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Failed to create RenderManager (Windows 10 x64 AU) #25

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demonixis opened this issue Aug 30, 2016 · 35 comments
Open

Failed to create RenderManager (Windows 10 x64 AU) #25

demonixis opened this issue Aug 30, 2016 · 35 comments

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@demonixis
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Hi,

Since the last HDK2 firmware update, I can't use Unity apps. There are the logs I have

Failed to load 'Assets/Vendors/OSVRUnity/Plugins/x86_64/osvrUnityRenderingPlugin.dll' with error 'Le module spécifié est introuvable.
'.
OSVR.Unity.DisplayController:SetupRenderManager() (at Assets/Vendors/OSVRUnity/src/DisplayController.cs:152)
OSVR.Unity.DisplayController:SetupRenderManager() (at Assets/Vendors/OSVRUnity/src/DisplayController.cs:140)
OSVR.Unity.DisplayController:SetupDisplay() (at Assets/Vendors/OSVRUnity/src/DisplayController.cs:176)
OSVR.Unity.DisplayController:Update() (at Assets/Vendors/OSVRUnity/src/DisplayController.cs:317)

```bash
Failed to load 'Assets/Vendors/OSVRUnity/Plugins/x86_64/osvrUnityRenderingPlugin.dll' with error 'Le module spécifié est introuvable.
'.
OSVR.Unity.OsvrRenderManager:InitRenderManager() (at Assets/Vendors/OSVRUnity/src/OsvrRenderManager.cs:196)
OSVR.Unity.OsvrRenderManager:InitRenderManager() (at Assets/Vendors/OSVRUnity/src/OsvrRenderManager.cs:195)
OSVR.Unity.DisplayController:SetupRenderManager() (at Assets/Vendors/OSVRUnity/src/DisplayController.cs:140)
OSVR.Unity.DisplayController:SetupDisplay() (at Assets/Vendors/OSVRUnity/src/DisplayController.cs:176)
OSVR.Unity.DisplayController:Update() (at Assets/Vendors/OSVRUnity/src/DisplayController.cs:317)
Failed to load 'Assets/Vendors/OSVRUnity/Plugins/x86_64/osvrUnityRenderingPlugin.dll' with error 'Le module spécifié est introuvable.
'.
OSVR.Unity.OsvrRenderManager:CreateRenderManager(ClientContext) (at Assets/Vendors/OSVRUnity/src/OsvrRenderManager.cs:311)
OSVR.Unity.OsvrRenderManager:CreateRenderManager(ClientContext) (at Assets/Vendors/OSVRUnity/src/OsvrRenderManager.cs:301)
OSVR.Unity.OsvrRenderManager:InitRenderManager() (at Assets/Vendors/OSVRUnity/src/OsvrRenderManager.cs:195)
OSVR.Unity.DisplayController:SetupRenderManager() (at Assets/Vendors/OSVRUnity/src/DisplayController.cs:140)
OSVR.Unity.DisplayController:SetupDisplay() (at Assets/Vendors/OSVRUnity/src/DisplayController.cs:176)
OSVR.Unity.DisplayController:Update() (at Assets/Vendors/OSVRUnity/src/DisplayController.cs:317)
[OSVR-Unity] Could not load Assets/Vendors/OSVRUnity/Plugins/x86_64/osvrUnityRenderingPlugin.dll
osvrUnityRenderingPlugin.dll, or one of its dependencies, is missing from the project or architecture doesn't match.
UnityEngine.Debug:LogError(Object)
OSVR.Unity.OsvrRenderManager:CreateRenderManager(ClientContext) (at Assets/Vendors/OSVRUnity/src/OsvrRenderManager.cs:306)
OSVR.Unity.OsvrRenderManager:InitRenderManager() (at Assets/Vendors/OSVRUnity/src/OsvrRenderManager.cs:195)
OSVR.Unity.DisplayController:SetupRenderManager() (at Assets/Vendors/OSVRUnity/src/DisplayController.cs:140)
OSVR.Unity.DisplayController:SetupDisplay() (at Assets/Vendors/OSVRUnity/src/DisplayController.cs:176)
OSVR.Unity.DisplayController:Update() (at Assets/Vendors/OSVRUnity/src/DisplayController.cs:317)

image

Crash dump can be downloader here

@osvr-phabricator
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Hi,

Could you tell me what firmware version are you using?
Did you try to rollback to the previous firmware version?

Best,

@demonixis
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Hi,

I use a HDK 1.4 and a HDK2 The HDK 1.4 uses the firmware 1.96 and the HDK2 the 1.97. The problem occurs only with the HDK2, the HDK 1.4/3 seems to work fine.

