cancel
Showing results for 
Search instead for 
Did you mean: 

Oculus 0.7 Runtime and SDK Released!

cybereality
Grand Champion
The 0.7 Runtime and SDK have been released. Please see the release notes for details.

https://developer.oculus.com/downloads/ ... r_Windows/

Please keep in mind that any content authored with SDKs prior to 0.6 will NOT be compatible. If you are a developer, it is highly encouraged you get the 0.7 SDK (or updated Unity packages) and recompile your application. Thanks.
AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
237 REPLIES 237

rezanourai
Honored Guest
"SuppleTeet" wrote:
I also can't seem to get past the "HMD powered off, check HDMI connection" message with my DK2.

Brand new Asus ux501, windows10 x64, GTX 960m, core i7-4720. I installed 0.7 and 355.83. Tried uninstalling and reinstalling both, tried forcing discrete gpu, high performance mode, etc. Still no luck.

When I reboot with everything plugged in as suggested I get hardware noise patterns until I go into the display settings and turn the DK2 screen off and back on.

EDIT: Looks like it's still recognizing it as a monitor when it should not. I tried this viewtopic.php?f=26&t=25924 and it didn't work. I'll play around and see if I can figure anything out.


Can you send your diagnostic logs? Also, it sounds like your laptop may use Optimus, which is not supported at this time.

Anonymous
Not applicable
"DeanONH" wrote:
Working fine here.

Win 10 Pro, NVidia GTX-980M w/ 355.83 drivers

Do you have intel integrated graphics too? Or just the nvidia GPU? I'm starting to think it's the dual graphics that are the problem because the intel card handles the monitors and I can't seem to get it to stop recognizing the dk2 as a monitor

Anonymous
Not applicable
"rezanourai" wrote:

Can you send your diagnostic logs? Also, it sounds like your laptop may use Optimus, which is not supported at this time.

Crap. So... is there a plan to support it in the future? Is there a workaround in the mean time?

Here is a log for ya:

