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digital
12 years agoExplorer
SDK 0.4.0 and DK2 - DirectToRift not working
Hi:
I just received my DK2 today and have had the chance over the last couple of days to integrate the new SDK. For some reason the specific DirectToRift.exe does not launch? Does not appear in the task bar or anything.
Any thoughts?
Regards:
John
I just received my DK2 today and have had the chance over the last couple of days to integrate the new SDK. For some reason the specific DirectToRift.exe does not launch? Does not appear in the task bar or anything.
Any thoughts?
Regards:
John
27 Replies
Replies have been turned off for this discussion
- digitalExplorerIt appears any DirectToRift executable does not work for me. I just tried My Neighbour Totoro (DK2 version) and it has the same issue. I am running a R9 290X GPU. In the docs is mentions Direct Mode - OpenGL does not work with AMD cards. Could this be related? Unity uses DX9 does it not?
Regards:
John - JonDadleyHonored GuestUnity will use DX11 if the developer specifies. However, OVR have stated that there's a bug with DX11 mode that causes it to crash so I think most devs are building at DX9.
- FredrumExpert ProtegeSo is Unity meant to be able to render straight to the Rift by just hitting the play [>] button?
(I mean not building and running the DirectToRift exe)
I also don't seem to be able to 'play' in Extend Desktop mode and have anything appearing in the dk2.
It seems I have to Build and run DirectToRift exe to view the game running?
Cheers
Fred - drashHeroic Explorer
"fredrum" wrote:
So is Unity meant to be able to render straight to the Rift by just hitting the play [>] button?
(I mean not building and running the DirectToRift exe)
I also don't seem to be able to 'play' in Extend Desktop mode and have anything appearing in the dk2.
It seems I have to Build and run DirectToRift exe to view the game running?
Cheers
Fred
I am also having problems 'playing' a game inside of Unity. I even followed this guide, but it's not working at all for me. For now I've just been building to test, but yeah that's not ideal at all. - vrdavebOculus StaffDoes it help to switch to extended dispay mode and run the naked application executable with "-adapter N" where N is the adapter number of your DK2?
- FredrumExpert Protege
"vrdaveb" wrote:
Does it help to switch to extended dispay mode and run the naked application executable with "-adapter N" where N is the adapter number of your DK2?
If you are referring to the .exe generated by a Build run then that was already working? I could run the _DirectToRift.exe files fine and they played ok (in my simple scenes).
What doesn't seem to work is playing your scene straight from within Unity without building just by pressing the [>] in the top centre of screen. This is much much quicker and also lest you pause and inspect things etc.
I have tried clicking the 'Mirror To Display' check box on the OVRCameraController.
Cheers
Fred - vrdavebOculus StaffCurrently the editor's game view will only render if you've selected D3D9 (uncheck "Use Direct3D 11" under Edit > Project Settings > Player) and choose "Free Aspect" in the drop-down at the top-left of the Game view. If you still don't see an image there, are there any exceptions in the Console view?
- FredrumExpert ProtegeNope, no Dierect 3D 11 ticked.
Yep, Free Aspect chosen in my one Game tab settings. (Also tried 16:9)
Nope, no errors or warnings in the console. - zwickarrHonored GuestSo I was able to get DK2 to work inside Unity editor. I too followed the steps at (http://talesfromtherift.com/getting-started-with-unity-and-oculus-rift-sdk-0-4-0/) with no luck.
I did put my display mode in "Extend Desktop to HMD", went into my Nvidia control panel, and set the orientation to "Portrait" on the Rift DK2". loaded up Unity (4.3.3 in my case), With only 1 game window, I set it to free aspect and moved it over to the Rift display, then maximized it.
I found that if you remove the right lens you can see the screen better if you need to grab the window and move it back.
When I add a second Game window, the 2nd game window goes black or grey, but the game window still on the Rift if fine. Although it is very jerky, even though the frame rate is 60. Tested with the Tuscany demo scene. I made sure Vsync was on, and its still very jerky. - DhrogHonored GuestI have the same problem.
Extended mode is out of sync and plagued by judder. No matter how high the frame rate is.
I'm not sure if this is a vsync problem. Rift and all other screens are set to 75Hz. Aero is deactivated.
I used the workaround described above, moving the game window to the extended rift screen and then maximize it.
If i open a second game window it stays black or grey.
All demos i tested so far in extended mode are out of sync and plagued by judder. They are working fine when the Rift is the primary screen and demos are run in fullscreen.
Has anyone tested the latest p2 version of unity? The startscreen option sticks to "hidden" in my project. Can't change it. Did not have the time to test it in another project. But i am wondering if someone can confirm this behavior?
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