Oculus Rift DK2 Thread

Do you still feel it's wider? Have you tried putting the planets on the edge of the screen?

Still at work, so I can't try again right now.

oculus2.jpg


this is might help explain what most are talking about. There's the lense/house boundary and the oled screen edge. What most of are disappointed about are the obtrusive screen borders. Not the housing/lense border that can be adjusted with the two dials.
 
I'll come with some images to give a better idea for those without kits.
Thanks. I won't have my DK2 for a while, and I don't have a DK1 for comparison.

I'm just wondering if people are seeing what they think they're seeing. I completely believe that you're seeing something different than what was there on the DK1, but the quotes from Oculus don't make it seem like it's strictly a lens vs. screen-size issue.

I don't think there's been anything specifically created just for DK2, is there? Beyond maybe the "desk" demo that Oculus made for it?
 
Cymaticbruce explained pretty well actually. I might try the B lenses, maybe that helps.
Yeah, he's describing the differences very well, and emphasizing that it's the same overall immersion. That's good news.

I've got good vision (post-LASIK), so I'll be using the A lenses.
 
Still at work, so I can't try again right now.

oculus2.jpg


this is might help explain what most are talking about. There's the lense/house boundary and the oled screen edge. What most of are disappointed about are the obtrusive screen borders. Not the housing/lense border that can be adjusted with the two dials.

Wow it's that bad? I was ready for a little bit of black on each side, but depending on how much you've exaggerated, that's worse than I was expecting.
 
Wow it's that bad? I was ready for a little bit of black on each side, but depending on how much you've exaggerated, that's worse than I was expecting.

No it's not that bad. This is more an example showing the difference between the lense border vs the OLED Screen border.

Bruce is right that you notice it when looking ahead more than when you look to the side.
 
No it's not that bad. This is more an example showing the difference between the lense border vs the OLED Screen border.

Seeing the border was fairly distracting to me in DK1, so seeing both the edge of the panel and the lense border might be kind of unfortunate.

I guess I'll find out soon. Thanks for the impressions.
 
Bruce running into tech difficulties.. lol

He had to turn off wscrip.exe and ovservice.exe in processes. That was actually me who suggested that since that's the only way you can get E:D to work.
 
Damn you. I'm afraid of Lasik. lol
Hehe. If you're looking into it, do LOTS of research, pick a good surgeon, and don't skimp trying to find a "great deal".. they're your eyes, they're worth the money.

Bruce is having trouble getting the thing running now.. lol.
 
Hehe. If you're looking into it, do LOTS of research, pick a good surgeon, and don't skimp trying to find a "great deal".. they're your eyes, they're worth the money.

Bruce is having trouble getting the thing running now.. lol.

Nope not looking into it. :p I'll be a four-eyes forever. haha

Anyway, he has to reboot.
 
Bruce running into tech difficulties.. lol

He had to turn off wscrip.exe and ovservice.exe in processes. That was actually me who suggested that since that's the only way you can get E:D to work.

I tried that same trick to get Technolust to work, no luck.
 
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.

"People" is exactly one guy and it's false. The fact that ToS is very dark probably helps hiding this issue.

It's really the limits of the screen. Not black pixels.

Yeah, he's describing the differences very well, and emphasizing that it's the same overall immersion. That's good news.

I beg to differ. Saying it doesn't impact immersion at all would mean that FOV has no impact on immersion.

Anyway, it's not the end of the world and I'm sure I'll get used to it but being used to DK1, this came as a little bummer to me. YMMV.
 
I got no head tracking with technolust. Did they update it today?

Not sure. You're the one with the DK2. :p All I heard is that anticleric is trying to integrade 0.4.0 sdk into it.

YuShtink might know more.

Edit: The original demo for Technolust won't work. You have to have bought into the game to get the updated version.
 
I got no head tracking with technolust. Did they update it today?

NM backers only

There wasn't any further updates to Technolust (Besides the one with semi-DK2 support). It seems there is an issue between Unity, his project and the 0.4 SDK that prevents him from properly implementing the latest SDK.
 
There wasn't any further updates to Technolust. It seems there is an issue between Unity, his project and the 0.4 SDK that prevents him from properly implementing the latest SDK.

He was trying with the original FREE demo. Only the one where you had to back 30 bucks gives you the update build that has chapter 1.
 
I beg to differ. Saying it doesn't impact immersion at all would mean that FOV has no impact on immersion.
What I heard was that he said was the FOV was the same. Only instead of seeing the edges of the lens, as with DK1, now you're seeing the edge of the display. That's a more "defined" edge than the lens. Aside from what's being rendered on-screen, has anyone actually taken to measuring actual ocular FOV?

