Game Development Community

Problem with Rift Valley (Oculus) Demo

by Ken Fast · in Torque 3D Beginner · 03/12/2014 (6:29 pm) · 5 replies

I am working with Torque3D and the Oculus Rift. I can build a simple Empty Room example using the instructions from the blogs and GitHub and it works with the Rift. When I run the Rift Valley demo the program hangs with the message "loading data" (or something like that). I have included the console output here. Not sure what to look for in it. I am running on a Dell M6800 laptop with NVIDIA K4100 graphics and Optimus. I have the graphics set to use NVIDIA for this app and it appears from the console output that this is correct. Any thoughts?

I have a similar problem with the Aurora Borealis demo, although the console log shows an actual error in that case related to ogvorbis.

<console.log>
//-------------------------- 3/7/2014 -- 10:31:48 -----
Processor Init:
Intel (unknown), ~2.39 Ghz
FPU detected
MMX detected
SSE detected
SSE2 detected
HT detected
MP detected [4 cores, 8 logical, 1 physical]

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions

Initializing platform...
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.

Done
SFXALProvider - OpenAL not available.
SFXFMODProvider - Could not locate fmod_event.dll - FMOD Designer integration not available.
SFXFMODProvider - FMOD Ex API version: 4.42.3
Oculus VR Device Init:
HMD found: Oculus Rift DK1 by Oculus VR [v0]
Sensor found: Tracker DK by Oculus VR, Inc. [v0] 91A6I30GER3B

GFX Init:
Direct 3D (version 9.x) device found
Direct 3D (version 9.x) device found
Null device found

DebugDrawer Enabled!
--------- Loading DIRS ---------

--------- Parsing Arguments ---------
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: NVIDIA Quadro K4100M (D3D9) [\.DISPLAY4]
Device created, setting adapter and enumerating modes
Cur. D3DDevice ref count=1
Pix version detected: 3.000000
Vert version detected: 3.000000
Maximum number of simultaneous samplers: 16
Number of simultaneous render targets: 4
Hardware occlusion query detected: Yes
Using Direct3D9Ex: No
WMIVideoInfo: DxDiag initialized
Initializing GFXCardProfiler (D3D9)
o Chipset : 'Quadro K4100M'
o Card : 'Quadro K4100M '
o Version : '9.18.0013.1232'
- Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 16384.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 16384.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 16384.
GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1.
GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1.
- Loading card profiles...
- Loaded card profile core/profile/D3D9.cs
- No card profile core/profile/D3D9.QuadroK4100M.cs exists
- No card profile core/profile/D3D9.QuadroK4100M.QuadroK4100M.cs exists
- No card profile core/profile/D3D9.QuadroK4100M.QuadroK4100M.91800131232.cs exists
GFXPCD3D9Device::reset - depthstencil 58964e0 has 2 ref's
--- Resetting D3D Device ---
GFXPCD3D9Device::reset - depthstencil 5896540 has 2 ref's
--- Resetting D3D Device ---
core/scripts/client/postFx/ovrBarrelDistortion.cs (89): Cannot re-declare object [OVRBarrelDistortionMonoStage2PostFX].
% - PostFX Manager - Executing core/scripts/client/postFx/default.postfxpreset.cs
% - PostFX Manager - Applying from preset
% - PostFX Manager - PostFX enabled
% - Initialized Core

--------- Initializing Directory: scripts ---------
sfxStartup...

