Oculus Rift DK2 Thread

Damn you damn you damn you! want one so bad now.

Pretty much. I feel like thanks to all these rift impressions that wheels and flight sticks are getting a lot of great free publicity. The reddit post about the dude crying while playing elite is what pushed me over the edge to get a hotas. And now thanks to yu I'm probably gonna get a g27 at some point.
 
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.


Ahhh -cool thanks! Ill give that a shot tonight and see if it works.
 
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 :(
A few questions:

Did you set your IPD correctly?
Are you maintaining 75fps?
Have you tried any seated demos? For instance, do you get motion sickness on the desk demo in the config?
 
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.
Speaking of standards, what's the likelihood of the consumer version sion have some sort of start-up virtual room? Like a simple room with a computer screen where you can operate your desktop or whatever, and the transition into the actual game is a literal change of scenery, with everything deconstructing and the game virtualizing around you. Did they say they were making some sort of standard interface to make it easier and more comfortable for the player?
 
So I've been really interested in Oculus although I've only jumped in with the DK2 which I received on Friday. I've been playing a lot of Elite: Dangerous (absolutely mind-blowing) and a bit of Euro Truck Sim 2 and Live for Speed. Just wondering if it is normal for everything in the distance to be so blurry? Especially in ETS or at the end of long straights in LFS, it's like I'm driving without my glasses on. Anything 10m or so in front is crystal clear, but beyond that it is really blurry. Is this a calibration/user issue or is this down to the low-resolution screen?
 
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 :(
At least you can sell it for more than you paid for it.

I get sick from all forms of 3d so I'm worried about the rift.
 
I had my global fps limited to 90fps via RivaTuner/Afterburner for my 1440p IPS and I've been playing LFS without any tearing/stuttering. Weird. It shows 90fps in game and I'm almost positive vsync is off. I guess I'll start setting it to 75 though. Need to set up custom resolutions for downsampling LFS too.
 
So I've been really interested in Oculus although I've only jumped in with the DK2 which I received on Friday. I've been playing a lot of Elite: Dangerous (absolutely mind-blowing) and a bit of Euro Truck Sim 2 and Live for Speed. Just wondering if it is normal for everything in the distance to be so blurry? Especially in ETS or at the end of long straights in LFS, it's like I'm driving without my glasses on. Anything 10m or so in front is crystal clear, but beyond that it is really blurry. Is this a calibration/user issue or is this down to the low-resolution screen?
It's the resolution. Downsampling will help to clean it up a bit, but that can only go so far. Needs more pixels!
 
A few questions:

Did you set your IPD correctly?
Are you maintaining 75fps?
Have you tried any seated demos? For instance, do you get motion sickness on the desk demo in the config?

As far as I know, yes i've set the IPD correctly.
Yeah, easily maintaining 75fps
That's what has brought me to this horrid conclusion, even using the desk demo i feel ill :(
 
So I've been really interested in Oculus although I've only jumped in with the DK2 which I received on Friday. I've been playing a lot of Elite: Dangerous (absolutely mind-blowing) and a bit of Euro Truck Sim 2 and Live for Speed. Just wondering if it is normal for everything in the distance to be so blurry? Especially in ETS or at the end of long straights in LFS, it's like I'm driving without my glasses on. Anything 10m or so in front is crystal clear, but beyond that it is really blurry. Is this a calibration/user issue or is this down to the low-resolution screen?

"Low resolution" indeed. that's what you get when you wrap a 1080p panel around your eyeballs.. Hence why (I hope) there won't be a 1080p consumer-Rift.
 
3D effect is much better when you are looking at closer things. Stuff that is far away has no 3D effect because of the pixel amount limitation.
 
That's what has brought me to this horrid conclusion, even using the desk demo i feel ill :(

Yes, perhaps better wait for the consumer version or so. There will be better and more mature hardware, drivers, software, configuration utilities and guidelines to help reduce the risk of motion sickness. It's still kinda early days for VR. The DK2 was able to cure my motion sickness, maybe CV1 or CV2 will cure yours.
 
It's the resolution. Downsampling will help to clean it up a bit, but that can only go so far. Needs more pixels!

"Low resolution" indeed. that's what you get when you wrap a 1080p panel around your eyeballs.. Hence why (I hope) there won't be a 1080p consumer-Rift.

Thanks guys, confirmed my suspicions. I think based on this I'm not sure a 2560x1440 screen would be enough either, but anything more would be asking too much for the average modern computer.
 
3D effect is much better when you are looking at closer things. Stuff that is far away has no 3D effect because of the pixel amount limitation.
This seems like the biggest drawback for cockpit-based games, which are otherwise my favorite things so far.
 
This seems like the biggest drawback for cockpit-based games, which are otherwise my favorite things so far.
Same thing happens in real life, not that big a deal, IMO. Beyond a certain range, everything just looks "far". Granted, that limit is a lot farther given the acuity of our eyes (I don't know what the exact number is), but the same principle applies. We use other visual cues like perspective and our knowledge of scale to give us depth cues beyond that.
 
Cockpit games have so far been fine for me. I could do barrel rolls and all the like with minimum nausea in Elite: Dangerous and DCS: World. Flying normally, no nausea at all. In LFS, I can do spinouts just fine and I get no nausea whatsoever from that game now doing whatever. I can crash into a wall at a 100 mph and get no nausea.

But FPS games are a whole different ball game. Kokiri Forest made me severely nauseated in less than 2 minutes. Hell, even simple demos like the the 4th Floor Studio demo have given me severe headaches.

Walking forward and backwards is fine in them for the most part. I get a feeling of almost my head being squeezed when doing those movements, but its only slightly uncomfortable. Once I use the right stick though on the 360 controller to turn, all nausea breaks loose and my head just doesn't like it. It literally feels like someone is pounding my head with a hammer while the turn of the stick is happening.

I'm kind of afraid I'm not going to get use to the FPS genre in the Rift. I've had the Rift for about a little over a week now, but I still feel like I haven't gotten use to them.
 
Cockpit games have so far been fine for me. I could do barrel rolls and all the like with minimum nausea in Elite: Dangerous and DCS: World. Flying normally, no nausea at all. In LFS, I can do spinouts just fine and I get no nausea whatsoever from that game now doing whatever. I can crash into a wall at a 100 mph and get no nausea.

But FPS games are a whole different ball game. Kokiri Forest made me severely nauseated in less than 2 minutes. Hell, even simple demos like the the 4th Floor Studio demo have given me severe headaches.

Walking forward and backwards is fine in them for the most part. I get a feeling of almost my head being squeezed when doing those movements, but its only slightly uncomfortable. Once I use the right stick though on the 360 controller to turn, all nausea breaks loose and my head just doesn't like it. It literally feels like someone is pounding my head with a hammer while the turn of the stick is happening.

I'm kind of afraid I'm not going to get use to the FPS genre in the Rift. I've had the Rift for about a little over a week now, but I still feel like I haven't gotten use to them.

I've only tried the Rift twice, and those experiences mirror my own. When I tried HAWKEN, I played for a decent amount of time with plenty of spinning, jumping, flying, and so on and felt zero nausea. However, when I tried a first person puzzle game, as soon as I was required to rotate my body separately from looking left or right, I started to lose myself. Several hours of very painful sickness followed.
 
Cockpit games have so far been fine for me. I could do barrel rolls and all the like with minimum nausea in Elite: Dangerous and DCS: World. Flying normally, no nausea at all. In LFS, I can do spinouts just fine and I get no nausea whatsoever from that game now doing whatever. I can crash into a wall at a 100 mph and get no nausea.

But FPS games are a whole different ball game. Kokiri Forest made me severely nauseated in less than 2 minutes. Hell, even simple demos like the the 4th Floor Studio demo have given me severe headaches.

