Yes. It's just a guess from the symptoms, but remember that a rift implementation can, in the worst case, require up to 2.5 times the CPU performance compared to traditional 60 FPS screen gaming.Is this directed at me?
Yes. It's just a guess from the symptoms, but remember that a rift implementation can, in the worst case, require up to 2.5 times the CPU performance compared to traditional 60 FPS screen gaming.Is this directed at me?
For those playing LFS, here's some higher resolution texture packs (cars, interiors, exteriors, tracks, etc) to push the visual quality a bit for the game. While it won't make it PCars-like, it does add to the game.
https://www.lfsforum.net/showthread.php?p=1866377#post1866377
Didn't bother me at all using a 360 controller. It did seem like it would be loads better with a wheel though. I really need to invest in one.
You posted on a page where they were quoted
but here you go.
http://www.neogaf.com/forum/showpost.php?p=124570625&postcount=2326
Jesus, why?Yes. It's just a guess from the symptoms, but remember that a rift implementation can, in the worst case, require up to 2.5 times the CPU performance compared to traditional 60 FPS screen gaming.
Can you set multiple profiles and quickly switch between them? Like when I give my girlfriend the rift so that it changes to her eye distance?
Well, as I said, it's an unrealistic worst case. But say that 100% of your CPU usage comes from drawing. Clearly, going from drawing 60 views of the game per second to 2 times 75 per second is an increase by a factor of 2.5.Jesus, why?
So does this mean that CPU's are going to be a major bottleneck when it comes to VR performance in general?Well, as I said, it's an unrealistic worst case. But say that 100% of your CPU usage comes from drawing. Clearly, going from drawing 60 views of the game per second to 2 times 75 per second is an increase by a factor of 2.5.
I have a dead pixel now
Right eye in near the center. What can I do about it?
So does this mean that CPU's are going to be a major bottleneck when it comes to VR performance in general?
Cuz from everything I'm reading, the performance some people are getting even with decent gaming rigs is absolutely abysmal in VR. This has to be a serious concern going forward, right?
CPU performance is increasing at a snail's pace nowadays. Its GPU's that are still seeing fairly rapid improvement.It'll be less of a concern a year from now, I'd expect, rather than more of one. CPU power will be faster than it is now, and the code will likely be more efficient.
Is this a reason to replace it from Oculus VR?
It's not everything that's not fine. The screw on the right side is broken, it doesn't click into place, so I can't adjust the distance that it stays on the same position. Didn't bother me so far (because I have the rift on minimum distance), but I would like to replace that too.I highly doubt one dead pixel is enough - however they replaced DK2s with loose but working HDMI port so who knows? Worth a try.
It's not everything that's not fine. The screw on the right side is broken, it doesn't click into place, so I can't adjust the distance that it stays on the same position. Didn't bother me so far (because I have the rift on minimum distance), but I would like to replace that too.
I do hope that OpenGL NG and DirectX12 have direct VR support. VR doesn't really need to cause much additional CPU overhead over 75/90 FPS rendering -- it just often does with current implementations.
Even with current APIs you can implement it in far more CPU-effective ways than what I believe is done right now in every major engine.
Alright, I give up... How the hell do you guys get unity demos to run in the DK2? I've been able to get most things working, but Totoro, Spirited Away, and Ocean Rift give me "no sensor detected" errors so there's no head tracking. I can't get couch knights to work, either.
Alright, I give up... How the hell do you guys get unity demos to run in the DK2? I've been able to get most things working, but Totoro, Spirited Away, and Ocean Rift give me "no sensor detected" errors so there's no head tracking. I can't get couch knights to work, either.
Can't say anything about the first two but Ocean Rift worked just fine.
I got the latest version from here http://llyrie.blogspot.com/2014/07/ocean-rift-demo-for-dk2.html. Rift is in Extended Mode, second display (not main) and I used the Direct to Rift .exe without any fancy add-ons.
hmm the link for the all round texture pack for the demo link appears to be dead
Well, another question while I'm here. Is there a way to duplicate what's on the rift on the main monitor?
