Oculus Rift DK2 Thread

Just got my DK2. I have Assetto Corsa, and pCARS ready to go. What are some other titles I should try?

Racing sims with DK2 support are those mentioned, iRacing, Richard Burns Rally, RaceRoom, and Live for Speed. Some have better developed menus/implementation than others, but all are worth a go.

Betta Lines has done some great videos on all of them (with the exception of iRacing's recently improved support). Very helpful. Be sure to check the text too in the descriptions.

https://www.youtube.com/user/BettaLines/videos
 
Racing sims with DK2 support are those mentioned, iRacing, Richard Burns Rally, RaceRoom, and Live for Speed. Some have better developed menus/implementation than others, but all are worth a go.

Betta Lines has done some great videos on all of them (with the exception of iRacing's recently improved support). Very helpful. Be sure to check the text too in the descriptions.

https://www.youtube.com/user/BettaLines/videos

Thanks. What about non racing Sims?

Ok, just finished testing out the Rift with pCARS and AC. WOW! That is all. This is the future. Once they get some of the kinks worked out... this is the future.

My only concern is the hardware that will be needed to run games at current specs (1080p/74hz) or higher if they improve the panel (1440p/144hz would be my guess). pCARS barely maintains 74hz on max settings with an OC'ed GTX980. With the AA on max it doesn't even reach 74fps and you really notice the AA with the Rift. That being said, once PC and VR hardware align, VR is going to be huge. The freaking sun in pCARS is just nuts. It feels so real, I don't even. In order to run something like pCARS at 1440p/144hz, max settings, max AA, and multiple cars on track with weather at dusk, is going to take GPU hardware far beyond what is readily accessible today.
 
Thanks. What about non racing Sims?

Ok, just finished testing out the Rift with pCARS and AC. WOW! That is all. This is the future. Once they get some of the kinks worked out... this is the future.

My only concern is the hardware that will be needed to run games at current specs (1080p/74hz) or higher if they improve the panel (1440p/144hz would be my guess). pCARS barely maintains 74hz on max settings with an OC'ed GTX980. With the AA on max it doesn't even reach 74fps and you really notice the AA with the Rift. That being said, once PC and VR hardware align, VR is going to be huge. The freaking sun in pCARS is just nuts. It feels so real, I don't even. In order to run something like pCARS at 1440p/144hz, max settings, max AA, and multiple cars on track with weather at dusk, is going to take GPU hardware far beyond what is readily accessible today.
I seem to recall Carmack saying that for perfect VR we'll eventually want GPUs between two and three orders of magnitude more powerful. So yeah, good news for Nvidia I guess!
 
I seem to recall Carmack saying that for perfect VR we'll eventually want GPUs between two and three orders of magnitude more powerful. So yeah, good news for Nvidia I guess!

DX12 and VR SLI will help. And we'll have a new generation GPUs around at the time when the CV launches. Custom displays with custom resolution will probably help as well.

How is VR SLI coming along anyway..? Haven't heard much about it since Nvidia announced the 970 and 980.
 
I got access to the Gear VR Oculus Store and it is AWESOME to have a unified, integrated ecosystem for everything. Some really cool stuff up there, too, though I'm not sure I'm allowed to divulge specifics.

I still don't know if it's worth $200 (even if you happen to already have a Note 4), but it's pretty sweet.
 
DX12 and VR SLI will help. And we'll have a new generation GPUs around at the time when the CV launches. Custom displays wit custom resolution will probably help as well.

How is VR SLI coming along anyway..? Haven't heard much about it since Nvidia announced the 970 and 980.
I didn't upgrade my 780 for the 900 gen, but my wallet is already ready for next year nvidia GPU in SLI.

I was also wondering the same about VR SLI, that was The big nvidia announcement this year for me, my expectation about it is pretty high.
 
Thanks. What about non racing Sims?

Ok, just finished testing out the Rift with pCARS and AC. WOW! That is all. This is the future. Once they get some of the kinks worked out... this is the future.

