Oculus Rift DK2 Thread

So, much like how I blogged during Steam Dev Days, one of my partners will be blogging live from Oculus Connect at our new site, www.HoustonVR.com

just in case anybody is interested
That's cool, will definitely check it out.

(Btw about that 3DS VR "player"... would be great to have if you got some spare time for it :p Somebody already asked loopy about it and since he doesn't have a DK2 or rift at all he won't do it... sometimes I feel like I made the wrong decision regarding my capture card lol)
 
Windlands, possibly the closer we're gonna get for a while to a Spiderman-ey swinging/climbing game (didn't read much past that) has a new DK2 demo, available in the IndieGoGo page here: https://www.indiegogo.com/projects/windlands (find the big "DK2" button to get it).
Downloading now, incredibly slowly for whatever reason.

In the meantime, word of advice from The Rift Arcade:

If we have any concerns, it’s with the control system. It appears that Windlands is designed with the Xbox controller in mind, taking advantage of the two top bumpers to enable the player to climb vertical surfaces. That’s okay, but the control sticks don’t turn the view smoothly, but instead jerk it left or right by 90 degrees. You can toggle this off, but many players probably won’t know how, and for such a fast-paced game, smooth body turning is key. For now, we’re sticking to mouse and keyboard which and swapping to the Xbox controller when we want to climb a wall.

http://www.theriftarcade.com/back-this-windlands-for-oculus-rift-dk2/
 
Could somebody point me to a good guide on how to configure Quake 2 and Bioshock Infinite properly for the Rift?

Like, what FoV to use in the cfg file. Stuff like that.
 
Windlands, possibly the closer we're gonna get for a while to a Spiderman-ey swinging/climbing game (didn't read much past that) has a new DK2 demo, available in the IndieGoGo page here: https://www.indiegogo.com/projects/windlands (find the big "DK2" button to get it).
Downloading now, incredibly slowly for whatever reason.
Didn't do anything for me sadly and got some neck pain from staring up to the ceiling because of how aiming works with it. Maybe I did something wrong.

Could somebody point me to a good guide on how to configure Quake 2 and Bioshock Infinite properly for the Rift?

Like, what FoV to use in the cfg file. Stuff like that.
VorpX (if you use it for Bioshock) has setup instructions for Infinite. Not sure about other injectors. I tried it once, was quite nice, but I didn't like the move-head-to-aim style of aiming which is probably the best we can get with injectors. Also, my hands and the guns were huuuge lol
 
Does anyone else have a problem with the blurriness of everything outside the immediate center of the lenses? That's my biggest issue with DK2, possibly more than the setup and general "not working" stuff. I'd like to be able to look around at least a little bit with my eyes.
Yeah, this is definitely one of the big issues. In something like games putting you in the driver's seat of a car, looking around to check the mirrors may work nicely, but not so much checking them by just glancing your eyes over.
Conezays said:
Having had it for a couple days now, still feeling pretty bad nausea, moreso in busier demos/games. How are other people's levels of nausea while using the DK2? For those who've had it for more than a couple weeks, how do you feel now?
For me the biggest motion sickness issue is self-inflicted by poor conflicting choices. Looking forward and moving a camera view with a mouse or stick, fine. Moving straight and looking around with my head, fine. Looking right while manually moving the camera left, my brain does not like.
LiveView Rift is free and is supposed to be really good as well (even tho not as easy to use as MaxVR / RiftMax apparently).
Of the free ones, LiveView Rift is the one that actually worked for me. Has plenty of options, and supports 3D in side-by-side and top-over-bottom formats.
 
Of the free ones, LiveView Rift is the one that actually worked for me. Has plenty of options, and supports 3D in side-by-side and top-over-bottom formats.

I'm using Whirligig which works fine to!

Also i tried the DK2 version of Crash Lander and while i didn't really like it cause it's a little too sensitive and random for collisions, wow at the absolutely perfect VR experience, with zero juddering issue, stable framerate, it's like looking at real life! Even the screen door is not super visible.

It's pretty clear that with optimization and experience, this Dk2 will be able to receive some really comfortable experience.
 
What was the name of that amazing DK1 demo that came out a while that had amazing image quality. The demo was of the player riding in a raft through a ton of events.
 
I'm all for VR porn and sorts of sexual experiences, but I'm really not down with sexual harassment simulators like that. That's just one step down from those rape simulators. Shit should be illegal.

