Help! Can't get a smooth experience
I'm having serious troubles getting DK2 to behave. If anyone could help me get going, I would appreciate it a lot!
What do I have to do to produce a build that will be a nice and smooth experience just like the desk demo?
PROJECT
I'm on Windows 8.1 with Unity 4.5.3, new project, imported oculus unity integration 0.4.1, added the OVRPlayerController prefab to a scene plus a few cubes and spheres.
I'm in extended display mode and whenever I move a game view onto the Rift display it displays nothing but black. But let's save the workflow part for another post...
Now on the OVRCameraController on OVRPlayerController I have the following enabled: usePlayerEyeHeight, enable orientation, enable position, prediction on, time warp.
BUILD
I build for Win x86_64 with run in background and use direct3d 11 both enabled. VSync Count is set to Every VBlank.
Now if I start the normal exe it doesn't come up in Fullscreen, but with one half of the window on my 1080p screen and the other half on the DK2's screen. What's up with that?
DirectToRift exe crashes the first time, then comes up on the wrong screen.
Ok. Switching to Direct mode...
First launch of directToRift crashes again, second launch works, picture is on the correct display, but there is a lot of ugly tearing going on in the center of the view whenever I move my head. How can I fix this? Are you all having the same problem, or is it just me? :(
Here's the full project if you want to have a look: https://www.dropbox.com/s/vn5yfogukhnis4l/DK2Test.zip?dl=0
What do I have to do to produce a build that will be a nice and smooth experience just like the desk demo?
PROJECT
I'm on Windows 8.1 with Unity 4.5.3, new project, imported oculus unity integration 0.4.1, added the OVRPlayerController prefab to a scene plus a few cubes and spheres.
I'm in extended display mode and whenever I move a game view onto the Rift display it displays nothing but black. But let's save the workflow part for another post...
Now on the OVRCameraController on OVRPlayerController I have the following enabled: usePlayerEyeHeight, enable orientation, enable position, prediction on, time warp.
BUILD
I build for Win x86_64 with run in background and use direct3d 11 both enabled. VSync Count is set to Every VBlank.
Now if I start the normal exe it doesn't come up in Fullscreen, but with one half of the window on my 1080p screen and the other half on the DK2's screen. What's up with that?
DirectToRift exe crashes the first time, then comes up on the wrong screen.
Ok. Switching to Direct mode...
First launch of directToRift crashes again, second launch works, picture is on the correct display, but there is a lot of ugly tearing going on in the center of the view whenever I move my head. How can I fix this? Are you all having the same problem, or is it just me? :(
Here's the full project if you want to have a look: https://www.dropbox.com/s/vn5yfogukhnis4l/DK2Test.zip?dl=0