My only concern is the hardware that will be needed to run games at current specs (1080p/74hz) or higher if they improve the panel (1440p/144hz would be my guess). pCARS barely maintains 74hz on max settings with an OC'ed GTX980. With the AA on max it doesn't even reach 74fps and you really notice the AA with the Rift. That being said, once PC and VR hardware align, VR is going to be huge. The freaking sun in pCARS is just nuts. It feels so real, I don't even. In order to run something like pCARS at 1440p/144hz, max settings, max AA, and multiple cars on track with weather at dusk, is going to take GPU hardware far beyond what is readily accessible today.

Oh right. Sorry, I didn't completely follow.

There are tons of demos and proof of concept stuff. You won't find a shortage of recommendations between this thread, Reddit, the official site/forums, Google search. so on and so forth. Just collect them at a leisurely pace. Stuff like Titans of Space, and Sightline: The Chair. There are lots pretty good ones.

As far as the bigger boys go, aside from racing sims, Elite Dangerous and Alien Isolation are both pretty amazing. Being an fps, Alien isn't a great day one idea however. You'll need some more VR time before getting your sea legs. Elite, if you don't already own it, comes out in a few weeks, so you'll have to wait on that. When it's working correctly, it's as good an experience as there is.
 
So I just got back from doing some benchmarks with the DK2 with pCARS and Assetto Corsa. FYI I am running a 4670k at 4.6ghz and a MS GTX980 TF at 1524mhz boost clock and 8000mhz memory clock.

Before I thought I was getting 72fps... looks like I was not even close. With the DK2 I can only seem to manage an average of 58fps in pCARS and 64fps in AC. This is with absolute max settings with no AA. If I change a few settings in AC I can get a stable 74fps.

Now, where things get bad is when I throw 16 cars on track (both games). AC fluctuates between 70-50fps. pCARS goes all the way down to 30 and doesn't even hit 60fps. With pCARS, even if I set everything to high (vs ultra) (blur off), I only get a 5-10fps increase.

What I do not get is, when I run AC at 4k in DSR I get around 70fps. That is a hell of a lot more pixels than the DK2 is asking for. What gives? Is this a game optimization thing? Or is more power simply required?
 
Does there exist a point-and-click-and-walk first person demo? I'm wondering if this 'cures' motion sickness as the traversal is like being on a rail (roller-coaster like if you want, I receive no sickness from those).
 
Probably the best place to ask this:

I'm doing a presentation for a class about The Rift. After looking up other 3D head mounted displays, I see the prices range from $500 to $10'000, yet spec wise The Rift seems to outclass them in every category.
What exactly are they doing that no one else thought of?
How are they getting the price so low?
 
Probably the best place to ask this:

I'm doing a presentation for a class about The Rift. After looking up other 3D head mounted displays, I see the prices range from $500 to $10'000, yet spec wise The Rift seems to outclass them in every category.
What exactly are they doing that no one else thought of?
How are they getting the price so low?
Nothing, really. It's just made for mass production. They've designed a product that's actually intended to be produced in the thousands, even millions, and that's something that no one before them ever did because there was no reason to.. VR was never a real market before. Those super-expensive things are probably one-offs, hand made with custom hardware and not meant to be mass-produced, which is the exact opposite of what needs to happen if they have any intention of competing.
 
I'm trying to download the Half Life 2 VR package that's on Reddit, and I'm having issues. Namely, when I click the link, it gives me an access denied error. Is there any way around this? Is there a mirror?
 
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Finally got around to setting up my new DK2, still have to send back my defective unit(it's been weeks but I was busy, how long is that return label valid?) Came with 2.12 so didn't have to flash a new one, updating the fw on my old dk2 bricked it.

A major problem, the demo scene in the config utility just freezes my pc, is this common? Tested the Tuscany demo and that works, as does Assetto Corsa in which I finally got extended mode working too. (How do I get positional tracking though?) As for the VR experience in cockpit, it would be amazing with better and higher resolution screen, right now it's too blurry and hard to make out what's coming up in the distance.
 
