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Up and Coming
July 31, 2015

VR Support Mode does not display on Oculus

Hi

This is a problem which has baffled me a little, and I'm not sure if it's due to my hardware. Ever since VR mode was announced, I've been able to build and run applications absolutely fine. When I run the build, it never displays on my Oculus Rift.

I have even tried creating a fresh project where I use a normal camera. I then try it with the Utlities build and OVRCamera prefab but nothing I do seems to get it to display on my Oculus. VR mode is definitely working as it reads the positional and head tracking data when I move my Oculus around. I and a colleague have taken the same steps on different machines and it just seems to work fine. My machine was fine with the Legacy packages, but now it just wont show anything on the Oculus with the VR support setting.

My machine spec:

Intel Core I7 3610QM 2.30 GHz
GTX 675M
16g RAM

Is anyone else having the same problem?
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    10 replies

    Up and Coming
    July 31, 2015
    sorry if this is too obvious..

    you have set the player settings to enable VR support before your build?

    see this pick http://funkyimg.com/i/VZqJ.png

    and try with your Oculus in direct mode
    Up and Coming
    August 3, 2015
    "wheatgrinder" wrote:
    sorry if this is too obvious..

    you have set the player settings to enable VR support before your build?

    see this pick http://funkyimg.com/i/VZqJ.png

    and try with your Oculus in direct mode



    Yeap and Yeap :)

    Like I said, it works perfectly fine on other machines, just not on this laptop... even though the legacy SDK builds worked fine on my laptop before
    Inspiring
    August 3, 2015
    I don't believe that chip is supported. First of all, laptops (especially ones with Optimus) will likely not work. More importantly, you need at least a Nvidia Kepler GPU. Your chip is Fermi and thus will not work with the 0.6.x runtime (needed to use the new Unity native support). Very sorry.
    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
    Up and Coming
    August 4, 2015
    "cybereality" wrote:
    I don't believe that chip is supported. First of all, laptops (especially ones with Optimus) will likely not work. More importantly, you need at least a Nvidia Kepler GPU. Your chip is Fermi and thus will not work with the 0.6.x runtime (needed to use the new Unity native support). Very sorry.


    Ah ok. Thanks for letting me know. This may sound like a silly question is there a way of disabling/bypassing Optimus so that it does not interfere?
    New Participant
    August 13, 2015
    I'm having similar problems with my Quadro and DK2. I've set the player settings to enable VR support and when testing in editor i can see it moving it rotating the camera correctly and tracking the position but doesn't display on the oculus (it's running in Direct HMD). I built the project encase in editor viewing doesn't work and i get the same result where the Rift rotates the camera but doesn't out put to the rift display. I've tried in extended mode also and had the same problem.
    New Participant
    August 13, 2015
    I thought the problem may be linked to the fact i can no longer run the Oculus demo scene or Measure test scene since coming from 0.5.0.1 to 0.6.0.0 and 0.6.0.1. Unfortunately Unity integrated VR doesn't work with 0.5.0.1 so i'm a bit stuck what do to try next.
    Inspiring
    August 13, 2015
    Make sure you create a profile first before trying to run the demo scene.

    Also, can you provide these log files? viewtopic.php?f=34&t=23521

    I suspect your hardware is just old and unsupported.
    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
    New Participant
    August 14, 2015
    Hello cybereality,

    I seem to have a very similar problem to the one posted above. I'm using a GeForce GT730M (Kepler GPU), 8GB RAM and an i7-4710MQ. I'm not sure if my hardware is the limiting factor here, or if I did something wrong with the setup.

    I attached the DK2 and used Direct Mode. Trying a demo did work, so the device has been recognized succesfully.
    When creating a new Unity project, I simply inserted the OVRPlayerController object into my scene and used its attached OVRCameraRig object instead of the norma lcamera. I believe this is how it was supposed to be done.
    Of course, I also enabled VR mode in player settings. Starting the scene I created (nothing fancy, just a few models) did not show anything on the Oculus, and building the project didn't work either (actually, the application just crashes instead of showing anything.). When I build without having VR mode enabled, the application works fine, but obviously does not show on the Rift either.

    Not sure if I did anything wrong, any help is much appreciated! :)
    New Participant
    August 14, 2015
    Hi cybereality,

    After banging my head against the keyboard, i managed to get a few results that are probably worth sharing for people who are in a similar position

    for reference here is my system specs:
    16GB RAM
    i7-3770
    Quadro 2000 <- suspect this is the problem as it's pretty crap

    using Runtime 0.6.0.1 / 0.6.0.0 (same results but i'll go a bit more into this in a moment)

    So I've been using Unity 4.6.4 / 4.6.7 / 5.1.2 for the last few days to try get some results. 4.6.4 and 4.6.7 don't seem to work with the Oculus Unity 4.x PC Legacy Integration. It's like the Legacry is built for a version of unity 4.6.7 which has yet to be released. However i did get the older controller included in the Oculus Mobile SDK (https://developer.oculus.com/downloads/mobile/0.6.0.1/Oculus_Mobile_SDK/)to work with 4.6.4, 4.6.7 and even 5.1.2 which was the goal. In terms of the integrated support which i originally wanted to use it still doesn't work direct or in extended mode in editor or in a stand alone build. I tracks the Rift correctly but nothing gets pushed to the display.

    So my tempt hack / fix is using the Oculus Mobile SDK old Oculus Unity to get my rifting on.

    Runtime issues. I used to be able to use the demo scene and eye measurement scene but since updating to Runtime 0.6.0.1 / 0.6.0.0, neither work now. no direct reason was found. I did try different video drivers but no success.

    I'm thinking of dumping the Quadro 2000. Is there a recommendation to which card to go for as a replacement to ensure compatibility with the Rift?
    Inspiring
    August 14, 2015
    @Yeehaw90: I suspect that your laptop may cause issues, as they are not officially supported. However, I would recommend trying the latest version of Unity with the Oculus Utilities. You should NOT use the Unity 4 integration with Unity 5, and the VR Supported button should only be used with the Oculus Utilities. Hope that helps.

    @kypoL Yes, that card is not great. In general, there is not a lot of testing done with Quadro cards, and that one is rather old. If you want to buy a new card, I'd recommend the GTX 970. The current recommended Unity versions are 4.6.7p3 for Integration 0.6.0.2 and 5.1.1p4 for Utilities 0.1.0.0.
    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