OculusTrcValidator 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.814Views0likes1Comment[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