Oculus Rift DK2 Thread

Right, although the pentile arrangement means its not quite as pixel dense as a traditional 1080p LCD(from what I hear).
That sounds about right, although there are pros and cons - the pentile arrangement means that you can almost perceive the subpixels as pixels, as the gap between each subpixel is similar to the gap between the next pixel, if you see what I mean. Overall there are more gaps, but less of the obvious 'grid' that you'd get with a stripe arrangement. It has some similarities with looking at an old CRT actually. I wouldn't be surprised if this is the more effective layout for disguising the resolution...at this resolution.

Hopefully it's just a step backward to get DK2 out the door. I won't know until I get mine, but that video makes it seem like the border of the screen would constantly be in view whereas the borders in DK1 were often not visible for me (depending on the demo).
I've not tested much yet but it's something I'm already getting used to. The straight line at the top and bottom is really not that big a deal, but the sides are still a little off-putting.
 
The flat lenses make such a huge difference in the amount of room you have inside the headset. I would previously play with my eyelashes brushing up against the lenses. Currently, I have the headset retracted as far as it can go and I can't feel the lenses at all.
 
The whole FOV argument can reduced to a couple of questions.

1. At what point did the black border become visible in DK1. (eyes pointed straight ahead, eyes looking out farthest corner of eye, etc...) If they were ever visible at all.

2. Are the black borders more/less visible than the in the DK1, when your eyes are in the same position.

Personally, if the black borders were EVER visible in the DK1, I don't see how the whole "immersion is ruined NOW" people have a disembodied leg to stand on.

Either the borders are visible and immersion is ruined, or it's not ruined. There are no levels of ruination. Either you are thinking about the fact you're playing a game,while playing the game, or you're not.
 
The whole FOV argument can reduced to a couple of questions.

1. At what point did the black border become visible in DK1. (eyes pointed straight ahead, eyes looking out farthest corner of eye, etc...) If they were ever visible at all.

2. Are the black borders more/less visible than the in the DK1, when your eyes are in the same position.

Personally, if the black borders were EVER visible in the DK1, I don't see how the whole "immersion is ruined NOW" people have a disembodied leg to stand on.

Either the borders are visible and immersion is ruined, or it's not ruined. There are no levels of ruination. Either you are thinking about the fact you're playing a game,while playing the game, or you're not.

Cool thread about the DK2 from the Minecrift dev.

http://www.reddit.com/r/oculus/comments/2c109n/dk2_first_impressions_with_minecrift/

He seems to think the borders are rendered and not the actual screen limit

[–]StellaArtoisUKMinecrift developer 7 points 4 hours ago
There is definitely a (rendered) black border, when using MaxEyeFov with my current config. I'm not yet ruling out that I need to change some aspect of the Oculus config utility or similar to ensure the black borders are eliminated (I've tried setting the profile to minimum eye relief to no avail).
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As for your question, I don't remember seeing the borders easily on DK unless you looked for them. on dk2 they easily visible when looking straight ahead.
 
He seems to think the borders are rendered and not the actual screen limit

Maybe I'm crazy but I swear I saw a OVR guy say that they did it on purpose to have a smooth transition instead of a hard outer edge like on the DK1. Maybe I dreamt it, who knows..

Edit: Cymatic Bruce thinks the FOV drama is "making a mountain out of a molehill", and immersion overall is clearly improved, not reduced he says.

Here is his first impressions from yesterday:
https://www.youtube.com/watch?v=SCuXFgjV0DM&list=UUhQx9wj3OQX5VQd4gK9NKsw
 
Personally, if the black borders were EVER visible in the DK1, I don't see how the whole "immersion is ruined NOW" people have a disembodied leg to stand on.
There are some people that felt that the FoV in the DK1 was pretty much the minimum they found acceptable. So basically, they didn't like it, but they could deal with it. It didn't absolutely kill immersion, but it was definitely hurting it. For them, that was their limit. Having anything less than that might indeed cross the line for them and become a deal-breaker.