I think that's going to be a common issue. Oculus and Valve have talked about how some genres have a hard time with the VR conversion, and first person shooters are among the most troublesome. Movement speeds are entirely too fast when viewed in VR, for instance. Then there's the whole mental disconnect with the way your movement and upper body are still controlled with an analog stick.

They weren't kidding when they suggested that entirely new genres will be created for VR, simply out of necessity.
 
I think it was the Elite guys that were saying cockpit-based games, or any game where you're seated in a first-person view (racing games, Hawken, etc) are ideally suited for VR, moreso than many other existing game types. Those are the ones that people seem to be having the best experiences with (out of existing games).

But I do agree that we'll see people come up with some entirely new stuff just for VR.
 
I think it was the Elite guys that were saying cockpit-based games, or any game where you're seated in a first-person view (racing games, Hawken, etc) are ideally suited for VR, moreso than many other existing game types. Those are the ones that people seem to be having the best experiences with (out of existing games).

But I do agree that we'll see people come up with some entirely new stuff just for VR.
I think cockpit games are ones that are just *immediately* suited to VR, without having to rethink things much. They are relatively plug and play affairs, with the right control peripherals already in place. Other genres will need to involve more creativity and new ways of imagining these games. Weren't people able to play Half-Life 2 all the way through with a DK1?
 
10 minutes in Totoro Bus Stop made me feel really queasy yesterday, the first time I've felt sick with my DK2. Slightly confusing when you consider I've been twisting and turning in space within Elite Dangerous for hours on end without any ill effects whatsoever!
 
Another vote for SightLine: The Chair. I played the 1.0 version and couldn't get it to do 75Hz no matter what I tried. I was getting a massive headache but it was too compelling to stop. Best VR experience yet! This tops Titans of Space for me.
 
Cockpit games have so far been fine for me. I could do barrel rolls and all the like with minimum nausea in Elite: Dangerous and DCS: World. Flying normally, no nausea at all. In LFS, I can do spinouts just fine and I get no nausea whatsoever from that game now doing whatever. I can crash into a wall at a 100 mph and get no nausea.

But FPS games are a whole different ball game. Kokiri Forest made me severely nauseated in less than 2 minutes. Hell, even simple demos like the the 4th Floor Studio demo have given me severe headaches.

Walking forward and backwards is fine in them for the most part. I get a feeling of almost my head being squeezed when doing those movements, but its only slightly uncomfortable. Once I use the right stick though on the 360 controller to turn, all nausea breaks loose and my head just doesn't like it. It literally feels like someone is pounding my head with a hammer while the turn of the stick is happening.

I'm kind of afraid I'm not going to get use to the FPS genre in the Rift. I've had the Rift for about a little over a week now, but I still feel like I haven't gotten use to them.

This mirrors my experience too.
It's especially bad when you bump into walls. Immediately makes me want to hurl.
 
Riftmax Theater worked so well, zero judder, perfect headtracking.. Until I noticed something weird, some lights/shadows were completely missing from the left side. :(

But at least the theater works. *plays TLG trailers and weeps*
 
So, is anyone else getting the feeling that mouse look actually work much better and less nausea-inducing for FPS in VR than gamepads?

It seems counter-intuitive at first, but I think it's related to the abrupt direction changes with mouse control actually working better than the gradual speedup/slowdown of the gamepad.
 
So, is anyone else getting the feeling that mouse look actually work much better and less nausea-inducing for FPS in VR than gamepads?

It seems counter-intuitive at first, but I think it's related to the abrupt direction changes with mouse control actually working better than the gradual speedup/slowdown of the gamepad.
Yes. Combined with a blink, so that I basically don't see the movement and appear facing a different way, this is very comfortable. However, keyboard movement is often too fast or jerky, even the 'walk' can be too fast for me. I like to move as slowly as possible so a left stick is better in this case.
 
