Oculus Rift DK2 Thread

Inside the DK2. Not surprised. lol

wxGXI42.jpg
Yeah, pretty interesting. It's a standard Samsung Galaxy Note 3 screen, which normally runs at 60 Hz. That means, Oculus is overclocking the screen to 75 Hz.

More info: https://www.ifixit.com/Teardown/Oculus+Rift+Development+Kit+2+Teardown/27613
 
DK2 was designed and was being produced before Facebook bought Oculus out. Now that they have all that money behind them, I expect the product to come sooner because they can dedicate money into getting custom screens designed to be optimized for VR use as well as build their team which they have done extensively since the purchase.

Right now their priority has to be to get a consumer version out that improves on the DK2 to show investors the $2 billion purchase was justified. I'm expecting the first CV to be out before E3 next year.
That's probably quite optimistic. They might be able to put a CV1 out by that time, but unless there's a fair amount of fully-fledged software to support it, it might be best to hold off and polish things up while the games/experiences are still being worked on.
 
My DK2 is finally on track. Should arrive on Monday.

I couldn't do more than 3-4 minutes in Half-Life 2.. Most seated demos I could do for 15-30 minutes without any sickness whatsoever though.
After a few earlier, aborted tries I played HL1 for over an hour on DK1 without ill effects.

With a mouse.

I guess I could do 24/7 on DK2 :P
 
Man, that is dedication, can't imagine doing it for three weeks. But it is a testament to how much fun this is that we're willing to put up with it all.

Very promising though that you seem to have less of an issue with the DK2, maybe it really does get better as the fidelity (in terms of movement) increases. Good to hear.
It absolutely does, and it's a combination of increasing fidelity and reducing latency in all areas. I was pretty much the same as FlyinJ, the DK1 made me sick very quickly. It was better for seated cockpit experiences, but after a month or so of testing, the longest I ever wanted to stay in VR was about 30 minutes, even in a cockpit view. A walking demo like Tuscany would make me feel queasy within 10 or 20 seconds, even if I avoided strafing. I've never had a problem with nausea in reality.

With DK2 Tuscany still makes me queasy, but it is much much better - it remains comfortable for 2 or 3 minutes, and even at that point it isn't a strong feeling. With a seated cockpit experience, I feel practically no nausea whatsoever now. In Radial-G, where you basically strafe all the time, and travel at insane speeds, doing crazy twists and turns, it felt completely fine. I was strafing my ship and strafing my head at the same time! No problems.

I'm convinced that once the latency is reduced and image quality improved for CV1, nausea will be 99% eliminated. (But if you are susceptible to nausea in reality, it's not going to help with that... or maybe it will - perhaps it might eventually be used to treat nausea sufferers, who knows!)
 
I came across the demo when someone posted a direct link to the download for it on Twitter, which is where I first heard about it. The developer sent me a message letting me know about the Vanguard V kickstarter (after I raved about Proton Pulse on reddit), so I'm gonna check that out shortly.

edit: Actually, before I do anything, I'm gonna run to the store and get some ginger ale. Still feeling a tad bit woozy today.

Shit. I need ginger ale also. Thanks for reminding me.
 
I am getting shit-all done at work today lol. All I can think about is getting home and hopping on elite again. The difference from dk1 is enormous.
 
Is there a list of demos that work with DK2? I downloaded Senza Peso but the image is rotated 90 degrees...I guess because it was only compiled for DK1?
 

Thanks.

Tried one quickly but no luck either.

How do I need to set up the DK2 for multi-monitor? Duplicate displays doesn't work since it can't do 1080p in landscape. Even when I had it displaying the tracking wasn't working. I didn't install the SDK yet though, would that be why?

Just had 30 minutes to play around at lunch so I'll need to try again after work.
 
Thanks.

Tried one quickly but no luck either.

How do I need to set up the DK2 for multi-monitor? Duplicate displays doesn't work since it can't do 1080p in landscape. Even when I had it displaying the tracking wasn't working. I didn't install the SDK yet though, would that be why?

Just had 30 minutes to play around at lunch so I'll need to try again after work.

In the config utility, go to view then oculus rift display mode, then select the second option which should be extend display. I use my GPU to rotate.

Edit: then kill wscript and ovrservice or whatever its called from your task manager. Wscript needs to be killed first.
 
(But if you are susceptible to nausea in reality, it's not going to help with that... or maybe it will - perhaps it might eventually be used to treat nausea sufferers, who knows!)

I should also add, I never get motion sickness from anything. I've flown airplanes, gone on the craziest roller coasters, sailed... nothing gets me.

