Oculus Rift DK2 Thread

Hah, oh man. Not exactly making me want to try that demo any sooner. I do however want to be a dick and make other people try it while filming reactions!
 
Letting somebody try out virtual reality in the Oculus Rift for the first time is like a baby walking or talking for the first time, a priceless moment you wish you could capture on film and share with everybody. The difference is that with the Rift, everything is staged perfectly and you know exactly when it's going to happen, which is really great... except for the fact that I forget to film first reactions like half the time. Showing someone a funny video or cool toy and getting some excitement from that is a good feeling, but blowing someone's mind and absolutely amazing them with this is one of the best feelings. I can't get enough of impressing them with the Rift, even with all the problems everyone knows it has. I'm so glad Palmer Luckey figured this shit out in my lifetime.

Some demoing highlights from work last night:
-My boss's younger son ran the Lava Inc. coaster at least twice, and played the hang gliding one for more than 5 minutes while everyone else was waiting to try. He enjoyed it the most I think.
-The youngest daughter was afraid to try a virtual roller-coaster (despite having just returned from Disneyland), so I put her in the Desk demo included with the utility config tool. She was bubbling about being able to look at a virtual desk. Easily the most excited anyone has ever been from trying that demo.
-My boss and her husband tried the Lava Inc. coaster. She really got into it, and was howling as she zoomed along. On the flipside, he was straight business; he sat down with it on and as soon as calibration was done and the ride started, he leaned as far forward as he could. He liked it, but took no time getting through it, while everyone else took a bit to look around or be shocked.
-Another coworker tried Dreadhalls. I got OBS working right so we could see what he was seeing on the screen, and he wore headphones for it. He quit after a couple minutes. My boss's older son tried it next, and played it for maybe 20 minutes. He didn't use the map very well, and kept wishing he had a weapon, but he did pretty good. It was still awesome seeing him get more scared than he would admit when the monsters showed up. He got chased by the girl a couple times, and died to the big chimera thing twice. Both of them said that the sound was what made it really scary.
-The day before, my boss's second oldest daughter tried Lava Inc., and she had the biggest reaction of anyone. She was holding onto the chair so hard, and nearly fell off a couple times. The motion simulation affected her the most, and she said it made her feel like she was almost there. Her sister filmed it all, and it was hilarious.
 
Anyone that has had there Rift DK2 the last several months-is it worth the $400?

I will have my DK2 on Tuesday, but I have a co worker who will pay double for it, since its unopened. I have never used the Rift, so I am prepared to be blow away, but its hard to say no to $800 :\
 
Anyone that has had there Rift DK2 the last several months-is it worth the $400?

I will have my DK2 on Tuesday, but I have a co worker who will pay double for it, since its unopened. I have never used the Rift, so I am prepared to be blow away, but its hard to say no to $800 :\

I think I'd sell my DK2 for 400$ profit in a heartbeat. It's really great but you can always save that money for the CV1.
 
Anyone that has had there Rift DK2 the last several months-is it worth the $400?

I will have my DK2 on Tuesday, but I have a co worker who will pay double for it, since its unopened. I have never used the Rift, so I am prepared to be blow away, but its hard to say no to $800 :\

I'd do it.
 
Anyone that has had there Rift DK2 the last several months-is it worth the $400?

I will have my DK2 on Tuesday, but I have a co worker who will pay double for it, since its unopened. I have never used the Rift, so I am prepared to be blow away, but its hard to say no to $800 :\
Orders are being filled pretty quick now. Even if you wanted a DK2, you wouldn't have to wait all that long.
 
Tried Dreadhalls for a bit, not bad! The framerate while looking around was reeeally bad, so I didnt play very long, but the atmosphere was pretty decent!
 
Is there still no way to duplicate the rift on the monitor? OBS is only working for 10% of my demos and VLC player (Capture device) is crushing the framerate.

