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Oculus PC SDK 0.6.0.0 Beta (May 15, 2015)

cyberealitycybereality Posts: 26,156 Oculus Staff
edited February 2016 in General
The Oculus SDK 0.6 introduces the compositor, a separate process for applying distortion and displaying scenes and other major changes.

There are four major changes to Oculus SDK 0.6:
  • The addition of the compositor service and texture sets.
  • The addition of layer support.
  • Removal of client-based rendering.
  • Simplification of the API.
The compositor service moves distortion rendering from the application process to the OVRServer process using texture sets that are shared between the two processes. A texture set is basically a swap chain, with buffers rotated to allow game rendering to proceed while the current frame is distorted and displayed.

Layer support allows multiple independent application render targets to be independently sent to the HMD. For example, you might render a heads-up display, background, and game space each in their own separate render target. Each render target is a layer, and the layers are combined by the compositor (rather than the application) right before distortion and display. Each layer may have a different size, resolution, and update rate.

The API simplification is a move towards the final API, which primarily removes support for application-based distortion rendering.

New Features
The following are major new features for the Oculus SDK and runtime:
  • Added the compositor service, which improves compatibility and support for simultaneous applications.
  • Added layer support, which increases flexibility and enables developers to tune settings based on the characteristics and requirements of each layer.
  • Significantly improved error handling and reporting.
  • Added a suite of new sample projects which demonstrate techniques and the new SDK features.
  • Removed application-side DirectX and OpenGL API shims, which results in improved runtime compatibility and reliability.
  • Simplified the API, as described below.
  • Changed Extended mode to use the compositor process. Rendering setup is now identical for extended and direct modes. The application no longer needs to know which mode is being used.
  • Extended mode can now support mirroring, which was previously only supported by Direct mode.
  • Simplified the timing interface and made it more robust by moving to a single function: ovrHmd_GetFrameTiming.
  • Fixed a number of bugs and reliability problems.

The following are major new features for Unity:
  • Disabled eye texture anti-aliasing when using deferred rendering. This fixes the blackscreen issue.
  • Eliminated the need for the DirectToRift.exe in Unity 4.6.3p2 and later.
  • Removed the hard dependency from the Oculus runtime. Apps now render in mono without tracking when VR isn't present.

API Changes
This release represents a major revision of the API. These changes significantly simplify the API while retaining essential functionality. Changes to the API include:
  • Removed support for application-based distortion rendering. Removed functions include ovrHmd_CreateDistortionMesh, ovrHmd_GetRenderScaleAndOffset, and so on. If you feel that you require application-based distortion rendering, please contact Oculus Developer Relations.
  • Introduced ovrSwapTextureSets, which are textures shared between the OVRServer process and the application process. Instead of using your own back buffers, applications must render VR scenes and layers to ovrSwapTextureSet textures. Texture sets are created with ovrHmd_CreateSwapTextureSetD3D11/
  • OpenGL and destroyed with ovrHmd_DestroySwapTextureSet.
  • ovrHmd_BeginFrame was removed and ovrHmd_EndFrame was replaced with ovrHmd_SubmitFrame.
  • Added a new layer API. A list of layer pointers is passed into ovrHmd_SubmitFrame.
  • Improved error reporting, including adding the ovrResult type. Some API functions were changed to return ovrResult. ovrHmd_GetLastError was replaced with ovr_GetLastErrorInfo.
  • Removed ovr_InitializeRenderingShim, as it is no longer necessary with the service-based compositor.
  • Removed some ovrHmdCaps flags, including ovrHmdCap_Present, ovrHmdCap_Available, ovrHmdCap_Captured, ovrHmdCap_ExtendDesktop, ovrHmdCap_NoMirrorToWindow, and ovrHmdCap_DisplayOff.
  • Removed ovrDistortionCaps. Some of this functionality is present in ovrLayerFlags. ovrHmdDesc no longer contains display device information, as the service-based compositor now handles the display device.
  • Simplified ovrFrameTiming to only return the DisplayMidpointSeconds prediction timing value. All other timing information is now available though the thread-safe ovrHmd_GetFrameTiming. The ovrHmd_BeginFrameTiming and EndFrameTiming functions were removed.
  • Removed the LatencyTest functions (e.g. ovrHmd_GetLatencyTestResult).
  • Removed the PerfLog functions (e.g. ovrHmd_StartPerfLog), as these are effectively replaced by ovrLogCallback (introduced in SDK 0.5).
  • Removed the health-and-safety-warning related functions (e.g. ovrHmd_GetHSWDisplayState). The HSW functionality is now handled automatically.
  • Removed support for automatic HMD mirroring. Applications can now create a mirror texture (e.g. with ovrHmd_CreateMirrorTextureD3D11 / ovrHmd_DestroyMirrorTexture) and manually display it in a desktop window instead. This gives developers flexibility to use the application window in a manner that best suits their needs, and removes the OpenGL problem with previous SDKs in which the application back-buffer limited the HMD render size.
  • Added ovrInitParams::ConnectionTimeoutMS, which allows the specification of a timeout for ovr_Initialize to successfully complete.
  • Removed ovrHmd_GetHmdPosePerEye and added ovr_CalcEyePoses.

