then at least they have to go public with USB device protocol for community development. Also this closed source policy and selecting the wrong OS for the main platform leads nreal to fail competition with many rivals. At least, at this point, I cannot find any great alternative of nreal in this price tag, therefore I strongly support nreal to improve their SW supports on Windows.
Nreal air is awesome HW, but stupid SW decisions make the great devices into just an expensive toy. I really hope nreal can improve their SW support and decisions. I see so many struggles on nreal’s SW improvements during last two years. They always late on SW schedule (mostly they don’t even have deadline of bugfix and feature improvements.). Therefore I strongly assume nreal’s SW development ability does not meet the requirement. I understand it is very hard to keep various SW such as Toolkit, Drivers, Platforms in same time. However, then they had to think about how to solve the lack of ability!
We need easy to use, simple to port Nreal SDK for various platform.
We need at least Open Source device driver of Nreal, and USB protocols for control the device. Without specification of protocol of Nreal Light/Air, I think it is mostly impossible to use this cool HW in various platform such as Linux, Windows, and iOS.
I cannot find any documentation about this kind of protocol and specification in their document. And also the API does not provide any details about this, and the API is not portable since it implemented for Unity.
I hope Nreal getting better in later days.