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Thread: Oculus Rift DK2 and UE4 4.3: problems with Oculus Runtime 0.4

  1. #1
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    Oculus Rift DK2 and UE4 4.3: problems with Oculus Runtime 0.4

    Hey guys.

    As many of you recently figured out DK2 and UE4 4.3 do not work together if Oculus Runtime 0.4 is installed.

    We apologize for the mess. I want to confirm that UE4 4.3 is indeed DK2-ready. The problem is the new 0.4 Runtime that unfortunately is incompatible with 0.3-based apps for now. We are working on resolving this issue right now, as well as preparing a new integration of UE4 and Oculus SDK 0.4.

    As a workaround for now - you should not install 0.4 Runtime while you use UE4 4.3. Instead, you'll need to install a DK2 camera driver, download link:
    http://static.oculusvr.com/sdk-downloads/Oculus+VR+Camera+Installer.exe
    (Note: you will need to uninstall this driver later when you decide to switch to 0.4).

    If you already have installed 0.4 Runtime then you may either uninstall it and install the camera driver from above, or you need to disable the OVRService by performing the following steps:
    1) Remove or Disable the "Oculus Service Scheduler" from the Windows Task Scheduler: "Start" button -> "Task Scheduler"
    2) Switch display mode to Extended mode or uninstall the Oculus Display Driver;
    3) Remove "OculusConfigUtil.exe" from Programs -> Startup (For example, C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Startup).
    Last edited by Art_Oculus; 07-26-2014 at 02:59 PM.

  2. #2
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    Thanks for the info but your link is broken I think.
    Stygian Abyss Demo VR Remake

    http://mrob76u.wordpress.com/

  3. #3
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    Can you please fix the link for the camera driver? Really would like to give this a try ASAP.

  4. #4
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    The link is fixed. Sorry!

  5. #5
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    Sweet! But still, I can't wait for the official SDK 0.4.0 integration! ;D

  6. #6
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    Any idea when there will be a camera driver for OSX? Is it better to just sink some cash on Windows if I'm getting into game development?

  7. #7
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    Quote Originally Posted by TheMayor View Post
    Any idea when there will be a camera driver for OSX? Is it better to just sink some cash on Windows if I'm getting into game development?
    OSX will be supported (incl positional trackng) in 0.4 integration.

  8. #8
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    I really hope SDK 0.4 (or better, if 0.4.1 fixes DK2's issues, black smear, judder, chromatic aberration), makes it into UE4 update 4.3.2 or 4.4, whichever is next.. :/ It's no fun to always be a version or 2 behind the good bug fixes..lol

  9. #9
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    Hello everyone,
    I can't get the positional tracking to work.
    I have the equivalent of a DK1...

    Couch Knight is the same. (so it's not my project etc...)

    Using extended, 75Hz, potrait mode...
    Oculus SDK 0.4 not installed
    Camera driver installed
    DK2 firmware has been updated on another PC

    Am I missing something ?
    Last edited by olivierJT; 07-30-2014 at 07:55 PM.
    Welcome to my universe,
    www.SynthesisUniverse.com
    Get the NEW Nov 10th 2014 demo !
    SU -Maze- on Oculus Share

  10. #10
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    Samaritan
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    Quote Originally Posted by olivierJT View Post
    Hello everyone,
    I can't get the positional tracking to work.
    I have the equivalent of a DK1...

    Couch Knight is the same. (so it's not my project etc...)

    Using extended, 75Hz, potrait mode...
    Oculus SDK 0.4 not installed
    Camera driver installed
    DK2 firmware has been updated on another PC

    Am I missing something ?
    I thought you needed DK2 hardware for positional tracking to work... do you mean rotational tracking?

  11. #11
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    Of course I have a Dk2 !
    ^_^
    When I meant "I have the equivalent of a DK1" I meant as a result of things not working ! ^_^
    Welcome to my universe,
    www.SynthesisUniverse.com
    Get the NEW Nov 10th 2014 demo !
    SU -Maze- on Oculus Share

  12. #12
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    Samaritan
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    AH okay haha.

  13. #13
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    Any word on how the implementation of the latest SDK is coming along? I would really love to use the Direct HMD Access mode with my project.
    Last edited by AntonieB; 07-31-2014 at 07:44 AM.

  14. #14
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    Works ok for me

    Quote Originally Posted by olivierJT View Post
    Hello everyone,
    I can't get the positional tracking to work.
    I have the equivalent of a DK1...

    Couch Knight is the same. (so it's not my project etc...)

