Oculus Rift DK2 Thread

I don't think Nate really appreciated Palmer's candidness there,

ShamelessDecimalBrahmancow.gif


They probably had a little chat afterwards. :lol

HAHA that gif is awesome
 
So... anyone want to post detailed impressions? How is the experience compared to LFS?


So far its good BUT I'm getting allot of tracking lag. They are aware of it and have fixed it apparently. Its really awesome having a 'high fidelity' (compared to LFS in graphics department) racing sim.. The visibility is awesome and its going to be crazy good when the bugs are sorted in both Pcars and iracing. Its going to be a revolution with those crowds. The immersion is amazing!
 
Some PCARS impressions here.

If you won't double post, I will:

Some impressions of PCARS with DK2.

In its current state, it is already absolutely phenomenal. When I imagine the look of this sim once it is polished, viewed through CV1, I become giddy with excitement. It is incredible stuff. The wow-factor is enormous. One of the best looking games, in a genre ideally suited to VR - the combination makes it probably the best Rift demo possible. This will sell Rifts and sim hardware like there's no tomorrow. Faces will figuratively melt, clothing literally urinated in.

With that out of the way, there are some current flaws. No doubt about it, Live For Speed is more responsive. I have tried all conceivable options to make PCARS respond as quickly. I am well above 75fps, I have applied all the recommended launch options, and I'm running it frame-limited with Nvidia Inspector and v-sync off, and LFS is still more responsive with v-sync ON. It's not a drastic difference, but significant enough to notice. The responsiveness of PCARS is fine, perfectly playable, and if you never saw LFS you might think it doesn't need to be any more responsive. But it makes me nauseous faster than LFS, and I'm convinced it is down to latency.

Whether this is because the LFS renderer is so simplistic compared to PCARS that there is simply less input lag at the same framerate, or because PCARS still has some stuff to work out, I'm not sure, but for now LFS has the advantage. That said, LFS isn't perfect - it's juddery when locked to 75 (head tracking is smooth, but the environment moves past in a consistent, slight judder - Scawen has acknowledged this and says it's a physics problem), whereas PCARS is totally smooth at 75 both in tracking and environment movement.

People have been putting the uncomfortable feeling they get in PCARS down to tracking problems compared to LFS, like the pivot point is wrong and the world movement is weird, but all of this can be resolved with settings. By default there is a bunch of G-force animation and the car reacts to bumps independently from your view, whereas in LFS you are totally fixed to your seat which makes a lot more sense in VR. You can change these values in PCARS to make it just as rigid as LFS. There is also a silly look-to-apex and a weird lean feature and camera shake all on by default, and all that stuff needs to be off. Once all this is off, the tracking seems identical to LFS, yet it's not quite as comfortable due to the slight latency issue.

But these are problems that should get ironed out, either with software updates for DK2 and PCARS, or simply from the more responsive hardware of CV1. Anyone patiently waiting for CV1 can basically ignore what I just said, it'll all be fine!

The short version is this: LFS feels like a being in a car, but in a weird dream where everything looks like an old video game. PCARS feels like being in a real car. That's it. Once I remove the headset after a PCARS session, it feels like I've had the privilege of actually driving a bunch of supercars and race cars on a bunch of famous tracks. It's the same giddy feeling I got as kid when I was allowed to sit in a really cool car. I could spend ours in the Huayra just looking around at the jewellery. And the rain... my goodness the rain.

https://www.youtube.com/watch?v=BBG-YJLCEv4
 
Those big hires keep on coming.

The Project Cars (and LFS) impressions make me excited to think of what Gran Turismo might be like with the Morpheus. Seems very much in-line with what Polyphony likes to work with and could absolutely be a flagship product for Sony's new hardware. That said, I should probably try LFS this weekend. Is it still a good time if you lack a steering wheel?
 
So, HL2 fix for judder that worked for me. Not sure if this will help you if you have the issue, but you never know.

