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Oculus attempt with Pimax? #14
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Lone Echo 2 uses D3D12, which is not currently supported. Lone Echo 1, however, works fine for me, including hotkeys. Please post your vrperfkit.log file. |
vrperfkit.log |
Hm, it's loading, but it is not detecting any of the VR APIs. Are you using Virtual Desktop, per chance? If so, can you try a Link variant? It might be that VD with Oculus games just doesn't work. |
No, as I thought about it more , do you think it is because I use Pimax, such that it doesn't hook properly? Also I tried manually setting the runtime is use to Oculus runtime instead of SteamVR runtime and still no benefit. |
Yes, that's probably it. Whatever PiTool is doing to get Oculus games running is apparently not compatible. |
Most likely PiTool is intercepting the loading of the Oculus client DLL and replacing it with their own version. If you can run the game with |
It just doesn't reveal itself to me. I'm sure it uses OVR server and oculus runttime - if it's not running Pimax comes up and asks to start it.. It also fails to use FPSVR which would indicate use of steamVR, nor does it seem to use Revive. So it's normal to me in terms of Oculus operation, but I have nothing to compare it to as Pimax has always prided themselves on running Oculus "natively". I also tried it both named as dxgi.dll and d3d11.dll |
Ah, damn, I removed the relevant log lines because they ended up being a bit too "spammy" even for debug mode. Could you try to rerun this with an older build, e.g. 0.2 or even 0.1? Still with debugMode enabled, it should spew out a pretty large list of DLLs getting loaded in the process. |
no problem
…________________________________
From: Holger Frydrych ***@***.***>
Sent: Thursday, January 20, 2022 8:53 AM
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Cc: DJSlane ***@***.***>; Author ***@***.***>
Subject: Re: [fholger/vrperfkit] Lone Echo 1 or 2? (Issue #14)
Ah, damn, I removed the relevant log lines because they ended up being a bit too "spammy" even for debug mode. Could you try to rerun this with an older build, e.g. 0.2 or even 0.1? Still with debugMode enabled, it should spew out a pretty large list of DLLs getting loaded in the process.
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Here's Asgard's Wrath, which I just purchased along with 0.1 PerfKit |
Hm, still no LoadLibrary lines. Maybe it's only the 0.2 release that had them? I'm not sure right now. You'll notice them when they are there. |
OK here's 0.2 with the lone echo 1 |
and .1.2 with lone echo 1 |
Ok, sorry, apparently those debug outputs never made it into a build. I'll have to provide you with a custom build later today. |
no problem will look for it. |
Try this build with debugMode on, please: |
vrperfkit.log |
Thanks. I'm having to guess here since I can't test it myself, but try this build and see if it does anything: |
vrperfkit.log |
vrperfkit.log |
How exactly does it fail? Both logs show that it now hooks successfully and creates the necessary upscaling resources, but then it appears to shut down in part. If the game crashes, I'm afraid that's going to be next to impossible for me to debug without access to Pimax hardware. |
Let me try with asgards wrath. Funny that the debug "bugsplat" doesn't even fire. |
For Asgard's Wrath: |
Ok, yeah, I'm afraid this isn't going to work. Pimax apparently loads multiple versions of its Oculus replacement DLLs, and while with Asgard's Wrath the mod is correctly hooking the latest version, the functions in there are never called. So it's probably using one of the older versions. I can't make this work properly without actually debugging it myself, which is impossible without Pimax hardware. So unfortunately, this is a no fix for me, sorry. |
No problem. I appreciate the effort and enjoyed the dive! I will contact Pimax. They love to incorporate various features across their software and add it to their launcher. I'll let them consider it. |
I tried the PerfKit with the only two games I own that use Oculus runtime, Lone Echo 1 and 2, but it doesn't seem to work (at least the hotkeys don't). I'm still learning about github and have very basic programming skills. Looking at the build I didn't see how it ties in exactly to the Oculus runtime.
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