Oculus Rift DK2 Thread

Soo good. Even without the Rift, the game can get addicting.

My favorite experiences in the Rift so far have actually been the more mundane things. Rollercoaster? Eh. Walk around super slowly underwater or in a room decorated with Studio Ghibli stuff? Hell yeah.

I think the simplicity of "drive truck" should be pretty cool.

Note: Elite's awesome too, exception to the rule.
 
with stereoscopic 3d you can change the world size in relation to your view by altering screen size settings. Can you do a similar thing on DK2 by changing your IPD?

I want to get my cockpit body in elite not looking like an undernourished 11 year old.
 
Of course Radial G, my first ever backing on a Kickstarter, would fail.

Yea it sucks, they just had bad timing with it. If he waited just a few more weeks a lot more people would be getting their DK2's, and Radial-G is easily one of the best demos out there. At least it sounds like they'll find some other way to get it funded.
 
Finally played the Radial-G demo. Yeah it's definitely one of the best DK2 games, even without having full menu/UI rift integration.

It needs weapons or something
 
I played Rift Away's Chilling Space demo yesterday. It's the same developer that made Cyber Space, that terrifying amusement park ride demo. This one is much more relaxing, as all you do is float in space and shoot asteroids/satellites with your space gun. It has a smooth tune playing in the background, and soon after beginning the demo, some narration from Carl Sagan kicks in. The Earth has a nice sense of scale and you can watch it slowly turn. I was imagining how cool a future VR game would be like in space. Imagine falling to Earth in a VR game!

I did a quick video covering it. The demo itself has about five minutes worth of content as Carl Sagan's narration ends and the music loops. I recommend checking it out if you want something calming. You don't even have to shoot anything if you don't want to, as nothing happens if an object hits you.
 
IN the many problems encountered, i have to note the pc screen preview is often not there, with just a windowed white screen in place.

I had my first cobaye for the Oculus. A friend tested many demos. I was surpised cause from my impressions, it felt like the whole people screaming and falling came from the fact that they were standing, and being comfortably sitting on a chair with a stable back avoided such spectacle.

But it seems not :p He almost fell from the chair actually, when trying cyber space. I had to stop it.

Yeah i'm pretty sure that's an issue for everyone. Just plain broken. Like how everything has to be put into extended. The way I solved this was to install OBS and "capture" the game.
 
As much as I like the concept of Vanguard V (and think it works/controls pretty well already) I think there is no chance of them hitting 200k in three weeks. Hope it'll get made even if they miss that target though, as it's pretty fun and I'd like to see that Star Fox/Panzer Dragoon-esque gameplay fully fleshed out for Oculus (or Morpheus).
 
Just wanted to run this past you guys and make sure it not my fucked up eyes.

If you have text that spans your whole view and you facing straight at the text, the text directly in front of you is clear but still with your head facing forwards if you look (with your eyes) to either the left or right does that text look blurry and out of focus to anyone else??
 
As much as I like the concept of Vanguard V (and think it works/controls pretty well already) I think there is no chance of them hitting 200k in three weeks. Hope it'll get made even if they miss that target though, as it's pretty fun and I'd like to see that Star Fox/Panzer Dragoon-esque gameplay fully fleshed out for Oculus (or Morpheus).

Exactly what i thought.

And that control is revolutionary to me. I'm pretty sure if something like that had been showed to Miyamoto in time, we would have a Nintendo VR console with a Star Fox launch title.

If i say that, it's cause when you think about it, i don't hear a lot about that but... This control method is the most intuitive, natural and comfortable ever, while being super precise and fast. It destroys what the Wii and Kinect has been trying to achieve for me.
 
Today I discovered that I haven't been running Elite at 75 FPS. I was getting ~60 in a station. With a solid 75, the difference is stark. The slight judder when turning my head is gone and it's soooo much better.