SDK 0.4.4 just released!

https://developer.oculus.com/downlo...ail&utm_term=0_90303cf518-c7be87da17-87697281

Simplified the implementation of OculusRoomTiny to more clearly demonstrate rendering setup with D3D11.
Returned vignette for both DK1 and DK2. Default to no-vignette to maximize FOV on DK2.
Fixed black screen bug in Unity DX11 build + Extended mode.

I've installed the latest SDK and now the vision is completely messed up. Does anyone else have the same issue?

What are you playing with it? Could be an issue with some games, is it messing up in the config utility?
 
Assuming CV1 uses a 1440p panel, and you want to play at that native resolution at 90fps minimum, which probably means ~160fps on average, what kind of GPU would you need for your average AAA game?
 
Assuming CV1 uses a 1440p panel, and you want to play at that native resolution at 90fps minimum, which probably means ~160fps on average, what kind of GPU would you need for your average AAA game?

I feel like you're going to have trouble hitting a solid 90 FPS 1440p with any single card unless you lower detail levels.
 
Assuming CV1 uses a 1440p panel, and you want to play at that native resolution at 90fps minimum, which probably means ~160fps on average, what kind of GPU would you need for your average AAA game?

The Crescent Bay demos ran on a 980 and were likely 1440/90. All Unreal 4 too, as far as I'm aware.
 
The Crescent Bay demos ran on a 980 and were likely 1440/90. All Unreal 4 too, as far as I'm aware.

But they had a ton of hand-tuned optimizations that aren't likely for standard publisher releases (Ubisoft *cough*), so I think we're maybe a card generation or two out from running PC games in VR with the detail levels and effects that people expect out of AAA games.
 
Assuming CV1 uses a 1440p panel, and you want to play at that native resolution at 90fps minimum, which probably means ~160fps on average, what kind of GPU would you need for your average AAA game?

It will require a beast to play AAA games, no doubt. Obviously for something like VR Cinema you can get away with a lot less, but you'll still need a med/high range GPU to make the experience smooth.

However, there are two factors that will help in this regard:
1) Async Time Warp -- It's essentially a crutch in case your computer can't meet the 90 Hz bar. Granted, 90Hz native is better than 80 with the need to consistently time sync.
2) Foveated rendering - This would require accurate eye tracking hardware to be in the Rift, but it would quite significantly reduce performance with no perceivable impact to quality.
 
Bear in mind you don't necessarily have to render at the screen's native resolution. 1440p's biggest benefit will be the reduction of the screen-door effect, you can still render at 1080p and see most everything you need to see.

I think what we'll end up needing is what NVidia is working on, a VR-specific SLI setup that allows both cards to fully render, one for each eye. So the question would become whether a single 980, or whatever the next big card is, can render 1440p/90 straight up.
 
Bear in mind you don't necessarily have to render at the screen's native resolution. 1440p's biggest benefit will be the reduction of the screen-door effect, you can still render at 1080p and see most everything you need to see.

I think what we'll end up needing is what NVidia is working on, a VR-specific SLI setup that allows both cards to fully render, one for each eye. So the question would become whether a single 980, or whatever the next big card is, can render 1440p/90 straight up.
Well, really half of 1440p, since that card would only have half the pixels to worry about.
 
I feel like you're going to have trouble hitting a solid 90 FPS 1440p with any single card unless you lower detail levels.

Yeah, I tend to agree.

But they had a ton of hand-tuned optimizations that aren't likely for standard publisher releases (Ubisoft *cough*), so I think we're maybe a card generation or two out from running PC games in VR with the detail levels and effects that people expect out of AAA games.

excellent point.

It will require a beast to play AAA games, no doubt. Obviously for something like VR Cinema you can get away with a lot less, but you'll still need a med/high range GPU to make the experience smooth.

