I tried to play orbus again today after having not played for a few patches and it crashes randomly when open, on both port types and on beta or not
my error
which is the same crashing error I used to get on Orbus til i opted into beta (which had a newer unity version at the time)
Unity Player [version: Unity 5.6.5f1_2cac56bf7bb6]
d3d11.dll caused an Access Violation (0xc0000005)
in module d3d11.dll at 0033:dfef4964.
Error occurred at 2018-03-27_135726.
C:\Program Files (x86)\Steam\steamapps\common\OrbusVR\vrclient.exe, run by Shyn.
37% memory in use.
32662 MB physical memory [20433 MB free].
37526 MB paging file [23193 MB free].
134217728 MB user address space [134211743 MB free].
Read from location 00000109 caused an access violation.
specs:
Oculus rift
Intel® Core™ i7-5820K CPU @ 3.30GHz, 3301 Mhz, 6 Core(s), 12 Logical Processor(s)
32 G DDR4 ram
NVIDIA Gforce 960 (its low specs but i overclock it and it ran orbus fine on medium quality before)
i tried it after the creators update and the install but didnt play for very long so may of not noticed it and it will sometimes crash immediatly but most of the time its after a short while, i was farming the truffle hogs in the rainforest and after engaging one it crashed (happened twice not in a row though)
Okay. Have you tried switching to the Websocket (Alternate) connection type to see if that helps? This isn’t an error that it usually fixes but it’s worth a shot. Also are you on Oculus or Steam?
Yeah this is a different thing. Just right-click on OrbusVR and hit Properties… and there should be a box that says “Enable Steam Overlay”, just make sure it’s NOT checked. Sometimes that helps.
Only other thing I can suggest is to roll back your Nvidia drivers, I am on 388.59 which I think is the ones Oculus themselves recommend right now.
It sounds like you might be using the older broken nVidia driver, double check if there are updates for that and then see what happens, also might be a good idea to validate game files.
@Riley_D they supposedly updated the driver which included a fix for that. So that shouldn’t be an issue.