With the stock firmware (HDK2, 1.01 if I remember well), Unity apps worked well. When I updated my HDK2 to the latest firmware, I was not able to use any Unity application. There are two problems. The first is this one reported in that issue. The second is that a compiled game can start, shows an image for 1 sec and crashes (Take a look at the link provided in my initial post, there is a crash dump generated by Unity).

@osvr-phabricator
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Hey,

Could you please also share with me:

  1. OSVR-Server (version or revision).
  2. Rendermanager (version or revision).
  3. drivers installed (version).

Are you building and installing the latest revision of these components or using the installer?

Thanks.

@demonixis
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Hi,

I use the oneclick installer.

OSVR-Core: v0.6-1320-gc0575b0
RenderManager: ?
Drivers: NVIDIA 372.70

I don't find the RenderManager DLLs into the installation folder

@osvr-phabricator
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Thanks for all the answer, I'm trying to replicate the problem, will get back to you soon.

@osvr-phabricator
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I forgot to ask you one more thing in my previous email.

Which graphic card are you usin?
What is the driver version?

Thanks.

@demonixis
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Hi,

I'm using a GTX 970 with 372.70 drivers. My HDKs uses the direct mode. It works with the HDK1 but not the HDK2. The two HDKs have the latest firmware (1.96 for the HDK1 and 1.97 for the HDK2).

The onclick installer seems to be a 32 bit build because it's installed in c:\program files (x86)

@VRguy
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VRguy commented Sep 1, 2016

Yannick,

The HDK2 ships with version 1.01. It has several bugs which are being
addressed, but if it worked for you before the upgrade to 1.97, you can
downgrade it back. Do you need the HEX file for 1.01?

On Thu, Sep 1, 2016 at 2:57 AM, Yannick Comte [email protected]
wrote:

Hi,

I'm using a GTX 970 with 372.70 drivers. My HDKs uses the direct mode. It
works with the HDK1 but not the HDK2. The two HDKs have the latest firmware
(1.96 for the HDK1 and 1.97 for the HDK2).

The onclick installer seems to be a 32 bit build because it's installed in
c:\program files (x86)


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@demonixis
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Hi @VRguy

Yes it worked before, you can send me the hex here, thank you.

@demonixis
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I have flashed the HDK with the stock firmware but it doesn't work.

I have created a blank project, downloaded the latest Unity SDK from https://osvr.github.io/build-with/

I got this error (just one)

[OSVR-Unity] Failed to create RenderManager.
UnityEngine.Debug:LogError(Object)
OSVR.Unity.DisplayController:SetupRenderManager() (at Assets/OSVRUnity/src/DisplayController.cs:143)
OSVR.Unity.DisplayController:SetupDisplay() (at Assets/OSVRUnity/src/DisplayController.cs:176)
OSVR.Unity.DisplayController:Update() (at Assets/OSVRUnity/src/DisplayController.cs:317)

@VRguy newer firmwares are better, with the 1.01, I have a crash at start. With the 1.97, the application starts, displays for 1 sec then crashes...

@demonixis
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Hi I changed my GPU (From a GTX 970 to a RX 480) and I have the same problem. Note that since I updated all my sofware (Unity, OSVR, GPU drivers, Windows, etc...) Unity apps doesn't work with the HDK 1.x and 2.

My configuration

CPU: Intel core i5 3350p @ 3.1Ghz
GPU: RX 480 8 Gb
GPU Drivers: 16.8.3
OS: Windows 10 x64 Pro Anniversay Update (1607)
OSVR-Core: v0.6-1320-gc0575b0

I use the oneclick installer, note that it doesn't contains

  • RenderManager
  • EnableOSVRDirectModeAMD.exe
  • DisableOSVRDirectModeAMD.exe

HDK 1.4: Firmware 1.96
HDK 2.0: Firmware 1.97 (Reverted to 1.01 with no change)

@demonixis
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Hi again,

I can conforme that the HDK2 is working fine with RenderManager samples (inclued in the SDK) and with SteamVR. I don't have tested the HDK with Unreal yet, but for now it seems to be related to Unity only.

@DuFF14
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DuFF14 commented Sep 7, 2016

Unity/RenderManager is working for me with HDK2 firmware 1.01, 1.96, and 1.97, and also HDK1.x with firmwares 1.92 and 1.96.

I'm currently using 1.01 and 1.92 (from the one-click installer) without issue, at least with x86_64 Unity builds. There is an issue with x86 builds (but not editor).

