Build test result is Failed only on Win7
Hello! Our game cannot pass the Oculus build test system for 6th time because it says the game crashes at launch on Win7 (we develop the game on Win7 lol) but working good on Win8 and Win10. I've tried to include all prerequestes and upload build via cmd/web with different params on different engine versions (UE 4.15, UE 4.16). I've contacted Oculus support but they don't want to give me the log files so I can't investigate it :( Can someone advice something?999Views0likes3CommentsUnity 5.4.1 + Oculus runtime 1.8 application not launching on Windows 7
Hi everyone! We are developing a multiplayer VR application using Unity and our last development setup consisted of: DK2 + runtime 0.8 + Unity 5.3.4f1 running on Windows 7 SP1 machines. Now that setup is completely out of date and we decided to make an update to Unity 5.4.1f1 and latest (1.8 as I can see) Oculus runtime. Now we've already spent a couple of days trying to figure out what's wrong. Although everything is running with the HMD in the Unity editor on the development PC (Windows 10), when I make a build and load on to the testing computers it shows up only on the monitor and not DK2. I have tried with home turned on and off first etc. VR enabled is on and plays fine in unity editor, I have allow 3rd party apps checked and all the other elements I am not sure why my build won't enable the headset. Thanks!861Views0likes2Commentssetting up oculus DK1 on win7
hello everyone, I have an Oculus Rift DK1 which I'm trying to setup on win7 without success (drivers installation, I presume), I've searched on the website for references about DK1 setup but it seems it's been completely forgotten and the latest 1.7 runtime now complains about my hardware which months ago was perfectly good. So can someone please refer which package is the last reported one working for DK1 @win7? I'm just interested in running older demos like aaaaAAaaAaaACULUS or Alone in the rift, thank you everyone2.5KViews0likes4CommentsOculus SubmitFrame & glutSwapBuffers
Hi, I am seeing a weird behavior with some performance numbers and was wondering if anyone has a good explanation/or idea of what ovr_submitFrame is doing internally. So I have this flow (the blit's are copying pre-oculus fbo to screen, NOT the mirrored): Draw (~8ms) > Blit (0.1ms) > SubmitFrame > glutSwapBuffers (1.0ms) where swap buffers is taking 1ms if it's run after submitframe. The whole app time (pre-submitframe time - post-submitframe time) takes about 9.5ms. But if I do the following: Draw (~8ms) > Blit (0.1ms) > glutSwapBuffers (0.1ms) > SubmitFrame glutSwapBuffers only takes 0.1ms and the whole app time is only 8.5 ms. Why is running swapbuffers before submitframe faster than right after? Submitframe shouldn't have any impact on fbo0 does it? This is on windows 7, oculus sdk 1.3.0, cv1 & freeglut (glutSwapBuffers is just calling window's opengl swapbuffers function internally; checked the source) Thanks1.9KViews0likes8Comments