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zulman
11 years agoHonored Guest
Unity 4.6 RC1, Direct to rift with DX10
Hi :) I'm using Unity 4.6RC1 + DK2 + ovr_unity_0.4.3_lib and found strange thing. At tuscany demo, after building with checked "Use Direct 3D 11" (Player Settings -> Other Settings) all works fine in "Direct to Rift" mode. But if it's unchecked after building in "Direct to Rift" mode i have only black screen (at monitor and at DK2 screen). Does it mean that i must to use DX11 for Direct to Rift or it's local problem on my PC?
Thank you :)
Thank you :)
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- zulmanHonored GuestSo many threads at the different forums/sites about black screen problem in Unity with DX10. Any comments from developers will be very usefull and this topic make situation more clear for future developers :)
- zulmanHonored GuestOVRDisplay.cs
public void Update()
{
// HACK - needed to force DX11 into low persistence mode, remove after Unity patch release
if (frameCount < 2)
{
uint caps = OVRManager.capiHmd.GetEnabledCaps();
caps ^= (uint)HmdCaps.LowPersistence;
OVRManager.capiHmd.SetEnabledCaps(caps);
}
UpdateViewport();
UpdateTextures();
}
Maybe someone know something about this Unity patch? - zulmanHonored GuestAlso if i disable VSync but don't check DX11 in Player Settings game will be crashed after launch (crash report in attachement).
Quality Settings are: - TuesdayNinjaHonored GuestHey Zulman -
I'm the Test Engineer for Oculus Integration at Unity. Today is a holiday in the US and my device is at the office, but I'll give these issues a look tomorrow. In the meantime, please throw these issues in a bug report (Help > Submit a Bug Report in the Editor).
Thanks,
Adam D - zulmanHonored GuestThank you, i'm already reported bug #651688. In Unity 4.5.5 the problem is actual too.
Here is reddit topic about this problem, it's interesting http://www.reddit.com/r/oculus/comments/2nkvgj/working_with_direct_mode_in_dx11unity_46ovr_043/
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