fholger / vrperfkit

VR Performance Toolkit
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Could not initialize graphics resources; game may be using an unsupported graphics API #139

Open SmokingAces207 opened 2 years ago

SmokingAces207 commented 2 years ago

I keep getting this on every game I try at the end of my logs:

19:26:44 [17632] Initializing Oculus frame submission... 19:26:44 [17632] Game is using D3D11 swapchains, initializing D3D11 resources 19:26:44 [17632] Swap chain has format 7, bind flags 1 and misc flags 1 19:26:44 [17632] Eye 0: submitted textures have resolution 4576x2368 19:26:44 [17632] Eye 0: output resolution is 5384x2786 19:26:44 [17632] Creating output swapchain in format 7 19:26:44 [17632] (!) ERROR: Failed to create graphics resources: Failed creating output swapchain: (-7000) 19:26:44 [17632] (!) ERROR: Could not initialize graphics resources; game may be using an unsupported graphics API

I am running Nvidia 3060Ti. Latest GPU drivers. I am running via Virtual Desktop, is this an issue? I seems that get the affects of FSR, I am definitely able to boost my Resolution and get better performance. FFR may be the issue here. As the debug visuals don't work for me. Ctrl + F1.

I've tried several games that are supposed to fully work; Contractors and Covert Ops to name two.

SmokingAces207 commented 2 years ago

Just adding to this in case anyone has any input or the dev sees this. I noticed this is only happening for Oculus runtime games! In Steam VR it all works fine, but since I am using a quest 2... I would rather use Oculus runtime. Not sure if this is a known issue...

dortamur commented 1 year ago

I'm having the same problem trying to use it with Stormland over Virtual Desktop with a Quest 2, and get the same error. It does work with Stormland over Oculus Link (wired or wireless), but not Virtual Desktop.

mbucchia commented 1 year ago

FYI the new version of Virtual Desktop fixed the issue with OVR API hooks:

Quest/Pico/Vive version 1.29.10 - Release Notes [...] • Fixed compatibility with vrperfkit in Oculus mode

There was just a flag we weren't properly honoring. I tested it with Contractors VR in Oculus mode, and the fixed foveated rendering was working.