    Using extended, 75Hz, potrait mode...
    Oculus SDK 0.4 not installed
    Camera driver installed
    DK2 firmware has been updated on another PC

    Am I missing something ?
    I use the 0.4 SDK but before running the Editor stop the wscript.exe process and the OVRService_x64.exe process.
    That seems to work in couch knights and my own project fine.
    Stygian Abyss Demo VR Remake

    http://mrob76u.wordpress.com/

  15. #15
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    When will the the DK2 be supported in direct mode? Any planned ETA?

  16. #16
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    Samaritan
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    Quote Originally Posted by Mrob76u View Post
    I use the 0.4 SDK but before running the Editor stop the wscript.exe process and the OVRService_x64.exe process.
    That seems to work in couch knights and my own project fine.
    I can confirm this works (not with direct mode though). Also, this doesn't give positional tracking.

  17. #17
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    Quote Originally Posted by joessu View Post
    I can confirm this works (not with direct mode though). Also, this doesn't give positional tracking.


    Is there an issue tracker for adding positional tracking or direct mode support?

  18. #18
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    Quote Originally Posted by joessu View Post
    I can confirm this works (not with direct mode though). Also, this doesn't give positional tracking.

    I get directional tracking no problem.
    Stygian Abyss Demo VR Remake

    http://mrob76u.wordpress.com/

  19. #19
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    No news about Oculus in the 4.4 preview release notes.

  20. #20
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    Samaritan
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    Nothing on GitHub either, the runtime doesn't seem to have been updated on any branch there so we shouldn't get our hopes up just yet. Its a matter of time, maybe they are waiting on a more stable Oculus driver as well for the next update (0.4.1 anyone?)

  21. #21
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    Samaritan
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    Even though Ue4 isn't on the bleeding bleeding edge for DK2 support (regardless of who's fault it is), I am still able to prototype my games and stuff with the rift.
    Sure i can't actually peek my head around a wall yet, but for me that isn't a deal breaker.

    I hacked together a dungeon room last night and looking at it through the rift was amazing! Keep up the good work guys! I would rather get it 4 weeks later and running well, then now and running poorly!

  22. #22
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    What did you guys do other than rotating the display? My IPD seems wrong.

  23. #23
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    Anyone figured out how to record the screen when running the game in stand alone mode? I need to make a video show my DK2 integration with leaning round corners and upper Upper body motion linked to the positional tracking.
    Stygian Abyss Demo VR Remake

    http://mrob76u.wordpress.com/

  24. #24
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    It works for me now, but anyone else experiencing weird stuttering despite a high frame rate? The stuttering even occurs in the very simple content example VR map.
    Last edited by The_Distiller; 08-01-2014 at 05:24 PM.

  25. #25
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    edit: nothing i found it.
    Last edited by knack; 08-01-2014 at 10:31 PM.

  26. #26
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    Quote Originally Posted by Mrob76u View Post
    I use the 0.4 SDK but before running the Editor stop the wscript.exe process and the OVRService_x64.exe process.
    That seems to work in couch knights and my own project fine.
    Yes, that works. Thanks a lot. Even the position tracking works. But ....

    Quote Originally Posted by The_Distiller View Post
    It works for me now, but anyone else experiencing weird stuttering despite a high frame rate? The stuttering even occurs in the very simple content example VR map.
    ... I got that too in every scene (my project, couch knights, realistic rendering), and it is really extreme specially in comparison with very smooth scenes in unity. Please, please fix that. UE4 is one of the main reasons I bought my DK2

  27. #27
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    my camera not work (no blue light) the rest works ok, at least i can test my project.

    if anyone fix that problem please share...

    in Couch Knights have same problem.

  28. #28
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    Quote Originally Posted by The_Distiller View Post
    It works for me now, but anyone else experiencing weird stuttering despite a high frame rate? The stuttering even occurs in the very simple content example VR map.
    The stuttering comes from having a low fps. Run stat fps, anything below 75 fps will cause the stutter. Its more bearable if you turn off low persistence (hmd lp off) if your framerate stays below 70ish fps.

    As for a convenient way to use the 0.4sdk see Oculus Service Manager by Bilago

    Quote Originally Posted by Mrob76u
    Anyone figured out how to record the screen when running the game in stand alone mode? I need to make a video show my DK2 integration with leaning round corners and upper Upper body motion linked to the positional tracking.
    Fraps should work when launched in extended mode.

  29. #29
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    I don't know what happened. I had my DK2 working earlier this weekend in UE4. I followed the directions above, and all of my 4.3 projects were working (albeit mostly bad framerates). Now every one of them crashes. The only UE4 project that runs in the rift is the Couch Knights demo. Other downloaded demos crash (realistic rendering), as well as my own projects. I've tried running them as a new process from the editor, and launching the project from a right click in windows. No matter what I do, I get the following crash on everything but Couch Knights.

