Forum Discussion
davehampson
11 years agoHonored Guest
Unity 4.5.2p2 released with "output to monitor" option
Hi guys,
I know there have been problems using Unity in the past with getting the image to output to the Rift monitor, requiring the '-adapter' command line option, so I just wanted to let you know about our new patch release of Unity 4.5.2p2 which has a whole rewritten way of handling fullscreen modes on Windows, and lets you select the output monitor.
http://forum.unity3d.com/threads/unity-patch-releases.246198/#post-1711628
We are very interested to hear feedback, hopefully this improves using Unity and the Rift DK1 and DK2.
Please let us know either here, or on the subreddit post I made:
http://www.reddit.com/r/oculus/comments/2bzm9d/unity_452p2_released_with_option_to_select_output/
Or on this thread here on the Unity forums:
http://forum.unity3d.com/threads/the-oculus-rift-experience-tell-us-what-you-think.228197/
If you find a bug, please report a bug with the Bug Reporter ( http://answers.unity3d.com/questions/578888/how-can-i-report-a-bug-most-effectively.html ), and post the bug number here (so we can avoid any duplication)!
Thanks everyone!
Direct link to Windows installer:
http://beta.unity3d.com/download/8354998877/UnitySetup_update-4.5.2p2.exe
Dave
I know there have been problems using Unity in the past with getting the image to output to the Rift monitor, requiring the '-adapter' command line option, so I just wanted to let you know about our new patch release of Unity 4.5.2p2 which has a whole rewritten way of handling fullscreen modes on Windows, and lets you select the output monitor.
http://forum.unity3d.com/threads/unity-patch-releases.246198/#post-1711628
We are very interested to hear feedback, hopefully this improves using Unity and the Rift DK1 and DK2.
Please let us know either here, or on the subreddit post I made:
http://www.reddit.com/r/oculus/comments/2bzm9d/unity_452p2_released_with_option_to_select_output/
Or on this thread here on the Unity forums:
http://forum.unity3d.com/threads/the-oculus-rift-experience-tell-us-what-you-think.228197/
If you find a bug, please report a bug with the Bug Reporter ( http://answers.unity3d.com/questions/578888/how-can-i-report-a-bug-most-effectively.html ), and post the bug number here (so we can avoid any duplication)!
Thanks everyone!
Direct link to Windows installer:
http://beta.unity3d.com/download/8354998877/UnitySetup_update-4.5.2p2.exe
Dave
10 Replies
Replies have been turned off for this discussion
- moltonExplorerThanks so much for the Rift specific attention, I'll go get 4.5.2p2 and check it out.
- drashHeroic ExplorerThanks Dave, I appreciate the post and the patch!
- PoddenProtegethanks, I will try that tomorrow. The "DirectToRift.exe" actually works very well for me but many testers of our game experienced problems with it so this is a very welcome feature!
- PoddenProtegeHey Dave,
the Display switching works very well! However unity seems to use only the display refreshrate of the primary monitor to vsync the picture. So when I'm using a normal 60hz monitor with the 75hz DK2 as second screen, Unity still uses a 60hz target for vsync resulting in an extremly juddering movement.
I have to use the Rift as primary monitor to get a 75hz vsync target which is really unhandy.
Can you fix this, too?
Thanks in advance - zwickarrHonored Guest
"Podden" wrote:
the Display switching works very well! However unity seems to use only the display refreshrate of the primary monitor to vsync the picture. So when I'm using a normal 60hz monitor with the 75hz DK2 as second screen, Unity still uses a 60hz target for vsync resulting in an extremly juddering movement.
I have to use the Rift as primary monitor to get a 75hz vsync target which is really unhandy.
Thanks in advance
Ahh thats why it was juddering, thanks for finding this! at least we have a work around now. - davehampsonHonored Guest
"Podden" wrote:
Hey Dave,
the Display switching works very well! However unity seems to use only the display refreshrate of the primary monitor to vsync the picture. So when I'm using a normal 60hz monitor with the 75hz DK2 as second screen, Unity still uses a 60hz target for vsync resulting in an extremly juddering movement.
I have to use the Rift as primary monitor to get a 75hz vsync target which is really unhandy.
Can you fix this, too?
Thanks in advance
Good spot: I'll pass this on to the graphic team!
Just a heads up, another bug has been found in this version (4.5.2p2) where fullscreen mode is launched on the leftmost window instead of the primary window (the bug ID is 624109 for my own reference).
The bug only occurs when you don't show the resolution dialog.
Should be fixed in the next patch. - JonDadleyHonored GuestThanks for the hard work Dave. Any ETA on the next patch?
- PoddenProtegeOkay I'm fiddling around with that and figured out how to get 75fps without oculus as primary monitor:
Just set vsync count to "don't sync" in unity quality settings and put
Application.targetFrameRate = 75;
in one of your Start or Awake Calls.
You can check for DK2's camera first to prevent 75hz on DK1 and other displays.
But this seems not as smooth as the oculus demoscene in the config tool or making the rift primary display.
The bug you described does not appear here. Oculus is the right display (2 total) and after setting the right display as primary (holding shift when clicking exe to get the resolution dialog) unity saves this setting for the next start. Works very well! - ElecmanExplorerNot sure if this is related, but now G-Sync doesn't work anymore with any Unity build. Tested on a Asus ROG Swift monitor and a 780ti.
- GoesTo11ProtegeIs this included in any of the 4.6 beta releases?
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 2 months ago
- 1 year ago
- 2 months ago
- 9 months ago