Bug Fixes
The following are bugs fixed since 0.5:
  • HmdToEyeViewOffset provided the opposite of the expected result; it now properly returns a vector to each eye's position from the center.
  • If both the left and right views are rendered to the same texture, there is less "bleeding" between the two. Apps still need to keep a buffer zone between the two regions to prevent texture filtering from picking up data from the adjacent eye, but the buffer zone is much smaller than before. We recommend about 8 pixels, rather than the previously recommended 100 pixels. Because systems vary, feedback on this matter is appreciated.
  • Fixed a crash when switching between Direct and Extended Modes.
  • Fixed performance and judder issues in Extended Mode.

Known Issues
The following are known issues:
  • Switching from Extended Mode to Direct Mode while running Oculus World Demo causes sideways rendering.
  • Judder with Oculus Room Tiny Open GL examples in Windows 7.
  • The Oculus Configuration Utility can crash when the Demo Scene is repeatedly run.
  • Application usage of CreateDXGIFactory can result in reduced performance; applications should use CreateDXGIFactory1 instead. Support for CreateDXGIFactory is deprecated in this release and will be removed in a future release.
  • For Windows 7 in Extended Mode, any monitors connected to the computer go black when the headset is on and return to normal operation when the headset is removed.
  • For Windows 7 in Extended Mode, if the headset is placed above the monitor(s), all displays might go black. The workaround is to place the headset to the right or left of the monitor(s).
  • PC SDK applications will crash if the OVR service is not running.

https://developer.oculus.com/downloads/
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
«134

Comments

  • David6479David6479 Posts: 93
    Brain Burst
    Had a bit of trouble installing but got there eventually. Extended mode doesn't work now as all I get is a black screen on the Rift and since I have a G-Sync monitor I rely on extended. Strangely enough though on testing Direct Mode I found that some games give the G-Sync problem of a corrupted left side and some games don't.
    i7 4770k @ 4.6GHz Custom W/Loop --- EVGA GTX 780ti SLI x3 --- Asus Maximus VI Extreme-Z87 --- Corsair Vengeance Pro 1866MHz 16GB --- EVGA SuperNova 1300 PSU --- Asus Swift G-Sync --- Windows 10 Pro Insider Build 11082
  • YoLolo69YoLolo69 Posts: 1,114
    Wintermute
    ...
    [*]For Windows 7 in Extended Mode, any monitors connected to the computer go black when the headset is on and return to normal operation when the headset is removed.
    [*]For Windows 7 in Extended Mode, if the headset is placed above the monitor(s), all displays might go black. The workaround is to place the headset to the right or left of the monitor(s).
    ...

    Sorry to only quote/retain this part, but it sound important in my opinion, and both lines seems kind of contradictory.
    First line say all other monitors goes black anytime Rift in on extend mode
    Second line say monitor goes black only if Rift is set above other monitors...

    I'm lost, does it mean sometimes all other monitors goes black when Rift is in extended mod, and you can fix this by settings the Rift on left or right side instead of aboce, and sometimes this fix don't work?

    In any case, lot of changes, seems a great and giant step, and I'm happy the needed specs are published ! :) congratulations to the team!

    “Dreams feel real while we are in them, it's only when we wake up that we realize something was strange.” - Dom Cobb

    "Be careful, if you are killed in real life you die in VR too." - TD_4242

    I7 3770K OC 4.6GHz, GTX1080 OC 10%, 16GB DDR3 2448  OC, Oculus Rift CV1

  • cyberealitycybereality Posts: 26,156 Oculus Staff
    The G-Sync issue was not fixed, so this is not surprising.

