Oculus Rift DK2 Thread

For people using a mouse for aimport/avatar orientation, are you then pairing that with a left analog stick for avatar movement? Or is the binary nature of keyboard input not as big of a problem as originally thought?
 
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.
I noticed a shadow effect on the planets and moons in Titans of Space whenever turned, on the trailing edges. Is that the hardware, or the software?
 
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.

I've been able to get almost all the unity demos working in direct mode without judder by running with "-force-d3d11"
 
What's been everyone's "go to" game or demo? Mine's been Titans of Space. But that may change to Ocean Rift.

Went back to Elite: Dangerous last night after not playing it for over a week, and that game is just the best in VR. Such an amazing sense of presence and speed, and feels like a proper game (spoiler: it is a proper game) which of course gives it an edge over most of the other VR content.
 
I'm still bothered by the blurriness of everything not in the sweet spot of the lenses. Will we ever be able to comfortably look with our eyes instead of our heads? It also almost feels like the lenses are a tad too close to each other, so in addition to turning to look directly at anything I really want to see, I have to turn my head slightly more to focus on something with each eye in turn. I tweaked my IPD, but don't know if it made a difference.

The bounding box of the positional tracking camera seems far too cramped to really look around. In the few demos I tried, I kept moving out of range while trying to lean in for a better look at stuff. I moved the camera up higher and pointed it down like I heard somebody do in this thread, but still ran into the boundary. Should I just put it as far away as possible so that I'm sitting way back against the "wall" of the bounding box? The boundary is also a tad misleading, since I assume it tracks the Rift instead of the player's eyes; the Rift exits the boundary before the eyes do, which isn't what one would expect while approaching the invisible boundary. Don't know if anything can or even needs to be done about that, just something I noticed.

And Unity demos still run like shit. Why?
 
I'm still bothered by the blurriness of everything not in the sweet spot of the lenses.

Sounds like you didn't buy the DK1.. There's a considerable increase in area clarity in the center, one of the first things I noticed and was very happy about :)

But yeah, sure, I wish it was even better, in LFS it's sometimes annoying to see blur when I try to look in the mirrors by moving eyes all the way to the side.
 
Went back to Elite: Dangerous last night after not playing it for over a week, and that game is just the best in VR. Such an amazing sense of presence and speed, and feels like a proper game (spoiler: it is a proper game) which of course gives it an edge over most of the other VR content.

I am in love with Elite: Dangerous on the rift. It feels like the single biggest technological leap I've experienced since playing Mario 64 for the first time.

Exploring an entire universe in virtual reality, over the internet: Yes please, may I have some more.
 
I am in love with Elite: Dangerous on the rift. It feels like the single biggest technological leap I've experienced since playing Mario 64 for the first time.

Exploring an entire universe in virtual reality, over the internet: Yes please, may I have some more.

With everyone saying how great it is, i hope the price shrinks a little sometimes..
 
Wait until Black Mesa gets VR mode. Amazing mod, well worth playing.

skeleton-computer60kzq.jpg
 
Played some Euro Truck Simulator 2 yesterday. It's awesome. But it's incredible how much performance you loose when playing on the rift. I had to tone the graphics down quite a bit to keep the 75fps, while being able to play at ~100 on a normal 1080p monitor.

I hope the next sdk update brings the performance increase that someone teased on twitter some time ago....


Also tried to run Project Cars but it's to much of a hassle for me at the moment. With the menu not optimised for the Rift it was a hassle to get start up a game and then i found the head movement not being one to one. I'll take my time with setting it up, once I can use the menu in the rift and not having to switch to and back...
 
I'm also enjoying Elite a lot. But I can't barely read the text. I wish we would have a 4K display, or even 8K.

Yes, although a simpler solution would be to just have an option to enlarge text. Would save me leaning in to get a closer look.

I feel myself falling down a HOTAS-shaped rabbit hole very soon...
 
Played some Euro Truck Simulator 2 yesterday. It's awesome. But it's incredible how much performance you loose when playing on the rift. I had to tone the graphics down quite a bit to keep the 75fps, while being able to play at ~100 on a normal 1080p monitor.
I've had to set ETS2 graphics to medium to keep 75fps in big cities. Dragging that slider bar down while knowing I'm using a Titan card was a bit of a humbling experience. Nevertheless it's the right thing to do since for VR no graphic option seems as important as a good framerate.
I'm still supersampling and using high quality shadows, though.
 
PPI is irrelevant for VR. The only important metric is the total number of pixels, since those will be stretched across your FoV. Regardless of how big the display is.
 
Remember, PPI is not everything (actually is just half the problem).

The refresh rate is almost as important. 75hz is the new minimun and 95hz is the target.

Also, i really like the colors and blackness of the OLED, so TFT LCD will not cut.
 
Personnaly I would say that the 2 biggest 'complaint' hardware wise I have with the DK2 are the resolution ( for the resolution itself ( text hard to read if not big enough, etc ), and the screendoor effect ), and the FOV ( lateral ).