{
"Time": "2015-08-28_12:54:17",
"SDK Version": "0.7.0.0",
"Service Protocol": {
"Major": 1,
"Minor": 7,
"Patch": 0
},
"RemoteProtocolVersion": {
"Major": 1,
"Minor": 7,
"Patch": 0
},
"Service Running Time": {
"Hours": 0,
"Minutes": 6,
"Seconds": 5
},
"System Specifications": {
"Operating System": "Microsoft Windows 10 Home",
"Processor": "Intel(R) Core(TM) i7-4720HQ CPU @ 2.60GHz",
"Graphics Adapters": [{
"Name": "Intel(R) HD Graphics 4600",
"Video Controller RAM (MB)": 1024,
"Driver Version": "10.18.15.4240",
"Video Mode": "3840 x 2160 x 4294967296 colors"
}, {
"Name": "NVIDIA GeForce GTX 960M ",
"Video Controller RAM (MB)": 2048,
"Driver Version": "10.18.13.5583",
"Video Mode": ""
}],
"Total RAM (GB)": 16,
"USB Tree": [{
"name": "Intel(R) 8 Series/C220 Series USB EHCI #1 - 8C26",
"deviceid": "PCI\\VEN_8086&DEV_8C26&SUBSYS_18DD1043&REV_05\\3&11583659&0&E8",
"caption": "Intel(R) 8 Series/C220 Series USB EHCI #1 - 8C26",
"manufacturer": "Intel",
"Devices": [{
"manufacturer": "(Standard USB Host Controller)",
"name": "USB Root Hub"
}, {
"manufacturer": "(Generic USB Hub)",
"name": "Generic USB Hub"
}]
}, {
"name": "Intel(R) 8 Series/C220 Series USB EHCI #2 - 8C2D",
"deviceid": "PCI\\VEN_8086&DEV_8C2D&SUBSYS_18DD1043&REV_05\\3&11583659&0&D0",
"caption": "Intel(R) 8 Series/C220 Series USB EHCI #2 - 8C2D",
"manufacturer": "Intel",
"Devices": [{
"manufacturer": "(Standard USB Host Controller)",
"name": "USB Root Hub"
}, {
"manufacturer": "(Generic USB Hub)",
"name": "Generic USB Hub"
}]
}, {
"name": "Intel(R) USB 3.0 eXtensible Host Controller - 1.0 (Microsoft)",
"deviceid": "PCI\\VEN_8086&DEV_8C31&SUBSYS_18DD1043&REV_05\\3&11583659&0&A0",
"caption": "Intel(R) USB 3.0 eXtensible Host Controller - 1.0 (Microsoft)",
"manufacturer": "Generic USB xHCI Host Controller",
"Devices": [{
"manufacturer": "(Standard USB HUBs)",
"name": "USB Root Hub (xHCI)"
}, {
"manufacturer": "(Standard system devices)",
"name": "USB Input Device"
}, {
"manufacturer": "(Standard system devices)",
"name": "HID-compliant touch screen"
}, {
"manufacturer": "(Standard system devices)",
"name": "HID-compliant vendor-defined device"
}, {
"manufacturer": "(Standard USB Host Controller)",
"name": "USB Composite Device"
}, {
"manufacturer": "Microsoft",
"name": "USB2.0 HD UVC WebCam"
}, {
"manufacturer": "Intel Corporation",
"name": "Intel(R) Wireless Bluetooth(R)"
}, {
"manufacturer": "Microsoft",
"name": "Microsoft Bluetooth LE Enumerator"
}, {
"manufacturer": "Microsoft",
"name": "Bluetooth Device (RFCOMM Protocol TDI)"
}, {
"manufacturer": "Microsoft",
"name": "Microsoft Bluetooth Enumerator"
}, {
"manufacturer": "Microsoft",
"name": "Bluetooth Device (Personal Area Network)"
}, {
"manufacturer": "Wacom",
"name": "Wacom Tablet"
}, {
"manufacturer": "Wacom Technology",
"name": "HID-Compliant Mouse"
}, {
"manufacturer": "(Standard system devices)",
"name": "HID-compliant vendor-defined device"
}, {
"manufacturer": "(Standard system devices)",
"name": "HID-compliant vendor-defined device"
}, {
"manufacturer": "(Standard system devices)",
"name": "HID-compliant pen"
}, {
"manufacturer": "(Standard system devices)",
"name": "HID-compliant digitizer"
}, {
"manufacturer": "(Standard system devices)",
"name": "HID-compliant vendor-defined device"
}, {
"manufacturer": "(Standard USB HUBs)",
"name": "Generic USB Hub"
}, {
"manufacturer": "Oculus",
"name": "Rift DK2 Sensor USB"
}, {
"manufacturer": "(Standard system devices)",
"name": "HID-compliant device"
}, {
"manufacturer": "(Standard USB Host Controller)",
"name": "USB Composite Device"
}, {
"manufacturer": "Oculus VR",
"name": "Oculus DK2 Tracker"
}]
}]
},
"Drivers": [{
"Path": "\\system32\\OVRDisplay64.dll",
"Version": "C:\\windows\\system32\\OVRDisplay64.dll not found"
}, {
"Path": "\\system32\\OVRDisplayRT64.dll",
"Version": "C:\\windows\\system32\\OVRDisplayRT64.dll not found"
}, {
"Path": "\\syswow64\\OVRDisplay32.dll",
"Version": "C:\\windows\\syswow64\\OVRDisplay32.dll not found"
}, {
"Path": "\\syswow64\\OVRDisplayRT32.dll",
"Version": "C:\\windows\\syswow64\\OVRDisplayRT32.dll not found"
}, {
"Path": "\\system32\\drivers\\RiftEnabler.sys",
"Version": "C:\\windows\\system32\\drivers\\RiftEnabler.sys not found"
}, {
"Path": "\\system32\\OVRDisplay32.dll",
"Version": "C:\\windows\\system32\\OVRDisplay32.dll not found"
}, {
"Path": "\\system32\\OVRDisplayRT32.dll",
"Version": "C:\\windows\\system32\\OVRDisplayRT32.dll not found"
}, {
"Path": "\\system32\\drivers\\OCUSBVID.sys",
"Version": "1.0.11.0"
}],
"Video Device Tree": [{
"Name": "NVIDIA GeForce GTX 960M ",
"VRAM (MB)": 1995,
"Monitors": [{
"Name": "\\\\.\\DISPLAY1",
"Width": 3840,
"Height": 2160,
"Refresh Rate": 60
}, {
"Name": "\\\\.\\DISPLAY2",
"Width": 1920,
"Height": 1080,
"Refresh Rate": 75
}]
}, {
"Name": "Intel(R) HD Graphics 4600",
"VRAM (MB)": 112,
"Monitors": []
}, {
"Name": "Microsoft Basic Render Driver",
"VRAM (MB)": 0,
"Monitors": []
}],
"Devices": []
}

Scawen
Heroic Explorer
"ejz6837" wrote:
I am getting judder on the demo scene with 0.7. This is the same judder that was present with 0.6 but was fixed with 0.6.0.1. It shows on all apps. I had hoped to never see it again 😞 I tried 0.7 on windows 8.1 and 10 and it's even worse on 10. 355.83 drivers.
I'm interested to know if your case is the same as mine. If you restart the computer, do you get one run where there is no judder? Special thread in "Reporting Issues" : viewtopic.php?f=34&t=25914
Live for Speed - www.lfs.net

MikeF
Trustee
Just updated to suggested nvidia driver version and updated to 0.7 runtime.
In the config utility i'm getting the error "Failed to obtain exclusive access of direct display"
I can launch the demo scene but its just a blank window onscreen and the rift remains in standby
running a 970 here, any help would be greatly appreciated

markbitbaboon
Honored Guest
I see no errors apart from not being able to find OVRDisplay64.dll (from the config util about page) .. can you confirm once and for all if this is normal on Win10?

