Oculus Rift DK2 Thread

What warnings?

Well, a lot of warning bells sounded when I read all the experiences of people saying how it's OK but not as good as they expected it to be and then I saw the Samsung screens and the fact that there are a lot of hardware quircks at the moment and all the stuff you need to tinker with to make things work, I respect anyone wanting to dive into it now but I want to wait until it's all a bit more mature next year or something.
 
Bought LFS today - can't wait to check it out. My real desire is for Assetto Corsa support, but that seems like it won't happen at least for several months so this will have to hold me over until then.
 
Well, a lot of warning bells sounded when I read all the experiences of people saying how it's OK but not as good as they expected it to be and then I saw the Samsung screens and the fact that there are a lot of hardware quircks at the moment and all the stuff you need to tinker with to make things work, I respect anyone wanting to dive into it now but I want to wait until it's all a bit more mature next year or something.

That's of course a completely fair opinion (the part about mismatched expectations I didn't get tho, I mostly only see enthusiasm around here :) ). I was just curious. Thanks for the explanation.
 
Well, a lot of warning bells sounded when I read all the experiences of people saying how it's OK but not as good as they expected it to be and then I saw the Samsung screens and the fact that there are a lot of hardware quircks at the moment and all the stuff you need to tinker with to make things work, I respect anyone wanting to dive into it now but I want to wait until it's all a bit more mature next year or something.
Waiting is fine, but I think you've taken the criticisms you've heard the wrong way and let it scare you off.

Then again, if you were expecting a consumer-ready device, then you probably made the right decision.
 
Waiting is fine, but I think you've taken the criticisms you've heard the wrong way and let it scare you off.

Then again, if you were expecting a consumer-ready device, then you probably made the right decision.

I'm actually glad my order isn't one of the first ones, you guys get to iron out the kinks haha
 
I've been playing Live for Speed this afternoon and it's awesome! This is easily the most immersed I've ever been in a racing sim before. I imagine Project CARS in the CV1 is going to blow people's minds.
 
It's in a pain in the ass to get working correctly right now, but when it does it's still the most fabulous interactive experience you can have today. The FOV could be bigger, the resolution could certainly be higher, but it still blows everything else out of the water.

There has never been an interactive experience available like this before. I don't care if you've got a triple 35" Track Ir monitor set up that cost $10,000, or one of those entire rooms with projectors hitting every wall. This is miles more immersive, miles more natural, and just superior in every way outside of raw resolution. Being able to look around freely in videogames is the most liberating gaming sensation since moving Mario around in 3D with an analog stick. Probably even moreso.
 
Everyone convinced me, I downloaded the Live For Speed demo. Is there anything special you have to do to get the DK2 support patch installed, or is it automatic?
 
Everyone convinced me, I downloaded the Live For Speed demo. Is there anything special you have to do to get the DK2 support patch installed, or is it automatic?

you have to download it from the site. Look at the post in the official website. The patch is in a forum thread.
 
Live for Speed will not be a killer app for Day 1, trust me. This is a stop-gap experience until the more up-to-date sims like iRacing and Assetto Corsa get DK2 support. I'm certain Project Cars will also be mind-blowing in it once they get everything ironed out. Live for Speed will likely be forgotten in a year's time.

Also, I wonder if the reason people think Live for Speed looks so clear is because they're hitting a constant 75fps? Its not a demanding title at all.
I agree, the LFS hype seems a little overblown. It's currently not even that fully-implemented - there's no low persistence, time warping or aberration correction. The reason why it's amazing is because sims in VR are amazing, and this is the first that is widely available (aside from Euro Truck, which is barely in the same genre).

The fundamentals of tracking and scale are spot on, but there isn't anything specific about LFS' implementation that is working miracles (although I like what he's done with the HUD). And I think you're right, the positive reaction is probably partly due to high framerates, easily achievable in LFS on a modern system, so most people will have had a great first impression. While it only needs about 75fps to look good, the response of the sim will improve way above this figure, and with the recommendation to run v-sync off to avoid lag, chances are many people are seeing it at higher framerates than other v-synced DK2 demos. It doesn't take much to get LFS into hundreds of fps, so it could be the most responsive game some people have ever played.

There's no reason why all the other racing sims can't implement DK2 support just as effectively (other than most of them being more demanding).
 
Since my OR is arriving on Tuesday, I thought I would ask if there is a compiled list of lessons learned and good demos to try from the early adopter's experiences thus far? I don't really want to read 24 pages!
 
