Oculus Rift DK2 Thread

Welp. I can't get this thing to work. I swear I saw the display turn on the first time I plugged it in, but since then it has stayed on the orange standby light...
 
Just got my headset a little earlier. I put it up on ebay due to the fact they seem to go for so much. I have it set at a high price because I do want to play it but if someone wants to pay a ridiculous amount then let them. I doubt I will sell it but I know I will kick myself if I don't at least try. SO if it doesn't sell by the end of the day then I'll happily take down the auction and play it tomorrow without a guilty conscience.
At least you're honest about it, can't hate.
 
Regarding infinity drive-in and other VR theater experiences, I've always wondered what watching something that's more amenable at a lower resolution is like. like, I probably wouldn't want to watch some visually dense cinematic ouevre, but something like the Simpsons should be pretty solid, right?
 
You installed the runtime/SDK and opened the config utility?
My bad, apparently I needed to put it in 'extend desktop' mode. Got nothing from the default. Works now! :)

[edit] weirdly, it needs to be in 'Landscape - flipped' mode for the Windows desktop to be the right way up...
 
My bad, apparently I needed to put it in 'extend desktop' mode. Got nothing from the default. Works now! :)

[edit] weirdly, it needs to be in 'Landscape - flipped' mode for the Windows desktop to be the right way up...

Yea most of the demos right now don't seem to run properly or at all in Direct HMD mode, only extended monitor mode.

[edit] strange, you're not the first person I've seen mention that, but for me I think setting it to Portrait is what got it rightside up, not landscape flipped
 
Finally! Shipping confirmation!

It apparently shipped the 25th, but they waited until now to tell me.

My order was march 19th at 9:44 am. I live in Kansas.

Tracking says order should arrive tomorrow!


Oh, the feels.
 
I just tried the included and very old, shit version of Tuscany. Immediately I got the same feeling as Doc described - I can see the edges way easier than DK1. Now I haven't owned the DK1 for a long time so I can't compare it directly, but I remember it vividly, as it was my first VR experience and will likely stay with me for the rest of my life. As a first demo of DK2, this is terrible, and indeed it is absolutely not as impressive as DK1 simply because of this - it's worse than looking through binoculars - it's more like looking out of a box - I can see the square edge in all directions. I honestly thought it couldn't be possible and thought you were a bit mad Doc - I take it all back. :)

Now what was the demo that worked better?
 
Yea most of the demos right now don't seem to run properly or at all in Direct HMD mode, only extended monitor mode.

[edit] strange, you're not the first person I've seen mention that, but for me I think setting it to Portrait is what got it rightside up, not landscape flipped

Hmm cant get that to work at all personally. Only thing I can get to work is the direct stuff (without camera). Tried both duplicate and extend and it just refuses to work, wrong resolution in duplicate and just displays the game on my monitor on extend..
 
Hmm cant get that to work at all personally. Only thing I can get to work is the direct stuff (without camera). Tried both duplicate and extend and it just refuses to work, wrong resolution in duplicate and just displays the game on my monitor on extend..

When extended make sure you set the Rift to be your main display in resolution options.

This is annoying because it puts the start menu and such on the rift screen not your monitor, but if you open a couple explorer windows and the resolution settings window on your monitor before changing the setting, they will stay there and you can navigate and launch things ok. Then you can switch your monitor back to main display after playing.

If rift apps launch this way but aren't full screen, ALT+ENTER should do the trick and make it fullscreen on the Rift.
 
10576224_708638609183620_319019802_n.jpg

I'll be taking that blue pill morpheus!
 
I just tried the included and very old, shit version of Tuscany. Immediately I got the same feeling as Doc described - I can see the edges way easier than DK1. Now I haven't owned the DK1 for a long time so I can't compare it directly, but I remember it vividly, as it was my first VR experience and will likely stay with me for the rest of my life. As a first demo of DK2, this is terrible, and indeed it is absolutely not as impressive as DK1 simply because of this - it's worse than looking through binoculars - it's more like looking out of a box - I can see the square edge in all directions. I honestly thought it couldn't be possible and thought you were a bit mad Doc - I take it all back. :)

Now what was the demo that worked better?

