Problem with live VR preview (vray next GPU) and Oculus Rift or HTC Vive

Hi,

I´m wondering if someone has a similar problem. I´m trying to get the live preview working with 3Ds Max 2019, vray next and a HTC Vive Pro or Oculus Rift.
I´ve followed the online tips for the setup and within 3Ds Max all works fine, but I can´t get a preview to be shown within any of the VR headsets. It´s becoming
shaky and I can see artifacts, but it´s not showing the preview while rendering as supposed. This has worked before (I tested a year ago) but not anymore.

The setup is 3Ds Max 2019, vray next, GTX 970, Win10, 16 GB Ram. The VR headsets are working fine when doing anything else VR…

Any ideas ?

Best regards,
Martin

Will check it out, thanks for the pointer.

Best regards,
Vlado

Thanks. Let me know if you need any further information, screencap or anything…

Hi,

I’ve tested a couple of scenes and they work fine for me. Can you send your scene to support@chaosgroup.com so we can investigate it?
Note that you should not use the same graphics adapter for CUDA rendering and VR display. Doing so will result in framedrops and poor VR experience.

Best Regards,
Vasil Minkov

Ooooh, I just realized that I need to start the IPR from within the vray panel when the Production Renderer is selected. Now it works all great!
So for everyone who might have a similar problem, do this:

Select
TARGET: Production Rendering Mode
RENDERER: VRAY GPU Next

Then use “Start IPR” within the vray panel. Don´t try to work in “TARGET: ActiveShade” mode …

Hope this helps others…

Cheers,
Martin