    In terms of Extended Mode, it may display a black screen on the DK2 until you run a Rift compatible game under some configurations. If you change where the Rift is on the extended desktop (i.e. to the left or right of the monitor, or flush with the top of the bottom) then it may allow an image to appear (though the desktop will still be split in half like before).
    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
  • MazhurgMazhurg Posts: 79
    The G-Sync issue was not fixed, so this is not surprising.

    In terms of Extended Mode, it now displays a black screen on the DK2 until you run a Rift compatible game. The monitor will then turn black while the VR game is running.

    Just to let you know that it broke Elite Dangerous. Hopefully you and the FD team discussed this beforehand and they will be able to get a patch out soonest. :cry:
  • TomSDTomSD Posts: 429
    Brain Burst
    Think it's a coincidence that Frontier announced today that they're pushing their next big release (previously scheduled for beta release on May 19th) back by a week? :)
    i7-4770K, 2x GTX 780 SLI, Windows 7 64-bit, Oculus runtime 0.6.0.0
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    Make sure you are on the latest version of Elite.

    Also, can you describe your problem (assuming you are on the latest version)?
    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
  • MazhurgMazhurg Posts: 79
    Make sure you are on the latest version of Elite.

    Also, can you describe your problem (assuming you are on the latest version)?

    Latest Elite version -> current 1.2

    Some of the issues are described in this thread: https://forums.frontier.co.uk/showthread.php?t=145023

    Essentially issues go from monitor flickering between primary and Rift to very poor performance extreme stuttering.

    My personal experience is the monitor constantly flickering between primary and the rift when the rift is set in extended mode.

    When set to direct, I lose the option to set 75Hz (Primary monitor can only do [email protected]) in the rift so experience a fair amount of lag and stuttering.

    I suspect the Flickering is due to the deprecation of the extended mode. Unsure where the limitation of being unable to set the rift to 75Hz in direct mode (because the main monitor is unable 75Hz at the res) is due to.

    Rift is connected on the DVI->HDMI adapter and the monitor is on DP (DP -> HDMI) (AMD R9-290 / 14.5b)
  • VenturaiVenturai Posts: 119
    Hiro Protagonist
    [*]For Windows 7 in Extended Mode, any monitors connected to the computer go black when the headset is on and return to normal operation when the headset is removed.

    Ouch.

    I don't know about you guys, but you'll not catch me upgrading any time soon. Assetto Corsa and Project Cars were just about impossible to use without glancing over at your monitor to navigate menus etc.
  • tozz3rtozz3r Posts: 60
    Hiro Protagonist
    The ovr_sdk_all_src_0.6.0.0 solution wont open.

    LibOVRRT Error:
    Unable to read the project file "LibOVRRT.vcxproj".

    OculusSDK_0.6.0.0\LibOVR\Projects\Windows\VS2013\LibOVRRT.vcxproj(269,5): The imported project "OculusSDK_0.6.0.0\LibOVR\Projects\Windows\LibOVR.props" was not found. Confirm that the path in the <Import> declaration is correct, and that the file exists on disk.

    LibOVRKernel Error:
    The project file 'OculusSDK_0.6.0.0\LibOVRKernel\Projects\Windows\VS2013\LibOVRKernel.vcxproj' has been moved, renamed or is not on your computer.
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    What happens if I submit frames at less than 75 Hz? For example, if I submit frames at 30 Hz?
    Is there asynchronous timewarp? Is there synchronous timewarp?
    Does the compositor take care of this for me, or should I submit every frame 2 and a half times to get it to timewarp at 75 Hz?
  • ThugThug Posts: 435
    Trinity
    Cant set the DK2 as the primary monitor, so cant play Assetto Corsa...

    Picture_zpsndm7eggc.png
    CPU: Intel i7-5820k @3.30GHz,
    Graphics Card: Nvidia Geforce GTX1080,
    RAM: 16GB DDR5,
    Viewed on: Oculus Rift or 28" BenQ monitor (x2),
    Hard Drive: 240GB OCZ SSD (games), 128GB Samsung SSD (OS), 64GB SSD (3d),
    OS: Win 10 64 bit
  • ZandilZandil Posts: 975
    3Jane
    Extended Mode no longer working, Rift is just black even when on Desktop

    Direct mode - only thing i got to work in direct was elite and now if i start elite in direct rift is blank and it just plays on monitor as per normal.

