Oculus Rift DK2 Thread

So are people able to get head and positional tracking in the DK2 on Euro Truck?

Edit: Figured it put, but I'm getting a big headache moving my head around. Also I can tell that I'm limited to 60 for some reason. I'm not getting low persistence since everything is smearing to hell when I rotate my head.

Edit 2: had to make my Rift the primary monitor to get it to 75. Damn, the game is pretty cool especially when it's raining, but it's unoptimized as heck right now. I'm running a 780 Ti and had to force everything to medium for it to be playable during the rain.
 
Tain! My arcadey man!

Tell me you've tried Suwapyon 2 on the DK2. If not, do so now! That goes for everyone else as well. Perhaps not what most people think when they hear "VR", but probably my favourite game on DK2 so far.
(It helps that it works perfectly with direct to HMD mode and maintains a utterly solid and completely judder-free 75 FPS even when heavily supersampling)

I 1cc'd normal on my first try, so it may be too easy for some :P
suwapyon2oculus_2014_28x5m.png

Okay, this is excellent in pretty much every way except for the positional tracking not working right for me due to my camera being at a 45 degree angle (it's at my 2:00). In other games, when I reset my position they track me fine at this angle, but this game seems to track lateral movement the same way regardless of my position during calibration.

But when I'm facing the camera directly, this game rules. Maybe I should just do the camera-on-wall thing.
 
I guess I'm really lucky with my IPD (65.3). A least that's what came from the measurement tool. It's been perfect so far in Elite. Haven't noticed any chromatic aberration as well.

I guess i have something set up wrong then. I've measured my IPD using the oculus config tool half a dozen times and always come up with 62.5mm, yet i get significant chromatic abberation in everything, especially Elite:D.

I've got the lenses wound all the way out if that matters. Even then my eye lashes touch the lenses so i can't really set them any closer.
 
In Suwapyon 2/Suwako-chan Cubic, does anybody get the occasional screen tearing issue when using the "Using Query" frame sync setting (the default for "The best for Direct HMD mode")? Most of the time it works well, but occasionally I'll be smacked in the face with lazy eye.
 
I tried out Ocean Rift for the first time yesterday. It's been updated for the DK2. I never played the DK1 version, but I heard enough about it to know that it was one of the more popular demos available. It's a pretty peaceful experience as you explore the ocean floor and see what underwater creatures are out there. There are also preview screens of the final game (releasing when the consumer version of the Oculus Rift does) hidden throughout that you can find. Someone on here mentioned how it feels a bit more realistic than other demos due the Rift kind of feeling like scuba goggles or something, and it's true. It's recommended you play the demo with a controller and headphones, though you can also use a mouse & keyboard if you want.

And, of course, venturing out into the deep is not the best idea. This is hinted at on the info screen in the beginning, but I can say that it is indeed scary. I think that may be the loudest I have screamed "Ah, fuck!" while playing a game. I'm not into horror games, so it's not often I get startled like that. You can watch a video of my playthrough here.


There are so many demos to try! It's fun trying to decide what's next. This thread is doing a good job of pointing stuff out, too. I have a bunch of posts bookmarked to download stuff later. My SSD is running out of space!
 
Looks like disabling Aero got rid of the Direct Mode screen tearing in Suwako Cubic, weird.

Anyway, this game is insane. Too easy on Normal, yes (largely due to allll the extends), but Lunatic is great fun so far. I'm working on a Rift-based STG-esque (kinda-sorta) game myself so this is hella inspiring. It works so well. One of the nicest things about playing danmaku games in tate with a big screen right in your face is that you can have such a close view of your character as you navigate through tight spots, yet in this your vision is so omnipresent and if you feel you need a closer view you naturally lean in. And from my brief time with this game in 2D, it's utterly nuts how effortlessly the Rift turned the unreadable 2D version of this game into something crystal clear and immediately understandable. Maybe too much so, lol, which might explain why it's so easy on Normal.
 
First day impressions.
PROS:
+ Much clearer and crisper image (thanks to Oled + res bump).
+ Low-persistence is really pleasant, clear image at all times.
+ More comfortable cable setup.
+ Engineering feels more professional.
+ Positional tracking is very precise
+ Harder to get sick

CONS:
- True blacks ghost (basically every darker shadow)
- Positional tracking volume is too small and can be be jarring, especially with pivot tilt (looking down/up)
- Sickness still quite possible (turning in FPS etc, genre doomed in VR?)
- Design is still basically ski-goggles (mostly referring to straps and warm interiors)

Other:
~ Oculus Runtime 0.4 doesn't support beta DK2 drivers/sdk present in UE 4.3 (Oculus dev pardoning the inconvenience on Epic forums) tho there's a workaround to have DK2 fully work.

