Forum Discussion
IronfireDave
11 years agoHonored Guest
Set up for working with DK2 in Unity
Hi all, how are you setting up your system for developing in Unity with DK2?
I love the idea of direct access, a great step forward, but until (if ever?) that works in the unity editor, the DK2 seems even more awkward to me than the DK1 was... unless I'm doing something wrong.
If I duplicate the displays, I get a maximum resolution of 1080x948, which is too small to work with - I don't understand why that's not 1920x1080, and it'd be much more useful if it was - any ideas?
If I extend displays with my main monitor as the 'primary', everything works ok, but the display in the rift is very significantly slower and more juddery.
If I extend displays with the rift as 'primary', the display in the rift is nippy, but then windows becomes practically unusable, with all the menus, icons and any new apps appearing in the rift and needing to be moved with lots of awkward one-eyed peering.
Any advice on optimizing the setup much appreciated - how do the Oculus guys have it configured? I think the main reason it seems more awkward than before is because I used to duplicate, and get a decent resolution (I think?!). Having seen how well it works, I now *really* want direct access mode to work in Unity. I guess at the moment I have to choose between slow rift, awkward windows, or really low resolution.
(BTW: I'm running Windows 8.1)
Thanks,
Dave
I love the idea of direct access, a great step forward, but until (if ever?) that works in the unity editor, the DK2 seems even more awkward to me than the DK1 was... unless I'm doing something wrong.
If I duplicate the displays, I get a maximum resolution of 1080x948, which is too small to work with - I don't understand why that's not 1920x1080, and it'd be much more useful if it was - any ideas?
If I extend displays with my main monitor as the 'primary', everything works ok, but the display in the rift is very significantly slower and more juddery.
If I extend displays with the rift as 'primary', the display in the rift is nippy, but then windows becomes practically unusable, with all the menus, icons and any new apps appearing in the rift and needing to be moved with lots of awkward one-eyed peering.
Any advice on optimizing the setup much appreciated - how do the Oculus guys have it configured? I think the main reason it seems more awkward than before is because I used to duplicate, and get a decent resolution (I think?!). Having seen how well it works, I now *really* want direct access mode to work in Unity. I guess at the moment I have to choose between slow rift, awkward windows, or really low resolution.
(BTW: I'm running Windows 8.1)
Thanks,
Dave
33 Replies
Replies have been turned off for this discussion
- yezzerHonored GuestI'm also wondering this. Whatever I do seems to be quite irritating.
I would LOVE to know what the Oculus devs setup is... there HAS to be better solution!
I also don't want to have to stick the headset on every time I press play - that's just annoying.
Annoyingly my 2nd monitor won't go up to 1920x1080, otherwise perhaps using DK2 in extended mode, with Windows mirroring the DK2 and 2nd monitor would work - that would allow me to place the game window correctly, and just look at the monitor to see the DK2 display. That's how I'm doing DK1 development, anyway... see attached for what I mean.
ovr_setup_2.jpg - IronfireDaveHonored GuestThat's basically what I want, but the rift display is clamped to 1080x948 for some reason. I might try the hdmi splitter again - that was annoying though because half the time the dk1 wouldn't be recognised and I was constantly having to disconnect and reconnect. I only have two outputs on my gfx card. Right now, I haven't even managed to run the Tuscany demo - unity crashes any time I start the Tuscany sample with the rift in extended mode :(. (Unity is up to date, dx11 is disabled, timewarp enabled)
- vrdavebOculus Staff
"IronfireDave" wrote:
how do the Oculus guys have it configured?
We've tested a range of setups, but here is what I usually use: Haswell i7, GTX 780, 16GB, Win7 Ultimate, 2 monitors (no desktop mirroring), DK2, Unity 4.5.2f1. Since I have multiple monitors, I use extended mode to avoid judder. OVRService is running."IronfireDave" wrote:
Having seen how well it works, I now *really* want direct access mode to work in Unity.
We should have a driver update for you soon that should at least make standalone players work well in direct mode. Editor support is a little further out. - yezzerHonored Guest
"vrdaveb" wrote:
"IronfireDave" wrote:
how do the Oculus guys have it configured?