Hey guys
Half life 2 VR works with DK2 now
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Wait really
Valve's headtracking model was updated with the last steamVR update, just go into HL2 and check VR support.
We'll be pumping out a new version of our full mod shortly, in the meantime the old version will work with DK2 right now.
This demo was one of the many Unity demos that had horrible judder on my PC. The 0.4.1 update has fixed it.Oh god I loaded up the 4th Floor studio demo (which is fantastic by the way) and I decided to tilt the IR tracker up higher and then stand up. Oh man. The positional tracking is such that you are basically able to take a physical step forward, back, left, or right and it basically does exactly that in the demo. My brain is having a seriously hard time getting back to normal after doing that. I haven't had any issues while using the DK2, I feel it a tiny bit when I take it off. But this is noticeable, like affecting my balance and vision ever so slightly. This is very weird and cool.
This demo was one of the many Unity demos that had horrible judder on my PC. The 0.4.1 update has fixed it.
I just tried your suggestion, cleared a bit of space so I could actually take a step in different directions. My mind is blown once again. That was my first ever physical step in VR and it was an utter revelation. It felt completely different to standing in one place and moving forward with a controller. Taking a real step in a virtual world is something entirely new - no matter how realistic they make the walking speed in a game, or how realistic the 'head-bob' animation is, there is no substitute for tracking your REAL head movement when you take a REAL step, particularly in a realistically-scaled, familiar environment like this.
Everyone HAS to try this! Just be very very careful not to crash into anything in the real world. One step is enough to get the sensation, and in my case, one step was enough to completely lose my bearings in the real world and I stubbed my toe against a chair. Ow. I'd recommend moving yourself with the keyboard or controller to a specific spot in the apartment, putting it down to stand naturally and then taking real steps to look around. Just shuffling around by the shelves in the corner, looking at the MacBook and the photo next to it for example... it's just incredible!
So is world of diving worth it or would you recommend to wait until its more fleshed out? I'm really interested in it as well.
Shame to hear about the performance though. I hope its not the CPU's fault because I have an I5 3550. I can't believe that there is so much to calculate in a diving game. Lets hope they will optimize it a lot more.
Yes. It's just a guess from the symptoms, but remember that a rift implementation can, in the worst case, require up to 2.5 times the CPU performance compared to traditional 60 FPS screen gaming.
Valve's headtracking model was updated with the last steamVR update, just go into HL2 and check VR support.
We'll be pumping out a new version of our full mod shortly, in the meantime the old version will work with DK2 right now.
Hm, when I go into SteamVR it says no device is attached, and HL2 doesn't recognize the device either. Am I doing something wrong?
Are you in extended mode?
Alright I figured it out, kinda. I didn't realize you had to opt into a separate beta in the properties for the tool, I was just opted into the Steam client beta. It still doesn't recognize my device in the SteamVR tool, but I got it working within HL2. It's kinda weird and fuzzy looking though, and it was making me feel sick... I think I'll wait and see as it gets properly updated.
Alright I figured it out, kinda. I didn't realize you had to opt into a separate beta in the properties for the tool, I was just opted into the Steam client beta. It still doesn't recognize my device in the SteamVR tool, but I got it working within HL2. It's kinda weird and fuzzy looking though, and it was making me feel sick... I think I'll wait and see as it gets properly updated.
Direct mode demos can do this, if the config utility enables direct mode. However, a lot of demos may not currently work in direct mode.Well, another question while I'm here. Is there a way to duplicate what's on the rift on the main monitor?
Hey guys
Half life 2 VR works with DK2 now
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Weird.. I can't get Steam VR to work..
Hm, when I go into SteamVR it says no device is attached, and HL2 doesn't recognize the device either. Am I doing something wrong?