Wow, I just had a revelation. All this time, I thought I knew what smooth head tracking felt like, but I was completely wrong. I just now finally got the Radial-G demo working properly in extended mode and I was completely blown away by how smooth the head tracking was and how incredibly well optimized the demo is overall. The framerate was always really great on a single monitor, but it totally held together absolutely perfectly in the Rift. No judder. No frames dropped or skipped. Just complete and total perfection the whole time. I guess making the DK2 the main display really makes all the difference. This is far and away the best DK2 experience I've had so far. I ran countless laps without ever once feeling nauseous or dizzy. I was just taking in all the scenery and really enjoying the sense of speed. I loved using head tracking to look ahead of the track to see where I wanted to go. What a cool mechanic all by itself. This new experience has really made me happy. Now I wish all demos and games felt and looked this good.
 
Wow, I just had a revelation. All this time, I thought I knew what smooth head tracking felt like, but I was completely wrong. I just now finally got the Radial-G demo working properly in extended mode and I was completely blown away by how smooth the head tracking was and how incredibly well optimized the demo is overall. The framerate was always really great on a single monitor, but it totally held together absolutely perfectly in the Rift. No judder. No frames dropped or skipped. Just complete and total perfection the whole time. I guess making the DK2 the main display really makes all the difference. This is far and away the best DK2 experience I've had so far. I ran countless laps without ever once feeling nauseous or dizzy. I was just taking in all the scenery and really enjoying the sense of speed. I loved using head tracking to look ahead of the track to see where I wanted to go. What a cool mechanic all by itself. This new experience has really made me happy. Now I wish all demos and games felt and looked this good.

Lol awesome, glad you've gotten the real low persistence experience.

I have a feeling that a lot of the people who aren't overly impressed by the DK2 aren't actually running things optimally without realizing it.
 
It doesn't help that hardly ANY demos besides Tuscany provide any option to display the framerate and latency in the middle of the screen, and most presumably don't support direct mode.

With those two things in place, you can check the overlay yourself to make things are as they should be.
 
Lol awesome, glad you've gotten the real low persistence experience.

I have a feeling that a lot of the people who aren't overly impressed by the DK2 aren't actually running things optimally without realizing it.

I have a feeling you're right. I've had my DK2 over a week now and have only just today experienced what I believe it's supposed to be like and that's after already trying a couple dozen demos in multiple configurations. I thought I had already experienced it as best as it was going to get. Boy, was I wrong.
 
Is there a trick to getting Radial-G to display on the Rift? Every time I've tried it in extended mode it launches on my main monitor even when I set the Rift as the primary display.
 
Wow, I just had a revelation. All this time, I thought I knew what smooth head tracking felt like, but I was completely wrong. I just now finally got the Radial-G demo working properly in extended mode and I was completely blown away by how smooth the head tracking was and how incredibly well optimized the demo is overall. The framerate was always really great on a single monitor, but it totally held together absolutely perfectly in the Rift. No judder. No frames dropped or skipped. Just complete and total perfection the whole time. I guess making the DK2 the main display really makes all the difference. This is far and away the best DK2 experience I've had so far. I ran countless laps without ever once feeling nauseous or dizzy. I was just taking in all the scenery and really enjoying the sense of speed. I loved using head tracking to look ahead of the track to see where I wanted to go. What a cool mechanic all by itself. This new experience has really made me happy. Now I wish all demos and games felt and looked this good.

Come on man, how could you not tell us what you did to fix those problems with radial g?
 
Come on man, how could you not tell us what you did to fix those problems with radial g?
It's like when you Google for a problem and you found someone with the same exact problem years ago. The last post is "nevermind. I got it fixed!!" with no detail on how to fix it. Damn you.
 
This is how I managed to get Radial G working perfectly:

1. DK2 in extended mode, with orientation flipped 90 degrees to match regular monitor

2. Make DK2 primary monitor

3. Launch version 1.3 of Radial G @1920 x 1080 in fullscreen (don't check windowed box)
 
It's like when you Google for a problem and you found someone with the same exact problem years ago. The last post is "nevermind. I got it fixed!!" with no detail on how to fix it. Damn you.
Yep, I feel like this sort of thing happens for programming / operating system problems a lot. It's either the "nvm fixed it" with no details, or this:

wisdom_of_the_ancientqay4a.png

http://xkcd.com/979/
 


Some screenshots of my WIP Rift game Volume. I hope to have a short demo out in a week or two. I've built about half of the world / puzzles that I want to include in the demo, and I've got about a sixth of the voice acting done.
 
Did you select the Oculus Beta under Betas?
Video by some guy on how to setup ETS2 for DK2

Awesome, thanks! This fixed it. I had the game set to public beta instead of oculus beta.

Some screenshots of my WIP Rift game Volume. I hope to have a short demo out in a week or two. I've built about half of the world / puzzles that I want to include in the demo, and I've got about a sixth of the voice acting done.

Looks really cool! Can't wait to try out the demo.
 
