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Up and Coming
June 10, 2016

oculus window interferes with my game execution

I'm getting crazy.

In unity 4.6.9 the latest 1.3 integration works superb, I can switch from desktop to vr flawlesly in runtime.
Only when I run it propmpts me that the dk2 blablbla. But for the rest it runs smooth.

When I make the build the oculus window interferes and crasehs the game when in vr mode, that modern house with fireplace appears, if I insist in launching from 5 attemps 1 might run so I can hover avobe the "yes my dk2 is trashware" message and game runs. But is that freaking window that takes control when the oculus gets into action. If I start the game in desktop mode and swithc to VR, something that runs perfectly in unity in desktop crasehs because the fireplace scene gets in.  Is there a way to dissable that intromission in the game?  I'm preparing the game for steam and don´t know if they'll handle that oculus thing with the steamwork sdk or I've to setup something or what.

Please give me some tips.

>>

    This topic has been closed for replies.

    23 replies

    paulovichAuthor
    Up and Coming
    June 10, 2016
    Ok looks like I've to have the  oculus app launched so that captures the oculus and shows the fireplace, if I launch then the game it seems to crash much less. Still sometimes when  switch from desktop to vr crashes but much less times. On relaunch as it a playerpref it launches in vr with no errors. .. weird.
    Inspiring
    June 10, 2016
    The OculusClient app always runs while you are using the Rift. Closing it will shut down our whole app life cycle model and your app and cause the Health and Safety Warning (HSW) to be displayed again. If your app crashes at all while you leave OculusClient open, it sounds like a separate issue. Can you attach output_log.txt?
    paulovichAuthor
    Up and Coming
    June 10, 2016

    vrdaveb said:

    The OculusClient app always runs while you are using the Rift. Closing it will shut down our whole app life cycle model and your app and cause the Health and Safety Warning (HSW) to be displayed again. If your app crashes at all while you leave OculusClient open, it sounds like a separate issue. Can you attach output_log.txt?



    Fine, I will , I've to do more testings, I want to test if was a Vsync issue or not. Because I found no info on the documentation regarding the best option for oculus if it is with or without vsync. I've in menu options to switch it on/off as weel as to lock to different fps.
    Inspiring
    June 10, 2016
    When you render to the Rift, vsync is always on. You can turn it off on the main monitor preview only. This is important because tearing on the Rift is much worse than a dropped frame, which we fix up for you via TimeWarp.
    paulovichAuthor
    Up and Coming
    June 12, 2016
    Ah, fine, good to know. So even if users set vsync off for the rift it will be on I understand.

    Managed (somehow) toamke it crash again.
    Windows crash message showed this:

    Firma con problemas:
      Nombre del evento de problema:    APPCRASH
      Nombre de la aplicación:    TokyoWarfare.exe
      Versión de la aplicación:    4.6.9.2463
      Marca de tiempo de la aplicación:    561c360b
      Nombre del módulo con errores:    ntdll.dll
      Versión del módulo con errores:    6.1.7601.17514
      Marca de tiempo del módulo con errores:    4ce7ba58
      Código de excepción:    c0000005
      Desplazamiento de excepción:    000222c2
      Versión del sistema operativo:    6.1.7601.2.1.0.256.1
      Id. de configuración regional:    3082
      Información adicional 1:    d6fc
      Información adicional 2:    d6fc549192d1c9fe8844afef5e6262fa
      Información adicional 3:    778b
      Información adicional 4:    778bd2d1d07056cd04c945ef356c3012
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    I attach the log that generates by the .exe

    ///////////////
    I've tried a lot of things like.

    Launch the oculus app first with dk2 switched off. Then turn on then launch the game
    Launch oculus app with dk2 switched on. Then launch the app. Then the game
    Launch the game with the dk2 on without app on.

    The first time I tried today it launched perfectly. The rest did not launch, no matter what I try it crasehs on launch. Rebooting atm to see if it "solves".



    Inspiring
    June 12, 2016
    It looks like Unity is unable to set up a D3D11 device on your GTX 560. That's an extremely old GPU. What driver version are you using? You may want to consider getting a 970.
    paulovichAuthor
    Up and Coming
    June 12, 2016
    HIi!. Yeah I know its super old I'm planning upgrade. The rest of the rig is decent. Waiting for rx480 reviews if they do not convince me I'll update to 1070 surely. But also developing with this card has oblied me to optimize further, also my desktop version of the game is important to me and it runs quite nice on this card. VR building on this rig is a torture, but for testing is enough, menus run perfect and runtime, well,  bad/good enough for testing. The card comes from my previous rig, latest drivers.  But the thing is that many times the game launches out of the box without errors.  I cleared some disc space just in case because I've all the 4 drives near the top, just in case. I'm 99,%+ from the finishline of the project, no time for hardware updates :). I'm busy converting the runtime UI to VR atm, when I've all setup, if it keeps failing I'll send you a build if it is ok with you, soyou can can check if it launches. I would be quite pleased if its a hardware issue because its quite unsetling that sometimes it runs some others explodes.

    Inspiring
    June 13, 2016
    560 is a Fermi chip, which doesn't have a number of features our compositor needs, such as low-latency node support. It's likely failing when we load extensions. One option is to downgrade to runtime 0.8 and Unity 5.3.4p4 or older, which should still run. But really, it's time to upgrade :)
    paulovichAuthor
    Up and Coming
    July 5, 2016
    Thats funny, my card just died yesterday . <<some days ago, I started writing teh post when I got the new cards>> massive bluescren and corrupted image since then even at bios, so it had to be the card. I  whent to the store and got a 1080 OC . I wont allow the hardware to be an issue. smile:

    No this happened.

    Unhandled exception at 0x77329F83 (ntdll.dll) in TokyoWarfare.exe: 0xC0000005: Access violation writing location 0x0000009C.

    If there is a handler for this exception, the program may be safely continued.

    ______________________

    I recently installed aside my 4.6.7 the 5.3.4 so I could buy some audio assets, wonder if this could be the reason.

    /////////////////////////
    EDIT:
    sfc/scannow

    fixed the dll.

    Hmmm interesting, the applications seems to break when I launch the options menu, WEEEIRD!. But this looks more like MY issue now :).


    Inspiring
    July 5, 2016
    Can you attach the complete output_log.txt from the crash?