Oculus Rift S Black Screen on Initial Setup
My Oculus arrived yesterday and while I was going through the set up process I cannot get past the "Continue Set up in VR" Screen shows nothing in the headset just darkness but the sound works fine. When I skipped the process and tried to play a game anyway I was able to see some of the games on my computer screen but still nothing in my headset Headset displays White light in within the headset and blue light on the exterior The devices all say Connected and Active I already done the following task: - Repair Oculus setup - Update Nvidia Driver - Disable USB power management standby in USB 3 root in device manager - Update Oculus driver - Remove headmask and reconnect the cable after 5 seconds. - Change usb 3.0 port and DP port. -I Tried to update the windows driver to 1903 (Not Compatible) - I made sure the cables are in the proper placements and tried different 3.0 USB ports and unplugged them all before plugging the Rift back in I still always have black screen in my headset and i can' t do the setup. Please someone help me I really wanna try this thing out My computer Specs: CYBERPOWER PC Inter Core i5-9400F 2.9 GHZ, NVIDIA GeForce GTX 1660 6GB, 8GB DDR4 240GB, 1 TB HDD, WIFI Ready965Views0likes3CommentsOculus using integraded GPU instead of Nvidia GPU
Hello everyone! I recently bought a Oculus Quest 2 and I have been having trouble with it. If I want to use my Oculus for Airlink it links and then it starts lagging so extremely much. Something around 1 or 2 frames per second probably. I can't play Beat Saber trough my Oculus or any other not Oculus store games. I have already tried several solutions that helped other people but nothing helps. Before you start typing my specs are not good enough, they are. It has been brought to my attention that my GPU is probably the problem. Oculus is using the integraded GPU from my computer instead of my Nvidia RTX 2060 GPU. Does anyone know how to fix this? I'm tired of not being able to enjoy my Oculus. If someone knows how to help please let me know Thankyou!2.3KViews0likes2CommentsSDK 0.0.0 and İnfinite loading screen
Hello, Im developing a vr game. İt was working just fine. I have Buy a SSD and clean win10 at it. my program now just dont launch. I have try xr-plugin , manual OVRPlugin but not working. İf I enable any of them unity returns me "Unable to load OvrPlugin.dll" or a crash. İf I dont my game start at unity but stuck at loading screen on Rift S. I tried a new project with oculus integration packages "Room" scene but same thing happened. As you can see bellow there is "SDK v0.0..0" is this problem about it? how can ı install/update this. Unity v2020.2.0b14, Oculus Utilities v1.55.0, OVRPlugin v1.55.0, SDK v0.0.0. UnityEngine.Debug:Log (object) OVRManager:InitOVRManager () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1246) OVRManager:Awake () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1404)750Views0likes0CommentsMultiple Apps Running Without Focus
tl;dr Best way to run a program that accesses head position while a different program is 'in focus'? I am beginning (play nice, I have no VR dev experience yet) VR development on an application for my honours project 'Creating a VR driving simulator and analysing head movement in VR'. My main goal as far as an actual application is a program that tracks head position during a session and stores it in a usable data format. I need to be able to run this program while the user is playing a session of 'City Car Driving'. So the app needs to have realtime access the sdk while it is not in focus, or it needs to be an 'overlay' or 'underlay' to the program that's already running. Is this accomplishable? Or do I need to go about it some other way? Thank you, Otto971Views0likes1CommentThe Windows SDK version 10.0.10586.0 was not found