    Might have to roll back till this is corrected.
  • mtbikergt78mtbikergt78 Posts: 32
    Brain Burst
    Works great for dcs world still run it in extended mode. Hopefully dcs 2.0 will incorporate direct to rift and the new layering system. Sounds very promising.
  • VegasGh0stVegasGh0st Posts: 50
    Hiro Protagonist
    Same issues with a slew of new ones...
    {
        "Time": "2015-05-15_20:29:20",
        "SDK Version": "0.6.0.0",
        "Service Protocol": {
        "Major": 1,
        "Minor": 5,
        "Patch": 0
        },
        "RemoteProtocolVersion": {
        "Major": 1,
        "Minor": 5,
        "Patch": 0
        },
        "Service Running Time": {
        "Hours": 0,
        "Minutes": 51,
        "Seconds": 38
        },
        "System Specifications": {
        "Operating System": "Microsoft Windows 8.1",
        "Processor": "AMD A8-5550M APU with Radeon(tm) HD Graphics ",
        "Graphics Adapters": &#91;{
        "Name": "AMD Radeon HD 8550G",
        "Video Controller RAM (MB)": 768,
        "Driver Version": "14.501.1003.0",
        "Video Mode": "1360 x 768 x 4294967296 colors"
        }&#93;,
        "Total RAM (GB)": 4,
        "USB Tree": &#91;{
        "name": "Standard OpenHCD USB Host Controller",
        "deviceid": "PCI\\VEN_1022&DEV_7807&SUBSYS_1984103C&REV_11\\3&2411E6FE&0&90",
        "caption": "Standard OpenHCD USB Host Controller",
        "manufacturer": "(Standard USB Host Controller)",
        "Devices": &#91;{
        "manufacturer": "(Standard USB Host Controller)",
        "name": "USB Root Hub"
        }, {
        "manufacturer": "(Standard system devices)",
        "name": "USB Input Device"
        }, {
        "manufacturer": "Microsoft",
        "name": "HID-compliant mouse"
        }&#93;
        }, {
        "name": "Standard OpenHCD USB Host Controller",
        "deviceid": "PCI\\VEN_1022&DEV_7807&SUBSYS_1984103C&REV_11\\3&2411E6FE&0&98",
        "caption": "Standard OpenHCD USB Host Controller",
        "manufacturer": "(Standard USB Host Controller)",
        "Devices": &#91;{
        "manufacturer": "(Standard USB Host Controller)",
        "name": "USB Root Hub"
        }&#93;
        }, {
        "name": "Standard Enhanced PCI to USB Host Controller",
        "deviceid": "PCI\\VEN_1022&DEV_7808&SUBSYS_1984103C&REV_11\\3&2411E6FE&0&92",
        "caption": "Standard Enhanced PCI to USB Host Controller",
        "manufacturer": "(Standard USB Host Controller)",
        "Devices": &#91;{
        "manufacturer": "(Standard USB Host Controller)",
        "name": "USB Root Hub"
        }&#93;
        }, {
        "name": "Standard Enhanced PCI to USB Host Controller",
        "deviceid": "PCI\\VEN_1022&DEV_7808&SUBSYS_1984103C&REV_11\\3&2411E6FE&0&9A",
        "caption": "Standard Enhanced PCI to USB Host Controller",
        "manufacturer": "(Standard USB Host Controller)",
        "Devices": &#91;{
        "manufacturer": "(Standard USB Host Controller)",
        "name": "USB Root Hub"
        }, {
        "manufacturer": "(Standard USB Host Controller)",
        "name": "USB Composite Device"
        }, {
        "manufacturer": "Microsoft",
        "name": "HP Truevision HD"
        }&#93;
        }, {
        "name": "AMD USB 3.0 eXtensible Host Controller - 0100 (Microsoft)",
        "deviceid": "PCI\\VEN_1022&DEV_7814&SUBSYS_1984103C&REV_09\\3&2411E6FE&0&80",
        "caption": "AMD USB 3.0 eXtensible Host Controller - 0100 (Microsoft)",
        "manufacturer": "Generic USB xHCI Host Controller",
        "Devices": &#91;{
        "manufacturer": "(Standard USB HUBs)",
        "name": "USB Root Hub (xHCI)"
        }, {
        "manufacturer": "(Standard USB Host Controller)",
        "name": "USB Composite Device"
        }, {
        "manufacturer": "(Standard system devices)",
        "name": "USB Input Device"
        }, {
        "manufacturer": "(Standard keyboards)",
        "name": "HID Keyboard Device"
        }, {
        "manufacturer": "(Standard system devices)",
        "name": "USB Input Device"
        }, {
        "manufacturer": "Microsoft",
        "name": "HID-compliant consumer control device"
        }, {
        "manufacturer": "(Standard system devices)",
        "name": "HID-compliant system controller"
        }, {
        "manufacturer": "(Standard system devices)",
        "name": "USB Input Device"
        }, {
        "manufacturer": "(Standard system devices)",
        "name": "HID-compliant device"
        }&#93;
        }&#93;
        },
        "Drivers": &#91;{
        "Path": "\\system32\\OVRDisplay64.dll",
        "Version": "1.2.5.0"
        }, {
        "Path": "\\system32\\OVRDisplayRT64.dll",
        "Version": "1.2.5.0"
        }, {
        "Path": "\\syswow64\\OVRDisplay32.dll",
        "Version": "1.2.5.0"
        }, {
        "Path": "\\syswow64\\OVRDisplayRT32.dll",
        "Version": "1.2.5.0"
        }, {
        "Path": "\\system32\\drivers\\RiftEnabler.sys",
        "Version": "1.2.5.0"
        }, {
        "Path": "\\system32\\OVRDisplay32.dll",
        "Version": "1.2.5.0"
        }, {
        "Path": "\\system32\\OVRDisplayRT32.dll",
        "Version": "1.2.5.0"
        }, {
        "Path": "\\system32\\drivers\\OCUSBVID.sys",
        "Version": "C:\\WINDOWS\\system32\\drivers\\OCUSBVID.sys not found"
        }&#93;,
        "Video Device Tree": &#91;{
        "Name": "AMD Radeon HD 8550G",
        "VRAM (MB)": 753,
        "Monitors": &#91;{
        "Name": "\\\\.\\DISPLAY1",
        "Width": 1360,
        "Height": 768,
        "Refresh Rate": 60
        }&#93;
        }, {
        "Name": "Microsoft Basic Render Driver",
        "VRAM (MB)": 0,
        "Monitors": &#91;&#93;
        }&#93;,
        "Devices": &#91;&#93;,
        "Profile": {
        "Player Name": "TeSt - Generic",
        "IPD": 0.064000,
        "Eye height": 1.675000,
        "Eye Cup": "",
        "Eye Relief": 3,
        "Gender": "Male",
        "Eye To Neck": 0.075000,
        "Player Height": 1.778000
        }
        }
    