Personally, I'm still wildly excited about the Rift, but I cant deny that this is awfully disappointing to hear and can only cross my fingers they figure something out for CV1 that at least brings it back to DK1 levels, if not better.
 
Cool thread about the DK2 from the Minecrift dev.

http://www.reddit.com/r/oculus/comments/2c109n/dk2_first_impressions_with_minecrift/

He seems to think the borders are rendered and not the actual screen limit



As for your question, I don't remember seeing the borders easily on DK unless you looked for them. on dk2 they easily visible when looking straight ahead.

Hmm if it's true, then that would mean there was a much greater reduction in horizontal FOV than 10 degrees. Are you saying you could physically move your eyeball a comfortable amount (vs moving your entire head) and still not see the borders, and now you see the borders without moving your eyeball at all? I imagine that would mean that with the DK2, if you moved your eyeball the same amount as with the DK1, you could get to the point where half the screen or more was covered by the border, but was just barely visible with the DK1. That seems way more severe than the "I think I notice it more" that most people are saying.
 
Maybe I'm crazy but I swear I saw a OVR guy say that they did it on purpose to have a smooth transition instead of a hard outer edge like on the DK1. Maybe I dreamt it, who knows..

Edit: Cymatic Bruce thinks the FOV drama is "making a mountain out of a molehill", and immersion overall is clearly improved, not reduced he says.

Here is his first impressions from yesterday:
https://www.youtube.com/watch?v=SCuXFgjV0DM&list=UUhQx9wj3OQX5VQd4gK9NKsw

You're not dreaming. there is an option by default in the API that will feather the outer 10 most pixels on either side to provide a smooth transition to the borders. however it seems that the borders appearing on the sides are also a limitation of the physical fov. so it's both hardware and software.
 
The whole FOV argument can reduced to a couple of questions.

1. At what point did the black border become visible in DK1. (eyes pointed straight ahead, eyes looking out farthest corner of eye, etc...) If they were ever visible at all.

They were barely visible at all times.

2. Are the black borders more/less visible than the in the DK1, when your eyes are in the same position.

Considerably more visible.

Personally, if the black borders were EVER visible in the DK1, I don't see how the whole "immersion is ruined NOW" people have a disembodied leg to stand on.

Either the borders are visible and immersion is ruined, or it's not ruined. There are no levels of ruination. Either you are thinking about the fact you're playing a game,while playing the game, or you're not.
I disagree. But it's not black and white, immersion isn't 'ruined', it is affected. By how much it is affected will vary by user. For me, the DK1's borders were far enough out of the way for it not to bother me. I was aware, but it was good enough. For others, it may have already felt a bit too restrictive. For me, the DK2's borders, particularly the sides, have crossed the line where they do bother me.

Cymatic is right, immersion overall is increased, thanks to all the other improvements. The FOV is the only glaring step backwards.
 
Hmm if it's true, then that would mean there was a much greater reduction in horizontal FOV than 10 degrees. Are you saying you could physically move your eyeball a comfortable amount (vs moving your entire head) and still not see the borders, and now you see the borders without moving your eyeball at all? I imagine that would mean that with the DK2, if you moved your eyeball the same amount as with the DK1, you could get to the point where half the screen or more was covered by the border, but was just barely visible with the DK1. That seems way more severe than the "I think I notice it more" that most people are saying.

my problem with the dk1 were just the smaller lenses so it was a circle to look through and no borders visible because the screen was too big
 
Here is an image grab from Radial G. I have drawn a box around the whole viewable area.

Look at the bottom of the screen which shows the dimensions of the box. 830x737 pixels.

vKrbOE.jpg


So a 1080p screen grab in the rift has a total 830x737 pixels viewable per eye - this includes the pixels in your peripheral vision that you can only really see in focus when you move your eyeballs.

So my estimate of it looking like it was running on a 800x600 resolution monitor was quite close.
I don't believe this game is rendering correctly at all. It should use more of the screen. And it also clearly doesn't do any chromatic aberration correction. Are you sure this is correctly set up for DK2?
 