Ouch, that's definitely a shame. I'd imagine that's where the magic of immersion lives, out in your periphery. That's how you get fooled.
 
bit-tech.net said:
An Nvidia researcher has revealed a manufacturing technique that could quadruple the perceived resolution of future virtual reality headsets, using a technique called 'display cascading.'

Coupled with some clever driver optimisations, Luebke claims a cascaded display offers both improved resolution and a doubling of perceived framerate - achieved by running the two panels out of synchronisation.

https://www.youtube.com/watch?v=0XwaARRMbSA

This looks like a great solution, especially given the high-demand of resolution and frame rate for VR.

I made a thread about this:

http://www.neogaf.com/forum/showthread.php?t=863650
 
I just tried the included and very old, shit version of Tuscany. Immediately I got the same feeling as Doc described - I can see the edges way easier than DK1. Now I haven't owned the DK1 for a long time so I can't compare it directly, but I remember it vividly, as it was my first VR experience and will likely stay with me for the rest of my life. As a first demo of DK2, this is terrible, and indeed it is absolutely not as impressive as DK1 simply because of this - it's worse than looking through binoculars - it's more like looking out of a box - I can see the square edge in all directions. I honestly thought it couldn't be possible and thought you were a bit mad Doc - I take it all back. :)

Now what was the demo that worked better?

Look for a demo called Titans of Space. Head tracking won't work though.
 
I just tried the included and very old, shit version of Tuscany. Immediately I got the same feeling as Doc described - I can see the edges way easier than DK1. Now I haven't owned the DK1 for a long time so I can't compare it directly, but I remember it vividly, as it was my first VR experience and will likely stay with me for the rest of my life. As a first demo of DK2, this is terrible, and indeed it is absolutely not as impressive as DK1 simply because of this - it's worse than looking through binoculars - it's more like looking out of a box - I can see the square edge in all directions. I honestly thought it couldn't be possible and thought you were a bit mad Doc - I take it all back. :)

Now what was the demo that worked better?


Sucks to hear, I almost wish I was just being a nit picker.

That demo would be Titans of SPace. There is no head tracking whatsoever but i felt the view was an improvement over the tuscany demo. I hope the engineers at oculus rethink the strategy of smaller panels or whatever is causing this. I don't feel it's a good tradeoff.
 
When extended make sure you set the Rift to be your main display in resolution options.

This is annoying because it puts the start menu and such on the rift screen not your monitor, but if you open a couple explorer windows and the resolution settings window on your monitor before changing the setting, they will stay there and you can navigate and launch things ok. Then you can switch your monitor back to main display after playing.

If rift apps launch this way but aren't full screen, ALT+ENTER should do the trick and make it fullscreen on the Rift.

Had a go but it just doesn't work for me, not sure if its just this game I'm trying Radial-G. I get the window on the rift screen but I can't get it to go full screen, when I get back to the monitor there are error messages about being unable to switch resolution..

Bit of a nightmare getting anything working on DK2 for me at the moment, obviously its early and I think I've been particularly unlucky with my camera problem. I suppose once everything is using direct display it'll be fine and hopefully they'll have fixed this bizarre camera problem by then.
 
Had a go but it just doesn't work for me, not sure if its just this game I'm trying Radial-G. I get the window on the rift screen but I can't get it to go full screen, when I get back to the monitor there are error messages about being unable to switch resolution..

Bit of a nightmare getting anything working on DK2 for me at the moment, obviously its early and I think I've been particularly unlucky with my camera problem. I suppose once everything is using direct display it'll be fine and hopefully they'll have fixed this bizarre camera problem by then.

Radial-G doesn't work for me at all either, I think it's completely broken with the 0.4.0 SDK. You have to completely uninstall Runtime and stuff to get it to work, which I haven't been willing to do yet. Same with Technolust and Elite:Dangerous from what I've heard.

Try MIllenium Falcon, RedofPaw's demos, Runway Approach Lights, or Kokiri Forest using my method.
 
Also, make sure the camera is plugged in correctly. It's supposed to plug into the other cable from the HMD, not directly into the computer.
 
I took a pic from the oculus forum and edited to show what it feels like when you step into the demo included with DK2.