Pretty much. I feel like thanks to all these rift impressions that wheels and flight sticks are getting a lot of great free publicity. The reddit post about the dude crying while playing elite is what pushed me over the edge to get a hotas. And now thanks to yu I'm probably gonna get a g27 at some point.

I'm in the same camp, I have my G27 sitting waiting for my DK2's arrival. I've been itching for a HOTAS since Elite Dangerous became so popular - I can relate to crying dude, since I also shed a tear in Titans of Space using the DK1! For me the realization about how vast space is our position in it was what really hit me.

We don't think about it but we are held down by gravity on a crazy wild free floating spinning rock!
 
I've tried over 70 demos on the DK2 so far, and I think the most impressive has to be SightLine: The Chair.

Anyone who hasn't downloaded this yet needs to do so right now.

http://www.reddit.com/r/oculus/comments/2d62kk/sightline_the_chair_updated_to_11_looking_for/

This is definitely gonna be my go to demo to showcase VR to my family and friends!

I have a lot of respect for those who created this, it's great. However, the juddering was too much for me in the beginning, made my head hurt. I think I have to put this one on hold until there's another update either in the demo or the SDK.
 
I think cockpit games are ones that are just *immediately* suited to VR, without having to rethink things much. They are relatively plug and play affairs, with the right control peripherals already in place. Other genres will need to involve more creativity and new ways of imagining these games. Weren't people able to play Half-Life 2 all the way through with a DK1?

Some people just have a strong constitution or something like that. I imagine muscling through even the first level in Half Life will give me a real bad migraine for the rest of the day.
 
So, is anyone else getting the feeling that mouse look actually work much better and less nausea-inducing for FPS in VR than gamepads?

It seems counter-intuitive at first, but I think it's related to the abrupt direction changes with mouse control actually working better than the gradual speedup/slowdown of the gamepad.

With you 100% on this. Rotating in Tuscany with a gamepad is less comfortable for me than doing a jumping 180 rail shot to a Quake 2 enemy.
 
Yes. Combined with a blink, so that I basically don't see the movement and appear facing a different way, this is very comfortable. However, keyboard movement is often too fast or jerky, even the 'walk' can be too fast for me. I like to move as slowly as possible so a left stick is better in this case.

Well, that's an issue that devs could (and should) solve with a slower default speed for walking in their game, if they are doing a proper VR game.
 
So, is anyone else getting the feeling that mouse look actually work much better and less nausea-inducing for FPS in VR than gamepads?

It seems counter-intuitive at first, but I think it's related to the abrupt direction changes with mouse control actually working better than the gradual speedup/slowdown of the gamepad.

Hopefully we'll have steam controllers soon.
 
Well, that's an issue that devs could (and should) solve with a slower default speed for walking in their game, if they are doing a proper VR game.
They could, but I'm not sure that they should. When I say 'as slowly as possible' I mean I'm literally using the least amount of left stick travel that registers movement in order for it to be comfortable. Either that or I make very short sprints in a straight line while blinking a lot (so that I don't really see my movement to the next location where I can stop and look around comfortably again). Some games do have an unrealistic movement speed that should be addressed, but for me, even the ones that have realistic walking speed are too fast. I find FPS stuff is currently not a good experience. I either move at a reasonable speed and feel ill, or I move as slowly as possible and the game is unplayable (or takes forever to get anywhere).

It's much less nauseating than DK1 though, so I'm hoping the next step forward in latency reduction/display quality is enough to remove it altogether. But it might simply be the disconnect I have between sitting down while controlling a walking/running character. Perhaps a perfected onmi-directional treadmill is the only solution to make FPS stuff feel as comfortable as cockpit experiences in my case.
 
i've tried every demo out there ( i think) the only one that got to me was predictably cyberspace, it wasn't sick feeling but a whoah where the fuck did my stomach just go. if i sit there unsupported it gets to me yet if i cling on to the desk or g27 then i can sit there doing backwards 360's all day long, weird

So, is anyone else getting the feeling that mouse look actually work much better and less nausea-inducing for FPS in VR than gamepads?