The problems reported are as follows:




So it sounds like you may be able to get UE4 support working, but at the cost of the new SDK. I'm just going to install the new SDK stuff and wait for UE4 to update.

I'm developing something with UE 4.3, so I'm not waiting, hell I've already started and have built out the first level of my game using the DK1. Really, the steps to use the DK2 for UE4.3 with SDK 4.0 installed are very minor. It's going to take me a few weeks before I'll be ready to release anything official, so hopefully by then they'll have updated UE4 to work with the newer SDK.

The key thing is, I get positional support, which isn't necessary for my game, but something I'm really eager to test with it.

My plan is to get a relatively polished 20 minute or so long demo before I'll share it. The goal for the full game is to be 3+ hours long, so I have plenty of time to get things ready.

It's going to be free too, so I hope some of you guys here will find it worth playing. It's completely 2D friendly, but VR is preferred, and it's how I'm testing out my environments.
 
Hey CRTs are the bee's knees! The similarity is there with the subpixel layout and the superb response. Contrast is better though. :)
Yea, I knew what you were getting at.

But are you saying the contrast is better with the Rift or with the CRT? Its gotta be pretty close, right?
 
I don't believe this game is rendering correctly at all. It should use more of the screen. And it also clearly doesn't do any chromatic aberration correction. Are you sure this is correctly set up for DK2?

The game doesn't run with chromatic aberration correction.

And yes, the image I pulled from the net must have been done with a DK1. The DK2 image I just made looks like this... so there goes that theory.

61rHyP.jpg


Strange..

Just played the DK1 version of Titans of Space , without any head tracking, and it looks spectacular! Everything seems larger than it did with the DK1, which is possibly down to the different FoV.

What I'm really starting to notice are are edges blurring with the new lenses. The focus starts to get messy as it moves away from the centre.
 
The game doesn't run with chromatic aberration correction.

And yes, the image I pulled from the net must have been done with a DK1. The DK2 image I just made looks like this... so there goes that theory.

61rHyP.jpg


Strange..

Just played the DK1 version of Titans of Space , without any head tracking, and it looks spectacular! Everything seems larger than it did with the DK1, which is possibly down to the different FoV.

What I'm really starting to notice are are edges blurring with the new lenses. The focus starts to get messy as it moves away from the centre.

As I mentioned above, that blurring is a rendering option in the api. It can be turned on or off.
 
I'm developing something with UE 4.3, so I'm not waiting, hell I've already started and have built out the first level of my game using the DK1. Really, the steps to use the DK2 for UE4.3 with SDK 4.0 installed are very minor. It's going to take me a few weeks before I'll be ready to release anything official, so hopefully by then they'll have updated UE4 to work with the newer SDK.

The key thing is, I get positional support, which isn't necessary for my game, but something I'm really eager to test with it.

My plan is to get a relatively polished 20 minute or so long demo before I'll share it. The goal for the full game is to be 3+ hours long, so I have plenty of time to get things ready.

It's going to be free too, so I hope some of you guys here will find it worth playing. It's completely 2D friendly, but VR is preferred, and it's how I'm testing out my environments.
Just out of curiosity, if you're developing a 3+ hour high-quality first-person Rift-compatible game, why aren't you selling it? School project? Experience to put on your resume?
 
Checked my work email for the first time in a while and saw there was a problem with my Kor-FX payment so I went ahead and fixed that. I also purchased 2 more Sixense STEM packs at the discounted backer price ($100 instead of $200). So now I have 7 Sixense STEM trackers, although only 5 can be used at once with my single base: 5 individual trackers and 2 controllers.
 
No, it's the actual lenses. I can move the headset and different parts of the image go in and out of focus depending on the position.
That seems to make sense along with how chromatic aberration is worse with these lenses, how the lenses are bigger and flatter, and how more of the screen can potentially be seen through them.

