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I want to use OpenVR without having SteamVR app running, which is fine since VR_Init starts the server, and VRCompositor() starts the compositor. In my 64-bit app, VR_Init (&eError, vr::VRApplication_Scene)succeeds, however VRCompositor() returns false if SteamVR is not running. When calling VRCompositor(), vrcompositor.exe starts up briefly then quits.
This same sequence works fine in 32 bit app - vrcompositor.exe starts up and stays running.
Edit: forget to specify - this is a Windows app running on Win 7 built with VS 2012.
The text was updated successfully, but these errors were encountered:
Thanks for those links, but this really doesn't help me or address my
problem.
It doesn't help because the process of installing the software in the
videos is no less onerous than just installing Steam/SteamVR.
My real problem is with the OpenVR SDK, and the inconsistent behavior of
the API call VRCompositor().
In 32 bits mode, VRCompositor() starts the vrcompositor.exe runtime
(which stays running) and returns True.
In 64 bits mode, VRCompositor() starts the vrcompositor.exe runtime
(which almost immediately quits) and returns False.
The workaround for this is to start SteamVR manually from the Steam app,
but I'm trying to avoid this.
I want to use OpenVR without having SteamVR app running, which is fine since
VR_Init
starts the server, andVRCompositor()
starts the compositor. In my 64-bit app,VR_Init (&eError, vr::VRApplication_Scene)
succeeds, howeverVRCompositor()
returns false if SteamVR is not running. When callingVRCompositor()
, vrcompositor.exe starts up briefly then quits.This same sequence works fine in 32 bit app - vrcompositor.exe starts up and stays running.
Edit: forget to specify - this is a Windows app running on Win 7 built with VS 2012.
The text was updated successfully, but these errors were encountered: