Cannot run OculusDebugTool.exe & Black screen when trying to enter Link Rift via Device
Hi there, i am currently experiencing 2 issues. The first is that whenever i connect via my link cable to the Quest 2, after attempting to enter PCVR through the link button from the quest 2 device, all i see is a black screen or sometimes 3 dots. I have been told a solution to this is to reduce the resolution on the oculusdebugtool, however, when attempting to run this tool in the oculus-diagnostics folder, i get an error message which reads: "Unable to connect to service. Unable to locate LibOVRRT symbol: ovr_GetControllerPositionUncertainty Error code:-3023 Version: 23.0.0.43.517. Does anyone have any idea how i can solve these problems? It would be much appreciated :D!!1.6KViews0likes1CommentOCULUS QUEST DEBUGING
Hi to everyone, is the first time for me trying to create a unity VR project and especially for oculus quest. I want to get the debug.log from the headset in order to access the rotation, accelerometer, etc. and make my life easier in general. To make it more clear, wouldn't cast the view of the headset, i would like to take the debug when i run the application. I tried a lot through adb and "oculus remote control" but nothing work. Do you guys, have any idea how can i move forward on this?? Thanks in advance! Dimitris Kanoutas16KViews0likes2CommentsOculusTrcValidator fails and OculusDebugTool crashes
I am trying to test an app using the OculusTrcValidator before uploading it to the Oculus Store. When I run the Validator: $ ./OculusTrcValidator.exe --path "/c/Program\ Files/High\ Fidelity\interface.exe" -v Almost all of the tests fail like this: Starting TestSdkVersion Sending message to OAF: {"requestData":{"wearing_hmd":true},"requestName":"/life_cycle/proximity_sensor","sequenceId":"128"} Response from OAF: {"messageType":"RESPONSE","payload":{"value":"OK"},"payloadType":"PLAIN_STRING","sequenceId":"128","timestamp":"1540425588143"} ERROR: Application launch was cancelled ERROR: Setup test failed because application couldn't be started. HRESULT: 1223 Cleaning up... Sending message to OAF: {"requestData":{"wearing_hmd":false},"requestName":"/life_cycle/proximity_sensor","sequenceId":"129"} Response from OAF: {"messageType":"RESPONSE","payload":{"value":"OK"},"payloadType":"PLAIN_STRING","sequenceId":"129","timestamp":"1540425588219"} Test FAILED The same thing happens when I try to validate an app that I've downloaded from the Oculus Store, so it's not an issue with the application I'm testing. I've tried to use the OculusDebugTool GUI to do it, but it crashes very quickly if I open "Validate App" and try to do anything (choose a file, select a test, run, etc.). Does anyone have any advice? Thank you.4.6KViews1like24CommentsFrame loss capture tool causing frame loss?
As the title says when I activate the frame loss capture tool (Ver 1.35.00) it uses around 26% of my CPU, this is causing frame loss. Is anyone else having this problem? I am trying to validate my build before I submit to the store but because this tool is so processor heavy I am getting false readings, if I have someone watch the task manager and resource monitor in windows while I play, I average 50% cpu usage with short spikes on loading of 75%, gpu sits under 50% at all times. It feels butter smooth, but with the frame loss capture tool running it jumps and stutters.815Views0likes1CommentOculus Tray Tool and Oculus Debug Tool doesn't work for improving the graphics
Hi Guys, I'm busy working on a project which requires the Oculus Rift in Unity. I would like to show a 360° video in a room in Unity3D. I noticed that de graphics looks a bit blurry in the oculus, while the graphics in the game window of unity looks great. For our 360° video we're using 4K and 8K material. I've tried to adjust the bits per frame in the Oculus Debug Tool from 1.0 up to 2.0 but that didn't changed anything in my opinion. Also I tried the Oculus Tray Tool to do the same thing with supersampling but the result is the same. I've wachted many tutorials but still my graphics are blurry. Even in de Oculus menu and in the runtime of Unity3D. To make it more clear i've tried to simulate the footage comparing to the game window and the Oculus view. I'm running the oculus on: Windows 10 Enterprise Processor: Intel Core i7-5820K 3.30 GHz Graphics Card: GeForce GTX 1080 Is there an other method or has anyone the same problem, but with a solution please let me know.1.9KViews0likes0Comments[2018] Developing for Rift without a headset in 1.24, Oculus Debug Tool not working
Soooo I used to work with my development while I am outside using the method referred by @Ybalrid in this link. https://forums.oculusvr.com/developer/discussion/35639/developing-for-rift-without-a-headset But it seems everything get different after oculus runtime 1.3 or 1.4 or so. Now I try the same way, toggle the "Debug HMD Type" to "CV1", and it just now work anymore. I see a windows pop out really quickly and just disappear right away. I think that should be the debug hmd windows that supposed to stay there and display the oculus home without shutting down. (like down below, it is taken one year ago) And weird thing is oculus app said that the headset is connected (which is right indication), and graphic card begin to run loudly (which is also right indication, cuz Oculus home panel does take a lot on graphic rendering) I assume it is running correctly, but why the debug hmd windows disappear? and I cannot run the OculusMirror as well. So any idea to make it work again?466Views0likes0CommentsOculus Debug Tool - Automation/Command-Line Arguments?
Hi, I want to run automated performance testing for a project, and ideally on a machine that doesn't require a headset plugged in (so one isn't permanently unavailable for developer use!). I found the Oculus Debug Tool with the "Debug HMD Type" setting. However, I'd like to know if there is any way of accessing this functionality from code (an SDK call to enable it?) or any command line arguments we can pass to automatically start the debug tool in CV1 mode before we do an automated test. Thanks!1.5KViews0likes0Comments