:/
 
Couldn't wait any longer for the CV1 so just pre-ordered the DK2 with an estimated shipping time of October.
How reliable are the estimated times?
 
Anyone that has had there Rift DK2 the last several months-is it worth the $400?

I will have my DK2 on Tuesday, but I have a co worker who will pay double for it, since its unopened. I have never used the Rift, so I am prepared to be blow away, but its hard to say no to $800 :\

Definitely sell it. Then go over to your co-worker's place and play a few of the tech demos on it and patiently wait for CV1. It's an amazing experience but the content just isn't there for it. If you're not a developer then you're going to launch a bunch of tech demos on it, enjoy them for a few days and then wait months and months for actual VR content/games.
 
Anyone that has had there Rift DK2 the last several months-is it worth the $400?

I will have my DK2 on Tuesday, but I have a co worker who will pay double for it, since its unopened. I have never used the Rift, so I am prepared to be blow away, but its hard to say no to $800 :\

I wouldn't give mine up, because I play on it every day. But I'd say take the $800 and order another one. Easy profit. They're shipping fairly quickly now so honestly it's kinda silly to pay that much for one.
 
Anyone that has had there Rift DK2 the last several months-is it worth the $400?

I will have my DK2 on Tuesday, but I have a co worker who will pay double for it, since its unopened. I have never used the Rift, so I am prepared to be blow away, but its hard to say no to $800 :\
How much do you like this co-worker? I would really recommend telling them to just order one online and save like $400-500. The wait wont be too long.

The prospect of a huge profit sounds nice, but I would feel too bad unless they insisted.
 
I'll wait on Minecraft until we hear whether or not Notch took Carmack up on the offer to do it natively. On principle, I dislike the use of external mods to add VR support. The game should either support it properly or not at all, IMO.
 
I'll wait on Minecraft until we hear whether or not Notch took Carmack up on the offer to do it natively. On principle, I dislike the use of external mods to add VR support. The game should either support it properly or not at all, IMO.
I don't think that was a serious offer. I mean, I'd bet Carmack would do it, but it was just a bit of talk, as that's never how things actually work.

It'll be up to Mojang to decide to support it or not. Apparently its Notch isn't even making the decision on this.

Either way, as great as official support would be, I don't think there's any logical reason to boycott Minecrift. If it works, it works. And it supposedly does work well(at least for DK1).
 
Minecrift feels off to me for some reason - it's like I'm only 1m in size or something and depth feels... "artificial". I don't know how to describe it. Apart from that, no convergence, silky smooth head tracking.
 
I don't think that was a serious offer. I mean, I'd bet Carmack would do it, but it was just a bit of talk, as that's never how things actually work.
Well, duh. I don't think for a second that Carmack literally meant for someone to just email him the source code. It was an open offer to collaborate directly with Oculus to make sure it's done right:

Minecrift feels off to me for some reason - it's like I'm only 1m in size or something and depth feels... "artificial". I don't know how to describe it.
That's exactly the kind of problem I have with most of these third-party solutions. This isn't traditional 3D, there is no "adjust to taste".. VR is either correct, or it isn't. There's no "almost" or "good enough". If it's not correct, then I'm not even going to waste my bandwidth. And most of them simply re-map mouse control to the Rift, which is absolutely NOT how you do it. VR is, IMO, not something you can just "slap on" using a mod. It really has to be built in at a much lower level, down to design, up through control, not just the visual implementation, which is the best that a mod can ever hope to do.
 
I'm pretty happy about Minecrift result, almost feel like an official support quality wise.

The biggest downside to the fact it's not an official support ( with the current -and future- lack of official modding API ) is that it put it pretty much 8-9 month behind the actual minecraft content/version.

And I don't expect Mojang to do anything about it.
 
I just published my first VR demo, made in Unreal Engine 4. If any of you are Super Mario RPG fans you will enjoy this.