Overall:
Really fun to use. I lose myself a bit every single time. An half-of-hour of fun is easily forgotten tho if you experience 10sec of sickness, I'm fearing FPS genre is a no go.
Great bullet point breakdown there. The FPS thing is one thing I know will have to be done right. We need to try FPS games designed for this but when the Rift is in a finished state. Right now it's still all relatively new but exciting.

I tried out Ocean Rift for the first time yesterday. It's been updated for the DK2. I never played the DK1 version, but I heard enough about it to know that it was one of the more popular demos available. It's a pretty peaceful experience as you explore the ocean floor and see what underwater creatures are out there. There are also preview screens of the final game (releasing when the consumer version of the Oculus Rift does) hidden throughout that you can find. Someone on here mentioned how it feels a bit more realistic than other demos due the Rift kind of feeling like scuba goggles or something, and it's true. It's recommended you play the demo with a controller and headphones, though you can also use a mouse & keyboard if you want.

And, of course, venturing out into the deep is not the best idea. This is hinted at on the info screen in the beginning, but I can say that it is indeed scary. I think that may be the loudest I have screamed "Ah, fuck!" while playing a game. I'm not into horror games, so it's not often I get startled like that. You can watch a video of my playthrough here.


There are so many demos to try! It's fun trying to decide what's next. This thread is doing a good job of pointing stuff out, too. I have a bunch of posts bookmarked to download stuff later. My SSD is running out of space!

Great video. I guess the game either tells you to stay away from the deep due to seemingly automatic death by shark or they want to make it as scary as it might be in reality. I would play something like this if it was not as serious but the immersion looked to be great. Thanks for sharing.
 
I just played 3 hours of Elite, this time experiencing zero sickness.

My history:
DK1 - Maximum 10 mins before I couldn't take it. Felt bad 1-2 hours after using. Tried to acclimate myself over two weeks of using it twice a day, no improvement in sickness.

DK2- first time tried several demos and elite. Got queasy a few times, after 45 mins had to stop. Felt out of it afterwords, but not sick.

Next day- same, had to stop after 2 hrs.

Next day- lasted for 3 hours, no queasiness during the entire usage, first queasiness put it down

Today - 3 hours so far no sickness at all, feel totally normal after use.


Positional tracking was the key. So, people new to this, you may get a bit sick at first, but stick with it. Things are very likely to improve.
 
I got the Dolphin Emulator (kind of) working on DK2. So far I have only played Wind Waker and Project M. They are both AWESOME in VR except that the framerate is too low. In WW, this causes serious juttering when moving your head, and in Project M, there is serious slowdown (below 15fps) when a lot happens on screen. The image quality itself on both are stunning. I noticed little to no chromatic aberration, but the select screen in Project M is a bit too far away (small).

Does anyone know if it is possible to unlock the FPS cap so I can hit 75 in both games?

For reference I am running on a i7 4820 @ 3.7GHz, Zotech GTX 780 TI, 16 GB DDR3 RAM
 
Great video. I guess the game either tells you to stay away from the deep due to seemingly automatic death by shark or they want to make it as scary as it might be in reality. I would play something like this if it was not as serious but the immersion looked to be great. Thanks for sharing.

Appreciate it. The most uncomfortable part about the demo was not knowing for sure what constituted the "deep" and when I was vulnerable to attack. There was this fear the entire time that I would suddenly be killed. Not that it was less tense once I figured it out. Megalodons don't mess around!


The more time I spend with the DK2 the more I like it. Still no motion sickness for me yet. I hope this keeps up!
 
Okay, this is excellent in pretty much every way except for the positional tracking not working right for me due to my camera being at a 45 degree angle (it's at my 2:00). In other games, when I reset my position they track me fine at this angle, but this game seems to track lateral movement the same way regardless of my position during calibration.

But when I'm facing the camera directly, this game rules. Maybe I should just do the camera-on-wall thing.

I have the same issue, for what it's worth. That game is totally great and I had a big grin on my face as I played, mostly because I didn't envision ever playing a shmup with the Rift and thought it had some neat effects/mechanics going on.

Appreciate it. The most uncomfortable part about the demo was not knowing for sure what constituted the "deep" and when I was vulnerable to attack. There was this fear the entire time that I would suddenly be killed. Not that it was less tense once I figured it out. Megalodons don't mess around!


The more time I spend with the DK2 the more I like it. Still no motion sickness for me yet. I hope this keeps up!

Echoing your sentiments... you know something bad is going to happen when you wander into what you assume is the depths, but not knowing exactly what or when was, for me, extremely unnerving. So naturally I stuck my girlfriend in there as a guinea pig, like a real man.
 
Has the monitor management been improved? It was kind of annoying juggling primary/secondary/cloned/etc screens on the DK1

If the software supports Direct Mode, which Oculus seems to be pushing as the new standard, than absolutely. In Direct Mode the Rift doesn't act as a monitor, but games automatically detect and display on it and can mirror themselves on the traditional display. It's great.

