VanGo
VanGo

Reputation: 199

OpenGL supports only the default graphics adapter

For some reason I can no longer run the OculusRoomTiny sample program anymore because I keep getting this pop up "OpenGL supports only the default graphics adapter."

It's being triggered by this code shown below in main.cpp:

 if (Compare(luid, GetDefaultAdapterLuid())) // If luid that the Rift is on is not the default adapter LUID...
    {
        VALIDATE(false, "OpenGL supports only the default graphics adapter.");
    }

and

static ovrGraphicsLuid GetDefaultAdapterLuid()
{
    ovrGraphicsLuid luid = ovrGraphicsLuid();

    #if defined(_WIN32)
        IDXGIFactory* factory = nullptr;

        if (SUCCEEDED(CreateDXGIFactory(IID_PPV_ARGS(&factory))))
        {
            IDXGIAdapter* adapter = nullptr;

            if (SUCCEEDED(factory->EnumAdapters(0, &adapter)))
            {
                DXGI_ADAPTER_DESC desc;

                adapter->GetDesc(&desc);
                memcpy(&luid, &desc.AdapterLuid, sizeof(luid));
                adapter->Release();
            }

            factory->Release();
        }
    #endif

    return luid;
}

I've never had this issue before, haven't changed any code, reinstalled the SDK, and I still get the same problem - did something happen to my headset - why isn't the luid the same? I'm using the DK2 and SDK 1.9.0

When I comment out the VALIDATE statement, the program runs, but the oculus just gets stuck in the "please wait" screen forever.

Thanks for your help in advance!

Upvotes: 1

Views: 1038

Answers (1)

André Perrotta
André Perrotta

Reputation: 56

I had the same problem. I noticed that the app was trying to use my onboard Intel graphics card. I solved the problem by changing the NVidia driver in windows to make it the default graphics card.

Hope that helps.

Upvotes: 4

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