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Up and Coming
August 28, 2014

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
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    2 replies

    Up and Coming
    August 28, 2014
    Hello Blackish,

    I tryed your project - and the behaviour (in Unity) is STRANGE!

    If you run the scene, the result is not rendered to the "Game" tab, but "on top" of the "Scene" tab. Although it's not correctly on the scene tab, it's a litle bit bigger in a way, like rendered to the entire tab (inkl. menu). Very strange. Like the resulting image was rendered just to the screen... I have no idea why it's done in that way.

    But when disabling the "OVRCamera" script on BOTH cameras, it's rendered correctly in the "game" Tab! So, maybe there's the problem????

    Or did you use a special script???


    Build

    I have no problems with the builds. It even runs in direct mode (with the 2nd try) - without artifacts...

    BTW: meanwhile I start all (unity made) demos and press "Shift", so that the configuration window pops up... The image half on both screens is normal I guess - in "Windowed" mode. There I adjust them manually. Or try to set it to "Fullscreen" and set "Display 2" Should work either (in most cases).

    But the Unity bahaviour is very strange!!! You should ask in Unity forums too...

    I'm very curious to read the solution to THAT problems!!

    Greetings from Germany,

    gunair
    LocomotionVR.de - Virtual reality in eMotion http://www.locomotionVr.de Organizer of HANNOVER VIRTUAL REALITY MEETUP & Member of COLOGNE VIRTUAL REALITY MEETUP DK2 Status: OWNER SINCE 04.AUG.14 Ordered: Mar 19, 2014 09:52 AM PDT
    BLACKISHAuthor
    Up and Coming
    September 2, 2014
    For the record: Tearing fixed by toggling vsync off and then on again at the start of the project as demonstrated in this post
    BLACKISH (Games) | GameAssets.net (Assets)