    Nothing is impossible, just time consuming.
  • SuperDreSuperDre Posts: 30
    Why is there still a different mode? Consumers don't want to have to fuzz with extended or direct mode, it just has to work.. It's one of the things I hate about getting VR-games to work, one needs direct the other needs extended..
    Just make it that the user doesn't have to choose, there shouldn't be 2 different modes...
    DK2 CPU: i7 4770K Mem: 16GB GPU: GTX760 2GB OS: Windows 8.1 pro x64
    Controllers: Wireless xbox360 controller, Logitec Extreme 3D Pro, Logitec Momo steeringwheel, LeapMotion
  • ejz6837ejz6837 Posts: 233
    The 0.6.0.0 Beta introduces slight skipping (judder) on all demos when looking left and right. This happens even on the Oculus desk demo. Reverting to 0.5.0.1 solves the problem. Anyone else have this?
  • RuudscornerRuudscorner Posts: 439
    Art3mis
    SuperDre wrote:
    Why is there still a different mode? Consumers don't want to have to fuzz with extended or direct mode, it just has to work.. It's one of the things I hate about getting VR-games to work, one needs direct the other needs extended..
    Just make it that the user doesn't have to choose, there shouldn't be 2 different modes...
    You say "it just has to work". When you think about it, an unlimited combination of software on hardware, "it just has to work" is being able to choose between direct and extended mode. I just reverted back to 0.5.0.1 from trying out 0.6.0.0 because direct mode didn't work at all for me.
  • mattematte Posts: 15
    edited May 2015
    What's the story with the Mac version...? :?

