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monkzoren's avatar
monkzoren
Honored Guest
11 years ago

D3D11 Requirement?

Hello, We are trying to add Oculus rift support in our game, Got it running in Unity, and everything is working.
But in builds, we encounter problems. When we load a scene with the Camera rig, the game crashes and we get a window saying "**Couldnt switch to the requested monitor resolution." then it lists all the resolutions. We solved this by building a d3d11 build, But the game was not initially developed with this in mind. So is there a way to get the Oculus 4.4 plugin to work on Unity 4.5 without d3d11?

Running on windows 8.1 x64
Tested on both ATI and Nvidia cards
x86 build
Oculus unity plugin 4.4 beta
Unity version 4.5.5

2 Replies

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  • Jyakku's avatar
    Jyakku
    Honored Guest
    I'd like to echo this issue and add my personal experience. Ever since updating to 0.4.4, any non-D3D11 build returns the same resolution error that OP received. Unfortunately, this clashes with another bug, which makes the screen black on start and fails to recognize the Rift unless I force D3D9. I'd be happy to get the app working either way even if I can't use D3D11, but right now nothing I try to build works, because one bug forces me in one direction and another bug forces me in the opposite direction.

    I have a similar configuration to the OP: Windows 8.1 x64, NVidia Titan GPU, Oculus 0.4.4 beta, Unity 4.6, 32-bit build.
  • DirectX9 Unity can work, but only in Extended mode using the _DirecToRift.exe version of the game.

    I'm not sure about the black screen thing.