Oculus Rift DK2 Thread

I'm toying with the idea to get a DK1 for cheap, now that DK2 is out (I think of max. 100 EUR).
Do you think this is a good idea? Will I still be able to find old builds of demos/mods that work with the DK1? I'm mostly interested in Minecrift.

350 EUR for bridging the time till CV1 is a bit too much for me, but I'd be okay with 100 EUR for a DK1.
I wouldn't recommend it. The motion tracking is really important. Just about everything going forward is going to use it, and there are already demos that don't support DK1.
 
What's the best way to show off the DK2 to non-gamers? HL2 used to be my go-to but I can't get anything working properly with duplicate anymore.
 
I went to the eye doctor today since I'm long overdue for a checkup. They said my eyes are healthy, and my prescription changed very little if at all, and I'm apparently not at all color blind, and I'm grateful for all of those things.

I also got them to check my IPD. They said it was 69.0 mm, which was almost EXACTLY what the Oculus DK1 measured, or very close. In contrast the DK2 measured 71.0 mm, so I guess what people were saying about an extra 2 mm being calculated by the measurement program is true, at least in my case.
 
I'll try them. What about Live for Speed? Is there a way to spectate a race from first person, inside the cockpit, while allowing for headtracking? I'd love to show that one off.
 
Listen I was just wondering: do any of you folks with experience using the Rift imagine GTA V would work well on the hardware?

Just a confluence of two things I'm looking forward to experiencing and haven't yet, so I thought I'd bring it up!
I find third-person games aren't quite as effective as first-person games in VR. They're neat, but can feel a bit weird. GTAIV had a decent first-person mod, chances are GTAV will too, so that could be pretty great, in terms of soaking up the atmosphere of a Rockstar game. I don't think it will play that well in first person though, in terms of actually going through the story missions. The overall game design is built around a third-person perspective, so you're going against the 'vision' of the designers by changing that, and it'll be full of problems. If you played it with a gamepad, you'd also miss driving all the vehicles with a wheel and pedal set , which is just not practical for a game where you can get out and run around. I'm sure somebody will get it to work, but I can't see myself playing it like that.

I'll try them. What about Live for Speed? Is there a way to spectate a race from first person, inside the cockpit, while allowing for headtracking? I'd love to show that one off.
Yes, you can run a replay of one of the your drives/races from the cockpit view.
 
Excellent, thanks. Now all I have to do is run a race that isn't completely awful.

Playing a racing game like this... when I sit back and think about it, it's amazing that it's actually happening. This is a big fucking moment, a feature everybody used to dream about having in these games, turning my head and looking at a car alongside me, and feeling like I could reach out and touch it, wincing when it veers in at me. And I can turn my head back to look at the track lickety split, no fumbling with a stick or mouse to realign my view. This is MY view. It's heavy.
 
Holy shit!

Don't let go on the DK2, I had to close my eyes in the first scene. I'm just so afraid of bees!

I wonder, is this an actual horror game or something? I heard of jumpscares and the like but bees sound... rather friendly?
 
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.

Your understanding is wrong. The idea behind low persistence isn't to switch pixels off just for the hell of it, it's to avoid showing you "false" information while you're moving your head.

Let's take 75Hz at full persistence for instance and forget about latency for simplicity's sake. Each frame gets displayed for 13.3ms, so if you're moving your head from left to right, what you see is only "true" every 13.3ms and the movement of your head between each frame isn't reflected on screen and it feels like blur.

So it's better to actually turn the image off than to display "false" information. For it to work, you need the nearly instant pixel switching time of OLED, you need to display the "truth" for 2-3ms at most otherwise you'll still perceive blur, and you need a refresh rate high enough so that the screen switching off doesn't feel like strobing.

So the higher the refresh rate, the shorter the switch-off time, the higher the brightness.
 
I've been getting an extra PC ready to play around with mine when it comes. I ordered it on May 20th 10:13PM. Hopefully it'll ship soon. I'd love to have it for my birthday on the 10th, but it seems like that isn't going to happen.

I've been keeping my eye on this thread off and on since it started, but is there a basic how to, or setup instructions? It seems like a lot of people are having issue and I haven't even started on prepping the PC for it. But shouldn't there be a more in-depth setup guide around here?
 