The only time I ever get sick is if I read a book in a car. DK1 gave me the exact same sickness as doing that. I can read a book in any other vehicle that is larger than a car without getting the least bit sick, even a 10 seat van. No idea why reading in a car does this to me.
 
In the config utility, go to view then oculus rift display mode, then select the second option which should be extend display. I use my GPU to rotate.

Edit: then kill wscript and ovrservice or whatever its called from your task manager. Wscript needs to be killed first.

Thanks. Will give it a shot.

Any recommendations for tech/showpieces for DK2 right now?
 
DK2 was designed and was being produced before Facebook bought Oculus out. Now that they have all that money behind them, I expect the product to come sooner because they can dedicate money into getting custom screens designed to be optimized for VR use as well as build their team which they have done extensively since the purchase.

Right now their priority has to be to get a consumer version out that improves on the DK2 to show investors the $2 billion purchase was justified. I'm expecting the first CV to be out before E3 next year.

I think fall 2015 at the earliest. Maybe preorders at e3. I hope to have something finished by then.
 
Does Half Life 2 VR work with DK2 yet? I just got an email saying Radial G supports it, and that only leaves HL2 for me to be happy with what I've got access to.
 
Spent the whole day at work with the DK2, my first impressions:

Pros
+Cable setup is way easier, even with a webcam now.
+Headset is more "solid" in appearance.
+Screen colors and blacks are fantastic, as expected.
+The resolution difference is huge, I read that some people find it almost the same, nonsense, the upgrade is big.
+Latency is almost non-existant, and due to that, i can play way more time with it, now I'm really starting to feel like I could play an entire game with the Rift.
+Head-tracking works, and it's mindblowing, really impressed.

Cons
-Software and drivers are a mess, tried with different computers, different setups... service crashes sometimes, direct mode doesn't work, extended mode works in a strange way, I can't duplicate the desktop, I have to extend it and make the DK2 the main display, so I have to use the distorted destkop to launch anything, the screen starts by default with a 90º rotation...
-Black borders, in some demos more noticeable than in others. This is an issue I never had with the DK1, I don't know if it is the FOV, the smaller screen, or the bigger lenses, but I hate it, it's the worst problem of the DK2, sometimes it looks like you are looking to a virtual screen with the demo playing, instead of feeling inside the demo like with the DK1.

I suppose with the weeks the new SDK will solve a few of this problems, mainly the software and drivers one, not being able to use the direct mode is a bummer.
 
If you read my post, you'll see that 200fps is overkill. 120Hz is fine even in worst-case scenarios for motion perception.
If you're talking about temporal aliasing, even 1000 Hz would not be enough. But eye-tracking motion blur will be able to eliminate that at 120 Hz.

I somehow missed your entire bottom half of your post. Well explained.
 
Do you have a Razer Hydra for positional tracking with Half-Life 2? For me, that made all the difference in the world. I can't imagine playing HL2 on DK1 without it, and it should feel even better in DK2 + STEM later this year.

Is that intentional? Cause I can almost hear G-Man saying it :P

I'll look into the Razer Hydra thing, cause that kinda does what the DK2 achieves with the camera, right?

I couldn't do more than 3-4 minutes in Half-Life 2.. Most seated demos I could do for 15-30 minutes without any sickness whatsoever though.

Yeah, the seated games/demos do seem a bit more tolerable cause it makes a little more sense to your body.

I'm convinced that once the latency is reduced and image quality improved for CV1, nausea will be 99% eliminated. (But if you are susceptible to nausea in reality, it's not going to help with that... or maybe it will - perhaps it might eventually be used to treat nausea sufferers, who knows!)

Yep, it's not something I suffer from in reality. I drive motorcycles, enjoy a spirited car-ride, downhilling on a roadbike every now and then, all that stuff. Looks like I should just try to acquire a DK2 somewhere down the line. (or maybe just wait for the CV while I tough it out with the DK1).
 
Do you have a Razer Hydra for positional tracking with Half-Life 2? For me, that made all the difference in the world. I can't imagine playing HL2 on DK1 without it, and it should feel even better in DK2 + STEM later this year.

Positional tracking won't be accomplished with a stem, it's not viable. It'll use an inside out positional tracking system.
 
What's the going rate for the DK1? Thinking of selling mine.

Well, there appears to be some buyer confusion on eBay at the moment, since so many DK1 to DK2 upgraders are selling the DK1, and so many people are scalping the DK2.

Some DK1s are selling for 500-600 dollars. If you don't want a guilty conscience, I would specifically state in the auction details that it is the original Dev Kit released in 2013.
 
