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QFGlenn's avatar
QFGlenn
Honored Guest
10 years ago

Problems with the new version in U5.1.1f1

I build a scene and bring it to the test machine with the DK2. I play the file with -vrmode Oculus. It only shows the first frame and then stops working. Also the editor Oculus mode doesn't seem to work. It's on extended mode.

From what I understand reading the forums, if you don't want to use the built in Unity support, you uncheck VR support and import the runtime 0.6.0. So if you want to use the built in unity support, you should be able to just check vr support and leave out the runtime, and build as normal-well normal along with editing the shortcut to run in the Oculus.

Upon playing, I recieve the warning, and the game hangs at the first frame. Once I press a button it crashes. Please help, I'll have to revert if I can't get it to work right and I really want to make it work...

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  • I see some errors in the logs. Specifically these lines:

    OVR Error:
    OVRTime: 183575.208044
    Time: 2015-06-24 16:05:27 [520:561:0]
    Code: -1006 -- ovrError_ServiceError
    Description: SetFullscreenState
    In OnEnterRender SetFullscreenState
    OVR Error:
    OVRTime: 183588.528541
    Time: 2015-06-24 16:05:40 [845:238:500]
    Code: -3000 -- ovrError_Initialize
    System error: -2005270523 (887a0005) -- (unknown)
    Description: Open shared fence handle


    However, I'm not totally sure what the core issue is. I'm trying to get engineering to look into it now.
  • You may have upgraded or reset your graphics card with the service running. Have you tried restarting your service? We're aware of the bug and it should be fixed in 0.7.
  • QFGlenn's avatar
    QFGlenn
    Honored Guest
    Restarted the service, same issue :< What else can I do to help you troubleshoot this?
  • It appears that this issue may be known, and will probably be fixed in a future software update. However, I have asked the team if there is any work-around you can do for the time being. Sorry for the inconvenience.
  • QFGlenn's avatar
    QFGlenn
    Honored Guest
    Thanks a lot for staying with me! Anything we could do to fix it we would really appreciate it. :)

    Gotta love the Oculus support team! <3
  • According to the 730's specs it's a budget card and can't drive a standard monitor and the Rift at the resolutions/frame rate needed. The service is failing because the system can go into the mode to drive VR. A more recent mid-range or high-range card is needed to scan out the signal needed for vr.
  • QFGlenn's avatar
    QFGlenn
    Honored Guest
    "DeanOfTheDrivers" wrote:
    According to the 730's specs it's a budget card and can't drive a standard monitor and the Rift at the resolutions/frame rate needed. The service is failing because the system can go into the mode to drive VR. A more recent mid-range or high-range card is needed to scan out the signal needed for vr.



    The same build works on the legacy integration. Are you saying that the new integration is a step backwards? Why wouldn't it be able to work? At least a built .exe version should still be able to work right?