It seems counter-intuitive at first, but I think it's related to the abrupt direction changes with mouse control actually working better than the gradual speedup/slowdown of the gamepad.

yup i agree there, 360 pad or indeed any pad is not suited at all to vr.

something similar i think is in the lava inc demo with a coaster whose speed is controlled by your head, that has forced camera movements going round corners (big no no, imo) i can go through the whole demo full speed no probs as long as i look down at corners, looking normally through corners is pretty horrible though and reminds me of that pad based movement

on a semi related note, a heads up to all stem backers, you've got until friday to order any extra stem packs you might want for half price ($49)
 
Finally got to try Technolust on DK2. So far it's my favorite experience.

I just really hope Oculus announces a great input device at Oculus Connect, because I am really loving the thought of exploration type games.
 
on a semi related note, a heads up to all stem backers, you've got until friday to order any extra stem packs you might want for half price ($49)
I've been thinking about that, but I can't really think of a situation where I would need extra STEM packs. The base only tracks 5 things, and when wouldn't I be using both controllers?

I just really hope Oculus announces a great input device at Oculus Connect, because I am really loving the thought of exploration type games.
Hmm, that would be nice, but I already bought the STEM Sixense. Not that they shouldn't make one, I'd just be a bit disappointed that the one I got isn't the mainstream option. If they do, I hope it's an affordable version of that finger setup. I don't want to pay $400 for both arms.
 
Going by Oculus' recent comments about not being sure of what the 'right' control scheme is and being unwilling to bet the farm on any one thing at the moment, I don't think they are going to have any official control device at all. At least not for a while.

They'll probably be doing their own research while keeping an eye on what others are coming up with until something starts becoming a popular and obvious direction to go in.
 
So, is anyone else getting the feeling that mouse look actually work much better and less nausea-inducing for FPS in VR than gamepads?

It seems counter-intuitive at first, but I think it's related to the abrupt direction changes with mouse control actually working better than the gradual speedup/slowdown of the gamepad.

Absolutely and I've been preaching that - contrary to popular belief, - gamepad controls need faster rotation, not slower, since I've had my DK1.

I've done a bunch of little experimentations with gamepad controls a while ago and one simple thing that helped a lot with rotation-induced sickness was to simply dim down the image to almost black while rotating. I don't understand why no other dev' is giving that as an option.
 
Fairly big and doesn't fit into the oculus rift discussion explicitly:

Unreal Engine 4 now has Steamworks VR Integration

Steamworks is Valve's cross-platform, cross-headset VR API/SDK. Design a VR game for Steamworks, and it'll work with any supported VR headsets. It was first discussed in detail at Steam Dev Days in January, and, while it's been getting frequent small updates, this is probably the biggest news to happen to it in a long while.

When this initiative was unveiled at Steam Dev Days, they called it "the direct X of VR headsets." [SPECULATION]Obviously Oculus Rift is supported, I would imagine going forward Project Morpheus will be supported, and likely a number of unannounced or under the radar VR headsets, like Samsung's Gear VR.[/SPECULATION]

You can find the actual Steamworks VR API on github:

https://github.com/ValveSoftware/steamworks-vr-api

Fairly important news. An API that unifies multiple headsets is absolutely necessary for the future of VR. This was great news when Valve first announced it, and UE4 support is huge going forward.
 
The last time I looked into Steam VR, it was out of date and all my attempts to get in touch with the developer (ProgrammerJoe) failed. I think the only main avenue I did not try was Twitter.

I would not want to depend on the SteamVR API and Valve keeping things up to date (Valve Time etc.), especially since we are expecting the 0.5.0 Oculus SDK to be released. Is there any word about whether you can use the Oculus SDK and direct mode without having to use SteamVR?
 
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