Oculus Rift DK2 Thread

Ok got Live For Speed working now, but the colour bleed over on this game is really bad, if your looking at the road and glance down at the dials (without moving your head down) then the bleed over is really bad, this the same for other people?

Also how do you set up the 360 pad with this game, as at the moment im unable to configure the analog triggers to work as accelerate and brake??
 
Ok got Live For Speed working now, but the colour bleed over on this game is really bad, if your looking at the road and glance down at the dials (without moving your head down) then the bleed over is really bad, this the same for other people?

Also how do you set up the 360 pad with this game, as at the moment im unable to configure the analog triggers to work as accelerate and brake??
There is no aberration correction yet.

The menus are a bit confusing, but it's all there. You should be able to get a 360 pad working.
 
Hi guys! Some quick questions:

Is the DK2 the last development kit before the release of the final product?
Do you expect it to improve significantly over the DK2?
Will the final product be as open source as the DK2?
How long would it take to have the DK2 delivered if I order today?
 
Hi guys! Some quick questions:

Is the DK2 the last development kit before the release of the final product?
Do you expect it to improve significantly over the DK2?
Will the final product be as open source as the DK2?
How long would it take to have the DK2 delivered if I order today?

Oculus said so. Then again, I think they said there won't be a DK2 so... :p
It has to according to the general consensus. Display, FOV, positional tracking range, software...
I hope so. If not, I'm certain there will be some sort of jailbreak for the FW ;)
According to the order page, September. But at the current rate, I'd rather say October.
 
The jump could be bigger than DK1 to DK2.

Thanks for the answers guys.

But, in terms of resolution, at least, I seem to remember them saying 1080p was the resolution they were aiming for for the final product release, right? Do you think they might go higher than that?

I tried the DK1 one and the resolution was my main big gripe with it, it was way too low. I hope 1080 is good enough.
 
Yeah i think the retail release will probably use the Samsung 4K mobile displays, coming early 2015 apparently.

Ok got the 360 pad setup correctly in Live For Speed, but the dead zone is non existent and the steering too sensitive for my liking. Is there a way to increase the deadzone and reduce the sensitivity?
 
Thanks for the answers guys.

But, in terms of resolution, at least, I seem to remember them saying 1080p was the resolution they were aiming for for the final product release, right? Do you think they might go higher than that?

I tried the DK1 one and the resolution was my main big gripe with it, it was way too low. I hope 1080 is good enough.
The expectation for CV1 is 2560x1440. The refresh rate is also likely to increase from 75 to 90+.
 
Yeah, I really wonder what they will use in CV1 in regards to the display and how they will communicate the spec requirements to the consumer. One big plus of Morpheus.
 
I'm still hoping for 4K @90Hz with 120° FoV. I mean, Facebook.

There's not really any point in hoping for that right now because it would bring every PC to it's knees. Even if it was viable on Oculus' side, CPU/GPU technology is not advanced enough to bring that to us with any kind of sustainable framerate yet.
 
There's not really any point in hoping for that right now because it would bring every PC to it's knees. Even if it was viable on Oculus' side, CPU/GPU technology is not advanced enough to bring that to us with any kind of sustainable framerate yet.
I'm not talking about the rendering resolution, you can run your games @1080p on a 4K rift. It's all about the SDE.
 
The expectation for CV1 is 2560x1440. The refresh rate is also likely to increase from 75 to 90+.

I doubt 1440p would be enough to completely eliminate the 'screen door' effect totally, until that effect has been eradicated i dont think they should release a retail version

Just makes we wonder just what this Project Morpheus is going to be like as there no way the PS4 is doing to push anything above the 1080p that the rift is currently at.......was there any reports of the 'screen door' effect on the Morpheus??
 
I doubt 1440p would be enough to completely eliminate the 'screen door' effect totally, until that effect has been eradicated i dont think they should release a retail version

Just make we wonder just what this Project Morpheus is going to be like as there no way the PS4 is doing to push anything about the 1080p that the rift is currently at.......was there any reports of the 'screen door' effect on the Morpheus??

Yup, 1440p is not enough either, and not even 4K. But it's a good start relative to the time we're at.

And yes; what Sony is going to do will be interesting to see (understatement..). VR for Sony is a generation too early really. But they might go for 1440p as well, and perhaps render at 1080p.. Is the PS4 capable to render games at higher than 1080p? I think Yoshida said at one time that technically it can't do 4K gaming? I guess it all depends on the balance of price in both ends. OVR don't have to worry too much about that for CV1, it's going to be mostly front-loaded with enthusiasts with capable hardware. And either way you can always render at lower res, and it's probably not going to be a mass consumer device until it's close to CV2 anyway.
 