Man, I am having a horrible time with SteamVR. Every game on Steam goes to the headset in extended mode but the 3D is completely off. It works, but the image is displaying the red/blue colors like below.

mel_3d_red_and_blue_glasses_by_atomic2008-d3g1fdj.jpg

Again, the 3D works but the image is coming in like that. I tried other demos that are not Steam related, and they work find. Any help? I just want to play Half-Life 2 :(
 
It seems like the only way I can get low persistence on both my laptop and desktop is if I set the rift to extended mode, set all my settings up until activating VR mode, Set the rift as primary, kill my eyes tryng to click on the game and boom! Otherwise I can only get 60hz, and direct mode crashes almost every demo.
 
has anyone tried the new VorpX with Skyrim yet?

Is it worth buying if you just want it for that game?

I haven't tried this, but in my experience, games not originally designed for the rift don't make for good experiences. I'm imagining that the ui in Skyrim is probably going to pose a huge problem. Half Life 2 was really good in spots, but something about moving around in a first person viewpoint simply doesn't work as well as cockpit style games, in their current implementations at least.

Elite: Dangerous, on the other hand, is the coolest video game experience i have ever had. Docking in the giant floating city was jaw-dropping.
 
It seems like the only way I can get low persistence on both my laptop and desktop is if I set the rift to extended mode, set all my settings up until activating VR mode, Set the rift as primary, kill my eyes tryng to click on the game and boom! Otherwise I can only get 60hz, and direct mode crashes almost every demo.
I recommend you to use Virtual Desktop.
 
I've been getting an extra PC ready to play around with mine when it comes. I ordered it on May 20th 10:13PM. Hopefully it'll ship soon. I'd love to have it for my birthday on the 10th, but it seems like that isn't going to happen.

I've been keeping my eye on this thread off and on since it started, but is there a basic how to, or setup instructions? It seems like a lot of people are having issue and I haven't even started on prepping the PC for it. But shouldn't there be a more in-depth setup guide around here?

Nope, it comes with a small quick start guide, can't get more straight forward than that. People seem to be having issues with setting up experimental stuff like steamvr in the Extended Mode which I haven't tried yet
 
I just tried Mirror's Edge in the Rift using the latest VorpX and it works surprisingly well. The cutscenes are naturally uncomfortable due to the non-existent headtracking but fortunately the dev thought of this and implented a curv-ish display mode with headtracking that can be quickly turned on and off by pressing the middle mouse button. Quite cool but ME VR is quite stressful xD

Bioshock Infinite didn't work too well, all NPCs look huuuuuuge and the hands of the player feel completly off in terms of size as well.
 
Trying the Rift version of Dolphin, and it seems crazy glitchy. Unsure how much is Rift modifications, how much is that it's a 4.0 version of Dolphin while I've previously been using a 3.x version, how much is that Rift stuff only works with OpenGL while I've usually used DirectX, and how much is the game-specific VR settings it seems to allow one to modify. All that saaaaid...

Watching the Bionis vs Mechonis fight from the intro of Xenoblade is maybe my favorite Rift experience yet from these first couple days. They look properly massive, and looking up and seeing them tower over you or parts falling down is pretty great.
 
I recommend you to use Virtual Desktop.

I can't get this to run properly. I get the usual "press any key" prompt, then black screen. This would really help a lot because I have Rift as my main screen and certain games start up with a mini options window that's difficult to see on Rift.

I gotta say that yesterday was the most time spent playing around and it was great. Ocean Rift was so eerie and unnerving... it feels vast and desolate and I felt tense about something in the deep jumping out at me. This isn't even a scary game and now I'm suddenly doubting I could handle something like a Lovecraftian horror title. Edit: just saw a video of a guy getting attacked by a great white shark in an area right before I stopped. Quite scary.

4th Floor makes me a little dizzy. Might be jitter, but makes me worry about being unable to play something like HL2.

Cinevo was neat and the 3D effect is really the best I've ever seen anywhere, but it needs more media player controls and the ability to read specific folders. It's really clunky to have 4 separate movie folders that can each only hold 4 movies. I can't get Riftmax to run on the headset... super annoying.

Radial G was fun and did not make me sick. In fact, most fast/roller coaster type games are fine after getting used to VR.

AAAaaaAAA for the Awesome is a fun concept, but there's a problem with the physical aspect of looking down with the headset on... mainly that it tends to get out of place from where the eyes should be and everything gets blurry. No amount of adjusting, short of holding the Rift in place, fixes this.

Titans of Space is amazing, but really shows off how badly this will need a 4k screen. Objects in the distance don't look good, like a few pixels of color. It breaks the immersion.

Vanguard V... I need this as a fully realized game with perhaps the flying character's movement not tied to where you look and controlled separately. So much fun to dodge and weave through space wreckage and laser fire.