Yeah, like the article says:
Which leaves us wondering: If you could program anything for this simulator, why would you make the girl dislike having her breasts squeezed?!

I don't get it.
 
I'm all for VR porn and sorts of sexual experiences, but I'm really not down with sexual harassment simulators like that. That's just one step down from those rape simulators. Shit should be illegal.

I was about to reply to you with the question why you would link rape to someone just getting their boobs squeezed..But then I read the article..

For my own sanity I'm just going to pretend that the developer is trying to make a S&M simulator where all parties are into the game...
 
I'm all for VR porn and sorts of sexual experiences, but I'm really not down with sexual harassment simulators like that. That's just one step down from those rape simulators. Shit should be illegal.
Why? It's just a game.

Isn't killing worse than raping?
 
Its a simulator experience, not really a 'game', specifically built to appeal to people with fantasies about this stuff.

You're saying you have no problem with rape simulators?
I don't know. It could maybe help to prevent raping in actual reallife.

It's like shooters. I think they keep me sane.
 
I don't know. It could maybe help to prevent raping in actual reallife.

It's like shooters. I think they keep me sane.

From an psychological aspect it's actually the other way arround. If somebody for example wants to shoot up a school, the person is more likely to pick up a game, where she/he can do that without any problem and the media will do their job and blame it on the game, like always.
 
Windlands, possibly the closer we're gonna get for a while to a Spiderman-ey swinging/climbing game (didn't read much past that) has a new DK2 demo, available in the IndieGoGo page here: https://www.indiegogo.com/projects/windlands (find the big "DK2" button to get it).
Downloading now, incredibly slowly for whatever reason.

This game is amazing. Most fun I've had in the rift so far.

I actually like comfort mode. No matter how much swinging, hopping, or freefalling happens I don't get an ounce of sim sickness while playing. I haven't tried turning smoothing on.


Anyway, the directions for turning it off are written on the wall in the room you start in. It's not like it's hidden.
 
You're saying you have no problem with rape simulators?
Except if it was proved they lead to an increase to that event in real life ( which would probably prove the same about every kind of violence in videogame ), I don't know why we should.


Finaly got my hotas for Elite Dangerous, now I need to stop feeling overwhelmed by the idea of configuring that + voice attack for a really good experience. Do we still need to stop the DK2 services before launching ED ?
 
Its a simulator experience, not really a 'game', specifically built to appeal to people who fantasize about this stuff.

You're saying you have no problem with rape simulators?

They'll get made and it'll have an audience, just like games with similar themes that already exist on flat screens. I don't think Oculus or anyone else can prevent it on an open platform, and usually these sorts of things are way too ridiculous to be dangerous. Doing stuff like rigging a Novint Falcon so you can get Miku blowjobs is weird, and definitely doesn't engender better treatment of women, but if nothing else recent events have shown that games aren't the actual problem.

I was disappointed that Sony promoted Morpheus to the Japanese audience with an ecchi-ish game, because it feels like introducing the internet by explaining how great internet porn is, but I believe that they absolutely still need to allow that sort of content on their platform.
 
Except if it was proved they lead to an increase to that event in real life ( which would probably prove the same about every kind of violence in videogame ), I don't know why we should.
Because its incredibly demeaning towards women and it probably doesn't make them feel very good about things when men are making and buying this sort of thing. Look at it from their perspective.

They'll get made and it'll have an audience, just like games with similar themes that already exist on flat screens. I don't think Oculus or anyone else can prevent it on an open platform, and usually these sorts of things are way too ridiculous to be dangerous. Doing stuff like rigging a Novint Falcon so you can get Miku blowjobs is weird, and definitely doesn't engender better treatment of women
As long as the sexual experience is being portrayed as a consenting experience, I don't really have too much problem with it.

And my issue isn't that its going to increase sexual harassment or rape. Its just wrong. I feel bad for women who you're telling just need to 'accept' this.
 
You still didn't explain what the real difference is. Killing hundreds of people or raping a woman. It's all about violence. Imagine a game in maybe 10-20 years with almost photo-realistic graphics. Imagine you are killing people in this game in VR. Should this also be illegal?

I think if nobody is getting hurt in RL it should be allowed.
 
I did, actually.

Simulator vs game

And the impact it has on women's comfort in the world.

