[Help] UE5 gives "The OpenXR runtime requires switching to a different GPU adapter" error with Oculus Rift S on a laptop.

Hi, I’m using a laptop with an AMD integrated GPU and an NVIDIA RTX 3050 Ti discrete GPU.

I run Oculus Rift S through a USB-C to DisplayPort adapter, but the DisplayPort only works when the AMD iGPU is enabled. If I disable the AMD GPU in Device Manager, the Rift S stops working completely.

In Unreal Engine 5.6, when using OpenXR, I constantly get the message:
“The OpenXR runtime requires switching to a different GPU adapter…”

I’ve already:

  • Forced UE to use RTX via -ForceAdapter 1 and NVIDIA Control Panel
  • Set Oculus as the OpenXR runtime
  • Disabled SteamVR and any overlays
  • Edited DefaultEngine.ini to prefer system default adapter
  • Tried launching through custom .bat with Vulkan/D3D12

Nothing helps — the message keeps coming back after restart.
Is this because my laptop routes DisplayPort through the AMD GPU?




Thanks!

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Yes, that it unfortunately a hardware limitation with headsets that use direct mode GPU output. The runtime bypasses the Windows compositor and sets the GPU to output directly to the headset. The interfaces for this are proprietary and there is no way to route the signal between GPUs, so the headset has to be connected to the GPU used for rendering.

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Hello, thanks for the response,
is there anything i can do?

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Unfortunately I don’t think there is. You’d have to get either a new computer with a GPU that has a DisplayPort output, or a VR headset that supports wireless streaming.

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