I did see the problem where it crashes after 1 second. This occurred on HDK2 after switching from 1.97 to 1.01 firmware and running the Palace demo. I power cycled, restarted, and updated the demo and haven't had the issue since. Not sure what causes this because it was working on 1.01, 1.97, and 1.96, then started misbehaving after switching back to 1.01, then the issue went away. I'm testing on a GTX 1080 with NVIDIA driver version 372.70.

I just updated the Palace Demo, could you see if this version works on your machine? https://github.com/OSVR/OSVR-Unity-Palace-Demo/releases/tag/v0.6.14

I'm still looking for issues with x86/x64 server and Unity build combos. The Palace Demo is a x86_64 build. If I change to x86, it fails to create rendermanager in the build, but not in the editor.

@demonixis
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demonixis commented Sep 8, 2016

Hi,

I have tried the palace demo, I was able to start it two time and it worked for the HDK2. However, it seems that there is no distortion correction and no dynamic light (or missing lightmaps?). I use my HDK2 in direct mode on a RX 480 (latest driver).

Then I tried to copy the dll from the palace demo plugin folder, to the plugin folder of one of my projects. It's not working, and I've this message:

[OSVR-Unity] GL.IssuePluginEvent failed. This version of Unity cannot support RenderManager.
UnityEngine.Debug:LogError(Object)
OSVR.Unity.VRViewer:UpdateEyes() (at Assets/Vendors/OSVRUnity/src/VRViewer.cs:193)
OSVR.Unity.VRViewer:DoRendering() (at Assets/Vendors/OSVRUnity/src/VRViewer.cs:264)
OSVR.Unity.VRViewer:OnPreCull() (at Assets/Vendors/OSVRUnity/src/VRViewer.cs:240)

This is a message from Unity 5.5, I'll try with Unity 5.4 (at work), but Unity 5.5 has some improvements and is pretty stable for a beta so I develop my games with it.

In any cases

  • RenderManager samples => Works all the time
  • Unity Apps => Work one or two time, doesn't work anymore on Linux (see that post on reddit as an OSVR Game Developer for Linux too, it's hard for me to give answers to players of my games...)
  • SteamVR works well

@DuFF14
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DuFF14 commented Sep 8, 2016

Can you clarify what you mean by "works one or two times"? What happens the third time? If it drops USB connection, that may be a firmware issue. Are you using 1.01?

It shouldn't work on Unity 5.5 because that hasn't been added to the code, but it's an easy fix I can make today: https://github.com/OSVR/OSVR-Unity/search?utf8=%E2%9C%93&q=UNITY_5_4&type=Code

@demonixis
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Hi,

My HDK has the latest firmware (aka 1.97) and configured to work in direct mode. The OSVR Tray App is well configured to HDK2. So there are all my step

  • Start the server
  • Start the application (the IR camera was unplugged)
  • It worked*
  • Escape to quit
  • Restart and it worked again
  • Stop the server and plug the camera
  • Restart the server
  • Black screen into the HMD or the screen
  • The connection wasn't dropped but I've tried to unplug and plug it again
  • It doesn't work
  • I've retried this step few time, without success
  • I've tried to unplug the camera and it doesn't work

@DuFF14
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DuFF14 commented Sep 8, 2016

Distortion correction is a config file option. That is accurate that there are no lightmaps in this version. The scene needed to be brighter because shadows were smearing on HDK2 display. My attempts to re-bake lightmaps have failed dozens of times over the past month with various settings and PCs. It stops making progress no matter how long it runs. I'm trying again on another machine.

@demonixis
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Do you need help? I can try to generate them.

@DuFF14
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DuFF14 commented Sep 8, 2016

Thanks for the info. Yes, I do need help with that. I have a bake in progress but I am not confident it will finish. If we both succeed, we can compare which looks better.

How do you get it working again if unplugging and replugging doesn't work? Does head tracking still work when you get the black screen?

@demonixis
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Well I'll try to bake the scene tomorrow, there are some rules to follow to ensure that the lightmapping is good (lightmap scaling on some objects by example).

For the second point, I don't know if the head tracking worked or not because my PC screen was black (which is normal) and the HMD too. However I can retry and start TrackerView to check if the head tracking is still here.

@DuFF14
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DuFF14 commented Sep 8, 2016

Thanks. Hopefully my bake will finish before tomorrow. It has to be a certain brightness or else the dark colors are smearing. I'm currently set at 0.8 intensity white ambient light, but not sure how it will turn out. I'd ask that you not use Unity 5.5 to bake since Palace is a Unity 5.3 project. We could possibly upgrade it to 5.4 now that it is a stable release.

My guess is that headtracking is not working, indicating that USB connection dropped, but power cycling should fix that.