Star Hill VR [DK2]

Very cute demo! It's very Nintendo-like of course, which is a refreshing break from the usual type of VR demos. Such a great art style too. I love all the little creatures and the whole dreamy setting. The fact that you did all of this without any programming, using just blueprints really shows what can be done with the engine by someone without programming knowledge. Gives me confidence for whenever I decide to sub to UE myself.

One thing I didn't like was the camera zooming out by itself when you enter a star door. That makes me uncomfortable every time, so I have to close my eyes during that sequence so as not to get nauseous. Two other things that would be helpful would be a camera reset option as well as a quick and easy way to exit the demo. Perhaps a pause menu with options would be helpful.

Good job, overall!
 
Doomsday Engine (for the old Doom games, Hexen and Heretic) now supports DK2

http://dengine.net/

jiccafzk.jpg


you have to install the latest build (1339). Its no official release yet and its called unstable but it already works really well.
 
That's exactly the kind of problem I have with most of these third-party solutions. This isn't traditional 3D, there is no "adjust to taste".. VR is either correct, or it isn't. There's no "almost" or "good enough". If it's not correct, then I'm not even going to waste my bandwidth. And most of them simply re-map mouse control to the Rift, which is absolutely NOT how you do it. VR is, IMO, not something you can just "slap on" using a mod. It really has to be built in at a much lower level, down to design, up through control, not just the visual implementation, which is the best that a mod can ever hope to do.

I've pretty much been told this since the early days of the DK1, yet the absolute best experiences I've had with the DK2 have all been with existing games.
 
I would love to play around with this as a consumer only - any approximations on the next model or should I just dive in if I'd be happy playing with it for a year or so?

I want.
 
I've pretty much been told this since the early days of the DK1, yet the absolute best experiences I've had with the DK2 have all been with existing games.
Well, don't get me wrong.. there are plenty of games I have that I'd absolutely love playing in the Rift. Skyrim and Portal 2 come to mind as two obvious examples. But, in regards to those two, I don't want the controls just remapped.. I want independent control of my view from control of the character. It's a problem that plagues many such games, in that you end up with a gun that seems to be strapped onto your head, and would pose special problems for a game like Portal, where the character orientation can change from moment to moment. HL2 is the only one that's gotten that right that I'm aware of, and that was native.. I don't think programs like VorpX can do that. It's like they're just half-assing it. Which is, realistically, all they can do from that level.

I just wish more developers would take VR a bit more seriously. Creative Assembly had what was, by all accounts, a phenomenal version of Alien: Isolation running in the Rift, and then they said quite plainly that they're never going to release it. The Vanishing of Ethan Carter, a first person adventure game that would be ideal for the Rift, won't be using it, even though they had originally hinted that it might. A lot of the big devs just don't seem to give a shit about VR, and it'll never take off without them. Now, I'm one of those people that believes that VR goes way beyond gaming, and that, in the end, gaming will be just one small niche of VR. But gaming is the gateway.. it'll start there, and then expand. But if it can't start... well, that's gonna suck.
 
I would love to play around with this as a consumer only - any approximations on the next model or should I just dive in if I'd be happy playing with it for a year or so?

I want.

There is no good information out about when the consumer version will be released, but Oculus is having a developer conference (Oculus Connect) September 19th. Perhaps we will hear something there. However, the current device is an amazing piece of kit. Regardless of this though, it's easy to still find the resolution, color quality, ease of use, and comfort disappointing.
 
There is no good information out about when the consumer version will be released, but Oculus is having a developer conference (Oculus Connect) September 19th. Perhaps we will hear something there. However, the current device is an amazing piece of kit. Regardless of this though, it's easy to still find the resolution, color quality, ease of use, and comfort disappointing.

Thank you, guess I should wait till the 19th before deciding at least, will check some reviews for more info on those drawbacks.
 
Ease of use is the big one. DK2 is a touchy, unstable monster at the moment and I wouldn't want something like this released into the marketplace without serious software improvements.

But that's the whole point of a dev kit so hooray!
 