However, there are two factors that will help in this regard:
1) Async Time Warp -- It's essentially a crutch in case your computer can't meet the 90 Hz bar. Granted, 90Hz native is better than 80 with the need to consistently time sync.
2) Foveated rendering - This would require accurate eye tracking hardware to be in the Rift, but it would quite significantly reduce performance with no perceivable impact to quality.

Async time warp is definitely promising, as is interpolated rendering
(or whatever it's called)
and I think they'll be critical, alongside whatever GPU optimizations nVidia and AMD are secretly(?) working on.

I don't know if I'm taking foveated rendering seriously at this point. Knowing exactly where the eye is looking out of X possibilities must be hard since X must be a really high number. Doing it at 90 fps with the kind of ~1ms latency needed to keep the total pipeline under 11 ms sounds many years in the future. Pie in the sky stuff.

Bear in mind you don't necessarily have to render at the screen's native resolution. 1440p's biggest benefit will be the reduction of the screen-door effect, you can still render at 1080p and see most everything you need to see.

I think what we'll end up needing is what NVidia is working on, a VR-specific SLI setup that allows both cards to fully render, one for each eye. So the question would become whether a single 980, or whatever the next big card is, can render 1440p/90 straight up.

And there it is. Can a single 980 render 1440p at 90FPS min/160FPS avg? I'm guessing no.

I'm guessing it'll take a couple of 980, or whatever its successor is, in SLI, or their AMD equivalent.
 
I agree on the foveated rendering. But, everything else we are getting also sounds pie in the sky, so who knows?

As for AAA, I'm actually hoping that this is what brings those games down a notch in budgets -- a game like HL2 looks absolutely stunning in VR, and is easy to run. I'm hoping more dev effort gets put into things like STEM support and such instead.
 
As for AAA, I'm actually hoping that this is what brings those games down a notch in budgets -- a game like HL2 looks absolutely stunning in VR, and is easy to run. I'm hoping more dev effort gets put into things like STEM support and such instead.

Not the best case for lowered budgets given that Half-Life 2 is estimated to have cost $40,000,000. The same exact game would cost less to make today, sure, but all of the work on the assets that make up the game would still be hugely expensive.

I get that VR will require engines to render scenes with less computationally-expensive assets and effects due to the complexity of the image itself, but I still want to see dense, varied, and pretty worlds. Which tend to be expensive.
 
I found an excellent deal on Alien Isolation and am considering playing it only on the rift. Anyone here give it a go? I've heard that the height seems off while playing in the OR. Can anyone confirm this?
 
I found an excellent deal on Alien Isolation and am considering playing it only on the rift. Anyone here give it a go? I've heard that the height seems off while playing in the OR. Can anyone confirm this?

You feel very tall. That said, Alien Iso in the rift is an absolutely amazing experience and I honestly couldn't imagine playing it without VR. It is one of the most powerful VR experiences around.

When I first got it, some friends and I livestreamed it in VR with a webcam on our faces, dual streams. There was a moment when everything came together and it was so extremely powerful, that the hairs on my arms and legs actually stood on end. I started mentioning it outloud - I knew everything wasn't real, but I couldn't stop my body from reacting like it was on high alert. The bottoms of my feet got real cold, my palms got sweaty, my heart rate went up. It was intense.

It is a transformative experience in VR.
 
You feel very tall. That said, Alien Iso in the rift is an absolutely amazing experience and I honestly couldn't imagine playing it without VR. It is one of the most powerful VR experiences around.

When I first got it, some friends and I livestreamed it in VR with a webcam on our faces, dual streams. There was a moment when everything came together and it was so extremely powerful, that the hairs on my arms and legs actually stood on end. I started mentioning it outloud - I knew everything wasn't real, but I couldn't stop my body from reacting like it was on high alert. The bottoms of my feet got real cold, my palms got sweaty, my heart rate went up. It was intense.

It is a transformative experience in VR.

Awesome! Maybe ill start this tonight. I did play through most of Half Life 2, for my 1st time, on DK1. It seems fitting that AI is my DK2 play through.
 