And yes; what Sony is going to do will be interesting to see (understatement..). VR for Sony is a generation too early really. But they might go for 1440p as well, and perhaps render at 1080p.. Is the PS4 capable to render games at higher than 1080p?

I think some LEGO game was downsampled from 1440p.
E: Or maybe I got that wrong. Can't find anything. :s
 
I doubt 1440p would be enough to completely eliminate the 'screen door' effect totally, until that effect has been eradicated i dont think they should release a retail version
I don't really understand this. Why is it so essential that screendoor is eliminated before they can make a retail version? The appeal of VR goes well beyond this screendoor issue. Even if CV1 was basically DK2 spec but in a more comfortable, plug and play package, it would be the hottest product on the planet. If you want them to wait until screendoor is eliminated (well over 4K), we won't get a CV1 for at least 2 years.
 
While we wait for our dev kits to arrive I'm giving away a copy of Lunar Flight:

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lunaryoz8b.jpg


Lunar Flight -- MB-91E97557FC8738E6


t1407682078z1.png

The game doesn't work with DK2 yet but it will soon be patched to work with it.
 
I don't really understand this. Why is it so essential that screendoor is eliminated before they can make a retail version? The appeal of VR goes well beyond this screendoor issue. Even if CV1 was basically DK2 spec but in a more comfortable, plug and play package, it would be the hottest product on the planet. If you want them to wait until screendoor is eliminated (well over 4K), we won't get a CV1 for at least 2 years.

I think a reduced SDE is more a pleasant side-effect of increased resolution rather than the reason for a resolution boost itself. What I want is more detail so I can better read text, or better resolve upcoming corners and distant enemies, but I don't mind being somewhat aware of the pixels provided they satisfy the requirements for achieving "presence."
 
The jump could be bigger than DK1 to DK2.
I think that's incredibly unlikely.

DK1 to DK2
1) was a move from mediocre LCD to OLED
2) introduced positional tracking
3) was a 2x jump in resolution
4) introduced low latency strobing
5) was a 15 Hz increase in refresh rate

The currently expected CV1 will "just" be an 80% increase in resolution, and another 15 Hz increase in refresh rate.
Probably the biggest difference will be in terms of weight/comfort.
 
So I splurged on a G27 wheel yesterday and OH MY GOD this is crazy. Bought S2 of Live For Speed and have been having an absolute ball trying the different cars/tracks. The wheel and especially the force feedback go so far in completing the illusion. Seeing the driver's arms match your movements is a trip. Un-fucking-believable. Easily up there as one of the greatest gaming experiences in my life. Blows the old arcade booths away haha.
 
live for speed updated to be even more awesome :D

Changes from 0.6F3 to 0.6F4 :

Misc :

Driver's body is now enabled by default
Reduced input lag when vertical sync is enabled

Oculus Rift :

Predicted head position is used with vertical sync
Enabled low persistence display mode (on by default)
More helpful and better looking multiple selection dialog
LFS will now start up on default device if Rift is not found
Helpful message if detected Rift has wrong screen orientation
Position is retained if headset moves out of tracking range
Single mip bias slider when in Rift mode

https://www.lfsforum.net/showthread.php?p=1865311#post1865311
 
Looks interesting. Are you using either Unity or UE4?

Speaking of UE4- it wont display to my dk2 even though it recognizes that its there. Tbh-i havent looked toomuch into the matter but thought id see if anyone else had this issue. And just to clarify, the UE4 editor nor UE4 demos will display to my rift.

I'm using UE4. If I launch my game as a standalone game from the editor (and I have stopped the rift service) then it works in VR when I make it fullscreen. I need to have the rift set as extended and as the primary monitor.

Hopefully that's useful!

UE4 has really impressed me. I'm a week or two away from a public demo (just finished rigging up the dialogue for the first level) but if anyone gets any recognition from it, it should really be Epic for enabling someone like me (with minimal level design experience using DK Radiant) to make something like Volume as a one man team.

Seriously, the tools deserve all the praise they get.
 
Oh wow, just realized I've been playing LFS with no driver/no arms etc. I wonder how much that affects immersion. I'll have to turn the driver model on when I play next.
 
I think that's incredibly unlikely.