I need to try a good airplane flight game. My biggest gripe with Flight Simulator was not having the immersive multi screen setup and head tracking to look around.
 
So, due to whatever the hell is going on, I'm going to have to use DirectMode on the Rift, I think.

Essentially, I can't use the Rift with multiple monitors (not even the Rift + usual monitor) on HDMI. I have no idea why. Every time I try to do it it simply fails out with "Unable to save the display settngs".

So I wanted to try using DirectMode, but.... does anything really work with it?
 
So, due to whatever the hell is going on, I'm going to have to use DirectMode on the Rift, I think.

Essentially, I can't use the Rift with multiple monitors (not even the Rift + usual monitor) on HDMI. I have no idea why. Every time I try to do it it simply fails out with "Unable to save the display settngs".

So I wanted to try using DirectMode, but.... does anything really work with it?
Not really.

Direct-to-Rift is the "correct" display method for everything. All this Extended this and that is just a workaround. With CV1, DTR should be the only display method available, and it probably won't even be possible to set it up as a monitor in Windows. For recording and spectating, there's a Mirror function that will display the Rift's output on a regular monitor.

Right now, neither function really works except in a very small number of demos. DK2 just hasn't been out long enough, and the SDK isn't really at the right place yet. We just need to be patient and give it some time.
 
Which sucks because honestly, I think once everything gets running in Direct, is when I think everything will be more or less "ready". Sure hardware will need tweaking still, but as far as usability goes, the few demos we do have that you just click, and it opens, are the greatest. No having to do weird crap to try and click open on Rift because it's your primary monitor, no fuss, just click and put it on.
 
Essentially, I can't use the Rift with multiple monitors (not even the Rift + usual monitor) on HDMI. I have no idea why. Every time I try to do it it simply fails out with "Unable to save the display settngs".

I'm not 100% sure about this multiple monitor tech, so this might not be entirely accurate.
AFAIK, your GPU can only send two individual "clocks", DVI/VGA and HDMI, at once.
This is why you need an active displayport cable to be able to use a third monitor, which converts the signal from the GPU to a clock and outputs it to the third monitor.
That probably also means you can't run two different HDMI monitors with their "own" output, i.e. extended mode (not sure about clone mode), since the HDMI clock is already used by one monitor.
Did you simply try using the HDMI - DVI adapter for your Rift?
 
Just tried temple of Merk, there are some great great things to see in it, try to leave the area for exemple!

Now there is a bug with my 360 controller, at least the turning animation is meant to by by step ?? Cause that's not super playable.
 
I haven't tried this, but in my experience, games not originally designed for the rift don't make for good experiences. I'm imagining that the ui in Skyrim is probably going to pose a huge problem. Half Life 2 was really good in spots, but something about moving around in a first person viewpoint simply doesn't work as well as cockpit style games, in their current implementations at least.

Elite: Dangerous, on the other hand, is the coolest video game experience i have ever had. Docking in the giant floating city was jaw-dropping.

HL2 on the DK2 is fine. I played quite a bit of it the other night without turning green. I'm hoping Skyrim can be even more impressive due to the scale of the world and higher quality graphics.

So.. anyone actually used Skyrim + DK2?
 
HL2 on the DK2 is fine. I played quite a bit of it the other night without turning green. I'm hoping Skyrim can be even more impressive due to the scale of the world and higher quality graphics.

So.. anyone actually used Skyrim + DK2?

I just did the opening sequence until you enter the safe house after the dragon attack (or whatever lol, I never really played Skyrim seriously) and woah - it was pretty good. Everything worked out of the box for me (apparently not for everybody according to the subreddit) including positional tracking and it felt really good. That huge ass dragon suddenly popping down in front of you really made my jaw drop :D Can't say anything about the gameplay obviously since Windows decided to minimize the game for some popup bs and I couldn't get it to max out again properly.

Oh and yeah, I got some "shadowing" of objects when turning my head. Not too bad tho and I didn't really bother configuring details.
 
Watch the linked video, they explain everything. Basically it's a way to combat motion sickness.
The latest version of the Unity Tuscany demo also has Comfort Mode by pressing Q and E to rotate your body left/right in 45° steps.

Ok i watched the video indeed...
And some people like me find it just horrible and my first ever experience with the Oculus was the Kokiri demo and turning my head while rotating with the stick felt like it was so normal and obvious, never felt sick.. Weird how people have different experiences.
 
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