You feel very tall. That said, Alien Iso in the rift is an absolutely amazing experience and I honestly couldn't imagine playing it without VR. It is one of the most powerful VR experiences around.

When I first got it, some friends and I livestreamed it in VR with a webcam on our faces, dual streams. There was a moment when everything came together and it was so extremely powerful, that the hairs on my arms and legs actually stood on end. I started mentioning it outloud - I knew everything wasn't real, but I couldn't stop my body from reacting like it was on high alert. The bottoms of my feet got real cold, my palms got sweaty, my heart rate went up. It was intense.

It is a transformative experience in VR.

*stares intensely in extreme jealousy*
 
Eye tracking doesn't necessarily equate to foveated rendering.

I also didn't deny that CV1 has eye tracking
in fact, I believe I posted not that long ago in this thread that I am 99% certain it does
. I took the conversation to the logical conclusion, however.
 
Looks like I just won 20$ from three stubborn second year Engineers, haha.

They will undoubtedly point you to the same studies and articles I've already read. Tell them, when they do so with you, that just because the process can be demonstrated and understood, doesn't mean it's viable yet.

It's coming, but much like the AR future I've described many times in this thread, not till much further down the line.
 
There was a moment when everything came together and it was so extremely powerful, that the hairs on my arms and legs actually stood on end. I started mentioning it outloud - I knew everything wasn't real, but I couldn't stop my body from reacting like it was on high alert. The bottoms of my feet got real cold, my palms got sweaty, my heart rate went up. It was intense..

Like drugs then.
Well, I heard the other day that venture capitalists risk their money when they see dopamine recepters getting flooded (think, Twitter, mobile gaming similar to candy crush, instagram, etc) - your reaction explains why Facebook threw money at them.
 
Do we have any idea when the consumer version of Oculus is supposed to be released? Even just a rumor?

It is time to refresh my gaming PC, and I want to make sure it handles Oculus beautifully, My options are to build a PC now with top components keeping Oculus in mind or wait until we are closer to a consumer release.

And let it be known, I know one can always technically hold off for better components to be released and it is a never ending cycle if that is what you choose to do. However I do have a specific end goal in mind here. So if Oculus is realistically not releasing for a long time, I will wait to build my PC.
 
Do we have any idea when the consumer version of Oculus is supposed to be released? Even just a rumor?

It is time to refresh my gaming PC, and I want to make sure it handles Oculus beautifully, My options are to build a PC now with top components keeping Oculus in mind or wait until we are closer to a consumer release.

And let it be known, I know one can always technically hold off for better components to be released and it is a never ending cycle if that is what you choose to do. However I do have a specific end goal in mind here. So if Oculus is realistically not releasing for a long time, I will wait to build my PC.

Most recent rumor I heard was Summer 2015.
 
NoLimits 2's Oculus support is fantastic, it really shows the other coaster demos up. Probably a bit too pricey for someone just looking to ride them (though it contains a lot of coasters, especially taking the workshop into consideration), but it's surprisingly simple to make your own after watching a couple of tutorials and it's very satisfying riding your own creation.
 
Do we have any idea when the consumer version of Oculus is supposed to be released? Even just a rumor?

It is time to refresh my gaming PC, and I want to make sure it handles Oculus beautifully, My options are to build a PC now with top components keeping Oculus in mind or wait until we are closer to a consumer release.

And let it be known, I know one can always technically hold off for better components to be released and it is a never ending cycle if that is what you choose to do. However I do have a specific end goal in mind here. So if Oculus is realistically not releasing for a long time, I will wait to build my PC.

I'm personally waiting for a release date of the Rift, and even then upgrading as close as possible to its release date. Better video cards and CPUs will only become cheaper over time, and if there are some really good new hardware releases that work well for VR, I'll be able to go for those as well.

Then again, this is coming from somebody who is ONLY thinking about VR as a reason to upgrade their computer. My current rig is totally fine, and I could realistically wait ~2 more years before needing to upgrade it for anything other than VR.
 
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