Kinect for Windows v2 on a Mac? Oh yeah...
I couldn't pass this article up. Kinect for Windows v2 and a Mac? Yep, you sure can... and Carmine Sirignano shows us how...
With the launch of the Kinect for Windows v2 public preview, we want to ensure that developers have access to the SDK so that you can start writing Kinect-based applications. As you may be aware, the Kinect for Windows SDK 2.0 public preview will run only on Windows 8 and Windows 8.1 64-bit systems. If you have a Windows 8 PC that meets the minimum requirements, you’re ready to go.
For our Macintosh developers, this may be bittersweet news, but we’re here to help. There are two options available for developers who have an Intel-based Mac: (1) install Windows to the Mac’s hard drive, or (2) install Windows to an external USB 3.0 drive. Many Mac users are aware of the first option, but the second is less well known.
First, you need to ensure that your hardware meets the minimum requirements for Kinect for Windows v2.
Due to the requirements for full USB 3.0 bandwidth and GPU Shader Model 5 (DirectX 11), virtualization products such as VMWare Fusion, Parallels Desktop, or Oracle VirtualBox are not supported. If you’re not sure what hardware you have, you can find out on these Apple websites:
Installing Windows on the internal hard drive of your Intel-based Macintosh
Project Information URL: https://blogs.msdn.com/b/kinectforwindows/archive/2014/07/28/developing-with-kinect-v2-on-a-mac.aspx
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