R9 290 Windforce OC
i5-3570k slight OC
16GB 1600 RAM
SSD

My monitor is a Dell E248WFP. 60Hz monitor. Set here, you can see it's only able to set at that:

ILHLzve.jpg


But, if I lower the resolution while the Rift is on (Extended Mode - can't remember if service was running, I was too excited)

I now can see a 75Hz option:

Zrq4PqU.jpg


So now, with both my monitor and Rift set to 75hz, When I started HL2 (using tips from RoadtoVR)

Mainly:

Click Library > Tools. Scroll to find SteamVR, right-click and select ‘Properties’, then click the ‘BETAS’ tab. From the dropdown list, select ‘beta – SteamVR Beta Update.’ Click ‘Close’ at the bottom right of the window.

n your Steam Library, right click on ‘Half-Life 2 [beta]‘. On the ‘GENERAL’ tab, select ‘SET LAUNCH OPTIONS…’. Type ‘-refresh 75 -freq 75′ into the field and click OK.

Launch Half-Life 2. Select Options, then the ‘Video’ tab, then ‘Advanced…’. Set ‘Motion Blur’ to ‘Disabled’. Click ‘OK’.

Select the ‘Keyboard’ tab, then click the ‘Advanced’ button and select ‘Enable developer console’.
Press the tilde key (~) anywhere in the game to launch the developer console.
In the developer console type ‘disconnect’, then type ‘fps_max 75′.

In the developer console type ‘net_graph 1′ to show an FPS counter to verify your framerate. Type ‘net_graph 0′ when done to disable the FPS counter.

Once I did all this (not much in retrospect) I was able to play. The max 75 and changing the refresh of my other monitor (whether primary or not) gave me a sweet delicious Half Life 2 VR experience.

I think that it's been discussed that the judder could be caused by defaulting to the lowest refresh in games that people need to use extended (I am able to run the demo scene and Oculus World, as well as some others like Titans of Space without doing this) and I think it has some merit.
 
It's really weird at one point I had Titans of Space working flawlessly but now it's locked at 60fps no matter what I try to do. What in the F is goin on lol.
 
The new Titans of Space demo was super cool! Also had the smoothest performance and tracking I have ever experienced on the DK2. It's making me notice a lot of small choppiness and judder in the other demos.

Highly recommend checking it out if you haven't yet.
 
Alright, so I'm finally opening up my DK2 box I got over a week ago, and I'm not exactly sure what to do with it. Is there a comprehensive list/post of every piece of software that needs to be installed to get it to run, or is most of it already included?

And I remember something about applying as a developer to get a program or something for the Rift. Anyone know anything about that?
 
Alright, so I'm finally opening up my DK2 box I got over a week ago, and I'm not exactly sure what to do with it. Is there a comprehensive list/post of every piece of software that needs to be installed to get it to run, or is most of it already included?

And I remember something about applying as a developer to get a program or something for the Rift. Anyone know anything about that?

Yeah, you wanna get the Oculus runtime from here, that's also where you have to sign up as a developer. It's no actual application. https://developer.oculusvr.com/?action=dl
Apart from that the quick start guide that came with your Rift got you covered for the hardware setup.
 
Yeah, you wanna get the Oculus runtime from here, that's also where you have to sign up as a developer. It's no actual application. https://developer.oculusvr.com/?action=dl
Apart from that the quick start guide that came with your Rift got you covered for the hardware setup.

Thanks, I just downloaded the three Windows ones and installed the runtime. Restarted my computer and plugging everything in now.

EDIT: The runtime installed, but I don't see any installation in the SDK folder, just the demo scene in a house. It honestly looks kind of shitty, with low fps and weird lights under the floor. Oh, and everything is tinted blue. And the demo sometimes doesn't get sent to the Rift, even when the onscreen view says it is. The Rift will even turn off in the middle of the demo.

Just found the Config Tool (by typing in Oculus on the Start screen), and it says no display attached, and not connected to the OVRService server.
 
