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Up and Coming
July 28, 2014

SDK 0.4.0 and DK2 - DirectToRift not working

Hi:

I just received my DK2 today and have had the chance over the last couple of days to integrate the new SDK. For some reason the specific DirectToRift.exe does not launch? Does not appear in the task bar or anything.

Any thoughts?

Regards:


John
    This topic has been closed for replies.

    27 replies

    Up and Coming
    July 30, 2014
    For me the DirectToRift version only works if I enable DX11 in the player settings, but every DirectToRift app has the same judder, even on my reasonably high end pc.

    I can confirm that they seem to force the hidden resolution dialog.

    For me, currently the Unity package is far from plug and play like is was with the previous SDK's. I hope they'll be able to remedy that in future releases. It seems the peculiarities of the new hardware make things a bit more tricky.
    True 3D video for VR: http://q3d.quaternionsoftware.com
    Participant
    July 30, 2014
    Update your unity with patch...
    Added a option in Player Settings > Resolution and Presentation > D3D9 Fullscreen Mode > FullscreenWindow
    Build out a .exe file and run it.. everything works!

    viewtopic.php?f=37&t=11252

    Direct HDM still not work??

    Device: DK2
    My Unity version: 4.5.2f1 > 4.5.2p2
    Oculus Rift SDK: 0.4.0
    Direct3D 11* Disabled (unchecked)

    Can view the image on editor "Game" tag which next to Scene.
    Can't view the image on rift...


    Demo Scene is "Tuscany".....
    Up and Coming
    July 30, 2014
    "Dhrog" wrote:
    I have the same problem.
    Extended mode is out of sync and plagued by judder. No matter how high the frame rate is.


    cross posting here from https://developer.oculusvr.com/forums/viewtopic.php?f=37&t=11252

    it looks like you need to make the Rift the Primary monitor to get rid of the judders. i have not tried this yet
    Up and Coming
    July 30, 2014
    "zwickarr" wrote:
    it looks like you need to make the Rift the Primary monitor to get rid of the judders. i have not tried this yet
    Perhaps, but that won't remedy the judders in the DirectToRift mode.

    However: disabling the TimeWarp on the OVRCameraController removes the judder on the DirectToRift mode for me. I still need to enable DX11 mode or I'll get a black screen. Sometimes I also have to restart the Oculus service between demos.

    Videocard: NVidia GTX660 on Windows 8.1
    True 3D video for VR: http://q3d.quaternionsoftware.com
    Up and Coming
    July 31, 2014
    "Daloots" wrote:
    "zwickarr" wrote:
    it looks like you need to make the Rift the Primary monitor to get rid of the judders. i have not tried this yet
    Perhaps, but that won't remedy the judders in the DirectToRift mode.

    However: disabling the TimeWarp on the OVRCameraController removes the judder on the DirectToRift mode for me. I still need to enable DX11 mode or I'll get a black screen. Sometimes I also have to restart the Oculus service between demos.

    Videocard: NVidia GTX660 on Windows 8.1


    Sadly with Direct mode I was unable to get rid of the judder by disabling Time warp in my case. Still happening in full force and it's not tolerable for even two seconds. Evidently it's incorrectly outputting 60fps. Nvidia GTX760 Win7/64; v-sync on, off warp on warp off, all combos, no luck.

    So in my case Direct mode is plagued by judder with Unity stuff. Extended works fine for me.
    Up and Coming
    July 31, 2014
    I've also got the problem with judder in unity 'game view', extended mode. Setting rift to be primary makes no difference (bar making windows near unusable). I have followed the 'tales from the rift' guide to the letter - similar to a poster above I get no output on a second game view tab. Maximizing the game view on the rift works but judders like crazy - it looks like input lag/timewarp problems to me, but could be a refresh rate issue I suppose. I have got the rift set to 75hz, F1 makes the screen dimmer/brighter but doesn't affect the judder. Disabling timewarp just makes the game view go black. Sadly Rift+Unity is unusable for me right now :(

    (edit) I should have said, windows 8, unity 4.5.2p2, radeon HD 7800 with catalyst 12.10

    I've now worked out a somewhat cumbersome method that does basically work, and will do for now. IMO the solution is for Unity to implement direct access mode for the game view, but I guess this will work while I wait:

  • You'll want your start bar extended across multiple monitors - annoyingly if you haven't already done this before you updated to windows 8.1, there's a bug that hides that option(!) - workaround(s) in this thread:
    http://social.technet.microsoft.com/Forums/windows/en-US/a1dc4fa9-e3fd-4e1e-a174-5acde06a43e0/multiple-display-options-for-taskbar-missing-after-windows-81-update?forum=w8itprogeneral

  • Set rift to extended desktop mode (making sure it's 1920x1080x75hz, and I had to choose 'landscape (flipped)' on the rift)
  • Set rift as primary monitor (sometimes a right pain, because you get 15 seconds to click 'keep' and that dialog is likely to be displayed in the rift! Luckily you probably only need to do this once - peer through the rift and try try try)
  • Now you can switch the rift off, and your main monitor will become the primary, for working in Unity.
  • There's almost nothing you can usefully do with the game view in unity, apart from work on menus etc. I guess unless you've duplicated your head tracking to mouse or something. I suppose with it torn out (as suggested in the guide) you *could* try out basic things as long as you don't mind getting sick!
  • When you want to test, do a full build to executable (dx9, or you'll get a blank screen).
  • directToRift.exe doesn't work for me (because dx9?) so I have to:
    - switch on the rift which will enable extended desktop mode and make rift the primary if you've done the above setup - you can tell if you've done this right because the secondary doesn't have a clock/systray (i.e. your main monitor should have no clock - it'll be very obvious anyway if you have judder!)
    - with windows explorer (if necessary, mouse over it on the task bar hold still, right click the preview image, restore if necessary (sometimes twice), click move, use the arrow keys to bring it on screen), find the executable and run it - helpfully it tends to come up spanning both screens for me.
    - alt-tab to get the mouse back, drag the game window over to the rift side.

    Then the game runs with no judder on my box, and F1 does have a noticeable effect.
  • Up and Coming
    July 31, 2014
    "IronfireDave" wrote:
    Disabling timewarp just makes the game view go black.
    Also when you enable DX11? I get the black screen in the DirectToRift mode when I disable the DX11 (and a black screen in the editor otherwise). I sometimes have to restart the service (and use the X86 one, not the X64).
    True 3D video for VR: http://q3d.quaternionsoftware.com
    Up and Coming
    July 31, 2014
    "Daloots" wrote:
    "IronfireDave" wrote:
    Disabling timewarp just makes the game view go black.
    Also when you enable DX11? I get the black screen in the DirectToRift mode when I disable the DX11 (and a black screen in the editor otherwise). I sometimes have to restart the service (and use the X86 one, not the X64).


    I haven't had any success at all with DX11, or directToRift - I guess I may have missed the magic combination though. (Note my edit above, I have something that works now at least)
    Up and Coming
    July 31, 2014
    "IronfireDave" wrote:
    I haven't had any success at all with DX11, or directToRift - I guess I may have missed the magic combination though. (Note my edit above, I have something that works now at least)
    Good to hear you found something that works for you. Thanks for writing it out. I'll try it later.
    True 3D video for VR: http://q3d.quaternionsoftware.com
    Up and Coming
    August 1, 2014
    I have now figured out a combination that results in a working direct_to_rift.exe for me (yay!). I don't get the image mirrored to the main monitor as some apps do(?). (edit: I think I've mentioned before, I have the latest p2 patch of Unity pro). I had to enable directx 11 so my player settings are:

    (res & pres)
    Default is fullscreen (unticked - doesn't seem to do anything?)
    w/h: 1920x1080
    run in background: unticked
    capture full screen: unticked
    D3D9 Fullscreen mode: Fullscreen Window (unused in dx11 I guess)
    Force single instance: unticked

    (other settings)
    Rendering path: forward
    Use Direct3D 11: ticked (I think it crashes sometimes when you tick this)
    static batching: ticked
    dynamic batching: ticked
    gpu skinning: unticked
    stereoscopic: unticked

    Both x86 and x86_64 builds work for me. I've posted a rar of a very simple scene - would be really interested in whether direct_to_rift works for everyone else with something I've built please! Sorry for the file format - zip was too big to attach.