    !Id:330469f3411d0498118cc88e780b0b79

    Anyone know what's going on?

    - extended mode on
    - vsync on
    - rift set to secondary monitor
    - win7 Home
    - updated rift firmware
    - oculus runtime .4 installed but running with the task disabled

    Thanks,

    Andrew
    Last edited by 3dlight; 08-03-2014 at 09:26 PM.

  30. #30
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    Hey guys,

    Sorry to hear you are having troubles with UE4 + DK2. Let try to fix them.

    As to the stuttering (or judder). If you use STAT FPS, what is the frame rate? Make sure Rift monitor is in 75 Hz mode AND FPS doesn't drop below 75 FPS with VSync on. And yeah, make sure the VSync is on (use HMD STATS commands). To turn VSync on in stereo mode use HMD VSYNC ON console cmd.
    If your video card is unable to keep 75 FPS rendering try to lower the ScreenPercentage (HMD SP 100 cmd will set it to 100%, default is 135% for DK2).
    I can give any ETAs on when 0.4 integration will be included into main UE4 branch. We (Oculus) are planning to release it ASAP as a separate integration (patch + changed src files + GitHUB branch).

  31. #31
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    If anyone missed this major bit of info: Make sure rift is your main monitor!!!
    This makes it harder to launch applications, but makes the world of difference. I think it's something to do with only the main monitor being displayed 75hz? i.e If rift is your secondary monitor it will be stuck at 60hz.
    This fixed the stuttering problems for me.

  32. #32
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    I really hope they get 'Direct mode' implemented the right way and that with that all the 'multiple desktop' / primary / secundairy / refresh rate issues are solved.

    Extra great would be if they allow somehow to make a secondary camera / allow somehow to implement a 3th screen with instructions to put on the headset or even a overview of the game (Like they talk about in http://www.gamasutra.com/view/news/222361/QA_Oculus_software_guru_sheds_light_on_the_new_SDK_driving_DK2.php)

    Sure there would be some 'performance considerations' but having the option would be awsome.

  33. #33
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    Is the Oculus Rift plugin not showing up a symptom of the 0.4 SDK issue? I have Oculus Rift Plugin enabled in my plugin settings but for some reason it is not showing up under plugins in my project settings.

  34. #34
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    Quote Originally Posted by Mentos View Post
    Is the Oculus Rift plugin not showing up a symptom of the 0.4 SDK issue? I have Oculus Rift Plugin enabled in my plugin settings but for some reason it is not showing up under plugins in my project settings.
    I think that's normal. Not every enabled plugin has its own settings to put in the project settings. Mine doesn't show in there either but works fine (still on DK1 though).

  35. #35
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    Quote Originally Posted by knack View Post
    my camera not work (no blue light) the rest works ok, at least i can test my project.

    if anyone fix that problem please share...

    in Couch Knights have same problem.
    Same thing here, head tracking works, but the camera sees unhappy, i've installed the driver linked, and it works ok with 0.4 SDK content, but UE4 just doesn't seem to be happy with it.

    here's the relevant bit from the log file

    Code:
    [2014.08.04-17.32.02:125][  0]OCULUS: *** SensorFusion Startup: TimeSeconds = 0.000000
    [2014.08.04-17.32.02:255][  0]OCULUS:
    [2014.08.04-17.32.02:255][  0]OCULUS: OVR::SensorDevice - Closed '\\?\hid#vid_2833&pid_0021#8&25334d67&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}'
    [2014.08.04-17.32.02:255][  0]OCULUS: OVR::Win32::HIDDevice - Closed '\\?\hid#vid_2833&pid_0021#8&25334d67&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}'
    [2014.08.04-17.32.02:255][  0]OCULUS:
    [2014.08.04-17.32.02:255][  0]OCULUS: OVR::SensorDevice - Closed '\\?\hid#vid_2833&pid_0021#8&25334d67&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}'
    [2014.08.04-17.32.02:255][  0]OCULUS: OVR::Win32::HIDDevice - Closed '\\?\hid#vid_2833&pid_0021#8&25334d67&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}'
    [2014.08.04-17.32.02:255][  0]LogHMD:Warning: HMD Oculus Rift DK2, Monitor \\.\DISPLAY2\Monitor0, res = 1920 x 1080, windowPos = {1920, 0}
    [2014.08.04-17.32.02:255][  0]LogHMD: Oculus initialized.
    [2014.08.04-17.32.02:343][  0]OCULUS:
    [2014.08.04-17.32.02:343][  0]OCULUS: Sensor created.
    [2014.08.04-17.32.02:344][  0]OCULUS: SyncBox: NOT using box!
    [2014.08.04-17.32.02:381][  0]OCULUS: Sensor Pose tracker created.
    [2014.08.04-17.32.02:460][  0]OCULUS: IOCTL_OCUSBVID_EXECUTE_VIDEO_STREAMING_REQUEST commit SET_CUR succeeded
    [2014.08.04-17.32.02:468][  0]OCULUS: Request failed - 0x5aa...
    [2014.08.04-17.32.02:468][  0]OCULUS: IOCTL_OCUSBVID_SET_ISO_INTERFACE failed

