Forum Discussion
amcbride
10 years agoExplorer
Oculus build works for 5.1.2f1 but not 5.3.5f1?
Hi Everyone, I am a teacher and have two carts with a workstation and an Oculus DK2 installed. In one computer lab, I have Unity 5.1.2f1 installed and in another room I am using a laptop cart which has 5.3.5f1 installed. When my students build games in Unity, I have them build for PC, and check the box next to "VR Supported" in build settings > other settings. If the students did only these steps, it will work with my Oculus headsets if they used the computers with 5.1.2f1 but not the laptops with 5.3.5f1. With the latter version, the Oculus DK2 and sensor won't even turn on for the game. According to the oculus configuration utility, everything is connected properly. Was there a change between versions? DO I need to do something else in settings now to get my students' games to work in the DK2 headset?
I am on runtime version 0.8. I will paste my log below. Thanks for any help!
I am on runtime version 0.8. I will paste my log below. Thanks for any help!
{
"Time": "2016-06-08_15:12:51",
"SDK Version": "0.8.0.0",
"Local SDK Version": "0.8.0.0",
"Service Running Time": {
"Hours": 0,
"Minutes": 26,
"Seconds": 41
},
"Display Status": {
"Display Mode": 2,
"Win10 Native": {
"Capable": 0,
"Available": 0,
"ResultCode": -3005,
"Status": "DXGI 2 Preview requires Windows 10"
},
"IHVDirect": {
"Capable": 1,
"Available": 1,
"ResultCode": 0,
"Status": "Direct Display available"
},
"Legacy Direct": {
"Capable": 1,
"Available": 1,
"ResultCode": 0,
"Status": "OVRDirect available"
},
"Summary ResultCode": 0,
"Summary Status": ""
},
"System Specifications": {
"Operating System": "Microsoft Windows 8.1 Enterprise",
"Processor": "Intel(R) Xeon(R) CPU E5-2603 v3 @ 1.60GHz",
"Graphics Adapters": [{
"Name": "@oem5.inf,%dwmirrordrv% 64-bit;DameWare Development Mirror Driver 64-bit",
"Video Controller RAM (MB)": 0,
"Driver Version": "1.1.0.0",
"Video Mode": ""
}, {
"Name": "NVIDIA GeForce GTX 970 ",
"Video Controller RAM (MB)": 4095,
"Driver Version": "10.18.13.6451",
"Video Mode": "1440 x 900 x 4294967296 colors"
}],
"Total RAM (GB)": 8,
"USB Tree": [{
"name": "Intel(R) C610 series/X99 chipset USB Enhanced Host Controller #1 - 8D26",
"deviceid": "PCI\\VEN_8086&DEV_8D26&SUBSYS_06191028&REV_05\\3&11583659&0&E8",
"caption": "Intel(R) C610 series/X99 chipset USB Enhanced Host Controller #1 - 8D26",
"manufacturer": "Intel",
"Devices": [{
"manufacturer": "(Standard USB Host Controller)",
"name": "USB Root Hub"
}, {
"manufacturer": "(Generic USB Hub)",
"name": "Generic USB Hub"
}]
}, {
"name": "Intel(R) C610 series/X99 chipset USB Enhanced Host Controller #2 - 8D2D",
"deviceid": "PCI\\VEN_8086&DEV_8D2D&SUBSYS_06191028&REV_05\\3&11583659&0&D0",
"caption": "Intel(R) C610 series/X99 chipset USB Enhanced Host Controller #2 - 8D2D",
"manufacturer": "Intel",
"Devices": [{
"manufacturer": "(Standard USB Host Controller)",
"name": "USB Root Hub"
}, {
"manufacturer": "(Generic USB Hub)",
"name": "Generic USB Hub"
}]
}, {
"name": "Intel(R) C610 series/X99 chipset USB xHCI Host Controller - 8D31",
"deviceid": "PCI\\VEN_8086&DEV_8D31&SUBSYS_06191028&REV_05\\3&11583659&0&A0",
"caption": "Intel(R) C610 series/X99 chipset USB xHCI Host Controller - 8D31",