..but the improved framerate is now making the microstutter I was getting before the Rift VERY APPARENT. Basically, I get a framerate hitch every ~5 seconds regardless of what's onscreen. It was distracting on a monitor and it absolutely brings me out of the VR zone. I think I'm going to stop playing until it's fixed.

I've seen others complain about the same problem so I don't think I'm going crazy. Hopefully, Frontier can sort it out soon.

Just wanted to run this past you guys and make sure it not my fucked up eyes.

If you have text that spans your whole view and you facing straight at the text, the text directly in front of you is clear but still with your head facing forwards if you look (with your eyes) to either the left or right does that text look blurry and out of focus to anyone else??

Yes, I get the same thing. I figure it has to do with how the lenses are distorting the image. Stuff in the center tends to look a bit sharper.
 
As much as I like the concept of Vanguard V (and think it works/controls pretty well already) I think there is no chance of them hitting 200k in three weeks. Hope it'll get made even if they miss that target though, as it's pretty fun and I'd like to see that Star Fox/Panzer Dragoon-esque gameplay fully fleshed out for Oculus (or Morpheus).

Yeah, I don't think they're going to get anywhere near their goal. I really want this game to succeed. I've played the demo numerous times now (my high score is in the top 30, woo!) and I want more. I hope they find a way to complete and release the game one way or another.

Exactly what i thought.

And that control is revolutionary to me. I'm pretty sure if something like that had been showed to Miyamoto in time, we would have a Nintendo VR console with a Star Fox launch title.

If i say that, it's cause when you think about it, i don't hear a lot about that but... This control method is the most intuitive, natural and comfortable ever, while being super precise and fast. It destroys what the Wii and Kinect has been trying to achieve for me.

Speaking of Nintendo, I don't know if anyone else has pointed out the obvious resemblance to Kid Icarus: Uprising. Qu = Pit. BiT = Palutena. It's on rails. Your character flies with wings and shoots at things. The two main characters crack jokes and share dialogue. It's basically a VR version of that game, which I'm pleased with personally since I loved that game.
 
Just wanted to run this past you guys and make sure it not my fucked up eyes.

If you have text that spans your whole view and you facing straight at the text, the text directly in front of you is clear but still with your head facing forwards if you look (with your eyes) to either the left or right does that text look blurry and out of focus to anyone else??
It's a known downside of the rift. DK1 had it too. Its distortion caused by the shape of the lenses
 
was just playing super smash bros melee in the VR branch of dolphin

holy fucking shit it's so freaking awesome, looking over nintendo characters as if they're extremely articulated action figures duking it out to the death, exactly as the game was intended to be (toy statues that come to life)

and the ability to weave in and out and look at the stages from every angle possible, getting up close or far away from the battles at ease, i'd very much like a ground up VR fighting game done to this likeness, i don't want to play this game normally anymore :C

melee is the only one that runs close to fullspeed on some stages for me, brawl and project m proved to be too slow for me to enjoy, but unfortunately melee in dolphin VR has some rendering issues with a portion of stages being covered in a glitchy black mess, but it's incredible anyhow
 
So this is strange, I've been trying to figure out the framerate stutter problems I'm getting on so many demos and I did "HellWaltzer DK2" demo and from the oculus it was choppy and felt like 20fps or something. But I lift the oculus and look at the demo running on my monitor and it's running perfectly smooth on both screens on my monitor.

So it's not my computer chugging, but for some reason when the image is displayed on the rift it chugs in the rift monitor? I turned off Aero, tried using "-force-d3d11", but nothing is fixing it. Have this problem on a good chunk of the demos.

Then once in a while I'll run a demo like Kon Tiki DK2 and it's perfectly smooth in-Rift.