I would like you to make this argument to a girl and see how long you stick to your guns here.
Let me see if I got this right:
1) Violence in games is OK. Violence in simulators not OK.

2) If something makes people feel uncomfortable, it should not be allowed.

I know that these are not your actual standpoints, but your argument make it sound as such.

To help you reflect over it: Why are you okay with men being stereotyped as disposable humans that can be killed in droves, even in simulators (ArmA for instance), but not with rape? Is it sexual violence in particular, or violence against women in particular, that you have a problem with?

Edit: Whoops, this went terribly OT. I apologize
 
I think that's an interesting topic we should make a thread about.

The Oculus Rift is an amazing technology that brings up such moral questions.
 
Because its incredibly demeaning towards women and it probably doesn't make them feel very good about things when men are making and buying this sort of thing. Look at it from their perspective.


As long as the sexual experience is being portrayed as a consenting experience, I don't really have too much problem with it.

And my issue isn't that its going to increase sexual harassment or rape. Its just wrong. I feel bad for women who you're telling just need to 'accept' this.

I don't think anyone will disagree that it's creepy and weird, and reflects very poorly on people who enjoy it, but these things are going to exist because it's just a reflection of culture, and if you want to tackle it as a problem it's not something to be solved by dealing with the symptoms. Disallowing it isn't something you should enforce and isn't something that really can be enforced, or to put it in another way, people don't have a right to not be offended.
 
Because its incredibly demeaning towards women and it probably doesn't make them feel very good about things when men are making and buying this sort of thing. Look at it from their perspective.
You can read that same argument about porn in general.

I'm generally against the idea that something shouldn't exist because just knowing about it make people uncomfortable. Not that I would defend shoving it into their face either.
 
I'm at my office without a monitor, so I need to use my rift very quickly as an extended monitor but I can't see anything on the rift. Anybody want to do me a solid and walk me through the steps to navigate to the oculus config tool, open the display options, and select extended mode, step by step, in windows 8.1?

What I'd need is a list of number of times I need to press tab. I.E.:

"press windows key, type "oculus config tool", hit enter, press tab 5 times, press down, press enter, etc."

I'd really appreciate it!
 
I'm at my office without a monitor, so I need to use my rift very quickly as an extended monitor but I can't see anything on the rift. Anybody want to do me a solid and walk me through the steps to navigate to the oculus config tool, open the display options, and select extended mode, step by step, in windows 8.1?

What I'd need is a list of number of times I need to press tab. I.E.:

"press windows key, type "oculus config tool", hit enter, press tab 5 times, press down, press enter, etc."

I'd really appreciate it!

I'm not sure you can even tab to it. I just tried it out and the selection was stuck on the Close button. I don't have my Rift plugged in at the moment if you think that would make a difference.
 
I believe you can do it like this:

Windows+R

C:\Program Files (x86)\Oculus\Tools\OculusConfigUtil.exe

Enter

Alt

Right

Down

Enter

Down

Tab

Enter

This assumes you were on Direct HMD access mode, and you're switching to Extend Desktop mode.
 
I believe you can do it like this:

Windows+R

C:\Program Files (x86)\Oculus\Tools\OculusConfigUtil.exe

Enter

Alt

Right

Down

Enter

Down

Tab

Enter

This assumes you were on Direct HMD access mode, and you're switching to Extend Desktop mode.

this worked! Thank you so much!
 
Leaked Nvidia slides, most likely legit. We will know more tomorrow anyway :)
NVIDIA-Maxwell-GM204-Press-Slides-40.jpg

NVIDIA-Maxwell-GM204-Press-Slides-41.jpg
 
Just tried my rift DK2, played LFS and Tuscany demo. Everything ran smooth but the image quality is so bad that it's almost useless.. In lfs I cant tell when a turn is coming and I end up braking super early not even close to the turn zone because I can't see. Is their a way to adjust picture quality?
 
http://anandtech.com/show/8526/nvidia-geforce-gtx-980-review/5

Here's more info about Nvidia's VR Direct. I think they skipped this in the conference but apparently Maxwell can do SLI for VR that simultaneously uses each GPU to render each eye. That sounds like a pretty huge deal for playing higher end games in VR.

Edit: More Nvidia Maxwell VR support info: http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/

I think that simultaneous rendering with SLI is going to be the saviour of high end VR games. By dedicating an entire GPU to each eye you can effectively halve the resolution you're rendering at. This means playing in 1440p with an SLI setup will be less taxing than rendering at 1080p with a single card. Going further this presents a feasible way to play high end games in 4K at 90+ Hz in the somewhat near future. Instead of quadrupling the resolution from 1080p you can now just get an extra card and only double it instead.

