Comments (10)
I made a release of experimental v6 and hope that its fixes this error
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A very strange error.
What hardware setup do you have? You already wrote me that you updated to the latest nvidia driver. I have two working setups with two different quests, but both have a GTX1070 and the latest 436.15 driver.
Have you tried to uninstall the alvr_driver and re-install? Maybe something is stuck.
Maybe @zarik5 has more insight, the changes from ev4 to 5 came from him.
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I have Nvidia GTX 1660 Ti. Driver version is 436.15.
I have tried to click "Uninstall driver" and "Install driver".
Just tested and ALVR Experimental v4 is working (together with ALVRClient ev3). So the problem is introduced in ev5.
CC: @zarik5
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I just upgraded from Visual Studio 17 to 19 and from CUDA 9.2 to 10.1
Maybe you give it a try. You need to rebuild everything and reinstall the alvr driver
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I can confirm that it crashes for me too. What crashes is SteamVR and then I get an error message which I assume it's from SteamVR too? Or maybe ALVR but the application keeps it open and "working" (not hang). V4 works perfectly fine and it's the one that I am using right now. I have tried several times going back and forth with V5 and there is no way of making it to work. I always uninstall and reinstall drivers. There is something on that build that makes it to not work. I don't even enabled FFR. So, unless there is some charasteristic introduced that requires Win10 (I use Win7 right now) I have no idea what could it be. Either way, if for some reason the addition of FFR would require such feature, it would be better if we could still use the software turning it off otherwise people like me wouldn't be able to use the whole ALVR all together.
Thank you for your hard work ♥
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Looks like this might have been some kind of build issue - I have built the latest Git version 29416ee (using Visual Studio 2019 and Windows 10 SDK 10.0.17134.12) and it worked.
@JackD83 What version of Windows 10 SDK was used to build Experimental v5?
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@DavisNT the error you reported refers to CUDA; the relative code is executed if "IsWindows8OrGreater() == FALSE". While writing the FFR code I explicitly commented out every CUDA reference because I couldn't compile otherwise (and it wasn't a problem for me because I'm on Win 10). I only touched VideoEncoderNVENC, which in turn creates NvEncoderCuda or NvEncoderD3D11, so I don't see the reason why just the CUDA code would be broken.
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ev5 was build with 17134. With the upgrade I switched to 18362. It should be set to "use latest version" and I hope that works for everyone.
I think the big change was the switch to Cuda 10.1.
The whole architecture of the Geforce RTX and the GTX 1660 was released after the release of the latest Cuda 9.2 update.
Upgrading was not that hard and Visual Studio 19 and Cuda are freely available. They can even be installed side by side. Just make sure to set the CUDA_PATH environment variable to the one you want use.
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For the rest of humans like me, does that means that it's fixed? When will we see the next experimental release? I am not avid enough to compile and such :(
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I can confirm - v6 works well (at least on my PC where v5 always crashed).
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Related Issues (20)
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- Glitched video in headset for every game (tested with Superhot VR) HOT 6
- SteamVR crashes upon PhoneVR client connecting to ALVR HOT 4
- Change hand tracking controller bindings HOT 2
- Feature Request: Add Splay And Proper Thumb Tracking For Quest 2 HOT 7
- Linux Launcher error: Failed to run eframe: Glutin HOT 4
- [Feature request]Is it possible to map the Quest VR controllers as trackers and use hand tracking as the controllers? HOT 4
- Linux, ALVR fails to use discrete Nvidia GPU HOT 6
- Low GPU utilization when "Optimize game latency" turn on HOT 6
- [HELP] Using H264 doesn't work HOT 4
- enhancement (dashboard, wiki): improve logging for obvious errors, wiki improvements HOT 3
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