egemenertugrul / LuxVR

Night mode application for VR
Other
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Linux port #1

Open guysoft opened 2 years ago

guysoft commented 2 years ago

Platform:

Fork: Soon I guess

Additional context Hey, I really want to port this to Linux. At the moment this is the main think stopping me from using VR in linux daily.

Can you provide build instructions so I can try and get it to work here? Thanks!

guysoft commented 2 years ago

So I started setting up an environment to get this project to work on Linux. I am documenting here how well this is going for other people, since unity are not that great on that.

Will note that 2019.3.1f1 listed here does not exist for linux. So I am trying 2021.2.6f1 just to see if I get something running.

I had to hunt down a non-beta version for Linux of unity since that is buggy as hell and wont let me

  1. Activate the license
  2. Download an editor

The appimage for stable unity on Linux is at: https://public-cdn.cloud.unity3d.com/hub/prod/UnityHub.AppImage

Editor install binary you need to run (currently) at: https://download.unity3d.com/download_unity/8c4e826ba445/UnitySetup-2021.2.6f1

  1. Once you install that unity version and click on it actually lets you install 2019.3.1f1
guysoft commented 2 years ago

Ok, so I gave up on building it on Linux, because Unity does not run that well on linux. And neither does this version. I booted to windows and built LuxVR there. When I run it locally I get these errors:

Found path: /home/guy/workspace/unity/LuxVR/build/LuxVR.x86_64
Mono path[0] = '/home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Managed'
Mono config path = '/home/guy/workspace/unity/LuxVR/build/LuxVR_Data/MonoBleedingEdge/etc'
Display 0 '0': 1920x1080 (primary device).
Display 1 'DELL U2412M 24"': 1920x1200 (secondary device).
Desktop is 1920 x 1080 @ 60 Hz
Initialize engine version: 2019.3.1f1 (89d6087839c2)
[Subsystems] Discovering subsystems at path /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Renderer: NVIDIA GeForce RTX 2060 with Max-Q Design/PCIe/SSE2
Vendor:   NVIDIA Corporation
Version:  4.5.0 NVIDIA 470.86
GLES:     0
 GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragmen
t_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoki
ng_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_A
RB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_t
ranspose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters 
GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod G
L_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_NV_memory_object_sparse GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_
blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_sha
der_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture
_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap
 GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level  <OpenGL 4.5> ; Context handle 13027848
Begin MonoManager ReloadAssembly
- Completed reload, in  0.078 seconds
Default vsync count 0
requesting resize 800 x 600
resizing window to 800 x 600
Desktop is 1920 x 1080 @ 60 Hz
UnloadTime: 0.942158 ms
Plugins: Couldn't open user32, error: user32: cannot open shared object file: No such file or directory 
(Filename:  Line: 306)

Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libuser32.dll
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libuser32.dll.so
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/user32.dll
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libuser32
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libuser32.so
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/user32
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libuser32.dll
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libuser32.dll.so
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libuser32.dll
Plugins: Couldn't open User32, error: User32: cannot open shared object file: No such file or directory 
(Filename:  Line: 306)

Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libUser32.dll
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libUser32.dll.so
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/User32.dll
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libUser32
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libUser32.so
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/User32
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libUser32.dll
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libUser32.dll.so
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libUser32.dll
Plugins: Couldn't open User32, error: User32: cannot open shared object file: No such file or directory 
(Filename:  Line: 306)

Plugins: Couldn't open user32, error: user32: cannot open shared object file: No such file or directory 
(Filename:  Line: 306)

Plugins: Couldn't open user32, error: user32: cannot open shared object file: No such file or directory 
(Filename:  Line: 306)

Curl error 6: Could not resolve host: config.uca.cloud.unity3d.com

(Filename:  Line: 813)

Uploading Crash Report
EntryPointNotFoundException: GetActiveWindow
  at (wrapper managed-to-native) HideTaskbarIcon.GetActiveWindow()
  at HideTaskbarIcon.Start () [0x00000] in <34da7590463043d19ed66c024bff97c7>:0 

(Filename: <34da7590463043d19ed66c024bff97c7> Line: 0)

Checking to see if SteamVR Is Running... 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)

Starting Up SteamVR Connection... 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)

Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libopenvr_api
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libopenvr_api.so
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/openvr_api
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libopenvr_api
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libopenvr_api.so
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libopenvr_api
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libopenvr_api
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libopenvr_api.so
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/openvr_api
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libopenvr_api
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libopenvr_api.so
Fallback handler could not load library /home/guy/workspace/unity/LuxVR/build/LuxVR_Data/Mono/libopenvr_api
Curl error 6: Could not resolve host: perf-events.cloud.unity3d.com

(Filename:  Line: 813)

Uploading Crash Report
DllNotFoundException: openvr_api
  at (wrapper managed-to-native) Valve.VR.OpenVRInterop.InitInternal(Valve.VR.EVRInitError&,Valve.VR.EVRApplicationType)
  at Valve.VR.OpenVR.InitInternal (Valve.VR.EVRInitError& peError, Valve.VR.EVRApplicationType eApplicationType) [0x00000] in <34da7590463043d19ed66c024bff97c7>:0 
  at Valve.VR.OpenVR.Init (Valve.VR.EVRInitError& peError, Valve.VR.EVRApplicationType eApplicationType) [0x00000] in <34da7590463043d19ed66c024bff97c7>:0 
  at OVR_Handler.StartupOpenVR () [0x00000] in <34da7590463043d19ed66c024bff97c7>:0 
  at Unity_SteamVR_Handler.SteamVRStartup () [0x00051] in <34da7590463043d19ed66c024bff97c7>:0 
  at Unity_SteamVR_Handler.UpdateHandler () [0x00000] in <34da7590463043d19ed66c024bff97c7>:0 
  at Unity_SteamVR_Handler.Update () [0x00008] in <34da7590463043d19ed66c024bff97c7>:0 