    Edit: Saw the news in another post. Disappointing...
  • SylasSylas Posts: 9
    NerveGear
    jcollins wrote:
    The ovr_sdk_all_src_0.6.0.0 solution wont open.

    LibOVRRT Error:
    Unable to read the project file "LibOVRRT.vcxproj".

    OculusSDK_0.6.0.0\LibOVR\Projects\Windows\VS2013\LibOVRRT.vcxproj(269,5): The imported project "OculusSDK_0.6.0.0\LibOVR\Projects\Windows\LibOVR.props" was not found. Confirm that the path in the <Import> declaration is correct, and that the file exists on disk.

    LibOVRKernel Error:
    The project file 'OculusSDK_0.6.0.0\LibOVRKernel\Projects\Windows\VS2013\LibOVRKernel.vcxproj' has been moved, renamed or is not on your computer.
    I had these types of errors before, and I'm willing to bet that it happens with many different installers, like Direct X or perhaps one of the many Windows DOT NET packages. The reason it happened to me is because I used a deprecated Microsoft Tool to clean old DOT NET and Visual C packages in my Windows\INSTALLER and WINSXS folders...all in the name of trying to create more space on my SSD. The tool is not provided by Microsoft anymore not because it doesn't work...but because it causes massive problems with your whole OS install. If you are finding that random things will not install, then you are suffering what I already went through. You may have better luck finding a fix. Or perhaps, you just downloaded a corrupt file. But if it continually fails to install, and other things will not install either, then you know what you're up against, and unless you find some magic fix, you will have to reinstall Windows. Some people will say that those old installers in those directories are worthless, and just taking up space. I firmly disagree with that stance, and once I did remove those old installers....I couldn't really install anything else. Even unrelated programs.
  • adamdk2adamdk2 Posts: 84
    Hi

    I'm getting this error when turning on the DK2 in extended mode. Any ideas ?
    Win 7 64bit SP1 | Z77A-G43 | i5 3570k OC to 4.4 | 8gb 2133 RAM | 970 GTX | Intel 240gb SSD | Fanatec CSR | Fanatec CSR Pedals | Oculus Rift DK2
  • NivekTTNivekTT Posts: 10
    I experienced the described issues in Elite too. Rolling back.
  • marcellusw1marcellusw1 Posts: 1
    NerveGear
    ejz6837 wrote:
    The 0.6.0.0 Beta introduces slight skipping (judder) on all demos when looking left and right. This happens even on the Oculus desk demo. Reverting to 0.5.0.1 solves the problem. Anyone else have this?


    Me too I had the same issues. I'm on windows 7 and using DK1, and the problem was in direct and extended mode. Only I wouldn't describe the judder as slight, it completely broke the illusion and is unusable for me. Unity integration also had the judder. It also made the main monitor go black when using new Unity 5.1 Beta. Like the man said the problem also shows itself in the demo scene and all VR apps. Needles to say I can only describe 0.6.0 as completely broken and will go back to 0.5.0.1 presently.
  • TojiroTojiro Posts: 46
    Brain Burst
    I've had a couple of times now with 0.6.0.0 where I start up one of the apps bundled with the SDK (OculusWorld in this case) and the Rift displays just static (unchanging) pixel snow. You can see it in this image where I've removed one of the lenses.

    IMG_4622.JPG

    Each time this has happened restarting the app has fixed it. I've only seen it with Direct Mode but that's mostly because I never run in Extended.
  • tozz3rtozz3r Posts: 60
    Hiro Protagonist
    Sylas wrote:
    jcollins wrote:
    The ovr_sdk_all_src_0.6.0.0 solution wont open.

    LibOVRRT Error:
    Unable to read the project file "LibOVRRT.vcxproj".

    OculusSDK_0.6.0.0\LibOVR\Projects\Windows\VS2013\LibOVRRT.vcxproj(269,5): The imported project "OculusSDK_0.6.0.0\LibOVR\Projects\Windows\LibOVR.props" was not found. Confirm that the path in the <Import> declaration is correct, and that the file exists on disk.