I was following the PC SDK getting started guide, and progressed relatively smoothly until I tried to run the demos in the samples file Samples/Projects/Windows/VS2015/Samples.sln in Visual studio 2015. I encountered the error "The windows sdk version 10.0.10586.0 was not found." I followed the steps to correct it in the guide as well: I followed the instructions: edit Project Properties → General → Target Platform Version and changed the version to 10.0.15063.0, which was the windows 10 SDK on my computer. However, with this, the same exact error remained, "The windows sdk version 10.0.10586.0 was not found." So I went even farther, going into the Windows10SDKPaths.props file, and changed all 6 instances of 10.0.10586 to 10.0.15063. However, the same exact error popped up once again. I've tried closing Visual studio and restarting my laptop between steps, however, the result is still the same. Can you please advise on how to fix this? Thanks in advance.24KViews0likes8CommentsOculusSDK causing application crash on exit
Windows 10, Visual Studio 2010 C++ OculusSDK 1.8.0, firmware version 7.9 GeForce GTX 1070/PCIe/SSE2, OpenGL Version: 4.6.0 NVIDIA 398.11, GLSL Version: 4.60 NVIDIA It seems that something has changed just in the past few days (as of 2018-08-23) that's causing our application to crash on exit. We wrap the OculusSDK 1.8.0 in our own DLL that we load at run-time via LoadLibrary, depending on application configuration options. (The application supports various VR tracking and display environments; the Oculus Rift is one option.) As of today, the application crashes on exit, only if the OculusSDK has been opened, and only in the release build; the debug build does not crash. This happens whether or not we explicitly call FreeLibrary for our DLL at program exit. The OculusSDK logs these status messages in our console window: [ At startup, we open with ovr_Initialize (nullptr) ] 23/08 19:07:20.832 {INFO} [Kernel:Default] [CAPI] LibOVR module is located at C:\Program Files\Oculus\Support\oculus-runtime\LibOVRRT64_1.dll 23/08 19:07:20.835 {INFO} [Client] Connected to the server running version (prod = 1).1.29.0(build = 651191) feature version = 0. Client runs version (prod = 1).1.29.0(build = 0) feature version = 0 23/08 19:07:20.838 {DEBUG} [Kernel:Default] [HMDState] Using default profile default 23/08 19:07:20.838 {INFO} [Kernel:Default] IAD changed to 64.2mm 23/08 19:07:20.839 {DEBUG} [SharedMemory] Creating factory 23/08 19:07:22.178 {DEBUG} [D3D11_CliCompositorClient] CliD3D11CompositorClient::initialize 1 23/08 19:07:22.220 {DEBUG} [KMTSyncObject] Creating KMTHandle 0x0d2fc4d0 23/08 19:07:22.222 {DEBUG} [KMTSyncObject] Creating KMTHandle 0x0d2fc610 23/08 19:07:22.222 {DEBUG} [KMTSyncObject] KMTHandle::Create hDevice=0x80000380 23/08 19:07:22.222 {DEBUG} [KMTSyncObject] KMTHandle::Create hContexts[0] = 2147485504 23/08 19:07:22.222 {DEBUG} [KMTSyncObject] KMTHandle::Create hContexts[1] = 2147485824 23/08 19:07:22.286 {DEBUG} [D3D11_CliCompositorClient] CliD3D11CompositorClient::addGLRef 2 23/08 19:07:23.552 {INFO} [Kernel:Default] [HMDState] Detected the active window handle changed to 111af0ll 23/08 19:07:28.635 {WARNING} [Tracking:Filter] Prediction interval too high: 0.101367 s, clamping at 0.100000 s [ The application runs well, with a good frame rate. I can move and resize the on-screen mirror window. Everything renders well in the Rift and on-screen. The test scene averages well over 100 frames per second, so the initial high prediction interval seems to be a startup fluke. ] [ At exit, we close with ovr_Destroy (m_Session) and ovr_Shutdown() ] 23/08 19:07:31.115 {DEBUG} [D3D11_CliCompositorClient] CliD3D11CompositorClient::release 2 23/08 19:07:31.117 {DEBUG} [D3D11_CliCompositorClient] CliD3D11CompositorClient::release 1 23/08 19:07:31.117 {DEBUG} [D3D11_CliCompositorClient] Unblocking monitored fence 23/08 19:07:31.121 {INFO} [Kernel:System] Graceful shutdown: OnThreadDestroy 23/08 19:07:31.121 {INFO} [Kernel:System] Graceful shutdown: OnSystemDestroy 23/08 19:07:31.121 {DEBUG} [SharedMemory] Destroying factory 23/08 19:07:31.121 {DEBUG} [Kernel:Default] [Client] Disconnected 23/08 19:07:31.121 {INFO} [Kernel:System] Graceful shutdown: Stopping logger At program exit, it dies