Handling Oculus connected to non-primary graphics device
Hi The app that I'm developing has some graphics problems if the Oculus Rift is connected to the dedicated graphics card but the PC's integrated graphics are also used as the primary device in Windows. I noticed that other apps such as Medium and Quill don't launch in this setup (one shows an error message, the other crashes) Are PC setups like this considered compliant? Can anyone suggest a reliable way of detecting this kind of setup so that I can show a friendly error message? thanks440Views0likes0CommentsDK2 + 1.3 Runtime + Windows 8 + Integrated graphics - is there any way to make this work?
I'm developing on a 4-year old MacMini that's running Windows 8. I haven't updated my Rift Runtime since 0.5; so as I jumped to 1.3 I started getting the "Headset Not Detected" problem - I assume this is because the MacMini doesn't have a dedicated graphics card. I'm deeply in the red on my project; I ran out of funding long ago; so I'm reluctant to buy a new PC. Is there any way to make this work? I'm fine with going back to an earlier SDK and Runtime as long as it will still work for end users, but don't know where to find them. Thanks in advance, Jamie960Views0likes1Comment