FMOD Device caps:
OUTPUT_FORMAT_PCM8
OUTPUT_FORMAT_PCM16
OUTPUT_FORMAT_PCM24
OUTPUT_FORMAT_PCM32
OUTPUT_FORMAT_PCMFLOAT

SFXSystem::createDevice - created FMOD device 'Speakers / Headphones (2- Realtek High Definition Audio)'
CAPS_Reverb
CAPS_VoiceManagement
Provider: FMOD
Device: Speakers / Headphones (2- Realtek High Definition Audio)
Hardware: No
Buffers: 32

--------- Initializing RiftValley: Server Scripts ---------

--------- Initializing RiftValley: Client Scripts ---------

--------- Initializing Lighting Systems ---------
core/scripts/client/lighting/shadowMaps/init.cs (0): Cannot re-declare object [BlurDepthShader].
core/scripts/client/lighting/advanced/shaders.cs (25): Cannot re-declare object [AL_VectorLightState].
core/scripts/client/lighting/advanced/shaders.cs (56): Cannot re-declare object [AL_VectorLightShader].
core/scripts/client/lighting/advanced/shaders.cs (67): Cannot re-declare object [AL_VectorLightMaterial].
core/scripts/client/lighting/advanced/shaders.cs (84): Cannot re-declare object [AL_ConvexLightState].
core/scripts/client/lighting/advanced/shaders.cs (116): Cannot re-declare object [AL_PointLightShader].
core/scripts/client/lighting/advanced/shaders.cs (127): Cannot re-declare object [AL_PointLightMaterial].
core/scripts/client/lighting/advanced/shaders.cs (142): Cannot re-declare object [AL_SpotLightShader].
core/scripts/client/lighting/advanced/shaders.cs (153): Cannot re-declare object [AL_SpotLightMaterial].
core/scripts/client/lighting/advanced/shaders.cs (169): Cannot re-declare object [AL_DefaultPrePassMaterial].
core/scripts/client/lighting/advanced/shaders.cs (183): Cannot re-declare object [AL_DefaultShadowMaterial].
core/scripts/client/lighting/advanced/shaders.cs (206): Cannot re-declare object [AL_ParticlePointLightShader].
core/scripts/client/lighting/advanced/shaders.cs (0): Cannot re-declare object [AL_ParticlePointLightMaterial].
core/scripts/client/lighting/advanced/lightViz.cs (24): Cannot re-declare object [AL_DepthVisualizeState].
core/scripts/client/lighting/advanced/lightViz.cs (35): Cannot re-declare object [AL_DefaultVisualizeState].
core/scripts/client/lighting/advanced/lightViz.cs (51): Cannot re-declare object [AL_DepthVisualizeShader].
core/scripts/client/lighting/advanced/lightViz.cs (88): Cannot re-declare object [AL_NormalsVisualizeShader].
core/scripts/client/lighting/advanced/lightViz.cs (124): Cannot re-declare object [AL_LightColorVisualizeShader].
core/scripts/client/lighting/advanced/lightViz.cs (159): Cannot re-declare object [AL_LightSpecularVisualizeShader].
core/scripts/client/lighting/advanced/shadowViz.cs (23): Cannot re-declare object [AL_ShadowVisualizeShader].
core/scripts/client/lighting/advanced/shadowViz.cs (34): Cannot re-declare object [AL_ShadowVisualizeMaterial].
core/scripts/client/lighting/advanced/shadowViz.gui (0): Cannot re-declare object [AL_ShadowVizOverlayCtrl].
Using Advanced Lighting