In 2015 it may sadly turn out that proper lenses are impossible because of physics. In 2016 eye-projection lasers will become popular, but in 2017 everyone who used eye-projection lasers will suddenly go blind because a firmware error cooked their eyeballs in their sockets.

In 2018, war was beginning.
 
well there's as much jank as with the dk1 that's for sure, setting the thing up with multi monitors connected is tedious to say the least

so far managed to get the demo scene to play 100% correctly :P impressions from that -

+ you can actually read text
+ positional tracking ups the experience profoundly, looking behind stack of cards has never been so interesting
+ better colours and less smearing
+ resolution is a big upgrade imo, screen door is probably the 1st thing you'll notice but it's nowhere near dk1 levels

- only got it to work in extended, no direct mode
- edge of the screen fov issues are most definitely more noticeable (in this demo)
- chromatic aberation is there, not too much though


cannot get direct mode to work properly, checked fps in millenium falcon demo, it was dropping to 37fps and resolutuion was like 2300 x 1200?? (vsync??, gtx 780 lol) extended desktop mode doesn't work properly either for me in anything except the demo scene which i can see being a driver/setup problem (nvidia surround, ultramon etc) will get it working properly later or tomorrow
 
well there's as much jank as with the dk1 that's for sure, setting the thing up with multi monitors connected is tedious to say the least

so far managed to get the demo scene to play 100% correctly :P impressions from that -

+ you can actually read text
+ positional tracking ups the experience profoundly, looking behind stack of cards has never been so interesting
+ better colours and less smearing
+ resolution is a big upgrade imo, screen door is probably the 1st thing you'll notice but it's nowhere near dk1 levels

- only got it to work in extended, no direct mode
- edge of the screen fov issues are most definitely more noticeable (in this demo)
- chromatic aberation is there, not too much though


cannot get direct mode to work properly, checked fps in millenium falcon demo, it was dropping to 37fps and resolutuion was like 2300 x 1200?? (vsync??, gtx 780 lol) extended desktop mode doesn't work properly either for me in anything except the demo scene which i can see being a driver/setup problem (nvidia surround, ultramon etc) will get it working properly later or tomorrow

Hot damn. WTF? 38 fps? Did you look at your GPU usage?

Shit, I'm kinda glad I'm getting mine Thursday. More time for some of this stuff to get fixed.
 
No, it's the actual lenses. I can move the headset and different parts of the image go in and out of focus depending on the position.

Yeah I was a little bugged by this as well. If you're looking at the dead center everything's sharp, but once you start looking up or down (without moving your head, just your eyes) everything becomes a blur and text is completely unreadable (very noticeable in extend desktop).
 
Yea, I knew what you were getting at.

But are you saying the contrast is better with the Rift or with the CRT? Its gotta be pretty close, right?
Yeah CRTs always looked a bit grey on full black to me, whereas the Matrix rain demo is rather unsettling, such is the deepness of nothingness on the OLED.
 
well there's as much jank as with the dk1 that's for sure, setting the thing up with multi monitors connected is tedious to say the least

so far managed to get the demo scene to play 100% correctly :P impressions from that -

+ you can actually read text
+ positional tracking ups the experience profoundly, looking behind stack of cards has never been so interesting
+ better colours and less smearing
+ resolution is a big upgrade imo, screen door is probably the 1st thing you'll notice but it's nowhere near dk1 levels

- only got it to work in extended, no direct mode
- edge of the screen fov issues are most definitely more noticeable (in this demo)
- chromatic aberation is there, not too much though


cannot get direct mode to work properly, checked fps in millenium falcon demo, it was dropping to 37fps and resolutuion was like 2300 x 1200?? (vsync??, gtx 780 lol) extended desktop mode doesn't work properly either for me in anything except the demo scene which i can see being a driver/setup problem (nvidia surround, ultramon etc) will get it working properly later or tomorrow

Millenium Falcon demo runs near flawlessly for me on a 570. There must be something funky going on there.
 