Tuskany_DK2.jpg
 
Hey YuShtink. Try this.

For Elite Dangerous.

1. Download the runtime and (optional) SDK
2. Set up the Rift by following the instructions ...

http://static.oculusvr.com/sdk-downl...ion_Manual.pdf

3. Make sure you update the firmware.
4. Test using the small room demo and / or oculus world using direct mode.
5. If they work, calibrate your IPD and tracking zone using the config app and small room. I find putting the camera on the back wall and moving the desk forward allows for more wiggle room.
6. If everything is cool, switch to extended mode inside the config app. For the moment keep the monitor set to primary.
7. Not sure about AMD, but for NVIDIA cards you will need to change the orientation of the screen, so that it appears the correct way round. This can be done in the NVIDIA control panel. Whilst you are in there, create a 3d settings profile for ED and set antialiasing and triple buffering to on.
8. Lastly in the NVIDIA control panel, set the Rift refresh rate to 75 hz.
9. Ok now open up the oculus config file again and hit Ctrl , Alt and Del. in task manager, close wscrip.exe and ovservice.exe in processes.
10. If its NOT Elite Dangerous you are wanting to play at this point, you will need to set the rift now as the primary monitor. If its Elite Dangerous you want, just open the game.
11. In options / graphics make sure the refresh rate is set to 75 hz and v sync is on. Switch to oculus mode and set display to secondary monitor.
12. Once in game, lean back in your chair and hit F12 to reset the rift and avoid clipping. If you are still not happy, move your desk away from the wall and reset again. (Assuming you have the camera mounted in the wall behind the desk.)
13. Done


*If you are getting a message saying oculus service not available, go to your oculus folder and open the inside the services folderovrservice_x86 or x64. Then open the config.exe inside the tools folder.
 
I just tried the included and very old, shit version of Tuscany. Immediately I got the same feeling as Doc described - I can see the edges way easier than DK1. Now I haven't owned the DK1 for a long time so I can't compare it directly, but I remember it vividly, as it was my first VR experience and will likely stay with me for the rest of my life. As a first demo of DK2, this is terrible, and indeed it is absolutely not as impressive as DK1 simply because of this - it's worse than looking through binoculars - it's more like looking out of a box - I can see the square edge in all directions. I honestly thought it couldn't be possible and thought you were a bit mad Doc - I take it all back. :)

Now what was the demo that worked better?

Try those studio ghibli demos (check the oculus) forums. They're awesome.
 
Sucks to hear, I almost wish I was just being a nit picker.

That demo would be Titans of SPace. There is no head tracking whatsoever but i felt the view was an improvement over the tuscany demo. I hope the engineers at oculus rethink the strategy of smaller panels or whatever is causing this. I don't feel it's a good tradeoff.
What Palmer was posting was that it is a limit of the optics, I think -- that because the lens is bigger, you can see more of the screen and thus see the edges more easily.

See also:
http://www.neogaf.com/forum/showpost.php?p=123055777&postcount=902
http://www.neogaf.com/forum/showpost.php?p=123066934&postcount=937

jbrmefbHv9LMk8_xs.jpg
 
First off, can anyone actually CONFIRM that Titans of Space has a normal "wide" FOV? Wider than Tuscany? Because if it does, it would seem pretty obvious this is a software or configuration issue causing certain demos to have overly narrow FOV. The most obvious answer is that you're viewing content that wasn't actually made for DK2, but simply recompiled using 0.4 to make it compatible. Maybe we can just sit it out for a few weeks until people wrap their heads around the SDK and rendering modes before we all throw Oculus to the wolves.

And yes, the SDK was rushed, everyone should know this. They rushed it out because of the torches and pitchforks that everyone grabbed when their DK2s weren't shipped immediately because of it. This is what happens, deal with it. And for the love of Pete, give them some time. The thing's been out a matter of days and everyone's ready to storm Oculus HQ and burn them all at the stake before anyone has a chance to actually develop something for the thing.
 
Response to that FOV image from Reddit:

"This is quite damning evidence! Or at least it would be if that was the DK1 in the comparison there. It's not. It's what you get with no HMD.

