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Up and Coming
July 25, 2014

SDK v0.4 Discussion

Woo! SDK 0.4! Congratulations to the Oculus Dev Team! :D

I hope you're all having a well-earned break! I do however have a couple of questions for other devs:

Is anyone else having trouble getting a preview going in the Game View in Unity?

I have the runtime installed and everything works correctly when I build the standalone player, but the Game View is just blank gray and looks the same as if there were no cameras present at all. This is with the DK1.

IsHMDPresent() also doesn't seem to be functioning correctly at all when I don't have my DK1 connected. Anyone else having trouble with it?

Edit: I just wanted to go ahead and make sure the Oculus Dev Team knows that we really appreciate what they do!

Having worked with software ourselves I'm sure most of us know how horrible it can be when you work incredibly hard for a deadline and then there's immediate unexpected issues.

We're just all really excited about getting our projects updated and working for our imminent DK2s and want to help get all these bugs hammered out so we can all enjoy working with and playing with all the new DK2 features. :)
    This topic has been closed for replies.

    64 replies

    excelynxAuthor
    Up and Coming
    July 25, 2014
    "sh0v0r" wrote:
    Yes I'm getting just a Grey screen as well, happened with the Tuscany Project. I managed to get it to work once but when I moved onto my project the issue returned.

    I suspect it has a lot to do with the new driver and service.

    I have to manually run the 32 bit service to be able to use the Config Uitl in Windows 8.1


    Hm, that'd make sense. Perhaps without the driver/service explicitly loaded by Unity the preview window won't work? The Oculus Unity documentation explicitly discusses moving the Game View in Extended Mode so you can preview while in Unity, so I do get the feeling this is unintended behaviour.

    Just in case it helps the devs or anyone else: I'm running Windows 7 Pro x64 and the OVRService_x64 is running just fine for me without issues.
    VisiR - Virtual Reality Music Visualisation
    Up and Coming
    July 25, 2014
    Just restarted my computer, everything seems to be fine (the "twitchy" feeling seems to have disappeared).

    When I was getting the grey/black screen it was when I had the game window in editor, not on the extended rift screen. Are you guys getting the grey screen on the extended/rift screen as well?

    Also, you may want to double check DX11, it was on by default for me. When I turn it back on, I get the black screen, and this time it threw a null refrence exception to this line in OVRCameraController.cs

    uint caps = OVRDevice.HMD.GetEnabledCaps();

    Hope that helps, good luck!
    sh0v0r
    Up and Coming
    July 25, 2014
    "excelynx" wrote:
    "sh0v0r" wrote:
    Yes I'm getting just a Grey screen as well, happened with the Tuscany Project. I managed to get it to work once but when I moved onto my project the issue returned.

    I suspect it has a lot to do with the new driver and service.

    I have to manually run the 32 bit service to be able to use the Config Uitl in Windows 8.1


    Hm, that'd make sense. Perhaps without the driver/service explicitly loaded by Unity the preview window won't work? The Oculus Unity documentation explicitly discusses moving the Game View in Extended Mode so you can preview while in Unity, so I do get the feeling this is unintended behaviour.

    Just in case it helps the devs or anyone else: I'm running Windows 7 Pro x64 and the OVRService_x64 is running just fine for me without issues.


    I just fired up the x64 exe and then tried again and it started working.

    [edit] I couldn't reproduce this to get it to work, it's no longer working :cry:
    Up and Coming
    July 25, 2014
    "Curtis" wrote:
    Just restarted my computer, everything seems to be fine (the "twitchy" feeling seems to have disappeared).

    When I was getting the grey/black screen it was when I had the game window in editor, not on the extended rift screen. Are you guys getting the grey screen on the extended/rift screen as well?

    Also, you may want to double check DX11, it was on by default for me. When I turn it back on, I get the black screen, and this time it threw a null refrence exception to this line in OVRCameraController.cs

    uint caps = OVRDevice.HMD.GetEnabledCaps();

    Hope that helps, good luck!


    I've restarted already. Won't have a Rift until I get my DK2 in like Sep/Oct. And it's not in DX11 mode.

    Thankfully until Oculus resolves this issue, I don't really need to use the game view. I'm only restoring some old code is all. But this will be annoying later for me, so hope its fixed soon.
    Project: Ocarina - The Legend of Zelda, Ocarina of Time in VR @DarkAkuma_ - Twitter http://darkakuma.z-net.us/ - My Blog http://www.z-net.us/ - SNES Online Gaming
    Participant
    July 25, 2014
    *fixed*
    Not getting the screens that have been mentioned, but boy is the geometry borked. It's sorta like a magnified view, so anything closer to the camera is a lot larger than it was in .3. I felt a headache coming on so I had to just leave it. I don't know about this release. I may have to revert until I get my dk2. It's too hard to know if my dk1 is conflicting, or unity, or the sdk, or the external runtime.

    (Edit fixed by doing a full advanced calibration in the util. It's actually a huge improvement over the older config util. Has actually made my dk1 perform more like a dk1.5.)
    http://www.infinitydrivein.com
    Up and Coming
    July 25, 2014
    I can't get direct HMD access mode to work with DK1 on Windows 7 at all on new or legacy apps. Typically something will show on my main monitor, but black screen on DK1 I've tried a bunch of things (disabling monitors, having rift on desktop + not on desktop, legacy app / no legacy app, etc). The new demos work for me in legacy app support with extend desktop mode only. Using GTX 690.

    I had the same Unity editor DX11 vs 9 issue in a completely blank project.

    I notice that the resolution dialog seems to be disabled in Unity now (you can't even enable it in settings anymore? - it won't let me). This is unfortunate as I prefer to render in 1920x1080 in the DK1 :(.
    Up and Coming
    July 25, 2014
    I was getting this a lot too. No idea why. But whats worse is when it does work the gyro goes wonky and moves around like someone else is controlling it.

    Lastly, my whole scene is rendered to a plane now!!

    I can't do anything with this!

    korinVR
    Honored Contributor
    July 25, 2014
    Hi, I was also having the blank Game View.
    Setting the aspect ratio of the Game View "Free Aspect" might solve the problem :)
    Katsuomi Kobayashi ( @korinVR ) at FrameSynthesis Inc.
    Up and Coming
    July 25, 2014
    I had DX11 enabled. But switching this off did not solve the problem. I had to manually close unity and turn it back on and the black screen's gone
    ______________________ mySite www.darkfield-vr.com
    Up and Coming
    July 25, 2014
    "Podden" wrote:
    I had DX11 enabled. But switching this off did not solve the problem. I had to manually close unity and turn it back on and the black screen's gone


    When you export, can you run in Direct to Rift mode? I can, but the resolution looks ultra low...
    Fire Panda LTD