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SilverVR's avatar
SilverVR
Honored Guest
12 years ago

Help - Cannot run 99% of demos without problem on DK2

Hi all,

I just tried using my new DK2 last night for the first time, and boy did I run into problems !

My specs:

  • Windows 7

  • Geforce 9600 GT (my GeForce 980GTX is on it's way)

  • Latest Nvidia drivers installed

  • Latest firmware on DK2 (2.12)

  • Latest Oculus Runtime installed (0.4.2)



First of all - in the "Rift Display Mode" - I cannot switch to 'Extended Desktop to HMD' mode.
If I try to switch to it - I get a Blue Screen in Windows (didn't see that in years!).
So I'm stuck for now on "Direct HMD Access from Apps"...


oh, and I also tried using the flag for forcing DirectX11 with no luck...

Here is the list of demos I've tried to run

Oculus Unity Demo (Tuscany)
+ "Direct To Rift" mode crashes (with the error "The game crashed. The crash report folder named 'xxx-yyy-zzz' next to game executable.It would be great if you'd send it to the developer of the game!")
+ Regular mode - game starts in the middle (between desktop screen & DK2 screen) -
need to manually drag it to DK2 screen - still seeing the window boundaries in the DK2 screen

Alone In The Rift 1.11
+ "Direct To Rift" mode doesn't do anything (double-clicking doesn't do anything)
+ Regular mode - game starts in the middle (between desktop screen & DK2 screen) -
need to manually drag it to DK2 screen - still seeing the window boundaries in the DK2 screen

CyberSpace DK2
+ Non-Windowed mode - can choose Rift screen - works great (bug in game - see black circle in middle)
+ Windowed mode - game starts in the middle (between desktop screen & DK2 screen) -
need to manually drag it to DK2 screen - still seeing the window boundaries in the DK2 screen

Hell Waltzer DK2
+ Non-Windowed mode - Start by default in desktop screen - all black (hearing sound, no visual) -
cannot move to DK2 screen
+ Windowed mode - game starts in the middle (between desktop screen & DK2 screen) -
need to manually drag it to DK2 screen - still seeing the window boundaries in the DK2 screen

Mining Mike DK2 v1
+ Non-Windowed mode - Starts by default in desktop screen - all black (hearing sound, no visual) -
cannot move to DK2 screen
+ Windowed mode - game starts in the middle (between desktop screen & DK2 screen) -
need to manually drag it to DK2 screen - still seeing the window boundaries in the DK2 screen

Chilling Space DK2
+ Non-Windowed mode - Starts by default in desktop screen - all black (hearing sound, no visual) -
cannot move to DK2 screen
+ Windowed mode - game starts in the middle (between desktop screen & DK2 screen) -
need to manually drag it to DK2 screen - still seeing the window boundaries in the DK2 screen

Red Paws of Big Crazy
+ "Direct to Rift" mode - crashes when trying to launch
+ Regular mode - game starts in the middle (between desktop screen & DK2 screen) -
need to manually drag it to DK2 screen - still seeing the window boundaries in the DK2 screen


I've attached some screenshots of what it looks like when I see the games run in the middle.
Also attached a screenshot showing the screen resolution settings.
I just doesn't make sense that I need to manually drag & drop each game I run from the main desktop
to the DK2 screen (making sure it is in the exact center in the DK2, and even then - I still see the borders of the game).


Seems like screenshot link are broken.Here they are:

Resolution Settings of the DK2
http://s29.postimg.org/u1xdt4mvp/Screen_Resolution_DK2.png

Screenshot of initial run of "CyberSpace"
http://s30.postimg.org/77kctyi33/Cyber_Space_Initial.png

Screenshot of "CyberSpace Game" running
http://s28.postimg.org/dwmo4oyaz/Cyber_Space_Game.png

Screenshot of "Alone in the Rift 1.11"
http://s2.postimg.org/emhwu0f7b/Alone_in_the_Rift_1_11.png

3 Replies

  • This is exactly the same I have... ;-(

    using windows 8.1 and Geforce 770. All up-to-date!

    Here are a crash report from one of the demo:
    Why does it say Direct3D 9.0c ???? Should it not be Directx11 ??

    Initialize engine version: 4.5.0f6 (fd4616464986)
    GfxDevice: creating device client; threaded=1
    Direct3D:
    Version: Direct3D 9.0c [nvd3dum.dll 9.18.13.4052]
    Renderer: NVIDIA GeForce GTX 770
    Vendor: NVIDIA
    VRAM: 3072 MB (via DXGI)
    Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
  • drash's avatar
    drash
    Heroic Explorer
    "henrikthg" wrote:
    Here are a crash report from one of the demo:
    Why does it say Direct3D 9.0c ???? Should it not be Directx11 ??

    For demos built in Unity, the developer has a choice of whether to build in DX9 or DX11. DX11 appears to be required for "Direct HMD Access From Apps" mode, so for these demos one thing you can try is the -force-d3d11 argument when launching it. (Very easy to do this using Bilago's VR game launcher utility)

    "SilverVR" wrote:
    oh, and I also tried using the flag for forcing DirectX11 with no luck...

    Your situation might be a little different then. Have you tried any of the demos that are known to have Direct HMD Access support?
  • "drash" wrote:
    "henrikthg" wrote:
    Here are a crash report from one of the demo:
    Why does it say Direct3D 9.0c ???? Should it not be Directx11 ??

    For demos built in Unity, the developer has a choice of whether to build in DX9 or DX11. DX11 appears to be required for "Direct HMD Access From Apps" mode, so for these demos one thing you can try is the -force-d3d11 argument when launching it. (Very easy to do this using Bilago's VR game launcher utility)

    "SilverVR" wrote:
    oh, and I also tried using the flag for forcing DirectX11 with no luck...

    Your situation might be a little different then. Have you tried any of the demos that are known to have Direct HMD Access support?


    Any specific demos you can recommend I give a go to test this ?