DK1 to DK2
1) was a move from mediocre LCD to OLED
2) introduced positional tracking
3) was a 2x jump in resolution
4) introduced low latency strobing
5) was a 15 Hz increase in refresh rate

The currently expected CV1 will "just" be an 80% increase in resolution, and another 15 Hz increase in refresh rate.
Probably the biggest difference will be in terms of weight/comfort.
I agree that on paper, the jump isn't going to be as big, but I was thinking more about this 'presence' idea. I understand it isn't an absolutely fixed set of requirements, and that some people get the sensation more easily than others, but supposedly the DK2 is hovering around the fringes of being good enough but it isn't quite there in terms of latency. This correlates with my experience with DK2 so far - I don't believe I am getting what constitutes 'presence' on a regular basis. I'm seeing all the described improvements of DK2 over DK1, but it still basically feels like the same piece of equipment but just considerably more responsive with a nicer display. The way Abrash described presence was that it is a brand new thing entirely once you get over that threshold, and I'm not getting that.

There was one moment while I was playing Couch Knights that gave me what could have been a fleeting glimpse of this presence feeling. It only lasted a couple of seconds but it felt different (more amazing) to all other demos. The framerate was locked, it was completely smooth throughout, but for some reason it just stepped into a higher gear for a brief moment.

This is why I think if that sensation is the sensation I get with CV1 all the time, I would describe it as a bigger jump from DK1 to DK2, regardless of specs.
 
As far as screen door is concerned, 1440p is definitely good enough for a first consumer launch. ThAt resolution with a larger FOV (less visible lens border) will be sooo good
 
What's the risk of selling this on eBay?

I didn't buy this with the intent of making a profit. I would have been happy to sell this to a friend at cost...but it seems I don't know anyone interested at this point. I may have to turn to eBay. I'm selling it and the DK1 because I just don't have the time to put into it right now and I need to fund some other priorities.
 
Oh wow, just realized I've been playing LFS with no driver/no arms etc. I wonder how much that affects immersion. I'll have to turn the driver model on when I play next.

Heh, it was one of the first things I turned on. The model is relatively crappy, but it serves its purpose and increases the feeling of immersion.

The game really needs some heavy tweaking in the settings before it feels solid- It was stuttering and shimmering all over the place before I properly tuned it (thus I didn't quite understand the hype..). It wasn't even V-locked as default in my settings.., no predictive tracking either. The mipmapping and LOD also.. And no AF, AA as default.

Edit: Why does it have mipmap sliders anyway, I thought AF took care of that..
 
Heh, it was one of the first things I turned on. The model is relatively crappy, but it serves its purpose and increases the feeling of immersion.

The game really needs some heavy tweaking in the settings before it feels solid- It was stuttering and shimmering all over the place before I properly tuned it (thus I didn't quite understand the hype..). It wasn't even V-locked as default in my settings.., no predictive tracking either. The mipmapping and LOD also..

Heh - just noticed the latest patch enables the driver by default. Apparently some other small improvements. It actually worked pretty well for me without any tweaking. Maybe I can improve it further. No stuttering for me though.
Changes from 0.6F3 to 0.6F4 :
Misc :
Driver's body is now enabled by default
Reduced input lag when vertical sync is enabled
Oculus Rift :
Predicted head position is used with vertical sync
Enabled low persistence display mode (on by default)
More helpful and better looking multiple selection dialog
LFS will now start up on default device if Rift is not found
Helpful message if detected Rift has wrong screen orientation
Position is retained if headset moves out of tracking range
Single mip bias slider when in Rift mode
https://www.lfsforum.net/showthread.php?t=86202

I also found adjusting the view axis offsets can really improve the perspective. For example I'm fairly tall and prefer sitting a bit higher than the default in the open-wheelers.
 
So I finally was able to pay the rest of my order, 2 weeks after receiving the email saying I should update payment profile. I ordered in the first day, am I looking at a delay, if so, by how much? The email did say they were holding my place in line.
 
What's the risk of selling this on eBay?

I didn't buy this with the intent of making a profit. I would have been happy to sell this to a friend at cost...but it seems I don't know anyone interested at this point. I may have to turn to eBay. I'm selling it and the DK1 because I just don't have the time to put into it right now and I need to fund some other priorities.

I'm sure they're lots of buyers here who are interested in buying it,
me included
, I would list it in the buy/sell thread if your afraid of being scammed on ebay.

then again they are selling for around $900 on ebay
 
LFS is only running @60 FPS. I have vsync on and it works fine but when I disable vsync and manually have it run at 75 it's a juddery mess. Anyway to have it run @75fps and have vsync on?
 
