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Participant
August 8, 2017

Unity Editor freezing on window-focus changes in OculusVR 1.17

While Oculus VR Runtime Service is running (in Windows Services), changing focus between Editor windows in any Unity project is followed by a 4-10 second freeze of all input.  The sessions appear to be affected regardless size/complexity/version, as I tested on 3 different versions with 3 different active projects and 3 new empty projects (6 total tests)

It seems to only be when you change between windows in the Unity Editor.  If you stay in one window, it's able to run smoothly.  Are there any solutions out there to this?  It's as close to blocking as a blocker can be.  It may also be related to the latest Windows 10 update, since I received both between sessions of Unity work.

But, if I stop OVR Runtime Service, it works like a dream.

Thanks for the help!
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43 replies

Inspiring
August 8, 2017
Moving to Unity dev forum.
AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
Participant
August 9, 2017
Same is happening for me.
Have tried with multiple projects in various versions of Unity (5.6.3f1 and 5.6.1p1) and the same result of a few seconds pause when clicking from one Unity Editor view to another. For example after manipulating something in the Scene view, if I click on the Inspector view there will be a few seconds pause before Unity responds.
If you look in the Windows Task Manager you can see the Unity process become "Not Responding" just before it recovers. Uninstall the Oculus software fixes the problem but make Oculus development a little tricky.
Participant
August 9, 2017
Current have Oculus app version 1.17.0.424527 (1.17.0.424315) installed.
jaconchaAuthor
Participant
August 9, 2017
Not that this absolves Oculus Tech Support in any way, I think this may be Windows 10 Creators Update related.  I got both at the same time, and other people at my studio are not experiencing the same issues with 1.17, but also haven't received the Windows update, yet.

I hope a fix for this is coming soon.
August 9, 2017
Posted on reddit regarding this, carlsagan79 requested some info to troubleshoot, no word since. Temporary workaround is to disable oculus runtime in Services, and edit in Unity. To
playback in unity, enable in services, wait couple mins, open oculus
desktop + play. Not great timewise, but works till hopefully patched by
oculus.
reddit posts
https://www.reddit.com/r/oculus/comments/6se0qb/unity_editor_freezing_after_rift_117_update/

https://www.reddit.com/r/oculus/comments/6sdf4c/oculus_rift_related_processes_have_started/


Up and Coming
August 9, 2017
Got the same issue, coincided with updating to the Oculus 1.17 update. Stopping OVRService is a temp fix for now.
Participant
August 10, 2017
Experiencing this same problem. Is there any fix other than stopping and starting the OVRService continiously?
New Participant
August 10, 2017
I double posted by accident, but don't see a way to delete. So I'm editing the dupe to ask this question:

What USB controllers are people using?

I bought this new (Inateck/FrescoLogic) USB card because Oculus doesn't support the (Etron) USB controllers on my (Gigabyte) motherboard. The new card has worked fine for the past 6 months, until this update.

Anyone else using the same card or FL1100 series?


New Participant
August 10, 2017
Same here. I've been re-installing everything trying to track this one down. Totally unusable on my home computer, though my work computer isn't affected. Stopping the Oculus VR Runtime Service stops the problem

Here is another (Unity) thread talking about it.
http://answers.unity3d.com/questions/1391741/unity-editor-severe-performance-delay-for-most-act.html


My home machine is using the following USB card and drivers

USB 3 PCI X Card (FL1100 chipset)
https://www.inateck.com/inateck-ktu3fr-5o2i-usb-3-0-pci-express-card.html?___SID=U

I can't do any VR development at home. Is there a way to rollback the runtime version?



Participant
August 10, 2017


@rvpeterson

As posted above, this is an active issue that is being internally triaged at this time and a fix will be announced when this process has finished.


Of course, I appreciate that. I just wanted to know if anyone had perhaps found a 'hacky' workaround, instead of having to stop/start the OVRService continuously (pretty impractical for development).



Same here. I've been re-installing everything trying to track this one down. Totally unusable on my home computer, though my work computer isn't affected. Stopping the Oculus VR Runtime Service stops the problem

I can't do any VR development at home. Is there a way to rollback the runtime version?


Thanks, that's saved me the bother of reinstalling everything - I'm so desperate I almost nuked my OS and started from scratch. Interesting that your work PC is fine.. Any ideas what might be different between your home and work PC?

Personally my set up is as follows:

Windows 10, using Oculus 1.17, Unity 2017.1, SteamVR SDK.
AMD FX-8320, Nvidia GTX 970 with 382.05 drivers
Also using the FL1100 chipset with 3.8.33709.0 driver

I'd also like to know if there's a way to rollback. Appreciate this isn't the solution Oculus want, but it's the solution we need right now to continue development.