The one part I did hear clearly was "making a mountain out of a molehill", which I tend to believe based on the types of responses I'm hearing. It goes from "Looks fine to me" to "Burn the evil Oculus for ruining VR for all time", without a lot of actual information to back it up.

Somebody cram a camera up in that bitch and show us plebes what's what.
 
What I heard was that he said was the FOV was the same. Only instead of seeing the edges of the lens, as with DK1, now you're seeing the edge of the display. That's a more "defined" edge than the lens. Aside from what's being rendered on-screen, has anyone actually taken to measuring actual ocular FOV?

The one part I did hear clearly was "making a mountain out of a molehill", which I tend to believe based on the types of responses I'm hearing. It goes from "Looks fine to me" to "Burn the evil Oculus for ruining VR for all time", without a lot of actual information to back it up.

Somebody cram a camera up in that bitch and show us plebes what's what.

Well there's the in-game FoV setting and there's your actual FoV. The in-game FoV is apparently comparable. Maybe a few degrees less but not much. It's just that now that the edges of the screen are in your FoV it really does feel more like wearing blinders.

I'm probably doing a poor job at explaining it. You'd have to see it for yourself I guess.
 
Still at work, so I can't try again right now.

oculus2.jpg


this is might help explain what most are talking about. There's the lense/house boundary and the oled screen edge. What most of are disappointed about are the obtrusive screen borders. Not the housing/lense border that can be adjusted with the two dials.

What is your IPD Doc? Think this could be limited to people with especially wide and/or narrow separation?
 
I'm probably doing a poor job at explaining it. You'd have to see it for yourself I guess.
Yeah, but without a point of comparison (don't have DK1), it'll probably look perfectly fine to me. I've always known it wasn't full human-vision FOV.. there has to be some blockage somewhere.

Anyway, Cymatic Bruce's stream is dead, and it's really late here so I'm out.. hehe.
 
I got no head tracking with technolust. Did they update it today?

NM backers only

I think technolust is only compatible with the latest Oculus 0.3.x SDK, not 0.4.0. So you either have to disable or uninstall Oculus Runtime, then run it in extended mode to get it to work (at least that's what I gathered).
 
Yeah, but without a point of comparison (don't have DK1), it'll probably look perfectly fine to me. I've always known it wasn't full human-vision FOV.. there has to be some blockage somewhere.

Anyway, Cymatic Bruce's stream is dead, and it's really late here so I'm out.. hehe.

It's actually working now.
 
What I heard was that he said was the FOV was the same. Only instead of seeing the edges of the lens, as with DK1, now you're seeing the edge of the display. That's a more "defined" edge than the lens. Aside from what's being rendered on-screen, has anyone actually taken to measuring actual ocular FOV?

The one part I did hear clearly was "making a mountain out of a molehill", which I tend to believe based on the types of responses I'm hearing. It goes from "Looks fine to me" to "Burn the evil Oculus for ruining VR for all time", without a lot of actual information to back it up.

Somebody cram a camera up in that bitch and show us plebes what's what.

The problem with this stuff is that it's so subjective, down to the shape of your face and position of your eyes. You can't "explain" what it looks like to someone who hasn't used them themselves. And video can't properly convey the look either, because it's not video on a flat screen its VR. The experience just doesn't translate.
 
Yeah, but without a point of comparison (don't have DK1), it'll probably look perfectly fine to me.

Oh it will!

Again, I want to emphasize that this is by no means a deal breaker even with my DK1 experience. There's a lot more to love about DK2 and once content starts showing up we'll all forget about this FoV crap. :)
 
Still at work, so I can't try again right now.

oculus2.jpg


this is might help explain what most are talking about. There's the lense/house boundary and the oled screen edge. What most of are disappointed about are the obtrusive screen borders. Not the housing/lense border that can be adjusted with the two dials.
Can you take identical shots from identical distances with DK1 vs. DK2? How does it compare to the picture we've posted earlier?


However, that is significantly lower IPD than yours.
 
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.

Well, you're not. :P

But the discrepancy you point out is intriguing - and in need of more testing.

Can you try a few more variables and report back? Change IPD, change eye-relief distance.

And maybe a % of visible area loss; and the sensation of immersiveness between the two under various test conditions (straight ahead, rotating head, translational).
 
To be fair, my IPD according to the DK1 config utility is something like 69.1 mm. But I have an enormous mutant head. I think it's one size below the max size that hats are even created for. I basically can't wear hats intended for normal humans, and fitting into the DK1 was difficult enough.
 
Oh god, I think I'm going to throw up after a few hours of messing around with this. Never felt nausea from anything before but ughhhh
 
Oh god, I think I'm going to throw up after a few hours of messing around with this. Never felt nausea from anything before but ughhhh

I thought DK2 was supposed to reduce nausea significantly.

Does it track side to side movement in the demos you've been using?
 