--------------
Attempting to set resolution to "1280 800 false 32 0 0"
Warning: The requested windowed resolution is equal to or larger than the current desktop resolution. Attempting to find a better resolution
Warning: Switching to "1176 664 32"
Accepted Mode:
--Resolution : 1176 664
--Full Screen : No
--Bits Per Pixel : 32
--Refresh Rate : 0
--FSAA Level : 0
--------------
GFXPCD3D9Device::reset - depthstencil 5896540 has 2 ref's
--- Resetting D3D Device ---
Warning, overwriting material for: WindMillBlades01
Warning, overwriting material for: WindMillFrame02
Warning, overwriting material for: ColorEffectR88G199B225-material
Missing file: RiftValley-1-0/art/materials.cs!
Missing file: RiftValley-1-0/art/terrains/materials.cs!
Missing file: RiftValley-1-0/art/roads/materials.cs!
Missing file: RiftValley-1-0/art/shapes/groundCover/materials.cs!
Missing file: RiftValley-1-0/art/shapes/groundCover/OccGrass_01/materials.cs!
Missing file: RiftValley-1-0/art/shapes/trees/OccPine_01/materials.cs!
Missing file: RiftValley-1-0/art/shapes/trees/OccPine_03/materials.cs!
Missing file: RiftValley-1-0/art/shapes/Props/OccFenceSeg_01/materials.cs!
Missing file: RiftValley-1-0/art/shapes/Props/OccBarrier_01/materials.cs!
Missing file: RiftValley-1-0/art/shapes/Props/Barn_01/materials.cs!
Missing file: RiftValley-1-0/art/shapes/Props/Helper_01/materials.cs!
Missing file: RiftValley-1-0/art/shapes/weapons/ProxMine/materials.cs!
Missing file: RiftValley-1-0/art/shapes/weapons/shared/materials.cs!
Missing file: RiftValley-1-0/art/shapes/weapons/Grenade/materials.cs!
Missing file: RiftValley-1-0/art/shapes/weapons/Lurker/materials.cs!
Missing file: RiftValley-1-0/art/shapes/weapons/Ryder/materials.cs!
Missing file: RiftValley-1-0/art/shapes/weapons/Turret/materials.cs!
Missing file: RiftValley-1-0/art/shapes/actors/common/materials.cs!
Missing file: RiftValley-1-0/art/shapes/actors/Soldier/materials.cs!
Missing file: RiftValley-1-0/art/shapes/actors/Soldier/FP/materials.cs!
Missing file: RiftValley-1-0/art/shapes/rocks/CliffEdge_01/materials.cs!
Missing file: RiftValley-1-0/art/shapes/rocks/OccStone_02/materials.cs!
Missing file: RiftValley-1-0/art/shapes/rocks/Stalagtite_01/materials.cs!
Missing file: RiftValley-1-0/art/shapes/rocks/Stalagtite_03/materials.cs!
Missing file: RiftValley-1-0/art/shapes/rocks/RockFace_01/materials.cs!
Missing file: RiftValley-1-0/art/shapes/rocks/Stalagtite_02/materials.cs!
Missing file: RiftValley-1-0/art/shapes/rocks/OccCave_01/materials.cs!
Missing file: RiftValley-1-0/art/shapes/rocks/OccStone_01/materials.cs!
Missing file: RiftValley-1-0/art/shapes/cube/materials.cs!
Missing file: RiftValley-1-0/art/shapes/animatedProps/Windmill/materials.cs!
Missing file: RiftValley-1-0/art/lights/materials.cs!
Missing file: RiftValley-1-0/art/decals/materials.cs!
Missing file: RiftValley-1-0/core/scripts/client/materials.cs!
Missing file: RiftValley-1-0/core/art/materials.cs!
Missing file: RiftValley-1-0/core/art/shapes/materials.cs!
Missing file: RiftValley-1-0/core/art/grids/materials.cs!
Missing file: RiftValley-1-0/core/art/skies/blank/materials.cs!
Binding server port to default IP
UDP initialized on port 0
% - Initializing Tools
% - Initializing Tools Base
% - Initializing Base Editor
% - Initializing World Editor
% - Initializing Sketch Tool
- Initializing Datablock Editor
% - Initializing Debugger
% - Initializing Decal Editor
% - Initializing Forest Editor
% - Initializing Gui Editor
% - Initializing Material Editor
% - Initializing Mesh Road Editor
% - Initializing Mission Area Editor
% - Initializing Particle Editor
% - Initializing Physics Tools
No physics plugin exists.
% - Initializing River Editor
- Initializing Road and Path Editor
% - Initializing Shape Editor
- Initializing Datablock Editor
tools/datablockEditor/DatablockEditorTreeWindow.ed.gui (0): Cannot re-declare object [DatablockEditorTreeWindow].