No idea what's going on.
 
was just playing super smash bros melee in the VR branch of dolphin

holy fucking shit it's so freaking awesome, looking over nintendo characters as if they're extremely articulated action figures duking it out to the death, exactly as the game was intended to be (toy statues that come to life)

and the ability to weave in and out and look at the stages from every angle possible, getting up close or far away from the battles at ease, i'd very much like a ground up VR fighting game done to this likeness, i don't want to play this game normally anymore :C

melee is the only one that runs close to fullspeed on some stages for me, brawl and project m proved to be too slow for me to enjoy, but unfortunately melee in dolphin VR has some rendering issues with a portion of stages being covered in a glitchy black mess, but it's incredible anyhow

Yes, I saw a Dolphin DK2 video yesterday and the positional tracking looked sooooo good. Would you mind trying "Monster Hunter Tri" in the build? I'm a huge fan of the series and it would be so awesome to experience this once my DK2 eventually arrives.
 
was just playing super smash bros melee in the VR branch of dolphin

holy fucking shit it's so freaking awesome, looking over nintendo characters as if they're extremely articulated action figures duking it out to the death, exactly as the game was intended to be (toy statues that come to life)

and the ability to weave in and out and look at the stages from every angle possible, getting up close or far away from the battles at ease, i'd very much like a ground up VR fighting game done to this likeness, i don't want to play this game normally anymore :C

melee is the only one that runs close to fullspeed on some stages for me, brawl and project m proved to be too slow for me to enjoy, but unfortunately melee in dolphin VR has some rendering issues with a portion of stages being covered in a glitchy black mess, but it's incredible anyhow

I tried the emu but every game seems to have a copy of the 2d screen mapped on top of everything, that's weird
 
My screen seems fine otherwise but there's a faint line like 20% from the left on my left eye. Anyone else?

Caused by low persistence, some people on reddit managed to have it disappear by going to 60hz and back, no luck for me. Hope it's something they can tune out via firmware.
 
91Fy0-9ts6L._SL1500_.jpg

http://www.amazon.de/gp/product/B00IO2UIXU/

Hahahaha it looks ridiculous xD
 
Have anyone tried motorsport revolution?
DK2 version is out.

just picked it up and gave it a whirl. Played with 360 controller even though it supports my G27. Runs pretty smooth. There is vertical tearing almost dead center in my view

Gameplay wise p-cars and asseto corrsa have nothing to worry about, from a graphics or content perspective. The cars do feel a little different and the view from the cockpit was different in each of the few I tried.

The website talks a fair bit about the different materials at play during the game, as shown below:

• A new graphics pipeline created exclusively for the Oculus Rift delivers amazing physically based material stereo rendering that re-creates the real-life characteristics of thousands of unique materials. Surfaces such as metal, glass, leather, rubber and concrete look real enough to touch.

Let's just say they've been staring at the virtual sun a little too long. Too be fair, most rift games look worse on a rift than on a monitor, from a pure graphics perspective

One thing I noticed was that the ceiling of the cockpits is pretty much pure black, no distinguishable features/textures to latch onto. This caused me to feel kinda uneasy/almost dizzy whenever my gave would move from the track/cars in the distance to basically empty void of the car headliner.

I'd get a similar feeling when trying to look at the rear view mirror. As you turn your head to look at it, you end up seeing it with just your right eye first, as the eye starts looking out of the corner of it's socket. The mirror looks distorted because your left eye is still viewing the blackness of the headliner. You have to keep turning your head more so that both eyes are viewing it, then it looks clear.

Is it worth picking up? Well assuming you aren't consuming all rift games/experiences regardless of quality, and your looking for a racing game on the rift, sure. Considering it's 18 bucks, it's not a must buy. Also, it's in early access Alpha right now.
 
just picked it up and gave it a whirl. Played with 360 controller even though it supports my G27. Runs pretty smooth. There is vertical tearing almost dead center in my view

Gameplay wise p-cars and asseto corrsa have nothing to worry about, from a graphics or content perspective. The cars do feel a little different and the view from the cockpit was different in each of the few I tried.

The website talks a fair bit about the different materials at play during the game, as shown below:

• A new graphics pipeline created exclusively for the Oculus Rift delivers amazing physically based material stereo rendering that re-creates the real-life characteristics of thousands of unique materials. Surfaces such as metal, glass, leather, rubber and concrete look real enough to touch.