I reconnected my DK1 and got some pictures using the same configuration as my DK2. The exact figures will vary from person to person, so if your field of view doesn't exactly match mine it's because you're a mutant."



This shows a much better comparison

As someone that wears glasses and thus uses maximum eye relief, DK2 is winning at every aspect. Fantastic.

Can't wait to get some Elite Dangerous time with this bad boy!
 
First off, can anyone actually CONFIRM that Titans of Space has a normal "wide" FOV? Wider than Tuscany? Because if it does, it would seem pretty obvious this is a software or configuration issue causing certain demos to have overly narrow FOV. The most obvious answer is that you're viewing content that wasn't actually made for DK2, but simply recompiled using 0.4 to make it compatible. Maybe we can just sit it out for a few weeks until people wrap their heads around the SDK and rendering modes before we all throw Oculus to the wolves.

And yes, the SDK was rushed, everyone should know this. They rushed it out because of the torches and pitchforks that everyone grabbed when their DK2s weren't shipped immediately because of it. This is what happens, deal with it. And for the love of Pete, give them some time. The thing's been out a matter of days and everyone's ready to storm Oculus HQ and burn them all at the stake before anyone has a chance to actually develop something for the thing.

Tell that to Reddit. :p I think the ones who actually have the hardware here in Gaf have been pretty civil. Doc and YuShtink have been nothing but informative and helpful.
 
Well this is annoying. Got home and ready to set it up and I'm not getting my e-mail validation from the main site so I can't access the SDK :\
 
First off, can anyone actually CONFIRM that Titans of Space has a normal "wide" FOV? Wider than Tuscany? Because if it does, it would seem pretty obvious this is a software or configuration issue causing certain demos to have overly narrow FOV. The most obvious answer is that you're viewing content that wasn't actually made for DK2, but simply recompiled using 0.4 to make it compatible. Maybe we can just sit it out for a few weeks until people wrap their heads around the SDK and rendering modes before we all throw Oculus to the wolves.

And yes, the SDK was rushed, everyone should know this. They rushed it out because of the torches and pitchforks that everyone grabbed when their DK2s weren't shipped immediately because of it. This is what happens, deal with it. And for the love of Pete, give them some time. The thing's been out a matter of days and everyone's ready to storm Oculus HQ and burn them all at the stake before anyone has a chance to actually develop something for the thing.

Hmm yeah i would also suggest to not panic. This has to be a software problem, cause based on those impressions, i can't really imagine the guys at Oculus, and their 50 billions new overqualified employees, to change such a thing and not really realized they just destroyed the immersion lol.
 
Hrm. We have 3DS capture cards... Someone should come up with a way to hook one into a virtual movie theatre...

actually that's very easy to do. the person who makes the 3ds capture card also provides a standard c api the capture single frame. I've been able to capture single frames in Linux with ease. it wouldn't be very difficult to build this functionality into a vr application.
 
First off, can anyone actually CONFIRM that Titans of Space has a normal "wide" FOV? Wider than Tuscany? Because if it does, it would seem pretty obvious this is a software or configuration issue causing certain demos to have overly narrow FOV. The most obvious answer is that you're viewing content that wasn't actually made for DK2, but simply recompiled using 0.4 to make it compatible. Maybe we can just sit it out for a few weeks until people wrap their heads around the SDK and rendering modes before we all throw Oculus to the wolves.

And yes, the SDK was rushed, everyone should know this. They rushed it out because of the torches and pitchforks that everyone grabbed when their DK2s weren't shipped immediately because of it. This is what happens, deal with it. And for the love of Pete, give them some time. The thing's been out a matter of days and everyone's ready to storm Oculus HQ and burn them all at the stake before anyone has a chance to actually develop something for the thing.

No. It's the same for everything. You see the edges of the screen. Not sure if it's the larger lenses, the smaller screen or a combination of both (compared to DK1), but it's not a software issue.
 
No. It's the same for everything. You see the edges of the screen. Not sure if it's the larger lenses, the smaller screen or a combination of both (compared to DK1), but it's not a software issue.