With a ( far ? ) better resolution / far less screendoor effect, I could see myself using the Rift over my monitor for pretty much everything, from game, to movies and even desktop navigation/work since it could easily 'emulate' ( but better actually ) a multi monitor setup.
 
PPI is irrelevant for VR. The only important metric is the total number of pixels, since those will be stretched across your FoV. Regardless of how big the display is.

Why irrelevant? I notice black borders around the pixels in DK2, a higher density should fix this.
 
http://www.adafruit.com/blog/2014/08/22/testing-the-limits-of-virtual-reality-with-raspberry-pi-and-oculus-rift-piday-raspberrypi-raspberry_pi/


Why irrelevant? I notice black borders around the pixels in DK2, a higher density should fix this.

What he's saying is a 250PPI 1080p screen isn't any better than a 300PPI 1080p screen, because (assuming you're using appropriately sized lenses on both of them) you're going to have the same number of pixels spread across your vision, so PPI itself is somewhat irrelevant
 
Why irrelevant? I notice black borders around the pixels in DK2, a higher density should fix this.
I think he's just saying that if you took two screens:

1920x1080 5.5"(400ppi)

and

1920x1080 5.7"(386ppi)

You would see no difference in terms of image quality in VR because once you're viewing the display through the optics, the idea of display size disappears. The way to increased clarity and reduced pixel boundaries is to increase the raw number of pixels in general. Its kind of the same idea, but the term 'pixels per inch' isn't an accurate way of measuring the fidelity of a screen in a VR situation.
 
Played some Euro Truck Simulator 2 yesterday. It's awesome. But it's incredible how much performance you loose when playing on the rift. I had to tone the graphics down quite a bit to keep the 75fps, while being able to play at ~100 on a normal 1080p monitor.

I hope the next sdk update brings the performance increase that someone teased on twitter some time ago....

Oddly I tried ETS2 yesterday for the first time with the Rift (bought in a while back but never figured out the -oculus launch option bit) and never thought to lower the graphics settings to deal with the judder... I just assumed something else was wrong, since the game struck me as not very demanding performance wise. Will try it later with reduced settings to see if it smoothes out.
 
Virtual Boy emulator vbjin-ovr_v2 worked pretty well. A bit blurry, as it seems to offer no fancy scaling options and assume you want it bilinearly scaled, but hey.

Another favorite of the demos I've been trying (and getting to work) recently is Don't Let Go. Simple idea--it asks you to hold down both Ctrl keys and make you want to let go of them by introducing things to scare you. None of it realistic enough for proper scares, but a fun experience.

Played some Euro Truck Simulator 2 yesterday. It's awesome.
I tried it for a bit, too. I loved how natural it seemed to look around and use the various side/rear mirrors.
 
Oddly I tried ETS2 yesterday for the first time with the Rift (bought in a while back but never figured out the -oculus launch option bit) and never thought to lower the graphics settings to deal with the judder... I just assumed something else was wrong, since the game struck me as not very demanding performance wise. Will try it later with reduced settings to see if it smoothes out.

I'm 100% positive that there is another problem with the game/OSDK that is causing the judder.

I hit 75fps easily in the countryside, and the head tracking still judders something fierce.
 
I just had an amazing experience in Elite Dangerous. I wanted to check an unknown signal or something like that and when I arrived there I got the notification that 2 ships are close to me. First I thought that they were friends and so I was careful. As I came closer to them a noticed that one ship (A) was shooting at the other (B). I interfered and started shooting at ship B. After some time ship A was behind me and still shooting at ship B. I saw his laser shots on my right side. Several seconds passed and then I looked to the right side...and there was he! Right next to me and still shooting the other guy. I slowed down and thrust to the right.Then I started firing at ship A and managed to kill him. After that I had a really exciting dogfihting with B.

The moment I looked to the right side and saw him was just so cool. I've never experienced something like that before. I also got 900 CR :P
 
I just had an amazing experience in Elite Dangerous. I wanted to check an unknown signal or something like that and when I arrived there I got the notification that 2 ships are close to me. First I thought that they were friends and so I was careful. As I came closer to them a noticed that one ship (A) was shooting at the other (B). I interfered and started shooting at ship B. After some time ship A was behind me and still shooting at ship B. I saw his laser shots on my right side. Several seconds passed and then I looked to the right side...and there was he! Right next to me and still shooting the other guy. I slowed down and thrust to the right.Then I started firing at ship A and managed to kill him. After that I had a really exciting dogfihting with B.

The moment I looked to the right side and saw him was just so cool. I've never experienced something like that before. I also got 900 CR :P

Best game on the Rift.

Though it is also sweet in HL2 to have to close your left eye and position your head irl to go iron sights.
 