I'll look into the Razer Hydra thing, cause that kinda does what the DK2 achieves with the camera, right?

the hydras use magnetic tracking, where as dk2 uses an outside in positional tracking system. Completely different implementations. magnetic tracking is it viable for precision tracking of head. an inside out positional tracking system is optimal.
 
This inside-out tracking that people refer to - is this about having cameras in the headset that track points in the room (allowing for a much wider operational space), or is it something else?
 
Just got the headset, but my computer isn't detecting the Rift at all. It's LED is orange so its being powered, but if I go to screen resolution for example, my computer is not seeing the Rift.
 
Just got the headset, but my computer isn't detecting the Rift at all. It's LED is orange so its being powered, but if I go to screen resolution for example, my computer is not seeing the Rift.

Load up the oculus config tool, and try running the demo room. That should turn on the Rift.
 
This inside-out tracking that people refer to - is this about having cameras in the headset that track points in the room (allowing for a much wider operational space), or is it something else?

That's correct. The main benefit in our case is 360 degree positional tracking to be used for our virtuix omni implementation.
 
Man I'm so sad, the DK2 was on vehicle for delivery 8:09 AM and it's 9:24 PM now, still nothing.
Didnt attempt to deliver it to my house nor did they return it to the UPS center.
Prepared all day, formatted my PC and was so excited, only to be let down by the worst shipping company, this have never happened to me before.
Almost wish I opted for a pick-up instead (1 hour from here).

Anyone in Sweden got their delivered today?
 
Just got the headset, but my computer isn't detecting the Rift at all. It's LED is orange so its being powered, but if I go to screen resolution for example, my computer is not seeing the Rift.

1. https://developer.oculusvr.com/
2. Register
3. Login and download "Oculus Runtime" (and "Oculus SDK for Windows") from https://developer.oculusvr.com/?action=dl
4. Install the Runtime (unpack the SDK, but its optional)
5. Do all the steps in the "Quick Start Guide" (included booklet)
6. Start the "OculusConfigTool"
7. Does it see the Rift?
8. If yes: go to "Tools -> Advanced" and update the Firmware to 2.11 (the directory with the Firmware file should be selected automatically)

These are all the steps I took, if I remember correctly.

Hope this helps!
 
That's correct. The main benefit in our case is 360 degree positional tracking to be used for our virtuix omni implementation.
Ah yes indeed. Do you know what's the likely solution for the tracking points? Surely they can't expect people cover their rooms with IR emitters, or those big AR cards like that chap at Valve did...
 
Ah yes indeed. Do you know what's the likely solution for the tracking points? Surely they can't expect people cover their rooms with IR emitters, or those big AR cards like that chap at Valve did...

It'll be a hub you place in the room that sprays the room with beams of IR light to provide points to track.
 
an unofficial Dolphin build:
Only tried SSBM, but it runs pretty well for me.

Also, I'm getting a weird stuttering whenever I turn my head. I don't think it's a problem of low FPS, because everything runs perfectly well if I hold my head still. This is only happening in everything except the official test room and the Tuscany demo in the SDK.

Is this happening to anyone else?
 
Just got my Rift, and the very first thing I set up and tried was Radial G.

Holy shit.

I am feeling a bit nauseous, but not a whole lot, and given the speeds I was going I'm really not surprised.
 
Ok got it to work. Just trying to play around with IPD now. What's the key to see fps? I'm trying out the Spirited Away demo right now.

Also for some reason positional tracking isn't working in the Spirited Away demo at least. Worked on the demo scene.
 
Is this happening to anyone else?

This is happening to me too, which is weird, because it was fine last night when I played Proton Pulse, but today for some reason it's stuttering. The demo scene works fine though. I'm guessing the stuttering has something to do with extended display mode.
 
I prepared for my DK2. I installed the runtime, made the "Open on Oculus Rift" context menu and downloaded a lot of demos:

ajh562l3.png


Did I forget an awesome demo?
 
Also, I'm getting a weird stuttering whenever I turn my head. I don't think it's a problem of low FPS, because everything runs perfectly well if I hold my head still. This is only happening in everything except the official test room and the Tuscany demo in the SDK.

Is this happening to anyone else?
Yes, and I am guessing it is because of other demos not using 75 Hz, and/or not using the SDK 0.4.0 head/position tracking fully, and/or not using direct mode. I tried some demos that seemed to be using direct mode and they still had that problem so I don't know though. Chilling Space and KokiriForest were kind of annoying like that, for example.
 
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