Let's just say they've been staring at the virtual sun a little too long. Too be fair, most rift games look worse on a rift than on a monitor, from a pure graphics perspective

One thing I noticed was that the ceiling of the cockpits is pretty much pure black, no distinguishable features/textures to latch onto. This caused me to feel kinda uneasy/almost dizzy whenever my gave would move from the track/cars in the distance to basically empty void of the car headliner.

I'd get a similar feeling when trying to look at the rear view mirror. As you turn your head to look at it, you end up seeing it with just your right eye first, as the eye starts looking out of the corner of it's socket. The mirror looks distorted because your left eye is still viewing the blackness of the headliner. You have to keep turning your head more so that both eyes are viewing it, then it looks clear.

Is it worth picking up? Well assuming you aren't consuming all rift games/experiences regardless of quality, and your looking for a racing game on the rift, sure. Considering it's 18 bucks, it's not buy.

Thanks for the review!
I guess I will just wait for assetto corsa dk2 update then.
 
So this is strange, I've been trying to figure out the framerate stutter problems I'm getting on so many demos and I did "HellWaltzer DK2" demo and from the oculus it was choppy and felt like 20fps or something. But I lift the oculus and look at the demo running on my monitor and it's running perfectly smooth on both screens on my monitor.

So it's not my computer chugging, but for some reason when the image is displayed on the rift it chugs in the rift monitor? I turned off Aero, tried using "-force-d3d11", but nothing is fixing it. Have this problem on a good chunk of the demos.

Then once in a while I'll run a demo like Kon Tiki DK2 and it's perfectly smooth in-Rift.

No idea what's going on.
Yeah, this is exactly how it is for me as well. I'm really hoping it's something that Oculus or the developers themselves can fix. Another demo that runs really smoothly for me is VR Typing Trainer, only it runs well in extended mode but not direct mode, which is the opposite of the Kon Tiki demo which runs better in direct mode for me.
 
Try creating a shortcut to the direct to Rift versions and right click, click properties. Add -force-d3d11 to the end of the target. It appears to have alleviated some issues on my part.

Tried that but for some reason every demo gives an error when I add -force-d3d11 to the target.

EDIT: Never mind its working now, still stuttering though.
 
Just bought the Elite Dangerous beta, but full head tracking doesn't work. Its working fine in everything else, but as soon as I start the game the camera light goes out. No error just stops.
 
Just bought the Elite Dangerous beta, but full head tracking doesn't work. Its working fine in everything else, but as soon as I start the game the camera light goes out. No error just stops.
There's plenty of guides for getting this game working with DK2. And from what I've seen, the light is meaningless, the camera is still working perfectly.
 
I honestly didn't expect to be waiting into August with a day 1 order. I'm really hoping they start shipping again soon.

I know I keep posting pretty much the same thing, but there's not much I can do except sit and wait. At least a few other cool things have popped up in the meantime, like the Dolphin stuff.
 
Just bought the Elite Dangerous beta, but full head tracking doesn't work. Its working fine in everything else, but as soon as I start the game the camera light goes out. No error just stops.

stop the service (make sure wscript is stopped first)
run in extended mode
selected secondary monitor from the in game options


Here is the step by step break down of what I did when trying to get it to work:

Elite Dangerous
- After a fresh computer startup/restart the game opens on the rift after clicking the launch shortcut
-No positional tracking
-After shutting down the wscript/service the camera light comes on
and the game launches but I don't see it on the main screen or the rift. If I click the app icon in the system tray
the rift screen turns black. If I click back on the main screen desktop the app icon in the system tray becomes highlighted
and I can see the blue desktop background on the rift
-Changing rift access mode to direct access causing the game to open in side by side 3d mode on my main screen.
The camera starts on and then turns off and the rift does not receive a video signal
-Switched back to extend display mode and the game opened in 3d, camera on, on the main screen. Selected seconday
monitor from the graphics option and the game displayed on the rift screen
 
I honestly didn't expect to be waiting into August with a day 1 order. I'm really hoping they start shipping again soon.