I just wish more developers would take VR a bit more seriously. Creative Assembly had what was, by all accounts, a phenomenal version of Alien: Isolation running in the Rift, and then they said quite plainly that they're never going to release it. The Vanishing of Ethan Carter, a first person adventure game that would be ideal for the Rift, won't be using it, even though they had originally hinted that it might. A lot of the big devs just don't seem to give a shit about VR, and it'll never take off without them. Now, I'm one of those people that believes that VR goes way beyond gaming, and that, in the end, gaming will be just one small niche of VR. But gaming is the gateway.. it'll start there, and then expand. But if it can't start... well, that's gonna suck.


I got to try out the VR demo of Alien isolation at E3 this past year it was was pretty awesome, they had to take the device off my head because it got too intense for me, I also got try it out in 2D as well and I was jumping left and right at all the jump scares left and right.

There are a few reason why weren't many big studio jumping on VR right now, the system requirements for VR are really really high (Unreal 4 is just a beast to run in VR, I can get my demo to lock at 75fps a r9 290, my old 7950 had trouble locking at 75fps) , also the user base right now is really really small.

It's is also the reason why I getting my master first before going job hunting right now, I want to focus heavily in my master program in VR while waiting for VR boom to happen
 
Minecrift feels off to me for some reason - it's like I'm only 1m in size or something and depth feels... "artificial". I don't know how to describe it. Apart from that, no convergence, silky smooth head tracking.
I've heard quite a few people reporting the same thing.

This isn't a case of just shoddy 3rd party applications, as the DK1 support was apparently much better in terms of visual scale. I think they just have some tweaking to do with it.
 
The Vanishing of Ethan Carter, a first person adventure game that would be ideal for the Rift, won't be using it, even though they had originally hinted that it might. A lot of the big devs just don't seem to give a shit about VR, and it'll never take off without them. Now, I'm one of those people that believes that VR goes way beyond gaming, and that, in the end, gaming will be just one small niche of VR. But gaming is the gateway.. it'll start there, and then expand. But if it can't start... well, that's gonna suck.

Whaaaaaat. I was so excited to play this in VR, had high hopes they would support the Rift since - as you said - they hinted at it :(
Explains why the dev never replied to my Steam thread while happily responding to others. Sad
 
Ease of use is the big one. DK2 is a touchy, unstable monster at the moment and I wouldn't want something like this released into the marketplace without serious software improvements.

But that's the whole point of a dev kit so hooray!

I got my DK2 on Thursday of this last week, so I've only had it for a very short amount of time, but I completely disagree. The DK2 has worked flawlessly for me. If you understand how it works and have realistic expectations of the device, I don't see how it is unstable at all. Maybe its because I'm more familiar with troubleshooting problems being an IT guy, but as long as you realize that DK1 demos aren't compatible and have a nice clean system setup without tons of processes running in the background, you shouldn't have a problem at all getting it to work.

I haven't had to mess around with the runtime kit at all, it's never crashed or the headtracking hasn't worked properly or anything. Seriously, if you are having problems, first thing is to make sure you have a stable environment to work from first. I've seen a lot of posts and realize that these people are running all sorts of unnessary programs, hardware that isn't going to help run it well, and tons of other issues causing problems. Most people don't understand that these things need power to run properly. I've seen a lot of people asking why they are having such issues and then they post that they are running it off laptops or Windows 8 and all that jazz.

I'm not saying DK2 is consumer ready, I know it is a dev kit, it IS still a prototype, but it works a HELL of a lot better than most people say.
 
So are they planning on adding eye tracking soon? I see people play it and notice alotttt of un realistic head Bob(head bobbing doesn't really exist in real life). Which I can only imagine causing a headache or nausea.
 
So are they planning on adding eye tracking soon? I see people play it and notice alotttt of un realistic head Bob(head bobbing doesn't really exist in real life). Which I can only imagine causing a headache or nausea.
I don't think they've said anything about eye tracking, but I'm pretty sure it will be the key to allowing even the XBO to have a VR headset.

