Intel RealSense 3D camera cannot be initialized - windows

I wonder why every once in a while, Intel RealSense 3D camera fails to start? I have re-installed the drivers and SDK as well as the DCM but still it is whacky and very unpredictable. Any idea what the source of the problem could be? It should be able to run the examples in the SDK in a normal working situation.
Well, previously that it couldn't init problem was that only two of the its drivers could be recognized (not the virtual driver) like the following but now all of its driver are recognized and still it can't init.
so I am receiving an init failed message when running the SDK examples.
Any pointer for fixing is really appreciated.

If you are also showing an integrated webcam (other than the 3 RealSense listings), try disabling that so the RS camera can be seen as the primary.

Actually you can select the device you want to run the sample on in the menu "Device". If you installed the RealSense correctly and if the latest DCM is running (the current version is 1.4 if I remember), you should be able to select the RealSense device there and then run the sample.
Sometimes the DCM Service fails to start (e.g. if you force-restarted your machine recently). Then you just need to make the service restart and it should work.
Hope this helps.

I’m also facing the same problem (on windows 10), and found a way that solved it for me: search “Scanners and Cameras” in Control Panel, choose “Add Device”, under “Manufacturer” choose “Intel” and under “Model” choose “Intel(R) RealSense(TM) Camera SR300 Virtual Driver” or the version you use, and continue to install.

Have you installed the right drivers? There are two versions of the real sense cameras. The Windows 10 works with Intel Real Sense R3 which has completely different architecture than its predecessor.

Related

DK2 Head tracking not working "HMD powered off, check HDMI connection" on Windows

Part 1 - Description of the problem
I have the DK2 and I am working on a VR project. This project uses FirefoxNightly. I've downloaded it and installed the WebVR Enabler Add-On
Got this from http://mozvr.com/downloads/
I have also downloaded and installed the latest SDK and Runtime for Windows from https://developer.oculus.com/downloads/
I am also getting this on the Oculus Configuration Utility (while the oculus is plugged in):
However, I have gone on another computer with windows.. installed everything just like on this windows computer and it clearly shows the Oculus Rift connected properly but the head tracking still not working.
EDIT: I just tried connecting the oculus rift to this "second" pc ( dell laptop ) and now it doesn't even recognize the oculus rift. Still no head tracking.
EDIT 2: I tried installing everything on a third PC without success. I'm getting "service unavailable" on the Oculus Configuration Utility
My display mode is set as shown in the image.
Part 2 - Questions
What am I doing wrong? Is there a step I forgot to do? The weird thing is, I have the same project running on Mac without having any problems. Yes, on windows I can see the screen through the oculus rift but head detection is just not present.
Part 3 - list of possible fixes that did not work
This reddit post talks about the firewall issue however I tried the oculus rift with the firewall disactivated without success.
This reddit post talks about a possible fix by reinstalling everything and updating certain drivers.. however I have followed this fix step by step without success.
This oculus forum post talks about the issue and one person proposes a fix that worked for him/her. I followed the fix without success.
Part 4 - System info
If you require specific translations let me know. It is in French.
Part 5 - List of things I have tried that have been thought of
I have reinstalled everything. SDK (is not even needed in fact), runtime, firefoxnightly, webvr add-on multiple times
I have rebooted my computer multiple times
I have tried the different Rift Display Mode
Basic demos from mozvr.com and other webvr based projects work fine but head tracking does not work.
My Oculus is not broken (maybe for windows), it works fine for the Mac.
I've tried using different HDMI cables and Different minUSB-USB cables without success.
Part 6 - Quotes from the forum
First post
This sounds like the same issue a lot of us are having with the 0.5
and 0.6 versions. It's not something wrong with the cables, but with
the Runtime itself. Direct-mode works flawlessly and in Extended mode
the rift still displays a picture, altho without any tracking etc from
the runtime. Hoping it'll be fixed in the next update.
I've seen head tracking break in Firefox Nightly sometimes but I can usually solve it by restarting the browser once or twice, assuming that the hardware and Oculus side of things is working correctly.
Today, most games made for the Oculus Rift are based on specific versions of the Oculus Rift. I found this GUI desktop application that seems to solve most of those problems.
The idea is to install all Oculus Rift Runtime versions and then use the GUI to switch between each version.
The link above is to a reddit post that talks about how to install the application and the different runtimes.
You must install the runtimes from oldest to newest otherwise you'll run into some difficulties, like I unfortunately did. If I'm not mistaken runtime version 0.8 is very buggy and I never really got it to work.
Good luck.
This is what I did to get the Oculus DK2 working on my Windows 10 Laptop:
Create a windows restore point before you start this.
Download oculus_runtime_rev_1_sdk_0.4.4_win.exe from the Oculus downloads page.
Run the installer. Do not restart your computer when prompted.
Go to C:\Program Files (x86)\Oculus\Service folder, right click on OVRServer_x86.exe and go to properties.
In the compatibility tab, check Windows 8 mode, and Run As Administrator.
Run OVRServer_x86.exe
That's it.
The Good News
You should now be able to run direct to rift games. The HELIX rollercoaster app works well. So does the 6000 Moons demo. Most others do not. Depending on the game, you may need to go to your windows display settings, and fiddle with the screen resolution and rotation of the Oculus display.
The Bad News
Your computer may not restart. When I did the above, and later restarted, the computer hung on the windows loading page. I had to go into advanced start mode and load a system restore point. Definitely not the best user experience, but at least I got something working.