  36. #36
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    Quote Originally Posted by integration View Post
    If anyone missed this major bit of info: Make sure rift is your main monitor!!!
    This makes it harder to launch applications, but makes the world of difference. I think it's something to do with only the main monitor being displayed 75hz? i.e If rift is your secondary monitor it will be stuck at 60hz.
    This fixed the stuttering problems for me.
    Uhm... This is not true, I use it as a third monitor and it works fine. You may just need to explicitly switch the monitor to 75 Hz using either NVidia Control Panel or AMD Control Center (or how is it called).

  37. #37
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    ditto, with ATI work fine and stuck in 75fps, the only problem its the camera but ins't dramatic for dev while waiting the fix.
    Last edited by knack; 08-04-2014 at 04:50 PM.

  38. #38
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    Make sure you've connected the camera into USB 2.0 or 3.0 port (not 1.0/1.1). Try to re-plug the camera into different connectors, disconnect all possible USB devices, especially other cameras, USB drives, etc.

    Quote Originally Posted by LazyDodo View Post
    Same thing here, head tracking works, but the camera sees unhappy, i've installed the driver linked, and it works ok with 0.4 SDK content, but UE4 just doesn't seem to be happy with it.

    here's the relevant bit from the log file

    Code:
    [2014.08.04-17.32.02:125][  0]OCULUS: *** SensorFusion Startup: TimeSeconds = 0.000000
    [2014.08.04-17.32.02:255][  0]OCULUS:
    [2014.08.04-17.32.02:255][  0]OCULUS: OVR::SensorDevice - Closed '\\?\hid#vid_2833&pid_0021#8&25334d67&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}'
    [2014.08.04-17.32.02:255][  0]OCULUS: OVR::Win32::HIDDevice - Closed '\\?\hid#vid_2833&pid_0021#8&25334d67&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}'
    [2014.08.04-17.32.02:255][  0]OCULUS:
    [2014.08.04-17.32.02:255][  0]OCULUS: OVR::SensorDevice - Closed '\\?\hid#vid_2833&pid_0021#8&25334d67&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}'
    [2014.08.04-17.32.02:255][  0]OCULUS: OVR::Win32::HIDDevice - Closed '\\?\hid#vid_2833&pid_0021#8&25334d67&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}'
    [2014.08.04-17.32.02:255][  0]LogHMD:Warning: HMD Oculus Rift DK2, Monitor \\.\DISPLAY2\Monitor0, res = 1920 x 1080, windowPos = {1920, 0}
    [2014.08.04-17.32.02:255][  0]LogHMD: Oculus initialized.
    [2014.08.04-17.32.02:343][  0]OCULUS:
    [2014.08.04-17.32.02:343][  0]OCULUS: Sensor created.
    [2014.08.04-17.32.02:344][  0]OCULUS: SyncBox: NOT using box!
    [2014.08.04-17.32.02:381][  0]OCULUS: Sensor Pose tracker created.
    [2014.08.04-17.32.02:460][  0]OCULUS: IOCTL_OCUSBVID_EXECUTE_VIDEO_STREAMING_REQUEST commit SET_CUR succeeded
    [2014.08.04-17.32.02:468][  0]OCULUS: Request failed - 0x5aa...
    [2014.08.04-17.32.02:468][  0]OCULUS: IOCTL_OCUSBVID_SET_ISO_INTERFACE failed

  39. #39
    0
    Quote Originally Posted by integration View Post
    If anyone missed this major bit of info: Make sure rift is your main monitor!!!
    This makes it harder to launch applications, but makes the world of difference. I think it's something to do with only the main monitor being displayed 75hz? i.e If rift is your secondary monitor it will be stuck at 60hz.
    This fixed the stuttering problems for me.
    I tried this, unfortunately, everything but couchKnight is still crashing.

  40. #40
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    Unreal Engine Developer
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    Re: 0.4 and GitHub, all of our changes to add 0.4 support are in a branch that we're working on with Oculus.

    The timing of the 0.4 Beta SDK release was very close to our locking down for the 4.4 release, and since 0.4 is a beta, we wanted to ensure stability by not slotting in a beta SDK at the last minute.

    That said, 0.4 has plenty of awesome changes, so we want to figure out a way to get that to folks, likely via GitHub at first. Hopefully we'll have more news on that shortly.

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