It's a shame that Skyrim VR is so broken in terms of controls. Size perception and everything is really good but it's just unplayable for me. Either KBM doesn't register, it does and headtracking is missing or the controller works but I can't do anything but look around. :(
 
Just fired up the DK2 for the first time.

Tried the Tuscany demo. The image is not (how can l describe it) as smooth as l expected.

Also l start to feel sick after a few minutes :(
 
Did you try the desk demo (in the utility)? If it's not as smooth as the desk demo, it isn't running properly.

Yes l did. The white piece of paper on the desk is not 'smooth', it's like l can see the individual pixels. I guess that's normal is it?

I had to extend my desktop to get the Windows to work with the DK2 display. Definitely running at 1920 x 1080p native at 75hz.
 
Yes l did. The white piece of paper on the desk is not 'smooth', it's like l can see the individual pixels. I guess that's normal is it?

I had to extend my desktop to get the Windows to work with the DK2 display. Definitely running at 1920 x 1080p native at 75hz.

Are you talking about resolution or frame rate when you say "smooth"? Yeah pixels are going to be visible. That's just a limitation of VR tech right now. As far as frame rate and head tracking goes it should appear to be very smooth if it is working correctly.
 
Played a bit with the "OculusWorldDemo-with-CA-scaling" and wow it's really night and day, I don't get how fixing the chromatic aberation with proper scaling doesn't seems like a high priority.
 
Played a bit with the "OculusWorldDemo-with-CA-scaling" and wow it's really night and day, I don't get how fixing the chromatic aberation with proper scaling doesn't seems like a high priority.

And why do you say it's not? You were at their daily scrum this morning or something?
 
Yes l did. The white piece of paper on the desk is not 'smooth', it's like l can see the individual pixels. I guess that's normal is it?

I had to extend my desktop to get the Windows to work with the DK2 display. Definitely running at 1920 x 1080p native at 75hz.
Oh. When people describe 'smoothness' in VR they are usually talking about the framerate and whether there is judder. Seeing individual pixels can't be avoided, but if you are 'immersed' enough, you'll soon forget about it. Getting motion sickness after a few minutes in Tuscany is also normal, particularly if you're walking around a lot and not used to VR. But if you feel bad after a few minutes of sitting down at the desk demo, that could be a problem. Seated stuff should remain pretty comfortable for at least 10 mins.
 
Best game on the Rift.

Though it is also sweet in HL2 to have to close your left eye and position your head irl to go iron sights.
Hrm. If you have to close one eye you're doing it wrong.
Well I guess that depends on personal technique as well so eh.

Wait does that mean that the HL2VR mod with the hydra is working? I knew HL2 got updated, didn't know the mod had been.
 
Oh. When people describe 'smoothness' in VR they are usually talking about the framerate and whether there is judder. Seeing individual pixels can't be avoided, but if you are 'immersed' enough, you'll soon forget about it. Getting motion sickness after a few minutes in Tuscany is also normal, particularly if you're walking around a lot and not used to VR. But if you feel bad after a few minutes of sitting down at the desk demo, that could be a problem. Seated stuff should remain pretty comfortable for at least 10 mins.

It's the individual pixels. I just tried Mental Torment (UE4) and it's barely noticeable there. Funnily enough, i don't feel sick with this demo.
 
It's the individual pixels. I just tried Mental Torment (UE4) and it's barely noticeable there. Funnily enough, i don't feel sick with this demo.
That makes sense - if you're not feeling sick you're probably very comfortable and immersed in the environment, and therefore not concentrating on the pixels.
 
It's a shame that Skyrim VR is so broken in terms of controls. Size perception and everything is really good but it's just unplayable for me. Either KBM doesn't register, it does and headtracking is missing or the controller works but I can't do anything but look around. :(

I read that you need to turn the controller to off in the settings for it to work correctly.

If you do finally get it working, is there any chance you could post a decent quality vid to youtube for me to check out before I buy VorpX ?
 
What he's saying is a 250PPI 1080p screen isn't any better than a 300PPI 1080p screen, because (assuming you're using appropriately sized lenses on both of them) you're going to have the same number of pixels spread across your vision, so PPI itself is somewhat irrelevant

Um, you're gonna have 50 more pixels per inch than the first screen so how is it that you see the same number of pixels spread across your vision?

Upping the ppi from DK1 to DK2 certainly helped remove the screen door effect and the image is indeed clearer so it's not irrelevant. I think in fact ppi is the most relevant aspect.

Just fired up the DK2 for the first time.

Tried the Tuscany demo. The image is not (how can l describe it) as smooth as l expected.

Also l start to feel sick after a few minutes :(

You're gonna get sick a lot but each time you'll be able to stay a bit longer in VR. That's my first week experience with the Rift. :P
 
I read that you need to turn the controller to off in the settings for it to work correctly.

If you do finally get it working, is there any chance you could post a decent quality vid to youtube for me to check out before I buy VorpX ?

Interesting, I will check this out thanks.

Can't promise anything regarding the video but I will try my best!
 
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