Not sure how head bobbing relates to eye tracking, though? That seems like an unrelated software problem (and probably caused by adapting non-VR games to the Rift).
 
Some impressions:

Dreadhalls- fuck that.
Eden River- slightly less scary than Dreadhalls. Hooray! Pleasant experience but not worth money (paid $10 for it).
Uncharted Territory- surprisingly awesome. Not much to it, but I really liked the feeling that you're in some kind of space suit that you're looking out from. Recommended.
Star Hill- really cool (cheers to Valen!), wish there was more to it/wish Nintendo wasn't years behind the tech curve and was doing their own VR stuff. Unreal Engine 4 stuff runs so much better than Unity engine stuff in my experience.

Seriously though, fuck VR horror. That is definitely the best medium to scare people, you know, short of reality.
 
Whaaaaaat. I was so excited to play this in VR, had high hopes they would support the Rift since - as you said - they hinted at it :(
Explains why the dev never replied to my Steam thread while happily responding to others. Sad
Yeah, they apparently said something about it on their Facebook page a week or so ago. They did say they're trying to support 3D, though. Which is halfway there, I guess, and will settle the performance issues (3D is actually more demanding since it's rendering at effectively twice the resolution as the Rift). Seems like it's not that much of a stretch to go from 3D to VR, just add in the head tracking and such. They did say they "might" add it in later, so I'd recommend pestering the hell out of them to let them know we want it.
 
I want this still.

I worry if I wait till the conference it may take longer than October to get one.

It's basically throwing away money though as I'll have to buy the consumer version too...it would be fun now though.
 
I don't think they've said anything about eye tracking, but I'm pretty sure it will be the key to allowing even the XBO to have a VR headset.

Not sure how head bobbing relates to eye tracking, though? That seems like an unrelated software problem (and probably caused by adapting non-VR games to the Rift).
If there's no eye tracking, the game can't tell where you're focusing. Meaning that the only option the camera has is to basically become like a gopro strapped to your head. In real life, your eyes focusing on something pretty much eliminates all the bobbing motion when walking or moving your head(which is why to me, adding head bobbing in games is stupid)
 
If there's no eye tracking, the game can't tell where you're focusing. Meaning that the only option the camera has is to basically become like a gopro strapped to your head. In real life, your eyes focusing on something pretty much eliminates all the bobbing motion when walking or moving your head(which is why to me, adding head bobbing in games is stupid)
In real life, that happens automatically, your body knows how to compensate for the movement. It's not duplicatable in a game environment, hence Rule #1 when developing for the Rift: Do not, under any circumstances, take control of the viewpoint away from the player.
 
I just published my first VR demo, made in Unreal Engine 4. If any of you are Super Mario RPG fans you will enjoy this.

Star Hill VR [DK2]

I did a playthrough earlier today, and I have to say, I had no idea how faithful of a recreation it was until I watched a video of the original Star Hill. Even so, I haven't played anything yet with this graphical style or much jumping around, so I still enjoyed it.

If anyone has any nostalgia for Super Mario RPG: Legend of the Seven Stars, you should definitely check it out.

I think I'll focus on Half-Life VR next. It's been updated to version 1.4. I haven't been able to get it or Half-Life 2 via Valve's VR to work yet, but I'll do some looking around first to see if I can solve the problem on my own.

Just to double-check, we are on firmware 2.11, right?
 
I want this still.

I worry if I wait till the conference it may take longer than October to get one.

It's basically throwing away money though as I'll have to buy the consumer version too...it would be fun now though.

I feel the same way.
This is the only gaming or hobby anything that I daydream about.
 
For you guys saying the Oculus Rift is now being sent faster... I ordered mine about 3 weeks ago, and on the website it said they would be sending new orders on October. Does that mean I will be waiting until October, indeed, or is there a chance they send it to me faster?

It would be great not having to wait over a month still...
 
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