@DuFF14
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DuFF14 commented Sep 8, 2016

I'd also recommend switching to 1.01 to see if you are able to run more than twice in a row.

@demonixis
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@DuFF14 I have already tried to do that, but without your recent palace build.

I'll give it a new try, but I'm pretty sure that the USB connection is fine, I know what is the drop connection issue (I have already opened issues about that ;))

I can try to bake with Unity 5.4.1f1, I've both version in my work computer. My home computer is only in 5.5b2. How is the lighting in this scene? Have you only one light?

It's a good idea to add some point light here and there and finally a directional light. Using Baked on all lights.

If your lightmapping process is long, that's because the lightmap size is too low. You can try these settings, that's what I use in my games

image

For objects, ensure that the static checkbox is checked and change the scaling of big objects

image

I hope it'll help you ;)

@demonixis
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demonixis commented Nov 25, 2016

Hi,

This error occurs at this line, it returns 1, not 0.

result = CreateRenderManagerFromUnity(clientContext.ContextHandle);

Any idea?

@DuFF14
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DuFF14 commented Nov 28, 2016

I'm not sure. Can you provide more context? Is the plugin updated? Direct mode?

@amigax
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amigax commented Dec 16, 2016

I am getting this error too, actually this error is on unity 5.6beta and HDK2:

[OSVR-Unity] GL.IssuePluginEvent failed. This version of Unity cannot support RenderManager.
UnityEngine.Debug:LogError(Object)
OSVR.Unity.VRViewer:UpdateEyes() (at Assets/OSVRUnity/src/VRViewer.cs:193)
OSVR.Unity.VRViewer:DoRendering() (at Assets/OSVRUnity/src/VRViewer.cs:270)
OSVR.Unity.VRViewer:OnPreCull() (at Assets/OSVRUnity/src/VRViewer.cs:240)

@DuFF14
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DuFF14 commented Dec 16, 2016

@amiga This is a different issue. In OSVR-Unity, search for #if UNITY_VERSION and add UNITY_5_6 where necessary. If you beat me to it, submit a pull request. I created an issue here as a reminder: OSVR/OSVR-Unity#201

@demonixis
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demonixis commented Jan 1, 2017

Hi, how are you?

With the latest updates of OSVR-Core, RenderManager, Unity, I still have this issue with all my HDKs (1.3, 1.4 and 2.0) in direct mode.

My setup:

  • Windows 10 x64 (updated)
  • AMD RX 480 (updated)
  • Unity 5.5
  • HDK 1.3 to 2.0 with the latest firmware (1.99)

I have a dual screen render in Unity, but nothing in the headset

[OSVR-Unity] Failed to create RenderManager.
UnityEngine.Debug:LogError(Object)
OSVR.Unity.DisplayController:SetupRenderManager() (at Assets/OSVRUnity/src/DisplayController.cs:142)
OSVR.Unity.DisplayController:SetupDisplay() (at Assets/OSVRUnity/src/DisplayController.cs:175)
OSVR.Unity.DisplayController:Update() (at Assets/OSVRUnity/src/DisplayController.cs:316)

I hope we'll solve that one day ;)

@DuFF14
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DuFF14 commented Jan 5, 2017

Hi @demonixis do the RenderManagerD3D examples in the SDK work in direct mode?

@demonixis
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@DuFF14 hum you're right, RM samples doesn't start.. I don't know why, my system works great, my Oculus setup is fine. Does RM not compatible with the latest AMD GPU driver? I got this issues for months with NVIDIA and AMD. I have changed my mainboard recently but I still have this problem.

@amigax
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amigax commented Feb 22, 2017

Still happening on latest unity 5.5.1 - EDIT: I just realised my firmware is drastically old (1.01) I am thinking an upgrade would maybe fix this!? I will let you know.

@DuFF14
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DuFF14 commented Feb 22, 2017

@amiga yes, this is error is most likely a firmware issue if you are using 1.01, but it could also be a server config or hardware (direct mode incompatibility) issue.

@amigax
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amigax commented Feb 24, 2017

Yes I upgraded firmware to hdk2svr-2.00.hex and it works.

@rpavlik
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rpavlik commented Mar 1, 2017

It's possible there's an issue with the latest AMD drivers. I am still on 16.9.2 I believe. I know Razer was working with AMD on compatibility for the old (buggy) 1.01 firmware, it's possible that that work negatively impacted the fixed 2.00 version, I don't know if they are also testing with that version.

@jfrank-razer
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jfrank-razer commented Mar 1, 2017 via email

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