tools/datablockEditor/DatablockEditorInspectorWindow.ed.gui (0): Cannot re-declare object [DatablockEditorInspectorWindow].
tools/datablockEditor/DatablockEditorCreatePrompt.ed.gui (0): Cannot re-declare object [DatablockEditorCreatePrompt].
tools/datablockEditor/main.cs (43): Cannot re-declare object [DatablockEditorPlugin].
tools/datablockEditor/main.cs (49): Cannot re-declare object [UnlistedDatablocks].
% - Initializing Sketch Tool
tools/convexEditor/convexEditorGui.gui (0): Cannot re-declare object [ConvexEditorGui].
tools/convexEditor/convexEditorToolbar.ed.gui (0): Cannot re-declare object [ConvexEditorToolbar].
tools/convexEditor/main.cs (42): Cannot re-declare object [ConvexEditorPlugin].
% - Initializing River Editor
tools/riverEditor/riverEditorGui.gui (0): Cannot re-declare object [RiverEditorGui].
tools/riverEditor/riverEditorToolbar.gui (1): Cannot re-declare object [RiverEditorToolbar].
tools/riverEditor/riverEditorToolbar.gui (266): Cannot re-declare object [RiverDefaultWidthSliderCtrlContainer].
tools/riverEditor/riverEditorToolbar.gui (0): Cannot re-declare object [RiverDefaultDepthSliderCtrlContainer].
tools/riverEditor/main.cs (43): Cannot re-declare object [RiverEditorPlugin].
% - Initializing Material Editor
tools/materialEditor/gui/guiMaterialPreviewWindow.ed.gui (0): Cannot re-declare object [MaterialEditorPreviewWindow].
tools/materialEditor/gui/guiMaterialPreviewWindow.ed.gui (0): Cannot re-declare object [matEd_cubemapEditor].
tools/materialEditor/gui/guiMaterialPreviewWindow.ed.gui (0): Cannot re-declare object [matEd_addCubemapWindow].
tools/materialEditor/gui/guiMaterialPropertiesWindow.ed.gui (2): Cannot re-declare object [MaterialEditorGui].
tools/materialEditor/gui/guiMaterialPropertiesWindow.ed.gui (0): Cannot re-declare object [matEdNonModalGroup].
% - Initializing Particle Editor
tools/particleEditor/ParticleEditor.ed.gui (0): Cannot re-declare object [PE_Window].
tools/particleEditor/main.cs (41): Cannot re-declare object [ParticleEditorPlugin].
tools/particleEditor/main.cs (55): Cannot re-declare object [ParticleEditor].
tools/particleEditor/main.cs (57): Cannot re-declare object [PE_EmitterSaver].
tools/particleEditor/main.cs (58): Cannot re-declare object [PE_ParticleSaver].
tools/particleEditor/main.cs (60): Cannot re-declare object [PE_UnlistedParticles].
tools/particleEditor/main.cs (61): Cannot re-declare object [PE_UnlistedEmitters].
% - Initializing Mission Area Editor
tools/missionAreaEditor/missionAreaEditorGui.ed.gui (0): Cannot re-declare object [MissionAreaEditorGui].
tools/missionAreaEditor/main.cs (40): Cannot re-declare object [MissionAreaEditorPlugin].
- Initializing Road and Path Editor
tools/roadEditor/roadEditorGui.gui (0): Cannot re-declare object [RoadEditorGui].
tools/roadEditor/roadEditorToolbar.gui (1): Cannot re-declare object [RoadEditorToolbar].
tools/roadEditor/roadEditorToolbar.gui (0): Cannot re-declare object [RoadDefaultWidthSliderCtrlContainer].
tools/roadEditor/main.cs (43): Cannot re-declare object [RoadEditorPlugin].
% - Initializing Physics Tools
No physics plugin exists.
% - Initializing Mesh Road Editor
tools/meshRoadEditor/meshRoadEditorGui.gui (0): Cannot re-declare object [MeshRoadEditorGui].
tools/meshRoadEditor/meshRoadEditorToolbar.gui (1): Cannot re-declare object [MeshRoadEditorToolbar].
tools/meshRoadEditor/meshRoadEditorToolbar.gui (265): Cannot re-declare object [MeshRoadDefaultWidthSliderCtrlContainer].
tools/meshRoadEditor/meshRoadEditorToolbar.gui (0): Cannot re-declare object [MeshRoadDefaultDepthSliderCtrlContainer].
tools/meshRoadEditor/main.cs (42): Cannot re-declare object [MeshRoadEditorPlugin].
% - Initializing Decal Editor
tools/decalEditor/decalEditorGui.gui (0): Cannot re-declare object [DecalEditorGui].
tools/decalEditor/main.cs (43): Cannot re-declare object [DecalEditorPlugin].
tools/decalEditor/main.cs (58): Cannot re-declare object [DecalPMan].
% - Initializing Forest Editor