Some screenshots of my WIP Rift game Volume. I hope to have a short demo out in a week or two. I've built about half of the world / puzzles that I want to include in the demo, and I've got about a sixth of the voice acting done.

Looks great, I love things with this kind of visual style for VR.
 
Some screenshots of my WIP Rift game Volume. I hope to have a short demo out in a week or two. I've built about half of the world / puzzles that I want to include in the demo, and I've got about a sixth of the voice acting done.
Looks interesting, can't wait to try it out.

This is how I managed to get Radial G working perfectly:

1. DK2 in extended mode, with orientation flipped 90 degrees to match regular monitor

2. Make DK2 primary monitor

3. Launch version 1.3 of Radial G @1920 x 1080 in fullscreen (don't check windowed box)

This is exactly what I did.

Come on man, how could you not tell us what you did to fix those problems with radial g?

I just assumed that everyone else had it working already since so many people here already mentioned how they got it setup and working. :P
 
I just assumed that everyone else had it working already since so many people here already mentioned how they got it setup and working. :P

Radial G really threw me by not being in VR until you get all the way in game. Also, the -force-d3d11 screws up a bunch of stuff on it too, for anyone thinking they might want to try that command on it.

Volume looks pretty cool in VR. The limited visual information works nicely, and for whatever reason I don't get the smearing problem despite a lot of high contrast stuff that looks totally black.
 
Radial G really threw me by not being in VR until you get all the way in game. Also, the -force-d3d11 screws up a bunch of stuff on it too, for anyone thinking they might want to try that command on it.

Volume looks pretty cool in VR. The limited visual information works nicely, and for whatever reason I don't get the smearing problem despite a lot of high contrast stuff that looks totally black.

Yeah, navigating the menus sucks until you get into actually playing the game. I didn't get any black smearing as well, plus the resolution looks amazing. That was another thing that surprised me.

Another thing I had to do in the initial settings was set the graphics quality on low. Anything higher than that and I started to get a tiny bit of judder in some parts of the track when looking off into the distance. Of course, I have a weak CPU, so it doesn't surprise me that I had to set it on the lowest setting.
 
This is how I managed to get Radial G working perfectly:

1. DK2 in extended mode, with orientation flipped 90 degrees to match regular monitor

2. Make DK2 primary monitor

3. Launch version 1.3 of Radial G @1920 x 1080 in fullscreen (don't check windowed box)

Yeah, it's 1.3, and that's exactly what I've been trying. Always launches on what is normally my main display. Weird.
 
Tried a fun idea for showing Live for Speed - streamed the game to my monitor in front of me/my wheel with OBS, positioned the Rift for where i am then had my friend sit next to me into the passenger seat and put it on. Worked pretty nice, aside from it being pretty hard to drive with someone elses eyes. Have the driver model on :)
 
I still have the original dev kit. Is the new one worth a purchase or should I just wait for the final consumer model?
 
It's like when you Google for a problem and you found someone with the same exact problem years ago. The last post is "nevermind. I got it fixed!!" with no detail on how to fix it. Damn you.

oh man I hate that!

Looks interesting, can't wait to try it out.



This is exactly what I did.



I just assumed that everyone else had it working already since so many people here already mentioned how they got it setup and working. :P

Hmm I seem to have already been doing that.
 
It's not for consumers alright.. In Live for Speed, to get the DK2 initialized while it was on, I had to randomly click around the screen so that I might randomly hit the right button (because that part of the screen was hidden due to overscan..). If I tried to initialize with the DK2 off, the game told me it couldn't find it and stubbornly reverted back to "2D", LOL.

That's of course the prize we have to pay to for voluntarily testing Beta software on Beta hardware.. What you get in return is pretty damn amazing though. I can't wait for when a proper working "direct mode" is the norm. Will be easier to demo it to friends and family as well then.
 
Just upgraded my HD7770 to a R9 270. Still not great but should give me a much better experience in my Rift demo's and only cost me £80. The HD7770 was only getting me 41fps with everything on low in Elite Dangerous, this should at least allow me to run at full 75fps on low to medium. Going to take the card and DK2 over a friends house who has a i7 then I'll finally get to play stutter free and with positional tracking :) I'll give some friends a go on various demos as well, none of them have ever used any kind of VR before.
 
Grrr... I just got a bill in the mail today. Have to pay an additional 2100yen (about $21) for import duties. When I got my DK1 I had to pay the duty fee when they delivered but that didn't happen this time. It just came in the mail a week and half later.

Makes me wonder what the $75 shipping charge was really for. Cost half that to ship my PS4 from Amazon US to here and didn't have to pay any customs on the PS4 even though it cost more.
 