We've tested a range of setups, but here is what I usually use: Haswell i7, GTX 780, 16GB, Win7 Ultimate, 2 monitors (no desktop mirroring), DK2, Unity 4.5.2f1. Since I have multiple monitors, I use extended mode to avoid judder. OVRService is running."IronfireDave" wrote:
Having seen how well it works, I now *really* want direct access mode to work in Unity.
We should have a driver update for you soon that should at least make standalone players work well in direct mode. Editor support is a little further out.
Thanks Dave, that's very helpful. Do you mirror the DK2 and one of your desktop monitors?
edit: oh, you say 'no desktop mirroring' - how do you deal with positioning the Game window in Unity on the DK2? - vrdavebOculus Staff
"yezzer" wrote:
how do you deal with positioning the Game window in Unity on the DK2?
I tear out the Game view, drag it onto the Rift, and maximize. We are working on a better experience here :) - yezzerHonored Guest
"vrdaveb" wrote:
I tear out the Game view, drag it onto the Rift, and maximize. We are working on a better experience here :)
That's the best news I've had all day :)
Do you use two game windows, so you don't constantly have to put the DK2 on? I find it really irritating to have to put that on every time I press Play. Seems like an inefficient workflow. - IronfireDaveHonored GuestAnd do you set the rift screen to be the primary display and deal with the accompanying annoyances, or do you have the monitor as primary and put up with juddering in the rift? Thanks for the info, very glad to hear you guys are aiming to improve it. Right now I just want to get it as good as possible so that I can get on with converting my game to dk2 :)
I generally need to get a better understanding of what time warp and low persistence are and how to make sure my game is working as well as possible (in unity)... - vrdavebOculus Staff
"yezzer" wrote:
Do you use two game windows, so you don't constantly have to put the DK2 on?
I usually only use one Game view, which is on the Rift. We're planning to enable direct mode with mirroring to the Game view, but there isn't an ETA yet."IronfireDave" wrote:
And do you set the rift screen to be the primary display and deal with the accompanying annoyances, or do you have the monitor as primary and put up with juddering in the rift?
On my desktop, the Rift is the third display and one of my LCDs is primary. There is no judder. I'm using Unity 4.5.2f1 in extended mode."IronfireDave" wrote:
I generally need to get a better understanding of what time warp and low persistence are and how to make sure my game is working as well as possible
The integration comes with a best practices guide which should answer some of your questions here. As far as TimeWarp and low persistence, they are basically techniques that reduce latency and simulator sickness. We've discussed them a few times in the forums. Low persistence means an image will disappear quickly after it is displayed so the world doesn't seem to move along with your head. TimeWarp re-projects the rendered image very close to scan-out with the latest available tracking data. Both are enabled by default in the Unity integration and there is some additional discussion about them in the LibOVR reference and developer guide documents. - IronfireDaveHonored GuestThanks Dave, much appreciated again. Some of the (non-direct mode) demos I've tried are definitely a lot slower and more juddery when the rift isn't the primary display, but it may not affect unity/may be be good enough for dev purposes - I have yet to try anything because unity is crashing on me, but I've spent a total of about 10 minutes looking at that problem so am not too concerned yet. Very excited to hear that you guys care about enabling direct mode in unity, because so far that's a stand-out feature of the new software for me, it's really great.
People have been talking about low persistence like it's a special mode, but if it's just a case of making sure my unity game runs at a steady 75fps and figuring out how to build it to run in direct mode, then I guess I'm not too daunted! I'll have a read around the forums. - FredrumExpert ProtegeFor the low persistence, would it be possible to access some kind of confirmation / readout for if it was engaged or not?
Like in the default spacebar info graphic.
Because at certain times I load up my unity scene and things look blurry like in the old days and at other times the movement look crisp as with the low persistence. (same location in a very simple scene)
But I have no way of telling as the frame rate in both cases looked sufficient. It feels a little too much like a magic black box. I think it would be useful for debugging purposes.
Cheers
Fred
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