Alright, I'm feeling the frustration of owning a developers kit right now. Nothing is rendering to the Rift, and when I load up the demos, the mouse only moves the camera view horizontally. The configuration tool doesn't recognize a Rift attached, and it runs very slow on my very fast computer. I tried switching the monitor to Extended in the windows Screen Resolution settings window, but while the desktop splits into two like normal, I can't see the extended screen because the Rift isn't getting a video signal. Making screen #2 (the Rift) my main monitor does the same thing, but makes my computer turn into a low resolution 4:3 screen. The only difference is that my applications appear on the computer, while normally everything is stuck on the invisible 2nd screen. I tried updating the firmware in the tool, but it says I have to close everything Oculus related first, even though I have nothing open. Anyone know what's up?

EDIT:
GraveHorizon: Did you update the firmware.....?
bPZOorW.png

jreyS5j.png


What did everyone put as their project when signing for the dev account?

I wrote down mine as wall painting simulator.

Batball.
 
Yeah, you was supposed to update the firmware before installing anything else... I don't know, probably you should close down all the services running in the background? Try Bilago's tool, search for it.
 
Yeah, you was supposed to update the firmware before installing anything else... I don't know, probably you should close down all the services running in the background? Try Bilago's tool, search for it.

Install the firmware before the runtime? Huh. Well, I'll look for that tool then.
 
You know what, I'm probably wrong about the sequence of course, the firmware update is in the config tool menu..? So disregard that bit...

Okay, Bilago's tool got it working, but only for a second. The Rift is recognized as attached, and the service runs. I was able to update the firmware, but the Rift only displayed anything for a few seconds, before blinking off. It's just the orange light now. The demo scene works with tracking, but it's not on the Rift.

EDIT: Okay, I'm really worried that I got a faulty unit. When I turn off the Rift for a while then turn it back on, stuff shows up on the Rift. It looks like crap, sideways and distorted in one eye, with those blue lights bleeding through. A few seconds later, the image cuts in and out, then stops. I have to turn the Rift off again for a while, and repeat. Has anyone had this problem?

EDIT 2: I've determined that the included HDMI cable is the problem. Switching it out makes the image come in on the RIft perfectly. Started up that Suwa-pyon demo, and just like the house demo before, everything has a blue tint to it. This time the chromatic aberration was absolutely fuc*ing terrible. Anything I wasn't looking directly at looked horribly color shifter and out of place. I don't think it helped that the demo itself was a crude bullet hell game with 2D sprites. I'll try some other demos right now.
 
Hmm..is Project Cars available to download now? because i see a lot of impressions, even on youtube, but i can't find a download link. lol
 
Hmm..is Project Cars available to download now? because i see a lot of impressions, even on youtube, but i can't find a download link. lol

You need to have signed up as a fee-paying member a long time ago. Access is now locked down until the game releases in a few months time.

Edit: from the PC racing sims thread. Make sure to watch the video:

Some impressions of PCARS with DK2.

In its current state, it is already absolutely phenomenal. When I imagine the look of this sim once it is polished, viewed through CV1, I become giddy with excitement. It is incredible stuff. The wow-factor is enormous. One of the best looking games, in a genre ideally suited to VR - the combination makes it probably the best Rift demo possible. This will sell Rifts and sim hardware like there's no tomorrow. Faces will figuratively melt, clothing literally urinated in.

With that out of the way, there are some current flaws. No doubt about it, Live For Speed is more responsive. I have tried all conceivable options to make PCARS respond as quickly. I am well above 75fps, I have applied all the recommended launch options, and I'm running it frame-limited with Nvidia Inspector and v-sync off, and LFS is still more responsive with v-sync ON. It's not a drastic difference, but significant enough to notice. The responsiveness of PCARS is fine, perfectly playable, and if you never saw LFS you might think it doesn't need to be any more responsive. But it makes me nauseous faster than LFS, and I'm convinced it is down to latency.

