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dampete
12 years agoHonored Guest
0.4.1 + DK1 - No render
Hello all,
I'm using Unity 4.5 with the latest 0.4.1 SDK and the latest OVR Runtime. My hardware is the DK1 Rift. In the editor I can run my game pretty well using Extended Desktop mode and dragging my Game tab into the Rift "monitor". However once I build I have tried every single combination possible to no avail. I just get a black screen, I can hear the audio just fine and if I press buttons, I hear the audio confirmation of the menu options being changed, but no render.
"Direct to HMD" running both normal and "DirectToRift" executables.
"Extended" running both executables.
Both of the above toggling the "DK1 Legacy App Support".
I am not using DX 11 either. I cannot figure out what is going on. Furthermore, if I add full screen effects (such as antialiasing) I get the same black screen even in the Unity Editor.
I'm not sure this makes any difference, but I'm plugging it in via the DVI port through an adapter to my DisplayPort (I don't have either HDMI nor DVI). This used to work perfectly with 0.3.x SDK.
I'm using Unity 4.5 with the latest 0.4.1 SDK and the latest OVR Runtime. My hardware is the DK1 Rift. In the editor I can run my game pretty well using Extended Desktop mode and dragging my Game tab into the Rift "monitor". However once I build I have tried every single combination possible to no avail. I just get a black screen, I can hear the audio just fine and if I press buttons, I hear the audio confirmation of the menu options being changed, but no render.
"Direct to HMD" running both normal and "DirectToRift" executables.
"Extended" running both executables.
Both of the above toggling the "DK1 Legacy App Support".
I am not using DX 11 either. I cannot figure out what is going on. Furthermore, if I add full screen effects (such as antialiasing) I get the same black screen even in the Unity Editor.
I'm not sure this makes any difference, but I'm plugging it in via the DVI port through an adapter to my DisplayPort (I don't have either HDMI nor DVI). This used to work perfectly with 0.3.x SDK.
5 Replies
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- drashHeroic ExplorerDoes it help if you first "Pause" the OVR service, using the Oculus Config Utility -> Tools -> Advanced -> Pause Service?
- dampeteHonored GuestWill try tomorrow... I only tested restarting instead of pause (which didn't help)
- javdogHonored GuestToggle time warp. T key I believe. If your developing with dk1, don't go 4.1. It will be nearly impossible to do it right. Build in 3, then port your finished work when the bugs are cleared. Besides, dk2 can run your sdk 3 work.
- dampeteHonored GuestThanks for the tips, I won't be able to test them today, will try monday and I'll report back.
Out of curiosity, why will it be nearly impossible to do right with 0.4.1 on DK1? I built everything using only 0.4.1 with DK1 this latest project and everything was working at least decently until I needed to build the standalone binaries. - dampeteHonored GuestIn case anyone finds themselves in the same situation, I discovered what's going on in my particular case:
I have an ocean that uses a tesselation shader, so I need DX11, but the 0.4 SDK doesn't work with DX11. I disabled DX11, but I forgot about the ocean. For some reason in Unity editor everything works (ocean and rift), but once I build to a standalone, my screen doesn't render because of the ocean. If I remove the ocean from my scene everything works fine. Due to this limitation I am going to have to revert to SDK 0.3.x until this problem is fixed in 0.4.x :(
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