I am using SDK 0.8 with the latest nvidia drivers (361.43), attempting
to integrate the SDK into my own engine. Unfortunately, when running
multiple monitors, it seems that ovr_CreateSwapTextureSetGL() always
returns -1006 ("ovrError_ServiceError"). ...
Just so there's a (semi-)answer here, I went out and bought a few
DisplayPort cables so I could hook all of my monitors up to a single
card and this function succeeds. If you have multiple monitors output
from multiple GPUs, it seems this function wi...
No, it's just a simple multi-monitor setup. I should mention, however,
that I am running 3 monitors from two separate 980 GTX cards. Even the
SDK sample fails on the same call, sadly.
Just downloaded this today and it is a neat idea! However, under Windows
8.1 in extended mode there is a type of judder that looks like it might
be caused by not calling DwmFlush() before presenting the back buffer.
Calling that function will tell th...
PC Type: [Desktop]Optimus: [No]GPU: [Nvidia GTX 980]Multi-GPU: [No]Video
Driver: [344.75]OS Version: [Windows 8.1 64-bit]Oculus Runtime:
[0.4.4]Problem: Before updating to 344.75, running in direct mode would
cause apps to update at around 2-3 frames...
glGetError() should totally be called in a
loop.https://www.opengl.org/sdk/docs/man/html/glGetError.xhtmlThe
relevant part:To allow for distributed implementations, there may be
several error flags. If any single error flag has recorded an error, the...