Unfortunately, there isn't a lot of stuff out there right now that works with Direct Mode, so you have to use Extended Mode like on DK1. Unfortunately this is even less convenient than on DK1 because you can't duplicate your display to the DK2 (since DK2's native orientation is portrait).
 
I am going to get some hands on with the DK2 at siggraph next week but curious how those of you with glasses manage? Can you wear it over your glasses? Do I even need glasses with it since the screen is pretty close to the eye?
 
I am going to get some hands on with the DK2 at siggraph next week but curious how those of you with glasses manage? Can you wear it over your glasses? Do I even need glasses with it since the screen is pretty close to the eye?

you might be able to use the eye cups depending on your situation. I wear it over my glasses with minimal issues. If you have near sighted vision, you will either need to wear glasses, use contacts, and/or use the b eye cups. The screen distance doesn't matter.
 
Dolphin DK2 is unreal. Like a Nintendo waking dream. With full control over your view you see things that are supposed to be off screen. Parts of the game feel like theater the way that stage props move off to the side out of view but are still visible to an audience. Everything has a strong sense of physicality and size. A village in a Zelda village is a place you exist in. An NPC standing in front of you has weight. Even just looking around at the main menus in some games, or navigating menus, can be a trip when the using 3D elements. F-Zero GX is like Radian G but a more interesting game.

I never used Dolphin before so tweaking all the things to get good performance is a real headache. But seriously wow. Worth trying even if you don't get enough performance for a longer experience.

Windwaker is probably the best title so far though all the Zeldas are impressive including the Gamecube collection stuff which includes the N64 ones.
 
I guess i have something set up wrong then. I've measured my IPD using the oculus config tool half a dozen times and always come up with 62.5mm, yet i get significant chromatic abberation in everything, especially Elite:D.

I've got the lenses wound all the way out if that matters. Even then my eye lashes touch the lenses so i can't really set them any closer.

I guess my head is much different than yours lol. I'm using B lenses and have them set to the third notch from the closest you can get it. In this set up, they're just right in front of my eyelashes. I've played numerous demos and games already. Elite:Dangerous, DCS World, Mikulus, Euro Truck Simulator 2, Miku Sphere, Technolust, etc All have been fine with no chromatic aberration. My IPD is set to 65.7 if you were curious.
 
I've got an average IPD (63.5 mm), and I use the A lenses 1 notch from the closest setting, and I only get very minor CA towards the edges of the FoV.

In Suwapyon 2/Suwako-chan Cubic, does anybody get the occasional screen tearing issue when using the "Using Query" frame sync setting (the default for "The best for Direct HMD mode")? Most of the time it works well, but occasionally I'll be smacked in the face with lazy eye.
I played it for over an hours and it didn't go out of sync even once. That's with Aero enabled and direct to rift mode.

I agree with you on how incredibly readable the game is with Rift. It's good at making you feel like a genius :P
 
I can't tell the difference between plonking any number into the IPD and using the correct settings from the set-up software.

Yeah seeing the same thing. Thought maybe the only thing that took advantage of it was the Config tool table demo, but nope. Give it extreme IPD for my eyes and it looks exactly the same.
 
If the IPD doesn't affect the shader correctly right now that could explain why some see heavy chromatic aberration while others with a more "standard" IPD (like me) see almost none. I'm sure they'll fix that (and the 20 other things that still need work on the software side).

If the software supports Direct Mode, which Oculus seems to be pushing as the new standard, than absolutely. In Direct Mode the Rift doesn't act as a monitor, but games automatically detect and display on it and can mirror themselves on the traditional display. It's great.
Yeah, direct mode is pretty much perfect in terms of usability -- when it works.
 
Tain! My arcadey man!

Tell me you've tried Suwapyon 2 on the DK2. If not, do so now! That goes for everyone else as well. Perhaps not what most people think when they hear "VR", but probably my favourite game on DK2 so far.
(It helps that it works perfectly with direct to HMD mode and maintains a utterly solid and completely judder-free 75 FPS even when heavily supersampling)

I 1cc'd normal on my first try, so it may be too easy for some :P
suwapyon2oculus_2014_28x5m.png

oh man, this is so good, thanks for bringing it up
 
I asked this earlier but never got an answer.

Has anyone tried any DK1 mods for games on the DK2 yet? Or DK1 demos?
 
I am going to get some hands on with the DK2 at siggraph next week but curious how those of you with glasses manage? Can you wear it over your glasses? Do I even need glasses with it since the screen is pretty close to the eye?

-2.5/-3.0 here. I can use the B lenses... it works, but its a bit blurry.

I'm using the A lenses with my glasses (pretty thick frame¹) on the farthest setting out. It works perfect.