Game App cannot run in Genymotion

I am having trouble loading a game app on genymotion. The game is Star Wars Force Collection. I can load the game, get the splash screens, then it crashes.
I have done some research before I posted here. The possible problems found in the genymotion logcat file:
There was a line noting Google services was out of date, "Google Play services out of date. Requires 4030500 but found 3225136"
Fatal signal 11 (SIGSEGV) at 0x00000364 (code=1), thread 1796 (RefQueueWorker#)
W/NetworkManagementSocketTagger( 280): setKernelCountSet(10040, 1) failed with errno -1
Some have pointed out ARM Translator problem and OpenGL.
Then again I'm really not sure the problem, and I want to post the logcat file here but I don't know how to attach it.
For problem 1, I have seen other thread here that may have fixed it with code, I'm not savvy enough for that and my Google is not updating itself.
That's about it. A few details about genymotion and the VM. I am running the latest version of genymotion and virtualbox. I am using the downloaded Custom image 4.3 as provided by Genymotion. I flashed the ARM Translation v1.1. I flashed the Gapps onto it, (I tried a higher version of Gapps to try and solve the problem, but that just made it crash) and then Star Wars Force Collection, most up to date version.
Also, worth noting that the app was running fine for v2.++, until an update to v3.++ made the game crash. I updated my graphics drivers to try and mend any graphics issues.
So there it is, any suggestions will be appreciated.

Monogame OpenGL Game crashes on some Windows 7 computers

I'am learning some Gamedevelopment using Monogame.
I started a Windows OpenGL Project and everything works fine on my Win8 machine.
I have compiled the project and sent it to 2 People, both are using win7 x64 and one of them can't open the Game.
After that, I tested it on my other computer (also win7 x64) and I get the same problem, the game process starts, then the screen flashes (Aero seems to deactivate), then everything gets back to normal and the process of my game crashes without a message.
I'm sure, that there is no problem with my code, maybe some missing dlls but most of them are copied with the game
Lidgren.Network.dll
MonoGame.Framework.dll
OpenTK.dll
SDL.dll
Tao.Sdl.dll
Sincerely
CarnVanBeck
If it's taking down Windows Aero, it might be a graphics issue. Compare the graphical capability of the Win7 machine that can run it with the one(s) that can't. Does the working one have a graphics card? I seem to remember Monogame having odd behaviour with the Reach graphics profile.
Ok I fixed it using an OpenAL32 installer
I found the solution here
You have to install it, if your game doesn't work.
fixed it for me on my second computer.

'could not get wglGetExtensionsStringARB' for Android Emulator

Actually I have a problem with my Android application in eclipse. When I run my program, it gives me a message which is concluded of many errors.
So I copied and pasted them here to show you what is the exact problem with the emulator. Any ideas?
Starting emulator for AVD
Failed to create Context 0x3005
could not get wglGetExtensionsStringARB
emulator: WARNING: Could not initialize OpenglES emulation, using software renderer.
could not get wglGetExtensionsStringARB
could not get wglGetExtensionsStringARB
could not get wglGetExtensionsStringARB
could not get wglGetExtensionsStringARB
could not get wglGetExtensionsStringARB
could not get wglGetExtensionsStringARB
could not get wglGetExtensionsStringARB
Try setting the RAM to 512 Mb. It worked for me.
It may be too late to answer this question,but I solved the problem (could not get wglGetExtensionsStringARB) by installing the latest version of my graphics (video) driver.
also from device properties, I have checked 'use host GPU' option. it is working now with the following settings:
Try updating your graphic card driver
Graphics acceleration for the emulator takes advantage of your development computer's graphics hardware, specifically its graphics processing unit (GPU), to make screen drawing faster. To use the graphics acceleration feature, you must have the following versions of the Android development tools installed:
Android SDK Tools, Revision 17 or higher
Android SDK Platform API 15, Revision 3 or higher
Please check this link http://developer.android.com/tools/devices/emulator.html#acceleration
This is slightly edge case but my emulator started fine when I was physically at the computer that ran it but when I remoted into that computer (via RDP) and attempted to start the emulator, it failed with these errors.
I believe this is a limitation with the emulator software over remote connections because I went to the physical location of the computer and started the emulator and it worked fine.

libusb-win32: Automated installation of a driver filter

I've faced a problem getting my libusb-w32 based program to detect devices.
The program has to detect digital cameras, and I need to automatically install driver filter for any new camera to be detected without any manual work. 
I've used install-filter i --class={6BDD1FC6-810F-11D0-BEC7-08002BE2092F} , i. e. installing filter for MTP devices, and it seemed to work. But today I tried it on a clean machine and found out it actually only seemed that way. Tried install-filter with different parameters - no luck.
The only way I was able to detect devices at all was to use the inf-wizard.exe. It installed the driver, enabling my program to detect devices, but also disrupting the original Windows functionality for digital cameras. Then, I've uninstalled the libusb driver, installed the original windows driver back, executed install-filter i --class={6BDD1FC6-810F-11D0-BEC7-08002BE2092F}  - and the program is still able to detect devices.
The question is: how to automate the process so that any new camera is detected without any work required from a user?
Update:
I'll shorten the question. It seems that when I install a driver with inf-wizard.exe, it does something besides installing the driver itself. I need to know what, exactly.
Thanks in advance.
In case someone has similar problem - the answer is here:
https://sourceforge.net/mailarchive/forum.php?thread_name=749401313049992%40web78.yandex.ru&forum_name=libusb-win32-devel

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