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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
    August 1, 2014
    I can build fine here but only if DX11 is selected (which breaks some of my shaders). Unselected the frame rate drops from 75fps to 20fps with extreme judder.

    Being forced to make sure our projects run at 75fps is a REALLY tall order and very hard to do. The screen tearing is atrocious if you fall below 75fps. Having NVidia VSync enabled or disabled seems to do nothing.

    Also I'm not sure why all my Unity/Resolution and Presentation settings are default. You cannot change the resolution or un-hide the Display Resolution Dialog.
    _________________________________________________ I N F I N I T E www.ir-ltd.net
    Up and Coming
    August 1, 2014
    IronfireDave,
    I've tried your DirectToRift demo and it works, but I got the bad judder. Could you try disabling time warp?
    Also, the ground plane seems to be slanted, is that intentional, or is it me?

    Infinite,
    I get the judder as well, but it goes away if I disable Time Warp on the OVRCameraController.
    True 3D video for VR: http://q3d.quaternionsoftware.com
    Up and Coming
    August 1, 2014
    "Daloots" wrote:

    Infinite,
    I get the judder as well, but it goes away if I disable Time Warp on the OVRCameraController.


    Thanks yes I have that disabled, not sure what use it is? The judder will appear immediately if the frame rate goes below 75fps. Anything near a terrible "60fps" and your eyes starts to hurt from all the frame jumping and wobble..

    My previous benchmark with DK1 was trying to hit 60fps, let alone 75fps. It's a very tall order. At least with the DK1 you could get a way with down to 30fps. Now it's very tricky.
    _________________________________________________ I N F I N I T E www.ir-ltd.net
    Participant
    August 2, 2014
    Thanks for all your help. Managed to get most of the way here, with what was posted. On my Windows 8.1 x64 system I found DX11 to be the technique which worked.

    However, I also had to enable: "Optimize builds for Rift" in the Edit=>Preferences=>Oculus VR menu option before any standalone builds worked. (Unity 4.5.2p2)

    In addition, to get the in-game menu to work, Script Execution order needed changing.
    * Edit => Project Settings => Script Execution Order
    * Add Script: "OVRMainMenu"
    * the default offset of 100 is fine; it just needs to be a greater number than OVRCameraController, as it relies on OVRCameraController.CameraMain being initialised first, or will throw an Exception and fail to complete Start(). By default script execution order is indeterminate.
    Inspiring
    August 2, 2014
    "IronfireDave" wrote:
    Disabling timewarp just makes the game view go black.

    This is a known issue with our D3D9 rendering that we will fix in a future release. As a short-term workaround, does it help to enable D3D11?

    "Dhrog" wrote:
    If i open a second game window it stays black or grey.

    In 0.4.0, we only support one Game view at a time.

    "Dhrog" wrote:
    The startscreen option sticks to "hidden" in my project. Can't change it.

    Most settings on the start screen are overridden by _DirectToRift.exe. We suppress the start screen (in OVRShimLoader.cs) instead of letting the user set options and that will be ignored. You can disable this in non-VR builds by unchecking Edit > Preferences > Oculus VR > Optimize for Rift.

    "IronfireDave" wrote:
    I've also got the problem with judder in unity 'game view', extended mode.

    Currently, the Game view doesn't vsync to the Rift. It is probably rendering at 60Hz. For now, you will have to build a standalone player to get 75Hz. We are working to improve the editor experience in a future release.

    "Infinite" wrote:
    Being forced to make sure our projects run at 75fps is a REALLY tall order and very hard to do. The screen tearing is atrocious if you fall below 75fps.

    This is true. Right now, it is critical for the renderer to keep up with DK2's 75Hz refresh rate. This may rule out some of the more expensive shaders. But the experience will be better when it is more responsive.

    "Infinite" wrote:
    Having NVidia VSync enabled or disabled seems to do nothing.

    Are you seeing tearing with D3D in extended display mode?
    Up and Coming
    August 3, 2014
    "vrdaveb" wrote:

    "Infinite" wrote:
    Being forced to make sure our projects run at 75fps is a REALLY tall order and very hard to do. The screen tearing is atrocious if you fall below 75fps.

    This is true. Right now, it is critical for the renderer to keep up with DK2's 75Hz refresh rate. This may rule out some of the more expensive shaders. But the experience will be better when it is more responsive.

    "Infinite" wrote:
    Having NVidia VSync enabled or disabled seems to do nothing.

    Are you seeing tearing with D3D in extended display mode?


    Thanks for the reply.

    "vrdaveb" wrote:
    This is true. Right now, it is critical for the renderer to keep up with DK2's 75Hz refresh rate. This may rule out some of the more expensive shaders. But the experience will be better when it is more responsive.


    Will this ever change? Will we have the option to run at 60Hz? On the DK1 running at 60fps was acceptable for many demos, anything less then no. Why are we fixed at 75Hz currently? Is there some correlation to the camera and positional tracking?

    "vrdaveb" wrote:
    Are you seeing tearing with D3D in extended display mode?


    I will try and test further tonight. I've found extended mode pretty tricky to work with.

    Do you know if the non ticked Dx11 option with frame rate drop is a bug?

    Do you know of a one stop source for best practices on running demos and developing for? A thread or post by someone from Oculus, something official? There's lots of information floating around that is conflicting.
    _________________________________________________ I N F I N I T E www.ir-ltd.net
    Up and Coming
    August 3, 2014
    Tried every one of these solutions and I can't build out a Tuscany project without judder. The frustrating part is that even the Oculus rift desk demo judders sometimes. Is this device really that picky with its parameters?

    I'm on a GTX 770 and I'm getting 70-80fps. I would have thought TimeWarp would step in and fill any of the very few dropped frames here. The problem seems to be entirely with the head tracking. I get no judder if I spin the image with my mouse or move positionally.

    From what I'm reading around the web, it seems this judder problem on the DK2 is pretty widespread. I really hope this is something that can be addressed in an sdk update because its hard to rationalize supporting hardware I can't get to work right in the supplied demos. Even if I did manage to get it to work judder free after all of these troubleshooting steps, that doesn't make for a very accessible experience when others want to play a game on the rift.

    Edit: Disabling Aero did the trick, but even at silky smooth levels, you can see ghosting of far objects as if the juddering is still happening but subtly.