Betta Lines
Member
Yeah the DK2 60Hz mode is naaaasty.
I think HDMI 1.3 introduced support for refresh rates higher than 60hz @ 1080p.
I guess you could but why would you want to run the DK2 at 60hz?
Yeah the DK2 60Hz mode is naaaasty.
Does HDMI even run at 75hz?
Can you select to drive the display on the rift at 60hz?
I just caved and ordered one![]()
Is it normal that literally nothing works with Direct to HMD? My Rift just has the inactive orange light and nothing starts up when running this mode.
Everything is generally okay in extended mode. I haven't had time to play around in a week, but last time I messed around with it, I'm pretty certain that low persistence was not working (Tuscany, Cyber Space), perhaps after I updated the firmware.
Is it normal that literally nothing works with Direct to HMD? My Rift just has the inactive orange light and nothing starts up when running this mode.
Everything is generally okay in extended mode.
I would imagine trying to play a game that has a locked 60fps (which there is quite a few), would be much smother if the output on the rift matched the framerate.
Could you enlighten me further? I just bought one.
Doubtful. You know, I play a 30fps locked Wii game with Dolphin atm and it works without making me sick too fast but it's not really a pleasant experience. Same will probably apply for 60fps locked games. The problem about non-75fps is that you will have to deal with nasty blur and judder when turning your head - the faster, the worse from my experience. You will ultimately feel uncomfortable due to it after a while.
Mind you, I just joined the VR crowd a week ago so I might explain this in a wrong manner - feel free to correct me![]()
The judder's exacerbated by the use of vsync, I think.
I wonder what a variable refresh rate solution would feel like.
Is low persistence mode only available at 75hz? They could probably patch that?
I'm not much of a tech guy, but I think low persistence is only enabled at 75hz+ due to the fact that the screen refreshes so fast that you won't notice it turning black until the next image is displayed (= no visible flickering). Maybe something like that is possible for 60hz but you will notice the flicker so not sure if it's actually better or worse than the blur/judder you get.
That judder in Half-Life 2 gave me bad motion sickness. I played for as long as I could before feeling like I had to vomit.
With 75 hz/ low persistence? Before I set my DK2 as my primary monitor, I couldn't get 75 hz, and it was blurry and juddery, but after felt unlike anything before. Looking up at the Citadel off in the sky...
What games are locked to 60fps? I'm not familiar with the idea (outside of consoles)... there must be very few on PC. And besides, all games developed with VR in mind wouldn't dream of forcing a 60fps lock, so this won't be a problem from now on.I would imagine trying to play a game that has a locked 60fps (which there is quite a few), would be much smother if the output on the rift matched the framerate.
Anyone try "Lucky's Tale" yet? Looks like it could be fun. I might give it a go after I finally finish HL2.
Anyone try "Lucky's Tale" yet? Looks like it could be fun. I might give it a go after I finally finish HL2.
Is there a public demo of this available somewhere? I've seen footage from conference demos but I haven't seen a release yet.
I haven't tried lense B. What's the purpose of changing lenses?
They are different lenses for nearsighted people, so they can try without glasses. Doesn't work for everyone though, obviously. But if you have good eyesight or are farsighted, A lenses are best. B lenses cut off a bit more fov iirc, but don't quote me on that for DK2. I know that was the case with DK1 though.
B lenses definitely don't cut off the FOV. They're closer to your face so the image takes up more of your view. The A lenses give me more of a feeling like I'm looking through goggles.
Is low persistence mode only available at 75hz? They could probably patch that?
G-Sync and low persistence apparently don't mix well.That would probably be the best solution for VR3D at the moment.
The latency improvements alone from V-sync to G-sync/freesync .
Hasn't been released to the public in any way, and doesn't sound like there will be any early demo release. They were only showing it at tradeshows.
You'd think that low persistence could be adjusted, that you could adjust the on/off time of the pixels, so you could tweak it to a good balance between persistence and brightness.With low persistence, you'd see strobing at 60Hz. At 75Hz it's not perceptible to most people but the image is dark as hell. Toggle low persistence on and off and you'll see how much brightness we lose. It's crazy. CV1 will be at 90Hz which should help a lot with that.
You'd think that low persistence could be adjusted, that you could adjust the on/off time of the pixels, so you could tweak it to a good balance between persistence and brightness.
You'd think that low persistence could be adjusted, that you could adjust the on/off time of the pixels, so you could tweak it to a good balance between persistence and brightness.
Did you put them in the driver's seat... or make a custom viewpoint, like in this clip?is to simply do a couple of laps in Live for Speed and then put it on replay in first person perspective, kind of like a passenger. Then they don't have to do anything else than just sit there looking around taking in the presence and sense of speed.
That's nice of you, but just put 'bukkake simulator' and be done with it.So the SDK is at the Oculus Developer Center, and to finish registration they want information about a project to determine things like which middleware and platform drivers we'll have access to. Buuuut what about us who are just stupid hobbyists? I'd rather fill their system with as little bullshit to waste their time as possible.
So the SDK is at the Oculus Developer Center, and to finish registration they want information about a project to determine things like which middleware and platform drivers we'll have access to. Buuuut what about us who are just stupid hobbyists? I'd rather fill their system with as little bullshit to waste their time as possible.
If the pixels stayed lit any longer we'd get blur.
I'm not sure on the math, but my understanding of low persistence would say that it can be adjusted to a degree. The requirement isn't that the pixels have to be lit at the absolute minimum time, just that they have to have a period of "off" between refreshes. Blur is caused by a pixel simply changing from one frame to another, low persistence simply turns the pixel off in between frames. What we'd need to know is the exact amount of time it takes the pixel to turn off and back on again. I've read that the current display in low-persistence mode is lit only around 10% of the time, which seems awfully low.. I find it hard to believe that it really takes that long to turn the pixels off and on again. I'd have to go digging through the dev forums to see if they've got the math written down anywhere.the pixels have to stay lit the minimum amount of time possible, so it'll always be darker than the same screen at full persistence.
Initial (Alpha) DK2 support
Positional Tracking (Skyrim only for now, more to follow)
D3D11 Geometry 3D (Bioshock: Infinite, F1:2013, Deus Ex: Human Revolution, more to follow)
Game settings optimizer (supporting ~15 games for now, more to follow)
More than 50 smaller bugfixes and enhancements, among them latency improvements, DK2 black smear fix, easier setup.
15 Additional games including: F1:2013 (G3D/Z3D), FEAR1+2 (G3D/Z3D), Gone Home (G3D), Thief [2014] (Z3D), Space Engineers (G3D/Z3D), The Stanley Parable (G3D/Z3D)
I should have something DK2-worthy for next week's unstable builds. I'm now tuning all the small details. -s
If someone suddenly has a problem launching Steam, apparently my SteamVR app manifest file was somehow borked and was causing it. Renaming appmanifest_250820.acf in the steamapps folder worked.
edit: Tried to relaunch Steam after getting a notification of SteamVR being installed and happened again