I know I keep posting pretty much the same thing, but there's not much I can do except sit and wait. At least a few other cool things have popped up in the meantime, like the Dolphin stuff.
Yea, I really wouldn't be in any big hurry. There's a lot of teething issues for most experiences right now and support is still light at the moment.
 
Digging the Rift so far, but yeah, the biggest issue is the wonky tracking going on. When it works it works amazing, but a lot of apps just seem to not track at a high resolution or something.

It's new, and support for all these apps looks to be bandaided in right now at best. A few months from now we will probably be pretty damn happy.
 
There's plenty of guides for getting this game working with DK2. And from what I've seen, the light is meaningless, the camera is still working perfectly.

I've tried the guide where you shut down ovrservice_x64 and wscript but when I do that the game crashes as the games starting.

The game starts fine otherwise.
 
I played Rift Away's Chilling Space demo yesterday. It's the same developer that made Cyber Space, that terrifying amusement park ride demo. This one is much more relaxing, as all you do is float in space and shoot asteroids/satellites with your space gun. It has a smooth tune playing in the background, and soon after beginning the demo, some narration from Carl Sagan kicks in. The Earth has a nice sense of scale and you can watch it slowly turn. I was imagining how cool a future VR game would be like in space. Imagine falling to Earth in a VR game!

I did a quick video covering it. The demo itself has about five minutes worth of content as Carl Sagan's narration ends and the music loops. I recommend checking it out if you want something calming. You don't even have to shoot anything if you don't want to, as nothing happens if an object hits you.

Awesome use of Jenova 7's Inner Space there.
 
I honestly didn't expect to be waiting into August with a day 1 order. I'm really hoping they start shipping again soon.

I know I keep posting pretty much the same thing, but there's not much I can do except sit and wait. At least a few other cool things have popped up in the meantime, like the Dolphin stuff.

As someone in the same boat who saw the moment preorders went up and had to wait 7 hours for funds to unlock, not bitter at all..

I really wish they gave advance notice considering people that ordered within the same day could be an entire month apart.
 
Just bought the Elite Dangerous beta, but full head tracking doesn't work. Its working fine in everything else, but as soon as I start the game the camera light goes out. No error just stops.

Restart your pc,I had the exact same problem and restarting fixed it.
 
Restart your pc,I had the exact same problem and restarting fixed it.

Just tried that, no change. Wierd thing is I don't even have the game set in Rift mode. I changed it back to normal before trying this solution so its opening in normal mode yet its just crashing with those services stopped unless I turn the Rift off..
 
I've tried the guide where you shut down ovrservice_x64 and wscript but when I do that the game crashes as the games starting.

The game starts fine otherwise.

You have the Oculus config utility closed as well right? Double check everything is closed in task manager as well. If you have your rift set to extended mode, and everything is closed and the game still crashes, then I don't have a good idea what's going on sadly. :(
 
Guys, I have my PC setup further away than the (10ft?) cables.
Is there a way for me to get extensions, or are the cables and software specially calibrated or something?
 
I've tried the guide where you shut down ovrservice_x64 and wscript but when I do that the game crashes as the games starting.

The game starts fine otherwise.
Its probably your processor lacking SSE instructions. You can test by seeing if it doesn't crash when the camera can't see the DK2. I saw instructions for a work around in the interim that worked for me.
 
Demonstrated the dk2 for my wife tonight.. she quickly got ill from the dk1, but today i started up elite dangerous in the middle of the asteroid belt with the ship moving close to some big rocks. She was grinning from ear to ear, and no vr sickness! Lots of "woooooow!s.. had to start up the helix demo to get her out of there :)

Oh and i just got dcs world running with positional tracking!
 
Top Bottom