tools/forestEditor/forestEditorGui.gui (0): Cannot re-declare object [ForestEditorGui].
tools/forestEditor/forestEditToolbar.ed.gui (2): Cannot re-declare object [ForestEditToolbar].
tools/forestEditor/forestEditToolbar.ed.gui (348): Cannot re-declare object [ForestBrushSizeSliderCtrlContainer].
tools/forestEditor/forestEditToolbar.ed.gui (378): Cannot re-declare object [ForestBrushPressureSliderCtrlContainer].
tools/forestEditor/forestEditToolbar.ed.gui (0): Cannot re-declare object [ForestBrushHardnessSliderCtrlContainer].
tools/forestEditor/main.cs (44): Cannot re-declare object [ForestEditorPlugin].
tools/forestEditor/main.cs (50): Cannot re-declare object [ForestTools].
% - Initializing Debugger
tools/debugger/Gui/breakConditionDlg.ed.gui (0): Cannot re-declare object [DebuggerBreakConditionDlg].
tools/debugger/Gui/connectDlg.ed.gui (0): Cannot re-declare object [DebuggerConnectDlg].
tools/debugger/Gui/editWatchDlg.ed.gui (0): Cannot re-declare object [DebuggerEditWatchDlg].
tools/debugger/Gui/findDlg.ed.gui (0): Cannot re-declare object [DebuggerFindDlg].
tools/debugger/Gui/debugger.ed.gui (0): Cannot re-declare object [DebuggerGui].
tools/debugger/Gui/watchDlg.ed.gui (0): Cannot re-declare object [DebuggerWatchDlg].
% - Initializing Gui Editor
tools/guiEditor/gui/guiEditor.ed.gui (0): Cannot re-declare object [GuiEditorGui].
tools/guiEditor/gui/guiEditorNewGuiDialog.ed.gui (0): Cannot re-declare object [GuiEditorNewGuiDialog].
tools/guiEditor/gui/guiEditorPrefsDlg.ed.gui (0): Cannot re-declare object [GuiEditorPrefsDlg].
tools/guiEditor/gui/guiEditorSelectDlg.ed.gui (0): Cannot re-declare object [GuiEditorSelectDlgContainer].
tools/guiEditor/gui/EditorChooseGUI.ed.gui (0): Cannot re-declare object [EditorChooseGUI].
% - Initializing Shape Editor
tools/shapeEditor/gui/shapeEdPreviewWindow.ed.gui (0): Cannot re-declare object [ShapeEdPreviewGui].
tools/shapeEditor/gui/shapeEdAnimWindow.ed.gui (0): Cannot re-declare object [ShapeEdAnimWindow].
tools/shapeEditor/gui/shapeEdAdvancedWindow.ed.gui (2): Cannot re-declare object [ShapeEdAdvancedWindow].
tools/shapeEditor/gui/shapeEdAdvancedWindow.ed.gui (1763): Cannot re-declare object [ShapeEdWaitGui].
tools/shapeEditor/gui/shapeEditorToolbar.ed.gui (0): Cannot re-declare object [ShapeEditorToolbar].
tools/shapeEditor/gui/shapeEdSelectWindow.ed.gui (0): Cannot re-declare object [ShapeEdSelectWindow].
tools/shapeEditor/gui/shapeEdPropWindow.ed.gui (2): Cannot re-declare object [ShapeEdPropWindow].
tools/shapeEditor/gui/shapeEdPropWindow.ed.gui (1405): Cannot re-declare object [GenImposterGui].
tools/shapeEditor/scripts/shapeEditorHints.ed.cs (28): Cannot re-declare object [ShapeHintControls].
tools/shapeEditor/scripts/shapeEditorHints.ed.cs (0): Cannot re-declare object [ShapeHintGroup].
tools/shapeEditor/main.cs (60): Cannot re-declare object [ShapeEditorPlugin].
Engine initialized...
Window focus status changed: focus: 1
Win32Window::setVideoMode - invoking curtain
GFXPCD3D9Device::reset - depthstencil 5896440 has 2 ref's
--- Resetting D3D Device ---
@@@ xOffsets: -0.0726495 0.0726495
scripts/gui/chooseLevelDlg.cs (47): Unable to find object: 'LoadingProgress' attempting to call function 'setValue'
scripts/gui/chooseLevelDlg.cs (48): Unable to find object: 'LoadingProgressTxt' attempting to call function 'setValue'
Exporting server prefs...
Warning: shape art/shapes/weapons/Turret/Turret_Legs.DAE collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape art/shapes/weapons/Turret/Turret_Legs.DAE collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape art/shapes/weapons/Turret/Turret_Legs.DAE collision detail 0 (Collision-1) bounds exceed that of shape.
*** LOADING MISSION: levels/RiftValley.mis
*** Stage 1 load
*** Stage 2 load
[MaterialList::mapMaterials] Unable to find material for texture: grass1
[MaterialList::mapMaterials] Unable to find material for texture: rock01a
[MaterialList::mapMaterials] Unable to find material for texture: Terra_048A