Ok so my DK2 turned up today, have followed the quick start manual but something is wrong.

If i insert the USB cable for the headset i hear the windows 8 USB sound the DK2 device powers on, my monitor screen goes blank for a second and then comes back on and then after about 5 seconds later the DK2 powers off, my monitor goes blank again for a second and i hear the USB sound again.

Any ideas why the device appears to be powering off?
 
Hot damn. WTF? 38 fps? Did you look at your GPU usage?

Shit, I'm kinda glad I'm getting mine Thursday. More time for some of this stuff to get fixed.

yeah just something weird is happening, just got tuscany working (extended, rift portrait, rift primary screen) was looking around at the start and that too was at 38fps ish and 2341 x 1430 resolution (wtf is that about?) then i walked around a bit and checked again and fps was a locked 60 (rift is at 75hz in nvidia control panel) will keep on playing about

Bee,

You tried turning off the the other monitors?

right now i have sli disabled, one monitor enabled and the rift , the rift is the primary screen
 
Just out of curiosity, if you're developing a 3+ hour high-quality first-person Rift-compatible game, why aren't you selling it? School project? Experience to put on your resume?

Well, I don't know that it's going to be high quality for one. It's a one person project from a person with some experience making multiplayer maps in DK-Radiant, and some experience coding relatively simple productivity applications in Alpha Anywhere for work.

It's just a part time project that I'm really enjoying putting together. It's probably going to be rough around an edge or two (in game menus...). If the end result is something I'm proud of, I'd mainly love for other people to try it out.

Honestly, that I've got anything working at all at this point is kind of amazing to me. That's all credit to Epic for the documentation and the great tools they've provided.
 
yeah just something weird is happening, just got tuscany working (extended, rift portrait, rift primary screen) was looking around at the start and that too was at 38fps ish and 2341 x 1430 resolution (wtf is that about?) then i walked around a bit and checked again and fps was a locked 60 (rift is at 75hz in nvidia control panel) will keep on playing about



right now i have sli disabled, one monitor enabled and the rift , the rift is the primary screen

You tried forcing vsync on in the Nvidia Panel? If i had a few issues like that. The following steps usually fix them for me.

1. Restart Service
2. Go back to direct to Rift mode and then back to extend.

This might be a dumb question, but did you upgrade the firmware?
 
Shit, I'm kinda glad I'm getting mine Thursday. More time for some of this stuff to get fixed.

You know, I'm starting to feel the same. No idea when I will get my March 24th order but hopefully some of the SDK flaws and whatnot is fixed by then.
 
the same settings that get tuscany working above, give me a black screen on millenium, messed up rendering (zoomed in, broke 3d) in radial g, i thought they gave a black screen with kokiri forest until i turned around in the rift lol so that works too now

few thoughts on that, didn't mention the blacks earlier, very nice indeed, especially contrasted on the floor against other materials, the fov is like playing metroid prime at the sides, 1080p whilst being a big step up is nowhere near enough for vr, 4k or bust


You tried forcing vsync on in the Nvidia Panel? If i had a few issues like that. The following steps usually fix them for me.

1. Restart Service
2. Go back to direct to Rift mode and then back to extend.

This might be a dumb question, but did you upgrade the firmware?

oh that's not a dumb question at all, there's one available? haha will try now
 
First experience with VR here... have been left feeling both positive and negative about the DK2.

+ Was only able to load the oculus world and scene demo up, but damn, crazy experience turning your head and having the screen follow you. Walking down the tuscany stairs made me feel like i was literally about to fall lol. Had butterflies in my stomach. Can't wait to try a rollercoaster VR.
+ Very smooth moving motion

- Okay i wear glasses, have tried both the A(with glasses on) and B(no glasses on) lens. Both seem blurry still? Tinkered with it for 30 mins trying to find optimal viewing but still blurry. Wish i could describe it better. Its like everything lacks that greater sense of clarity or focus?