LFS is only running @60 FPS. I have vsync on and it works fine but when I disable vsync and manually have it run at 75 it's a juddery mess. Anyway to have it run @75fps and have vsync on?
If you're getting 60 with v-sync, your PC is probably confusing it with your monitor's 60Hz refresh. This has happened on a few demos for me. Have you tried making the DK2 your primary display?
 
If you're getting 60 with v-sync, your PC is probably confusing it with your monitor's 60Hz refresh. This has happened on a few demos for me. Have you tried making the DK2 your primary display?

It already is my main, no idea what the issue is.

Maybe disconnect the other monitor?
 
So I splurged on a G27 wheel yesterday and OH MY GOD this is crazy. Bought S2 of Live For Speed and have been having an absolute ball trying the different cars/tracks. The wheel and especially the force feedback go so far in completing the illusion. Seeing the driver's arms match your movements is a trip. Un-fucking-believable. Easily up there as one of the greatest gaming experiences in my life. Blows the old arcade booths away haha.

You sir are not making the wait for my dk2 any easier ;)

Yeah after seeing the first impressions video from the one British guy playing lvs and saying it was like playing Sonic for the first time as a kid I'm just a wee bit anxious for my dk2 to come tomorrow. Reallly wish I had the funds for a g27 right now.
 
You sir are not making the wait for my dk2 any easier ;)

Yeah after seeing the first impressions video from the one British guy playing lvs and saying it was like playing Sonic for the first time as a kid I'm just a wee bit anxious for my dk2 to come tomorrow. Reallly wish I had the funds for a g27 right now.

I really wish my Dad didn't live across the country from me right now, he'd absolutely flip over this.

It's a bit of a pain to get your rl position to match the driver's position relative to the wheel, but when you get it close or perfect its just amazingly natural.

Also with my current desk setup the legs and pedals are never really in the matching position (especially the F1 cars and such where you're driver is practically laying down) but while you're concentrating on the road it's pretty much perfect. So F'n cool.
 
I really wish my Dad didn't live across the country from me right now, he'd absolutely flip over this.

It's a bit of a pain to get your rl position to match the driver's position relative to the wheel, but when you get it close or perfect its just amazingly natural.

Also with my current desk setup the legs and pedals are never really in the matching position (especially the F1 cars and such where you're driver is practically laying down) but while you're concentrating on the road it's pretty much perfect. So F'n cool.

Sounds awesome man. Can't wait to give it a spin once my dk2 arrives tomorrow :)

Once I have enough saved up I'd love to get a gaming chair like an obutto and just go to town on accessories like a g27 and a subpac. VR be expensive but it seems worth it for the immersion!
 
Couldn't get the triggers to work. I wasn't impressed with the demo anyway.
I just plugged in a DualShock to test (seen as 360 pad). You can set the triggers. It's under Controls, Axes. It seems to be seeing both triggers as one axis though, so I had to select 'combined' to assign throttle and brake correctly.
 
LFS is only running @60 FPS. I have vsync on and it works fine but when I disable vsync and manually have it run at 75 it's a juddery mess. Anyway to have it run @75fps and have vsync on?

It's set to "75" in the LFS settings..? Vsync should always be on regardless. I had to limit framerate to 83 fps inside the LFS settings get it running smoothly without stuttering though, have no idea why..
 
I wish there were a standard practice to make an overlay that can appear, in the MIDDLE of the screen, that would show FPS and the 3 latency values that you can see by pressing space a couple of times in the Tuscany demo.

That might help a lot with people wondering if they're at 75 Hz, and wondering about their latency. As far as I know, FPS isn't too hard to get, and the latency values should be pretty readily available from the API, with example code available.
 
So I splurged on a G27 wheel yesterday and OH MY GOD this is crazy. Bought S2 of Live For Speed and have been having an absolute ball trying the different cars/tracks. The wheel and especially the force feedback go so far in completing the illusion. Seeing the driver's arms match your movements is a trip. Un-fucking-believable. Easily up there as one of the greatest gaming experiences in my life. Blows the old arcade booths away haha.

Damn you damn you damn you! want one so bad now.
 
Reading about all these experiences you guys have with VR makes me want to buy one too.
Do you guys know where can i try one? I am in Houston,TX btw
 
So after trying for a couple of days since I got my DK2, I've almost reached the horrid conclusion that I can't use it. It gives me terrible motion sickness and brutal headaches, even in very relaxing games.
It's pretty gutting...

I'll give it a couple more days and see how I go :(
 
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