Forum Discussion
Jyakku
11 years agoHonored Guest
Saturation and Framerate Issues with OVR SDK 0.4.4
I just integrated 0.4.4 into my Unity project and a few things appear to have changed. First of all, my framerate has dropped considerably. I typically use the HmdCaps.NoVSync setting to benchmark...
Jyakku
11 years agoHonored Guest
Thanks for the reply, Dave. For whatever reason my framerate is back up now, so I'm not too worried about that aspect; however, I'm still getting the saturation, so I'll try using linear lighting and removing the OVRScreenFade.
I encountered another issue with the new SDK, when I switched to my Windows machine and built it there: the screen will blink on for a fraction of a second, and then turn black. It also appears to not recognize the Rift in Direct To Rift mode, as the focus window is still one of the desktop windows even with the Rift plugged in and working with the calibration demo. The only way I've been able to get it to work is by unchecking the option to use DirectX 11. It's worth mentioning that I can still see the normal Rift display in the Game window of the Unity editor; this problem only occurs when I build it out.
As these problems are both crucial and unique to their respective platforms, I've rolled back to 0.4.3.1 (with the 1.5 runtime) that still works so that I can continue releasing cross-platform builds. However, I'd be happy to fork my repo and replicate the issues I had in 0.4.4 if it would help answer any questions that lead to identifying bugs in the SDK.
Thanks for all of the hard work that you folks at Oculus continue to put in!
I encountered another issue with the new SDK, when I switched to my Windows machine and built it there: the screen will blink on for a fraction of a second, and then turn black. It also appears to not recognize the Rift in Direct To Rift mode, as the focus window is still one of the desktop windows even with the Rift plugged in and working with the calibration demo. The only way I've been able to get it to work is by unchecking the option to use DirectX 11. It's worth mentioning that I can still see the normal Rift display in the Game window of the Unity editor; this problem only occurs when I build it out.
As these problems are both crucial and unique to their respective platforms, I've rolled back to 0.4.3.1 (with the 1.5 runtime) that still works so that I can continue releasing cross-platform builds. However, I'd be happy to fork my repo and replicate the issues I had in 0.4.4 if it would help answer any questions that lead to identifying bugs in the SDK.
Thanks for all of the hard work that you folks at Oculus continue to put in!
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