Whether this is because the LFS renderer is so simplistic compared to PCARS that there is simply less input lag at the same framerate, or because PCARS still has some stuff to work out, I'm not sure, but for now LFS has the advantage. That said, LFS isn't perfect - it's juddery when locked to 75 (head tracking is smooth, but the environment moves past in a consistent, slight judder - Scawen has acknowledged this and says it's a physics problem), whereas PCARS is totally smooth at 75 both in tracking and environment movement.

People have been putting the uncomfortable feeling they get in PCARS down to tracking problems compared to LFS, like the pivot point is wrong and the world movement is weird, but all of this can be resolved with settings. By default there is a bunch of G-force animation and the car reacts to bumps independently from your view, whereas in LFS you are totally fixed to your seat which makes a lot more sense in VR. You can change these values in PCARS to make it just as rigid as LFS. There is also a silly look-to-apex and a weird lean feature and camera shake all on by default, and all that stuff needs to be off. Once all this is off, the tracking seems identical to LFS, yet it's not quite as comfortable due to the slight latency issue.

But these are problems that should get ironed out, either with software updates for DK2 and PCARS, or simply from the more responsive hardware of CV1. Anyone patiently waiting for CV1 can basically ignore what I just said, it'll all be fine!

The short version is this: LFS feels like a being in a car, but in a weird dream where everything looks like an old video game. PCARS feels like being in a real car. That's it. Once I remove the headset after a PCARS session, it feels like I've had the privilege of actually driving a bunch of supercars and race cars on a bunch of famous tracks. It's the same giddy feeling I got as kid when I was allowed to sit in a really cool car. I could spend ours in the Huayra just looking around at the jewellery. And the rain... my goodness the rain.

https://www.youtube.com/watch?v=BBG-YJLCEv4
 
BAH!

By DK2 wont even work properly.

Similar to GraveHorizon's problem where it keeps disconnecting and saying no device.

Try a different HDMI cable. I don't know whether the included cable does something special, but a standard cable at least lets stuff show up on mine.

As for my troubles, I'm able to get the desktop showing up and run demos, but still haven't figured out extended mode. It's impossible to really see anything on the desktop on the Rift when it becomes the main display. Also, Unity demos are really weird. Either one of three things happen when I run them in whatever the different modes are: The right eye is sideways and the left eye is split vertical strips of different parts of the screen; the demo shows up halfway in between the two screens, i.e. the left eye on the right half of my monitor and the right eye on the left eye of the Rift; or the normal view shows up, but it blinks at a rate of about twice a second, like a really slow low persistence mode of making the screen intermittently black. Speaking of low persistence, how do you turn that on? Every demo looks either jittery with not great framerate when moving, or floaty/laggy when looking around.

But aside from the buttload of troubles,I had my first good experience in the Rift. It was in the Sightline demo (one of few that starts up right). Even with mind-rending chromatic aberration, laggy tracking, and a hideous, otherworldly blue tint over everything, after turning around to peer into the darkness and back and
seeing/hearing the light turn off
, my stomach dropped and I said "Nope!" and took off the Rift. That alone has made this whole stupid night of setup worth it. I really hope I'll be able to get my Rift in working order, because that kind of feeling in a game that doesn't look and feel like shit would be really awesome. As it is now, I can't show off the Rift to anyone yet.
 
Stuff snipped

Not seeing the desktop properly in the Rift is pretty much the same for everyone.. Try Win+ArrowLeft the windows you need.

Low persistence should be on as default. Low persistance reduces motion blur, not judder/stuttering. If it's off, it'll burn your eyes and you'd mentioned it here already, so it sound like it's on for you as well.. :)

Most of the artefacts in the eye-center should've been corrected by calibrating in the config tool (titles built on SDK 3 and before does not have CA correction at all if remember correctly), so it's a bit odd that the image quality is that bad.
 
Can anyone link that website with the minecraft like environment that compares how it'd look like in vr in different resolutions?


1080p is really low.
 