It's really weird. When I demoed the DK2 a few weeks ago I don't ever recall seeing the edge of the screen. I do specifically recall, however, being able to see the boundaries of the lens cups. When I first put it on I thought "interesting, you can really see the circular boundary of the FOV quite clearly", since I had imagined in my mind that the peripheral vision would be much wider. It didn't actually feel box like, or too constricting though, and the effect started to feel less noticeable after a few minutes. I suspect the eye relief was extended a considerable amount to allow for users with glasses to demo the unit as well.
 
Ok, I downloaded the Tuscany demo but I just get a black screen? When I run the config util and do test it works.
 
First off, can anyone actually CONFIRM that Titans of Space has a normal "wide" FOV? Wider than Tuscany? Because if it does, it would seem pretty obvious this is a software or configuration issue causing certain demos to have overly narrow FOV. The most obvious answer is that you're viewing content that wasn't actually made for DK2, but simply recompiled using 0.4 to make it compatible. Maybe we can just sit it out for a few weeks until people wrap their heads around the SDK and rendering modes before we all throw Oculus to the wolves.

And yes, the SDK was rushed, everyone should know this. They rushed it out because of the torches and pitchforks that everyone grabbed when their DK2s weren't shipped immediately because of it. This is what happens, deal with it. And for the love of Pete, give them some time. The thing's been out a matter of days and everyone's ready to storm Oculus HQ and burn them all at the stake before anyone has a chance to actually develop something for the thing.

The internet is full of hyperbolic shit fuckers. And my bet is that most of the people making noise haven't even experienced it first hand.
 
No. It's the same for everything. You see the edges of the screen. Not sure if it's the larger lenses, the smaller screen or a combination of both (compared to DK1), but it's not a software issue.
Then why do people say that Titans of Space is wider?

Are you sure you're seeing the actual edges of the screen, or simply a boundary where the Rift isn't rendering, just black pixels?

The reports are conflicting, especially based on pre-release demos done by Oculus at shows and such. I'd rather wait for DK2-made software (not just "compatible" software) before deciding if they fucked it up.
 
The internet is full of hyperbolic shit fuckers. And my bet is that most of the people making noise haven't even experienced it first hand.

I don't feel I'm a hyperbolic shit fucker :D

I feel we should give feedback on something as important as the FOV. If we don't oculus might think we are fine with it. I know it's a dev kit, I wasn't expecting perfection. I was prepared for the screendoor, tinkering, software issues etc etc. I was not expecting being able to feel like I'm seeing less than dk1.

As for Titans of Space. Not sure why I felt the FOV is wider but I did. SOmething to do with head tracking or the amount of black on the screen?

I'll come with some images to give a better idea for those without kits.
 
I don't feel I'm a hyperbolic shit fucker :D

I feel we should give feedback on something as important as the FOV. If we don't oculus might think we are fine with it. I know it's a dev kit, I wasn't expecting perfection. I was prepared for the screendoor, tinkering, software issues etc etc. I was not expecting being able to feel like I'm seeing less than dk1.

As for Titans of Space. Not sure why I felt the FOV is wider but I did. SOmething to do with head tracking or the amount of black on the screen?

I'll come with some images to give a better idea for those without kits.

Do you still feel it's wider? Have you tried putting the planets on the edge of the screen?
 
This is really frustrating. Cannot get this to work.

In Direct HMD access (DK2 mode), the test config works and Totoro demo works if I run the "Direct to Rift.exe" (the other one goes black screen).

Millenium Falcon demo & Tuscany both go to black screen and say no HMD detected. If I run display mode to "Extend Desktop to HMD" it gets alll kinds of fucked up. It keeps thinking the DK2 is a vertical screen and locks it to vertical resolutions like 1080 x 940p whether it's primary or secondary. Rotating it to portrait doesn't fix it. And when I run Tuscany in Extend mode it just shows 2 screens in the rift and still says no HMD detected.

So basically DK2 apps are working, DK1 apps are not working at all, yet everyone keeps talking about testing using Tuscany? Totoro test demo was neat but the night scene of blacks looks pretty bad with the black bleeding. I wanna test it with a daytime scene. Going by the Totoro demo, the tech currently is not ready for night/dark scenes. Also there's a ton of blur when moving and then it gets sharp when perfectly still. Not sure if that's a nighttime issue.
 
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