About the author

VR implementor for large scale CAD visualization for product design since 1990. ACM Distinguished Engineer 2012.


#1
03/12/2014 (7:18 pm)
Ken, wow...

Well, I can see that you are missing a bunch of models and textures etc. Did you download the demo and perhaps merge it into your personal build or something? I ask because you should NOT be missing anything model wise etc from the demo build that was published. Just asking because I have never seen this before.

(Ron, I did the art for this example)
#2
03/12/2014 (7:59 pm)
I think there is a merging issue that happened along the way here where you have duplicate scripts re-declaring functions. It will not work until you have a cleaner install.
#3
03/12/2014 (9:41 pm)
Hi Ken

It does sound like you might be trying to merge which is why it stalls cause it's trying to find information that now doesn't exist

Please download and extract this file and place it in your templates folder under torque 3D

http://mit.garagegames.com/Rift-Template-3-0.zip

This will now allow you to have a rift template to select in the project manager along side with full and empty

I wrote instructions here

https://developer.oculusvr.com/forums/viewtopic.php?f=39&t=11&start=40

Please do note that this will allow you to setup a rift project but the exe and dll file will be Torque 3D 3.0 not 3.5 or 3.5.1 so you will have to rebuild the project.

I should make a new template for 3.5.1 and post it here somewhere
#4
03/13/2014 (6:34 am)
Thanks, all, for the quick responses.

No merging going on, I just unzipped the bundle and tried to run the exe. I didn't have a template or build files, so all I could do is run. Now as I look at the console log I see it is not finding things in the path RiftValley-1-0/art/... I had unzipped into a structure similar to the default templates in T3D 3.5 so I had My Projects/RiftValley/game/... I went back and unzipped into a new directory RiftValley-1-0/ and everything work as expected!

Thanks again.
#5
03/13/2014 (6:48 am)
Oh man - paths hard-coded in stuff... yuck.