No Oculus Rift For Mac

Specifically, he is referring to Apple's general reticence in utilizing high-end GPUs in its products, which instead rely on the Intel chipsets' integrated GPU capabilities. 'You can buy a $6,000 Mac Pro with the top of the line AMD FirePro D700, and it still doesn't match our recommended specs,' Luckey continued. 'So if they prioritize higher-end GPUs like they used to for a while back in the day, we'd love to support Mac. But right now, there's just not a single machine out there that supports it.'
In short, while the graphics on modern Macs are good enough for a majority of normal (and even power) user applications, these machines just aren't built to be - even if they are priced equivalently. Update: Just in case you didn't get the message, Palmer Luckey that he 'has nothing against Macs,' and uses a MBP. The simple fact is that it doesn't have a strong enough GPU for VR, got it? The market for high powered GPUs is basically gamers and a small slice of enterprise.

No Oculus Rift For Mac 2018
Openoffice 3.0 released for mac 2017. VR will push them to everyone! — Palmer Luckey (@PalmerLuckey).

Our development for OS X and Linux has been paused in order to focus on delivering a high quality consumer-level VR experience at launch across hardware, software, and content on Windows. The company also announced spec requirements for the device ahead of an official public release. The recommended specs, for Windows devices at least, include NVIDIA GTX 970 / AMD 290 equivalent or greater, Intel i5-4590 equivalent or greater, 8GB+ RAM, 2x USB 3.0 ports, and HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture. There’s no word from the company on when it might resume Mac development with the blog post only confirming that it does indeed “want to get back to development for OS X and Linux,” but that it doesn’t have a specific timeline to do so.