Looks like the fps_max 75 command was what I was missing with HL2. I still get creep tearing with it on, however, so it's still pretty uncomfortable. :/

Maybe I should try turning Aero on?
 
tried to run Live for Speed yet like with a lot of other demos I have tried the views on each lense feels like they're too far apart to compose a proper image for my eyes. Other UDK demos I have tried usually have problems like having no head tracking or showing 2 seperate images even when I put on the Rift.

Is it a common problem with legacy apps or am I missing something?
 
You need to have signed up as a fee-paying member a long time ago. Access is now locked down until the game releases in a few months time.

Edit: from the PC racing sims thread. Make sure to watch the video:

Wait, if I bought Project Cars years ago, I can access the DK2 stuff in it right now?

Awesome! I thought it was a closed beta test that even owners were locked away from.
 
tried to run Live for Speed yet like with a lot of other demos I have tried the views on each lense feels like they're too far apart to compose a proper image for my eyes. Other UDK demos I have tried usually have problems like having no head tracking or showing 2 seperate images even when I put on the Rift.

Is it a common problem with legacy apps or am I missing something?

Did you set your IPD in the configuration utility?
 
"Virtual Spacewalk"-demo got DK2 support. And I think I just had a "Gravity" moment..

I didn't know about the "hold attitude" button until after so I got into a awful spin in all directions and got away from the space station. I spent 5 minutes trying to manually correct it, and I actually did it without having to puke, LOL.

Anyway, it's cool to float around in space, gazing at the planet earth, here is the demo:

http://ignisvr.com/portfolio/virtual-spacewalk-virtual-reality-simulation/
 
Did you set your IPD in the configuration utility?

I did, though I'm not sure if I followed the instructions correctly (move the green line to the very edge of my vision - left right left right). However when it works it works well in the very few demos like Tuscany, Alone in the Rift, or this UE4Rollercoaster demo which takes place in a living room, so it shouldn't be an problem with my IPD right?
 
Wait, if I bought Project Cars years ago, I can access the DK2 stuff in it right now?

Awesome! I thought it was a closed beta test that even owners were locked away from.
Yes, though considering how often things update, you probably want to right click the game in Steam and opt into the daily build beta. (ignore the wording about managers since I -think- everyone gets more builds now)
 
"Virtual Spacewalk"-demo got DK2 support. And I think I just had a "Gravity" moment..

I didn't know about the "hold attitude" button until after so I got into a awful spin in all directions and got away from the space station. I spent 5 minutes trying to manually correct it, and I actually did it without having to puke, LOL.

Anyway, it's cool to float around in space, gazing at the planet earth, here is the demo:

http://ignisvr.com/portfolio/virtual...ty-simulation/
That. Was. Amazing.

I wish someone would build a game around this.
 
Has anyone else experienced demos being tinted blue? My desktop displays normally on my Rift, and the demo display on my computer looks normal, but everything I've tried to play so far has been a weird blue shade.
 
only problem with vr is it makes you look like a twat

I always thought divers kinda look like twats.. But that's a small price to pay for a good experience / hobby. Been diving myself a few times, no one laughed at me, thank god.

Space suits are strangely ambivalent though; very cumbersome and very cool at the same time..

Dressing up in weirdo helmets and condom suits for cycling however.. I can't do that, it's just too much..

Anyway, good thing about VR is that it's extremely early days yet. In a few years when we can send narrow beams of light directly into the iris it could even even end up looking cool, who knows.
 
My credit card just got charged! So excited, what should I be downloading now? Is there a list of the best DK2 stuff somewhere?

http://www.reddit.com/r/oculus/comments/2btu2o/unofficial_list_of_dk2_demos_and_resources/

https://developer.oculusvr.com/forums/viewforum.php?f=42&sid=fe737fd4d964c571739d938c7f417920

http://www.theriftarcade.com/oculus-rift-dk2-supported-games/


And of course take a look at Elite Dangerous as well...



Edit: Here's a link for downloading what's referred to below:

http://www.utgsoftware.net/games/suwapyon2oculus/english.htm
 
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