(Filename: <34da7590463043d19ed66c024bff97c7> Line: 0)

Curl error 6: Could not resolve host: perf-events.cloud.unity3d.com

(Filename:  Line: 813)

Setting up 8 worker threads for Enlighten.
  Thread -> id: 7f5907fff640 -> priority: 1 
  Thread -> id: 7f59077fe640 -> priority: 1 
  Thread -> id: 7f5906ffd640 -> priority: 1 
  Thread -> id: 7f59067fc640 -> priority: 1 
  Thread -> id: 7f5905ffb640 -> priority: 1 
  Thread -> id: 7f59057fa640 -> priority: 1 
  Thread -> id: 7f5904ff9640 -> priority: 1 
  Thread -> id: 7f58fffff640 -> priority: 1 
Curl error 6: Could not resolve host: cdp.cloud.unity3d.com

(Filename:  Line: 813)

Checking to see if SteamVR Is Running... 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)

Starting Up SteamVR Connection... 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)

DllNotFoundException: openvr_api
  at (wrapper managed-to-native) Valve.VR.OpenVRInterop.InitInternal(Valve.VR.EVRInitError&,Valve.VR.EVRApplicationType)
  at Valve.VR.OpenVR.InitInternal (Valve.VR.EVRInitError& peError, Valve.VR.EVRApplicationType eApplicationType) [0x00000] in <34da7590463043d19ed66c024bff97c7>:0 
  at Valve.VR.OpenVR.Init (Valve.VR.EVRInitError& peError, Valve.VR.EVRApplicationType eApplicationType) [0x00000] in <34da7590463043d19ed66c024bff97c7>:0 
  at OVR_Handler.StartupOpenVR () [0x00000] in <34da7590463043d19ed66c024bff97c7>:0 
  at Unity_SteamVR_Handler.SteamVRStartup () [0x00051] in <34da7590463043d19ed66c024bff97c7>:0 
  at Unity_SteamVR_Handler.UpdateHandler () [0x00000] in <34da7590463043d19ed66c024bff97c7>:0 
  at Unity_SteamVR_Handler.Update () [0x00008] in <34da7590463043d19ed66c024bff97c7>:0 

(Filename: <34da7590463043d19ed66c024bff97c7> Line: 0)

Checking to see if SteamVR Is Running... 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)

Starting Up SteamVR Connection... 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
guysoft commented 2 years ago

Another thing I tried - copy libopenvr_api.so to LuxVR_Data/Mono (had to create the folder).

I manage to see in SteamVR the button to open LuxVR, but the window seems to be empty: Screenshot_20211214_180850

Would appreciate help how to continue from here. I am not much of a unity developer as you can see. But this might actually work.

guysoft commented 2 years ago

Hey, Just ran grep in your code and saw you are using hmdDisplayColorGainB values which don't work for me on linux. I am unsure how to get this working without them.

egemenertugrul commented 2 years ago

Hey @guysoft, I appreciate your interest in porting LuxVR to Linux!

Linux & Unity: Sadly, I don't have any experience with building Unity applications for Linux systems. Perhaps the best bet (for Linux) is to fork OVRAS and extend/modify their existing codebase which is built on Qt, C++, and OpenVR API. I don't feel proficient in Qt and C++ so that's why I worked on Unity and C#.

hmdDisplayColorGain and Overlay App Window: It's interesting how adjusting hmdDisplayColorGain values did not work for you. When you are using OVRAS and adjusting the Color values there (Video Settings > Color Adjustment), did it also not work for you? If not, it indicates that your headset is incompatible with some features of the OpenVR API, at least in my experience. But it should work on your HTC Vive, and it does too, having opened the LuxVR window as an overlay application after copying the libopenvr_api.so.

Just to briefly explain how the rest of the process works; The Unity application renders a camera and draws the rendered images on the OpenVR overlay application window at each frame (while the application is being displayed). In your case, it does not display anything (for some reason).

LuxVR is based on benotter/OVRLay, you can see where the above operation is performed here and here. A bit of debugging might reveal the issue here.

Let me know how it goes.

guysoft commented 2 years ago

Hey @egemenertugrul, thanks for the reply, here are the answers, I fiddled a little more since reporting this:

  1. Linux & Unity: I have managed to build it on windows now. You can just set the target to Linux and you get a binary. I can test stuff if you need it. That is how I got the screenshot result here.
  2. hmdDisplayColorGain and Overlay App Window: brightness (I think hmdDisplayColorGain) does work, the RGB values don't work. I tested and on the same machine on windows they do work. I also posted this issue there: https://github.com/OpenVR-Advanced-Settings/OpenVR-AdvancedSettings/issues/579
  3. LuxVR is based on benotter/OVRLay: Would love to test and report, if you have anything you would like me to try. I did manage to build the overlay in the openvr sdk. Got a screenshot of there here: https://github.com/ValveSoftware/openvr/pull/1618#issue-1079982035
egemenertugrul commented 2 years ago

Sorry for the very late reply - I thought I have already gotten back to you.

I wish I knew why adjusting the RGB values doesn't work on the Linux build.

Do the sliders also act buggy on Linux? If so, would you happen to have an idea as to why the sliders don't work as intended?

guysoft commented 2 years ago

I think its setting it, changing the RGB values manually does not effect the screen. see https://github.com/ValveSoftware/SteamVR-for-Linux/issues/462 I don't think its a UI issue, its a bug in SteamVR-for-Linux