Just tried my rift DK2, played LFS and Tuscany demo. Everything ran smooth but the image quality is so bad that it's almost useless.. In lfs I cant tell when a turn is coming and I end up braking super early not even close to the turn zone because I can't see. Is their a way to adjust picture quality?

Make sure to check that your resolution and refresh rate are set correctly in LFS. I had issues in the past where it didn't default to the proper settings making everything look worse. The image quality isn't going to be as good as a monitor no matter what you do but it should definitely be playable.
 
http://anandtech.com/show/8526/nvidia-geforce-gtx-980-review/5

Here's more info about Nvidia's VR Direct. I think they skipped this in the conference but apparently Maxwell can do SLI for VR that simultaneously uses each GPU to render each eye. That sounds like a pretty huge deal for playing higher end games in VR.

Edit: More Nvidia Maxwell VR support info: http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/

I think that simultaneous rendering with SLI is going to be the saviour of high end VR games. By dedicating an entire GPU to each eye you can effectively halve the resolution you're rendering at. This means playing in 1440p with an SLI setup will be less taxing than rendering at 1080p with a single card. Going further this presents a feasible way to play high end games in 4K at 90+ Hz in the somewhat near future. Instead of quadrupling the resolution from 1080p you can now just get an extra card and only double it instead.

( Price is surprising too, but european like me will have to deal with the 1$=1€ ratio like always, which is bullshit )



Make sure to check that your resolution and refresh rate are set correctly in LFS. I had issues in the past where it didn't default to the proper settings making everything look worse. The image quality isn't going to be as good as a monitor no matter what you do but it should definitely be playable.
My god, I need to sell my 780 ( bough in march thinking this year CG gen wouldn't bring enough on the table ) and take a 970 SLI.
 
man that SLI stuff sounds mad. Is that available right now if you grab two 970s? or sometime in the future? I am picking up one 970 no matter what but i'll add another one if this actually happens.
 
Heh, I was just about to post the same thing.

Multi-gpus haven't exactly been smooth sailing in all the years they've been around, and now they're adding even more complexity? In an even more volatile environment? I need to see it the real world first before getting too excited. Not to mention these seem to be changes at the driver level. Got to sell those new cards...

It's all good though. They've got to try and make it work otherwise we're years away from a single card eating whatever VR you throw at it.
 
NVIDIA said:
Optimized content: Few applications support VR headsets. So we’re bringing VR support to games that already work with NVIDIA 3D Vision.
This is very exciting to me. Like Perception from a major entity, with better performance, and many more major games already supported. 3D Vision already works by shifting the game camera a little to get two unique views--shifting it even more based on head movement would just be an extension of that. Then do the necessary shape/color warping as a new output method alongside the ones they already do, and it becomes at least presentable on something like the Rift.

Modifying the FOV and adjusting UI elements in games would be the remaining hurdles, but it sounds like they could use the GeForce Experience to try to make that less painful too.
 
Heh, I was just about to post the same thing.

Multi-gpus haven't exactly been smooth sailing in all the years they've been around, and now they're adding even more complexity? In an even more volatile environment? I need to see it the real world first before getting too excited. Not to mention these seem to be changes at the driver level. Got to sell those new cards...

It's all good though. They've got to try and make it work otherwise we're years away from a single card eating whatever VR you throw at it.

actually it should be *less* complexity, because you're just asking the two cards to both draw an almost identical scene., meaning that your performance in stereoscopic scenarios will be almost identical to your performance in 2D.

obviously with VR we do have other concerns like what resolution we're really rendering at behind the scenes, but this simultaneously gives VR a big boost in performance while make much more efficient use of two cards.

you don't have to buffer anything which increases latency. you aren't looking at frame pacing issues. etc.

Adding VR support to existing 3D Vision games is megaton. I want to know more about this. There are plenty of games with decent to excellent 3D Vision support that I would totally play in 3D if they've injected positional tracking.

I definitely wanted this from Nvidia, and hopefully it gives stereoscopic 3D a good rub too.

My cards should ship later today, so... hopefully we don't have to wait too long for this stuff to start showing up in the drivers and development platforms.
 
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