Hoping i can try some more demo's and or games out. Having issues getting anything to work via direct HMD connection... putting in extended really trips me out because i don't know how to display the app i want fully in the OR screen.

But all in all, i am skeptical believer lol.

oh that's not a dumb question at all, there's one available? haha will try now

Yeah if there is a firmware update could someone provide link?
 
- Okay i wear glasses, have tried both the A(with glasses on) and B(no glasses on) lens. Both seem blurry still? Tinkered with it for 30 mins trying to find optimal viewing but still blurry. Wish i could describe it better. Its like everything lacks that greater sense of clarity or focus?
Did you run the IPD check?
 
haha nice one doc, to anyone else just run the firmware update, it will open a dialog and just go into the firmware folder and 2.11 is in there (2.10 stock) millenium worked straight away :) and at 75fps will go test more

All these negative reviews make me wanna sell my DK2 before I try it out :/

only negatives for me are the fov and the weak close up camera tracking, rest is a huge step up from dk1, 1080p resolution was never gonna be enough though

edit: firmware update fixed all demos for me, all work and at 75fps except radial g which is still broke
 
The Millennium Falcon Experience didn't run so hot on PC. I have an AMD card, and in the issues list on Oculus support, it makes quite a few mentions about them. It was a sort of stutter when moving my head for positional tracking. If I run backwards and forwards, it's silky smooth.

The Kokiri Forest demo ran perfectly. It's awesome. Unlike the DK1, the frame rate can keep on the Rift display. The screen door effect is very noticeable. It's not DK1 levels, but it stood out the second I loaded a demo.

Been blue screening like crazy since installing the Oculus runtime. I'll need to look into that. The OculusConfig utility is janky as fuck. It hangs for no reason sometimes or will say the Oculus Service isn't available and you have to restart.

I've only had an hour with this, and I'll post more once I've tested it further.
 
All these negative reviews make me wanna sell my DK2 before I try it out :/

I wouldn't sell, well I did think about it earlier but then realised that I'd only end up buying another and being pissed off I had to wait another three months for it.
 
The game doesn't run with chromatic aberration correction.

And yes, the image I pulled from the net must have been done with a DK1. The DK2 image I just made looks like this... so there goes that theory.
Strange..

Just played the DK1 version of Titans of Space , without any head tracking, and it looks spectacular! Everything seems larger than it did with the DK1, which is possibly down to the different FoV.

What I'm really starting to notice are are edges blurring with the new lenses. The focus starts to get messy as it moves away from the centre.

What did you do to get Titans working? I'm running the Rift in extended mode. Even when I mirror the displays, Titans doesn't render properly.
 
Wow have never heard of the IPD check... so no. Going to google this but if it does not trouble, could you also explain how to run this IPD check?
It's also in the config utility :) Create a profile with the +, go to Advanced, then Measure, and follow the instructions.
 
Got my kit today! :)

Is this the thread to read for all the demos l can download?

What about games compatibility?

Hope you guys are having fun, will try mine tomorrow.
 
My take on fov:

If I pull the lenses out of my dk2 i can clearly see that the desktop renders all of the way to the edge of the oled display. However, in all of the demos that I've tried so far, there is still quite a bit of rendering room available at the sides of the screen, (yes including the edge feathering).

It appears that the sdk might be restricting the rendering area at the moment. So there definitely is some room for improvement in the fov. Can't wait to see a demo where someone gets the dk2 to render ALL of the way to the edge!

Other notes: Absolutely blown away by the position tracking. Load up Tuscany, stand in the doorway sideways and lean around to view both the inside and outside of the building. /mind blown! There is no going back now.....
 
It's also in the config utility :) Create a profile with the +, go to Advanced, then Measure, and follow the instructions.

Yeah just did it. Thanks for the suggestion, it certainly helps. Turns out my eyes are quite spaced apart lolol. Got 71.8mm. Help make things much clearer.

Wondering to those using glasses for astigmatism, are you using glasses with lens A or going commando with lens B?
 
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