"manufacturer": "Intel",
"Devices": [{
"manufacturer": "(Standard USB HUBs)",
"name": "USB Root Hub (xHCI)"
}, {
"manufacturer": "(Standard USB HUBs)",
"name": "Generic USB Hub"
}, {
"manufacturer": "(Standard system devices)",
"name": "USB Input Device"
}, {
"manufacturer": "(Standard system devices)",
"name": "HID-compliant device"
}, {
"manufacturer": "(Standard system devices)",
"name": "USB Input Device"
}, {
"manufacturer": "Microsoft",
"name": "HID-compliant mouse"
}, {
"manufacturer": "(Standard system devices)",
"name": "USB Input Device"
}, {
"manufacturer": "(Standard keyboards)",
"name": "HID Keyboard Device"
}, {
"manufacturer": "(Standard USB Host Controller)",
"name": "USB Composite Device"
}, {
"manufacturer": "(Generic USB Audio)",
"name": "Logitech USB Headset"
}, {
"manufacturer": "Microsoft",
"name": "Speakers (5- Logitech USB Headset)"
}, {
"manufacturer": "Microsoft",
"name": "Microphone (5- Logitech USB Headset)"
}, {
"manufacturer": "(Standard system devices)",
"name": "USB Input Device"
}, {
"manufacturer": "Microsoft",
"name": "HID-compliant consumer control device"
}, {
"manufacturer": "(Standard USB Host Controller)",
"name": "USB Composite Device"
}, {
"manufacturer": "Oculus VR",
"name": "Rift DK2 Sensor"
}, {
"manufacturer": "Compatible USB storage device",
"name": "USB Mass Storage Device"
}, {
"manufacturer": "(Standard disk drives)",
"name": "SanDisk Cruzer Blade USB Device"
}]
}]
},
"Drivers": [{
"Path": "\\system32\\OVRDisplay64.dll",
"Version": "1.2.8.0"
}, {
"Path": "\\system32\\OVRDisplayRT64.dll",
"Version": "1.2.8.0"
}, {
"Path": "\\syswow64\\OVRDisplay32.dll",
"Version": "1.2.8.0"
}, {
"Path": "\\syswow64\\OVRDisplayRT32.dll",
"Version": "1.2.8.0"
}, {
"Path": "\\system32\\drivers\\RiftEnabler.sys",
"Version": "1.2.8.0"
}, {
"Path": "\\system32\\OVRDisplay32.dll",
"Version": "C:\\WINDOWS\\system32\\OVRDisplay32.dll not found"
}, {
"Path": "\\system32\\OVRDisplayRT32.dll",
"Version": "C:\\WINDOWS\\system32\\OVRDisplayRT32.dll not found"
}, {
"Path": "\\system32\\drivers\\OCUSBVID.sys",
"Version": "1.0.14.0"
}],
"Video Device Tree": [{
"Name": "NVIDIA GeForce GTX 970 ",
"VRAM (MB)": 3991,
"Monitors": [{
"Name": "\\\\.\\DISPLAY1",
"Width": 1440,
"Height": 900,
"Refresh Rate": 60
}]
}, {
"Name": "Microsoft Basic Render Driver",
"VRAM (MB)": 0,
"Monitors": []
}],
"Devices": [{
"Product ID": 33,
"Product Name": "Oculus Rift DK2",
"Manufacturer": "Oculus VR",
"Serial Number": "207CV2015Z1T",
"Vendor ID": 10291,
"EDID Serial": "H1DE4546KHC8K",
"Firmware": {
"Major": 2,
"Minor": 12
},
"Frustum": {
"Far Z Metres": 2.500000,
"H Fov Radians": 1.291544,
"Near Z Metres": 0.400000,
"V Fov Radians": 0.942478
},
"Positional Tracker": {
"Calibration Value": "",
"Serial": "21AV6Z0C9QAN",
"Firmware Version": {
"Major": 0,
"Minor": 0,
"Build": 0,
"Revision": 0
}
}
}, {
"HMDNRFVersion": "",
"TrackerNRFVersion": ""
}]
}
13 Replies
Replies have been turned off for this discussion
- vrdavebOculus StaffSorry, but Unity 5.3.5 is not compatible with Oculus Runtime 0.8. I would recommend updating to the latest Rift Runtime and using 5.3.5 on both machines instead of continuing to support 5.1.2. If you absolutely need to keep using 5.1.2, please use it on both machines and continue using runtime 0.8.