¹:
 
I am going to get some hands on with the DK2 at siggraph next week but curious how those of you with glasses manage? Can you wear it over your glasses? Do I even need glasses with it since the screen is pretty close to the eye?

Yeah some (but of course not all) people that wear glasses actually don't need glasses with the DK2 at all. I'm one of them BTW, using the A cups.
 
I asked this earlier but never got an answer.

Has anyone tried any DK1 mods for games on the DK2 yet? Or DK1 demos?

Most of the older SDK demos didn't work when I tried (wanted to see Titans of Space in 1080p...) (only stereoscopic 3D works, not head-tracking).


I just played 3 hours of Elite, this time experiencing zero sickness.

Yes it's like night and day for me as well. The DK2 seems to be curing most of my tendencies for experiencing VR sickness (although I mostly tried seated demos), and the wife didn't feel a thing after she did 20 minutes of Elite Dangerous (she got sick after 2 minutes in the DK1..) Did 4 hours straight on saturday, all I felt afterwards was sore neck muscles.
 
I asked this earlier but never got an answer.

Has anyone tried any DK1 mods for games on the DK2 yet? Or DK1 demos?
DK1 stuff generally doesn't work on DK2 without the developer updating it for the new SDK. You can get some stuff to work without headtracking.
 
I asked this earlier but never got an answer.

Has anyone tried any DK1 mods for games on the DK2 yet? Or DK1 demos?
Few of them work, and usually when they do, it's without tracking so not really worth it. Luckily many/most dev seems to work on patch for that.
 
I finally got mine today and it's all set up.
The desk in the config utility already blew me away....Still some optimizing to do I think but for now I'm happy. I found that for me it's best with contacts.

I downloaded some other demoes, some of which have a "directToRift" exe but it doesn't seem to work. Is there something I need to set up first?
[edit] by not work I mean on the monitor it opens a giant white window and the rift stays dark. There is sound of the demo though...
I did update the frimware to 2.11
 
I finally got mine today and it's all set up.
The desk in the config utility already blew me away....Still some optimizing to do I think but for now I'm happy. I found that for me it's best with contacts.

I downloaded some other demoes, some of which have a "directToRift" exe but it doesn't seem to work. Is there something I need to set up first?
[edit] by not work I mean on the monitor it opens a giant white window and the rift stays dark. There is sound of the demo though...
I did update the frimware to 2.11

for anything with a direct rendering exe, first create a shortcut, and then modify the shortcut properties under target location by adding "-force-d3d11" (without quotes) after the shortcut target
 
Durante: does GeDoSaTo work with DK2? I'm currently at work and can't test it right now, but people are saying that down sampling helps with the text in Elite: Dangerous.
 
IPD question: my optician said that I have 30/30, so I guess that means an IPD of 60mm. The Oculus IPD tool measured ~62 or 63mm.

Which value should I use? I can't really tell a difference... at all.
 
IPD question: my optician said that I have 30/30, so I guess that means an IPD of 60mm. The Oculus IPD tool measured ~62 or 63mm.

Which value should I use? I can't really tell a difference... at all.
I think several people have suggested they have not noticed a difference even if they put extreme values for IPD, so it may be bugged in software right now.
 
Anyone get Dolphin working and if so how did you get it to work? My screen is so big I can only see a giant 0 when in the menu for Windwaker.
 
Anyone get Dolphin working and if so how did you get it to work? My screen is so big I can only see a giant 0 when in the menu for Windwaker.

turn off all AA, AF, basically minimize everything in "enhancements" outside of native resolution
 
I think several people have suggested they have not noticed a difference even if they put extreme values for IPD, so it may be bugged in software right now.

I think that some games pull the value from the Oculus Panel, which is the most modern way to do it, others just ignore it or use their own config stuff.

It 100% makes a difference if the game respects that value. I set the Radian G demo to extremes and at the edges parts of the cockpit were inside my head and other parts were stretched out comically.
 
My IPD is 70-71 according to the tool's measurement. I don't think I've had any major problems. Maybe it's a bit more difficult to get my entire FOV in focus. I think the edges are more likely to drift into blurriness at higher IPD? This is mostly noticeable when moving my eyes independent of my head.
 
Another day trying some demos and thanks to jackscepticaleye I came across Cyberspace:

http://www.riftaway.com

They have a couple of fun demos and they are all fully DK2 compatible!
Be warned about cyberspace though. This was the most intense thing I have yet experienced in VR. My body was moving and feeling just like the real thing. Absolutley crazy but also hard on your stomache.

ChillingSpace is fantastic just to take a break and the mining game is just a simple arcade game but with solid tracking and everything. If you have a DK2 make sure you check their demos.
 
for anything with a direct rendering exe, first create a shortcut, and then modify the shortcut properties under target location by adding "-force-d3d11" (without quotes) after the shortcut target
Tried that with 15 demos and none of them worked.
 
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