This is something we get asked about a lot! We don’t have a concrete plan to support setups of this nature right away but it’s something we’ll be looking into over the course of the next several months. However, you’re more than welcome to run your own experiments and I’m happy to point you in the right direction.
It’s worth noting that our official SDK does not support Android or Linux at this time; you’re welcome to try and build it but will likely run into issues loading calibration via HID. That code currently exists as an OS-specific blob as it’s slightly less portable than the rest of the Unity code. If you’re committed enough to do a little bit of SDK reverse-engineering I can share a broad overview of how that works on a firmware level, but it’d probably have to be in a friendly capacity rather than an official one as it isn’t something we’re officially supporting at this time.
One final hurdle is that Unity just doesn’t support desktop Linux on ARM at all, so if you want to work via the Holoplay SDK you’re basically forced to use Android.
Beyond that, here are some details on the common SBCs and how they play with the Looking Glass. (Spoiler alert: generally not well right now).
- Pi 3: it’s actually possible to get 2560p out of one of these guys if you manually bump up the pixel clock speed, but you have to disable GPU accelerated window rendering before it’ll work properly which means that you lose hardware video acceleration and rendering capacities.
- Odroid C2 : the default build of Android for these guys does support 2560p with video acceleration, but we haven’t run too many tests beyond that. However - my suspicion is that via Unity on Android it may not even be able to handle postprocessing of a prerendered video scene.
- If you’re not strictly budget-constrained I would consider trying out a Rockchip RK3399-based board, as those probably have the most powerful graphics performance of the SBCs on the market right now. Several months ago we did a quick test running a postprocess shader via Unity under Android and found it to be, basically, minimally viable.