    LibOVRKernel Error:
    The project file 'OculusSDK_0.6.0.0\LibOVRKernel\Projects\Windows\VS2013\LibOVRKernel.vcxproj' has been moved, renamed or is not on your computer.
    I had these types of errors before, and I'm willing to bet that it happens with many different installers, like Direct X or perhaps one of the many Windows DOT NET packages. The reason it happened to me is because I used a deprecated Microsoft Tool to clean old DOT NET and Visual C packages in my Windows\INSTALLER and WINSXS folders...all in the name of trying to create more space on my SSD. The tool is not provided by Microsoft anymore not because it doesn't work...but because it causes massive problems with your whole OS install. If you are finding that random things will not install, then you are suffering what I already went through. You may have better luck finding a fix. Or perhaps, you just downloaded a corrupt file. But if it continually fails to install, and other things will not install either, then you know what you're up against, and unless you find some magic fix, you will have to reinstall Windows. Some people will say that those old installers in those directories are worthless, and just taking up space. I firmly disagree with that stance, and once I did remove those old installers....I couldn't really install anything else. Even unrelated programs.

    Thanks Sylas, but I think it's a problem with the package. It's missing a bunch of files. If I use the "Oculus SDK for Windows" it has it all, but it also has a bunch of samples I don't want. I was hoping for a clean SDK package which is what I assumed the "Oculus SDK Source" was. Not a biggie, maybe just some feedback to the OVR team.
  • MarconiMarconi Posts: 167
    Hiro Protagonist
    So I've got a brand new Virgin PC and just installed 8.1
    Do I install SDK 6 or not? I see a lot of people having trouble with it on Windows 7. I've never had problems with 8.1 on my old PC so was wondering what I should do?
    APPLE LOVE iPhone, iPad, Macbook Pro, iMac
    GTX 970, 16GB, Water-cooled MONSTER.
  • yazzeyazze Posts: 57
    Brain Burst
    Looking at replies...I guess I'm not installing it.

    This Extended vs Direct mode was a no-brainer to fix or consolidate, but seems like this new SDK does what bad updates do: screws everything up.

    Oh well, never update to a new version until you've seen feedbacks or a few incremental updates.
  • tzuvelatzuvela Posts: 205
    Art3mis
    Can we have the option of simply duplicating rift image onto PC monitor?

    I have 1080p 75hz monitor and simply don't see the need for all this fuss.

    For people with higher or lower resolution image would have to be scaled, but even that would probably work better than what we have now.
    For a successful technology, reality must take precedence over public relations, for Nature cannot be fooled.
    Richard Feynman
  • bigmike20vtbigmike20vt Posts: 4,135 Valuable Player
    Marconi wrote:
    So I've got a brand new Virgin PC and just installed 8.1
    Do I install SDK 6 or not? I see a lot of people having trouble with it on Windows 7. I've never had problems with 8.1 on my old PC so was wondering what I should do?


    I guess it depends.

    are you a developer? if so then you probably should. No point getting your project working in 5.01 and it being broken in 6.

    however if you are just an enthusiast user then its a no brainer to stay with the older software untill devs have updated their software imo.
    Fiat Coupe, gone. 350Z gone. Dirty nappies, no sleep & practical transport incoming. Thank goodness for VR :)
  • MarconiMarconi Posts: 167
    Hiro Protagonist
    Marconi wrote:
    So I've got a brand new Virgin PC and just installed 8.1
    Do I install SDK 6 or not? I see a lot of people having trouble with it on Windows 7. I've never had problems with 8.1 on my old PC so was wondering what I should do?


    I guess it depends.

    are you a developer? if so then you probably should. No point getting your project working in 5.01 and it being broken in 6.

    however if you are just an enthusiast user then its a no brainer to stay with the older software untill devs have updated their software imo.

    Enthusiast. Will stick with the previous software then, thanks:)
    APPLE LOVE iPhone, iPad, Macbook Pro, iMac
    GTX 970, 16GB, Water-cooled MONSTER.
  • MarconiMarconi Posts: 167
    Hiro Protagonist
    Well, decided to use SDK 0.6 as i had nothing to loose as it was a brand new PC with a GTX970. Loaded all the top Demo's such as Titans of Space, Sightline the chair, Surge etc, all in Direct mode and to my surprise everything work perfectly and smooth, and more importantly - using Direct to Rift makes all the difference in these chosen demos...they just work and its painless! I use the new PC only for the oculus and nothing else as i'm a hardened Mac user so hopefully will reduce conflicts a bit. As its a PC i'm positive things WILL go bad at some point:)
    APPLE LOVE iPhone, iPad, Macbook Pro, iMac
    GTX 970, 16GB, Water-cooled MONSTER.
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