in the Windows function __tmainCRTStartup(void) (in crtexe.c): A problem caused the program to stop working correctly. All of our C++ wrapper class close and d'tor functions appear to return successfully. I have wrapped the entire body of our main function in try {} catch() {}, but it fails to catch this exception. I have put a 10-second sleep just before the program exit, but that merely delays the crash; it does not avoid it. The console messages and the crash are all new behavior that I did not see (or notice) just a few days ago. The crash is definitely a new behavior. This application has not changed during that time. Judging from those console messages, it seems that maybe some Oculus resource isn't shutting down properly -- and that maybe somebody has been struggling with that. The fact that it crashes in the release build, but not the debug build, suggests that maybe something has not been initialized properly (e.g., to zero). Maybe the debug build initializes it; or maybe the lower degree of optimization avoids some memory corruption. Maybe there's a dangling reference to SharedMemory. Maybe the logging itself is causing the crash. I did not request logging, and in fact tried to explicitly disable it with ovrInitParams init_params = { 0, 0, nullptr, 0, 0 }; ovr_Initialize (&init_params) but the logging messages still appear in the console window. The appearance of the logging messages correlates with the crash-at-exit behavior: they're both new. Please advise. Thanks. -- Ted Hall <twhall@umich.edu>Solved3.9KViews0likes5CommentsPossibility of projection in other devices.
Hello, my name is Luiz, I'm working on a research project and I'm using the new "Samsung Gear", I wonder if there is any possible method of designing the VR vision on some computer or projector, do you need any specific software? what should I do?I am using a Samsung NOTE 4.Any help is welcome, anyone who can give me a little help, thank you.667Views1like0CommentsBuild uploaded to Alpha channel shows as "Not Valid" in Oculus client
I've created a test application on the dev portal, set myself as a developer, entered a bunch of metadata, and uploaded a dummy build to my Alpha channel. The dev portal reports that the upload and processing were successful, and the app shows up in my Oculus client's Not Installed list, but there's a big X over the cover image and the message "Not Valid". If I go into the app's details, everything looks right except version number/release notes, which is blank. I tried uploading the Oculus World demo as a build to see if it was something specific to the exe or folder layout, but that yields the same result. Is there any way to tell what is wrong with it?Solved3.8KViews0likes7CommentsAll I want is to download the F-ing 0.4.1 runtime / configuration utillity. Why is it not available?
All I want is to download the F-ing 0.4.1 runtime / configuration utillity. Why is it not available? ANYWHERE! Don't tell me to go download the new one because that is not an answer. I just want the god damn file, why is that so f-ing hard to understand?544Views0likes0CommentsVisualising medical image data
I'm interested in visualising medical image data with my Rift, but unsure of the best way to do this. Ideally, I would like to be able to rotate, translate and zoom with the game pad or touch controllers, or otherwise just watch a pre-recorded fly-through as a demo. The first thought I had was that some of the software I use (in particular Amira on Windows 10) has support for 3D visualisation, such as raw stereo (OpenGL) and split screen horizontal/vertical. Could any of these be easily hacked to be sent to the Rift? For example if the scene for each eye was rendered on a separate area of the screen, could this be captured and used by the Rift? I've had a quick look through the SDK, but couldn't find any quick solutions... Otherwise, are there any apps that will take 3D data (some sort of surface file perhaps?) and allow you to interact with it? Any suggestions very welcome!Solved1.1KViews0likes2Comments