Forum Discussion
KaTsuONE
11 years agoHonored Guest
Always Crashing, Unless DirectX 11 Is Disabled
Both the Unity editor and build, always crashes, unless I disable DX11. This is not the case, when the rift is not enabled, because DX11 works fine otherwise.
In our game, you can switch between monitor and the rift, through the options menu.
Even without DX11, it would crash as soon as the rift was enabled. So I had to make the rift active at start, yield one frame and then disable it. That prevents Unity from crashing, but of course, this still doesn't solve the problem with DX11. So with that change, it also means that Unity crashes when DX11 is enabled, even if I'm not going to use the rift.
We are using shaders which require DX11, so I need to be able to have DX11 enabled. I also want to be able to see how the shaders look in the rift, which I obviously can't.
The strange thing is, DX11 have worked fine before, with the rift. There was some issues in the editor, where the game view would be stuck on the monitor, but at least it didn't crash.
I have read through the thread by cybereality, viewtopic.php?f=29&t=16768
First I had to uninstall Visual C++ 2010 x86 and x64 because I had newer versions for both. After that I installed all 4 versions. Then I uninstalled AMD Catalyst, and installed AMD Catalyst 14.4. I even uninstalled Team Viewer.
If this can't be fixed anytime soon, then we might have to drop rift support, as I won't be able to make sure that it works like it is supposed to.
Specifications:
Operating System: Windows 7 Ultimate 64 Bit
Processor: AMD FX 4300
Graphics Card: Radeon R9 280X
RAM: 8 GB
Unity: 5.0.1.f1
SDK: 0.5.0.1
Display Driver Version: 1.2.4.0
Positional Tracker Driver Version: 1.0.9.0
Firmware: 2.12
In our game, you can switch between monitor and the rift, through the options menu.
Even without DX11, it would crash as soon as the rift was enabled. So I had to make the rift active at start, yield one frame and then disable it. That prevents Unity from crashing, but of course, this still doesn't solve the problem with DX11. So with that change, it also means that Unity crashes when DX11 is enabled, even if I'm not going to use the rift.
We are using shaders which require DX11, so I need to be able to have DX11 enabled. I also want to be able to see how the shaders look in the rift, which I obviously can't.
The strange thing is, DX11 have worked fine before, with the rift. There was some issues in the editor, where the game view would be stuck on the monitor, but at least it didn't crash.
I have read through the thread by cybereality, viewtopic.php?f=29&t=16768
First I had to uninstall Visual C++ 2010 x86 and x64 because I had newer versions for both. After that I installed all 4 versions. Then I uninstalled AMD Catalyst, and installed AMD Catalyst 14.4. I even uninstalled Team Viewer.
If this can't be fixed anytime soon, then we might have to drop rift support, as I won't be able to make sure that it works like it is supposed to.
Specifications:
Operating System: Windows 7 Ultimate 64 Bit
Processor: AMD FX 4300
Graphics Card: Radeon R9 280X
RAM: 8 GB
Unity: 5.0.1.f1
SDK: 0.5.0.1
Display Driver Version: 1.2.4.0
Positional Tracker Driver Version: 1.0.9.0
Firmware: 2.12
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 3 months ago
- 3 months ago
- 7 months ago
- 3 years ago