I see no errors in the log file, the config util correctly identifies the DK2 being turned on/off but whatever happens the HMD has no display.
If I run the demo scene, I sometimes see the scene in the mirror view (most of the time its just a blank white display), no input or update takes place.
I have removed all other peripherals from my machine stripping it back to just the nvidia 970 with no other USB devices (barring the mouse and keyboard), uninstalled all drivers, reinstalled the correct NVidia drivers, and then the 0.7 install (with nice, methodical reboots) in multiple configurations but to no avail.
I did find that installing the nvidia drivers while the 0.7 runtime was already installed resulted in my HMD being picked up as my default display and showing my desktop until a reboot .. this is similar to what other users have reported.

Everything says its working, I just get nothing on my HMD when its supposed to be working.

For reference, I moved the DK2 to my secondary windows 8 dev machine with 0.6 and its all fine (not hardware fault).

Any help is appreciated

ejz6837
Explorer
"scawen" wrote:
I'm interested to know if your case is the same as mine

Mine is not a terrible stutter, it's like a random skip as if the fps dropped below 75 for an instant. Happens when panning and looking up and down. Rebooting doesn't change it. Only 0.6.0.1 is judder free for me.

DeanONH
Protege
"SuppleTeet" wrote:
"DeanONH" wrote:
Working fine here.

Win 10 Pro, NVidia GTX-980M w/ 355.83 drivers

Do you have intel integrated graphics too? Or just the nvidia GPU? I'm starting to think it's the dual graphics that are the problem because the intel card handles the monitors and I can't seem to get it to stop recognizing the dk2 as a monitor


Yes, I have Intel Integrated graphics. I also have a pushbutton that allows me to select either the intel integrated graphics or the nVidia GTX-980. The button triggers a restart and toggles between the 2 graphics modes. It is one or the other, not both.

Anonymous
Not applicable
"DeanONH" wrote:
"SuppleTeet" wrote:
"DeanONH" wrote:
Working fine here.

Win 10 Pro, NVidia GTX-980M w/ 355.83 drivers

Do you have intel integrated graphics too? Or just the nvidia GPU? I'm starting to think it's the dual graphics that are the problem because the intel card handles the monitors and I can't seem to get it to stop recognizing the dk2 as a monitor


Yes, I have Intel Integrated graphics. I also have a pushbutton that allows me to select either the intel integrated graphics or the nVidia GTX-980. The button triggers a restart and toggles between the 2 graphics modes. It is one or the other, not both.

Sweet. Is that something that came with your machine or did you install it separately? If separate can you point me toward it? Thanks.

Artist3d
Member
You know with all due respect to Oculus for moving on to greater performance and improvements and despite all I have read about why Oculus decided to move forward with this exclusive .7 runtime/SDK update, I am reasonably sure I am not alone in voicing some chagrin at the vast number of hours developers have put into their projects only to find that no concern was given to backwards compatibility of ANYTHING previously created.

It is like we are back to 'ZeroPoint Day 1' with nothing to show. We are all in a difficult situation of either updating and only seeing a few new or renewed projects or dialing back to the earlier runtime with no ability to see anything new! This limbo state has been imposed rather than planned with regard to developers' countless hours of work.

As of yet I have not succeeded in even seeing the demo so perhaps I am missing the shock and awe of why this upgrade is so important to performance but I am continuing to try and find out why it is crashing even on the most recent release of Titans of Space. I see the device is acknowledged and successfully updated yet blank to everything I try. I am sure I will get it sorted out through support but that is not the point I am making.

It seems the upgrade may even disallow the use of any older computer system not completely optimized with the latest and expensive hardware whereas many of us were happy with our current systems. It is still a pre-release subject to all kinds of similar changes down the road despite promises to the contrary. From what I am seeing here, there are a myriad of people showing that this update has not a few issues left to resolve. Just saying why such a complete disregard for any backward compatibility?

I will update the App I am working on and hopefully see the full splendor of what has improved. I am optimistic it is all eventually worth it, so please don't get me wrong.