I have a feeling that a lot of the people who aren't overly impressed by the DK2 aren't actually running things optimally without realizing it.
This. I think way too many people expected it to work perfectly right out of box (like, I dunno.. a consumer product?). I've also seen firsthand how many people out there don't know shit about configuring things on a computer, whose knowledge of starting an Oculus program involves double-clicking the icon and putting the Rift on your face. Considering how most DK2 experiences are either A) Ported DK1 games that will probably never work right, or B) Nowhere near finished, I take just about every "review" I read about the Rift with a huge grain of salt.

It's basic logic, really. If some demos work perfectly, with flawless head tracking, full positional tracking, and butter-smooth framerates, and others don't... that's a software issue, not an "Oculus sucks" issue.
 
This. I think way too many people expected it to work perfectly right out of box (like, I dunno.. a consumer product?). I've also seen firsthand how many people out there don't know shit about configuring things on a computer, whose knowledge of starting an Oculus program involves double-clicking the icon and putting the Rift on your face. Considering how most DK2 experiences are either A) Ported DK1 games that will probably never work right, or B) Nowhere near finished, I take just about every "review" I read about the Rift with a huge grain of salt.

It's basic logic, really. If some demos work perfectly, with flawless head tracking, full positional tracking, and butter-smooth framerates, and others don't... that's a software issue, not an "Oculus sucks" issue.

Well, I'm not complaining myself, but I certainly didn't expect my CPU to be incompatible with positional tracking and that it would be required I run things through an emulator to get them working. For things that don't use the service, that brings with it a sizable performance hit.

I was expecting issues... it's a dev kit after all... but the DK2 launch has been a bit rougher software wise than the DK1, and I didn't expect that. It's understandable what with all the new wrinkles, and the DK2 is a great piece of hardware, but I think you can forgive people for at least thinking things would be more like they were with the DK1.

I knew about the portrait screen issues before release, and the direct to rift option helps with that a lot (and when more games implement mirroring that'll help even more) but again I think a lot of people ordered DK2s, based on how smooth things had been with the DK1.
 
The good (or bad) thing with all those dk2 problems is.. i'm still not sure i could actually appreciate a low latency experience with any demo. I mean i had demo without judder but there was still a lot of blurring when moving the head. Now, is this just something that still exists with DK2 or not, i'm not sure..
 
The good (or bad) thing with all those dk2 problems is.. i'm still not sure i could actually appreciate a law latency experience with any demo. I mean i had demo without judder but there was still a lot of blurring when moving the head. Now, is this just something that still exists with DK2 or not, i'm not sure..

I can pretty much shake my head back and forth and it looks crystal clear
 
The good (or bad) thing with all those dk2 problems is.. i'm still not sure i could actually appreciate a law latency experience with any demo. I mean i had demo without judder but there was still a lot of blurring when moving the head. Now, is this just something that still exists with DK2 or not, i'm not sure..
A few Unity demos allow you to toggle low-persistence with F1, so that should help you understand what to look for. It should be enabled by default - hitting F1 should make the display quite a bit brighter, as it is no longer switching off the pixels rapidly. When you look around it'll smear like a DK1. Hit F1 again and you should notice a dramatic improvement of clarity in motion. Also hitting space often brings up a menu showing framerate, so you can see if you're locked to 75 (probably v-sync) or unlocked if you're above that. If you're getting 60, which can sometimes happen for me as it reads my monitor's max refresh instead of the Rift's, this can usually be solved by making the Rift the primary display. Unfortunately a lot of Unity demos judder for me even when they are indicating a v-synced 75 fps with low-persistence. However, it's pretty easy to tell the difference between judder and motion smearing. There is barely any motion smearing in low-persistence mode if you can maintain 75fps, aside from the black smear.
 
I've been playing Live for Speed this afternoon and it's awesome! This is easily the most immersed I've ever been in a racing sim before. I imagine Project CARS in the CV1 is going to blow people's minds.

Oh yes, this is fucking awesome. Noticed getting a little nausious when spinning though :)

It is crazy how good it is.

A must try for everbody (with a wheel)! Free demo, so no reason not to jump in
 
Well, I'm not complaining myself, but I certainly didn't expect my CPU to be incompatible with positional tracking and that it would be required I run things through an emulator to get them working. For things that don't use the service, that brings with it a sizable performance hit.
They did say that they're working on fixing the CPU issue as a top priority.
 
Couple of friends came over today to check out the DK2. Neither had previously tried VR. 50% of them ordered a DK2 during the visit. From this we can extrapolate that half of humanity is going to buy into VR.

I plan on taking my DK2 and computer to Charlotte later this month to let a bunch of people try it out. I'm hoping everyone has a good experience with it and realizes I'm not a crazy person.
 
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