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Troubleshooting the Oculus Rift DK2

The Oculus Rift DK2 is a great piece of hardware, but unfortunately, due to the way it was designed, it can be hard to make it work properly easily.

This is the case for most VR demos and not just related to MiddleVR.

Here are some steps to follow to troubleshoot the Oculus Rift DK2:

- Make sure you have setup your windows correctly, as described in the User Guide.

- Make sure your app runs at a STRICT 75 fps.

- Make sure the VSync parameter is checked.

- Make sure AERO is activated.

- With MiddleVR 1.6.1 (with a simulation built with Unity 4.6 or later), enable the fullscreen option in your configuration file and add the custom argument "-adapter screenID" to specify the Oculus screenID in the "Simulations" panel.

Cymatic Bruce has provided an excellent general troubleshooting help page:

Cymatic Bruce.com - DK2 Troubleshooting Resource

 

See also Performances issues on a Laptop with Oculus Rift if you use laptop.

 

Last edited the 05-18-2015

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8 Comments

  • 0
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    Support team

    Jeffrey,
    we tested the performances and did not find a difference between MiddleVR and the official Oculus plugin.

    Could you send your application so that we can investigate ?
    Thanks,
    Sébastien

  • 0
    Avatar
    Jeffrey Jacobson

    You can download it from my dropbox, here:
    https://www.dropbox.com/s/czfdd40n98tpuwg/OR_Room%20Simulation.zip?dl=0

    Most likely its a problem with some setting on my computer.

  • 0
    Avatar
    Support team

    Also, could you please send us the configuration file you are using and the logs (at loglevel 5) produced when you experience this issue?
    (http://support.middlevr.com/hc/en-us/articles/203900085-Logs)

  • 0
    Avatar
    Support team

    Regarding the framerate, you should have the DK2 as the primary screen and enable the VSync in MiddleVR (this should be the case by default).

    Then you need to make sure that your app runs at no less than 75 fps.

    There are other potential issues which are hardware related.
    Are you using a laptop? If yes does it have multiple graphics cards? (like an IGP and a Geforce for example)

  • 0
    Avatar
    Eric Hodgson

    "Make sure your app runs at a STRICT 75 fps."

    I can't find any information on how to ensure the framerate. Is it a Unity setting? MiddleVR setting?

    My simulation shows the first frame and then goes black. I can hear the audio, but the visuals are blank. I suspect this might be the issue.

  • 0
    Avatar
    Jeffrey Jacobson

    I am running Windows 8.1 with an NVIDIA 880M graphics card, and the NVIDIA 344.11 drivers.

    I made two unity environments (one simple and one with a lot of objects) and imported the MiddleVR package and VR Manager. I compiled each one, and later launched each one from the MiddleVR configurator, experimenting with different configurations. Remarkable how well that worked!

    However, performance with the DK2 configuration was poor, with a lot of rotational "judder". It got much better when I put "-force-d3d9" in the "Custom aruguments" field. After that, the judder looks more like low frame rate, either in the rendering or (more likely) the head tracker updates. When I turn my head very slowly, its mostly smooth, but the scene tends to twitch or jump at odd moments.

    In the Unity player settings, DX11 is turned off, so that's not the problem. I did use the NVIDIA control panel "manage 3d Settings" dialogue to specifically force both programs to use the the fast NVIDIA processor. Also did that for the MiddleVR Configurator, but no luck.

    I get no performance problems when I use the standard Oculus-Unity integration package.

  • 0
    Avatar
    Eric Hodgson

    Update - I found this Unity JavaScript...

    function Awake () {
    Application.targetFrameRate = 75;
    }

    Also, it looks like my loss of visuals were unrelated to the framerate. I had manually disabled the wand and menu nodes in the inspector (instead of unchecking the "Use Wand" / "Use Menu" options on the VR Manager). As soon as I re-enabled them and used the checkboxes, it started working. I'm not sure why this would kill the graphics but it does.

  • 0
    Avatar
    Support team

    Thank you Jeffrey, we will look to see if the latest beta has some performance impact over the official Oculus plugin,

    it definitely should not be the case! We will get back to you very soon.

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