- amcbrideExplorerIs the latest rift runtime included in the SDK 1.4? I don't see how to install it. I dropped the folders from the extracted folder in my C\programfilesx86\oculus folder and restarted but am still running runtime 0.8. How do I update to the latest runtime? Do I need to use the Oculus Rift Setup utility? Is it compatible with the DK2?
- amcbrideExplorerOk, I went through the Oculus setup tool that you linked above and it doesn't work with my DK2. During the setup process, even though the light on both the sensor and headset are blue, the setup tool says they're not detected. After skipping that step (couldn't click 'next'), and trying to run some games that were working before (direct unity .exe file), nothing is working now. Is there another runtime other than 0.8 that I'm not finding in the 1.4 SDK?
UPDATE: I am able to open the Oculus software and see the 'home' environment and click through the store as well. However, again, when I double click an exe (VR supported) from Unity, I can no longer play Unity games that I have used with the DK2 in the past. - vrdavebOculus StaffThe 1.4 SDK is what developers use to make apps for the Rift Runtime. You shouldn't need to download the SDK at all, only the Runtime. Games that worked with the 0.8 runtime will not work with the new Runtime. They would have to be rebuilt with SDK 1.3 or newer. If you want to continue running your old apps without any changes, install the 0.8 runtime instead of the latest version.
During the setup process, even though the light on both the sensor and headset are blue, the setup tool says they're not detected.
It sounds like there is a hardware or configuration problem. Can you run the Compatibility Tool to see whether your machine supports the latest Runtime?
- amcbrideExplorerI'm sorry, I'm still confused about this. Is the 'latest runtime' just the Oculus software that is installed from https://www.oculus.com/en-us/setup/ ? Also, I just ran the compatibility check, here's a screenshot.
- vrdavebOculus StaffYes, that's right. I'm not sure why the setup process isn't detecting your DK2 or sensor, but it sounds like they should absolutely be working. Can you PM me the output from C:\Program Files (x86)\Oculus\Support\oculus-diagnostics\OculusLogGatherer.exe?
- amcbrideExplorer.zip has been sent.
I am currently able to play new games from the Oculus software (Lucky's tale) but can no longer play any of the Unity games that my students made, neither the ones that worked before on Runtime 0.8 nor the new games made in Unity 5.3 thanks - vrdavebOculus StaffThanks. If you're able to run any VR experiences, then the new runtime is probably installed and working properly. As I mentioned, all old games built with SDK 0.8 or older will not function with the new Runtime. The best long-term solution is to rebuild the apps with SDK 1.3 or newer. If you can't do that, I would recommend uninstalling the new Runtime and installing the 0.8 Runtime. You will also want to stick with Unity 5.3.3p3 or earlier and avoid the new OVRPlugin and SDK.
- amcbrideExplorerDoes this mean that all .exe files directly built in Unity for VR will not be supported on the consumer model of the Oculus? For example, do all games now have to be ported for the Oculus store?
- vrdavebOculus Staff
Does this mean that all .exe files directly built in Unity for VR will not be supported on the consumer model of the Oculus?
No. SDK 1.3 and the latest Runtime both support DK2 in addition to the consumer Rift. The problem is that they aren't compatible with the 0.8 SDK or Runtime. The main reason they aren't compatible is that 0.8 lacked many important features, such as VR focus, audio redirection, recentering, and app lifecycle support. With the new Runtime, 0.8-based apps would therefore have a lot of issues. We decided to make a clean break between the old beta SDK and the new official one. Unfortunately, this does mean all apps will have to be rebuilt with 1.3 or newer before they will work.do all games now have to be ported for the Oculus store?
No, you don't have to use our store. You can easily "sideload" apps by opening OculusClient and enabling Settings > General > Unknown Sources.
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