Forum Discussion
jra
11 years agoHonored Guest
Windows 8.1 / Visual Studio 2013
Hi @all,
does someone has experience with occulus rift 0.4.4-beta on windows 8.1 and visual studio 2013.
Previous occulus rift 0.4.3-beta runtime worked fine for me, but installing 0.4.4-beta leadsto infinite
windows reboot loop. What did change?
Additionally building LibOVR_with_samples lead to the following error:
Error 1 error LNK1104: cannot open file 'd3dx11.lib'
Any Idea?
does someone has experience with occulus rift 0.4.4-beta on windows 8.1 and visual studio 2013.
Previous occulus rift 0.4.3-beta runtime worked fine for me, but installing 0.4.4-beta leadsto infinite
windows reboot loop. What did change?
Additionally building LibOVR_with_samples lead to the following error:
Error 1 error LNK1104: cannot open file 'd3dx11.lib'
Any Idea?
6 Replies
- cyberealityGrand ChampionCan you list your OS version, system specs, and GPU driver version?
Do you receive any sort of error messages?
The linker issue probably means you have the wrong DirectX SDK. You should get the June 2010 version. The newer Windows Platform one doesn't have all the same files. - jraHonored GuestHi thanks for the fast answer,
got it working again, after deinstalling the runtime in safe mode I reinstalled the 0.4.4-beta runtime again this seemed to help somehow, maybe the runtime installation was not the only problem.
Here is my system spec. Dell XPS 15.
Windows 8.1 Pro (German) Version 6.3 (Build 9600)
GPU: NVIDIA GeForce GT 750M
Driver version: 9.18.13.4475
If you need any logs let me know.
Installation of directX SDK (june 2010) solved the build error. - jraHonored GuestHi where do i find a complete
Libovr API documentation? - lamour42Expert Protege
"jra" wrote:
Hi where do i find a complete
Libovr API documentation?
Here you go: https://developer.oculus.com/reference/libovr/ - RedDreadMorganHonored Guest
"cybereality" wrote:
Can you list your OS version, system specs, and GPU driver version?
Do you receive any sort of error messages?
The linker issue probably means you have the wrong DirectX SDK. You should get the June 2010 version. The newer Windows Platform one doesn't have all the same files.
This is wrong. NO ONE should be using the June 2010 SDK. Certainly not oculus, and not developers. It has been deprecated for a long time now. Win7 people can use this SDK and libraries just fine.
If the oculus SDK is linking to defunct files 'not found in the newer platform', then that's a clue the libraries are deprecated as well. Do not use these.
"Note The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows 8 and is not supported for Windows Store apps."
SOURCE: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476162(v=vs.85).aspx
D3DX is replaced by DirectXMath(in SDK) and DirectXTex(external FOSS) libraries.
Visual Studio 2013 Community Edition installs the Win8.1 SDK which includes all the correct headers and libraries straight out of the box.
Additionally, compiling LibOVR with samples in 2013 community results in no errors whatsoever, it also doesn't reference D3DX. While my scolding on the SDK still stands, it doesn't appear to be a problem with LibOVR. - lamour42Expert ProtegeI agree that for new projects targeting Win 8 it makes sense to use Windows SDK. But if you work on a project that started with DirectX SDK you will have a lot of work migrating your code to Windows SDK. Even more so if you want to support Windows 7 as target platform. So I think it is a question of how much time you want to invest to go from DirectX SDK to Windows SDK.
Going from DirectX SDK to Windows SDK may involve the following. (List is from my memory - I may not be up-to-date in some cases.)
Change all usage of D3DX math to DirectXMath. If your math code is cluttered basically everywhere this alone is a very big effort.
Effects framework is gone! Either reuse the one from DirectX SDK, use the new Shader Libraries (only available for Win 8) or write your own Framework. Also a very big issue.- Sound is handled differently. if you used 3d sound and the management tools from DirectX SDK be prepared for a complete rerwrite of your sound code.
- There is no texture loading provided by WIndows SDK, look for alternatives or write your own code. ( I chose to include the DirectXTex library http://go.microsoft.com/fwlink/?LinkId=248926)
This resulted in a complete rewrite of my whole project. It was ok for me, because I did want to change the architecture of my code anyway. But for others it may be far easier to just continue using their existing DirectX SDK projects with Visual Studio 2013. Which, after setting the required library and include file paths, works very well. Also advanced features like shader debugging work with new Visual Studio and old DirectXSDK projects.
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