I thought DK2 was supposed to reduce nausea significantly.

Does it track side to side movement in the demos you've been using?

Some people are just susceptible to sim sickness.

Or it could be his rig as well, if its running at something like 30 fps.

What's his rig?
 
So, from what I can understand, some people are saying DK1 is better than DK2?

I wanna buy one of these things from somewhere (because Oculus won't send to "freight-forwarding" companies) and I really wanna know which one is better. I know DK1 has a worse resolution and no positional tracking, but if it offers a better "immersive experience" then I'm willing to cope with that.
 
So, from what I can understand, some people are saying DK1 is better than DK2?

I wanna buy one of these things from somewhere (because Oculus won't send to "freight-forwarding" companies) and I really wanna know which one is better. I know DK1 has a worse resolution and no positional tracking, but if it offers a better "immersive experience" then I'm willing to cope with that.

Anyone who claims that is off their rocker, I'm sorry.
 
I just got my DK2 a few hours ago, a bit disappointed that most of the demos I've tried don't work yet. Even the ones that claim to have DK2 support won't work for me (Tuscany just black-screens on the Rift, regardless of what display mode I have set).

The few demos that I did manage to get working (Totoro, Kokiri Forest) blew me away though.

Also having a strange problem with the camera. Apparently whenever it "sees" the headset, both the camera and the Rift turn completely off (then back on, and the cycle repeats endlessly). No clue why. I had to bury the camera in a corner where it couldn't find the Rift in order to get any demo going.

P.S. I've experienced zero nausea whatsoever.
 
I thought DK2 was supposed to reduce nausea significantly.

Does it track side to side movement in the demos you've been using?

No matter how good the tech gets, uninformed and experimental VR programming is going to leave newbies sick. Almost every demo available so far is one where you are a walking(or running) character, and that physical disconnect is always going to hit some people. I think if you just do seated experiences, MOST people won't get sick with DK2 whereas just looking around with the DK1 for a while could get you sick. Now it's purely based on inner ear conflict.
 
Some people are just susceptible to sim sickness.

Or it could be his rig as well, if its running at something like 30 fps.

What's his rig?

580 GTX, getting full framerate in the demos that work so far with DK2 direct mode (since can't get anything in Extend mode to work).

Tried Totoro demo, World demo that comes with SDK, Kokori Forest, Crystal Rift, Blast Buster demos.

I don't think it's the motion stuff, I never get motion sickness normally, I think it's just having eyes so close to a screen like how they tell kids to sit 10 feet from a tv. After like 2-3 hours of eyes touching the screen my eyes hurt like all hell and nausea was really bad. Eye pain went away but still pretty nauseous.
 
No matter how good the tech gets, uninformed and experimental VR programming is going to leave newbies sick. Almost every demo available so far is one where you are a walking(or running) character, and that physical disconnect is always going to hit some people. I think if you just do seated experiences, MOST people won't get sick with DK2 whereas just looking around with the DK1 for a while could get you sick. Now it's purely based on inner ear conflict.

It's surprising to hear because even the most motion sickness apt types like Brendan Iribe was talking up DK2+ tech as been almost free of nausea.

So I suspect the demos he's tried haven't been properly configured (by really what's there to configure? You drop the DK2 module into the software and let it do its thing), or there may be sub optimalities in his setup... not enough rendering power, or incorrect IPD setup for example.
 
I think if you just do seated experiences, MOST people won't get sick with DK2 whereas just looking around with the DK1 for a while could get you sick. Now it's purely based on inner ear conflict.
I would be careful saying this, because incorrect IPD configuration, incorrect drivers, not updating the firmware, bad camera positioning, low framerate, bad timewarp implementation, the wrong SDK version, etc. may all be able to affect this.

If you have a perfectly configured DK2 with excellently linked up software then it may be true yes. :P

*edit* Bebpo did you ever try a DK1, and do you have any idea what your IPD is? That almost sounds like the IPD is off for one thing. You also mentioned a lot of problems even getting it running (and the Tuscany demo people talk about is the one included with the new SDK I believe) so there could be a setup problem.
 
580 GTX, getting full framerate in the demos that work so far with DK2 direct mode (since can't get anything in Extend mode to work).

Tried Totoro demo, World demo that comes with SDK, Kokori Forest, Crystal Rift, Blast Buster demos.

I don't think it's the motion stuff, I never get motion sickness normally, I think it's just having eyes so close to a screen like how they tell kids to sit 10 feet from a tv. After like 2-3 hours of eyes touching the screen my eyes hurt like all hell and nausea was really bad. Eye pain went away but still pretty nauseous.

The light hitting your eyeballs should be running parallel - so it wouldn't be that your eyeballs have to work extra hard to focus.

Sounds like the first time I tried out the DK1 to be honest.
 
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