Oculus Rift DK2 Thread

Dont want to jinx anything but it looks like the md anderson stuff im involved with is progressing rapidly. Coming in to talk with the team about project scope. Thus far it looks like we're getting funding to essentially cut someone's head open, wire their brain up, put them in vr, and then watch what happens.

So excited.
Wow that sounds rather scary but very interesting!
 
Wow that sounds rather scary but very interesting!

Well the end goal is to hopefully develop a method of pain management for cancer treatment using vr headsets.

But first we (well, the neurologists) have to do lots of study on the brain. Its really cool shit. What was exciting is that the woman who heads the nuerology department is passonate anout the brain, in the exact same capacity that im excited about vr. Her passion was infectious. Very interesting women.
 
Dont want to jinx anything but it looks like the md anderson stuff im involved with is progressing rapidly. Coming in to talk with the team about project scope. Thus far it looks like we're getting funding to essentially cut someone's head open, wire their brain up, put them in vr, and then watch what happens.

So excited.
That sounds like the first step to mind control. When I'm eventually crushed beneath the boot of the oppressors and/or robots, I will look back and shake my fist at this day. :P
 
Well the end goal is to hopefully develop a method of pain management for cancer treatment using vr headsets.
While someone out there right now is developing another Rift anime sex game. The scope of VR is truly something :)

It sounds very long-term, but I hope your work is a huge success. I understand more now why you argue with detractors as diligently as you do. It's aggravating enough for me seeing people being ignorant of the potential of VR, must be tenfold for you and your vision for how the technology can benefit such a noble cause.
 
There are so many rumours about the Note 5 having a 4K display. I think we will see nothing else in the CV1.
Carmack made it clear that 4k on CV1 was not possible. And it wouldn't fit their plan of having a mass-market device either, since everyone would have to have monster gaming machines to render 4k at 90fps, and brand new video cards just to have a video connector that would support that.
 
Carmack made it clear that 4k on CV1 was not possible. And it wouldn't fit their plan of having a mass-market device either, since everyone would have to have monster gaming machines to render 4k at 90fps, and brand new video cards just to have a video connector that would support that.

btw, has there been any reports from testing image quality in VR using 4K displays rendering at lower resolution, like 1440p or 1080p?
 
Carmack made it clear that 4k on CV1 was not possible. And it wouldn't fit their plan of having a mass-market device either, since everyone would have to have monster gaming machines to render 4k at 90fps, and brand new video cards just to have a video connector that would support that.
And you think Notebooks will be able to render 1440p @90fps?
 
And you think Notebooks will be able to render 1440p @90fps?

Not likely. I do think I remember an Oculus rep saying that CV1 will still need to be powered by a desktop for the best experience. Like I said, I think early adoption is going to be a little rough until people start figuring out requirements and what works best. Also good to remember that many made for VR games will be optimized to lower that threshold for a smooth experience. Doesn't mean there won't be people playing VR sub 60fps and barfing.
 
Man I am super disappointed in the DK2.

1. "Sweet spot" is microscopic for me and I have a pretty average IPD (66)

2. Screen door effect is unbelievably worse than I was led to believe. Feels like I'm playing a 3DS XL but with games designed to be played at 1080p & up

3. Text is almost never legible, especially in Elite Dangerous. I have to literally squeeze my cheek muscles to get a sharp enough focus to read what's right in front of me (which suggests something's not adjusted correctly, but it feels like I've tried everything).

Since I'm so bummed by Elite, anyone have any recommended games to try?
 
I have to literally squeeze my cheek muscles to get a sharp enough focus to read what's right in front of me (which suggests something's not adjusted correctly, but it feels like I've tried everything).
Aha. It's possible that the headset fits poorly on your face like it does on mine, with the lower part of the foam surround not getting the support required from your cheeks to keep the headset from drooping downwards. Do you find that it looks better if you tilt the headset upwards with your hands?

You can either try to fit extra foam in between your face and the lower part of the surround, or just try to compensate for the weight better by making the straps a bit tighter - the top strap is particularly important to get right. I used extra foam for a while, but since discovered a better way of setting the straps (and better way of actually putting the headset on), and I find that I don't really need the additional foam now.
 
Man I am super disappointed in the DK2.

1. "Sweet spot" is microscopic for me and I have a pretty average IPD (66)

2. Screen door effect is unbelievably worse than I was led to believe. Feels like I'm playing a 3DS XL but with games designed to be played at 1080p & up

3. Text is almost never legible, especially in Elite Dangerous. I have to literally squeeze my cheek muscles to get a sharp enough focus to read what's right in front of me (which suggests something's not adjusted correctly, but it feels like I've tried everything).

Since I'm so bummed by Elite, anyone have any recommended games to try?
For me, Half-life 2 had the least screen door effect. But don't play it for too long at a go, or motion sickness is going hit you hard.
 
3. Text is almost never legible, especially in Elite Dangerous. I have to literally squeeze my cheek muscles to get a sharp enough focus to read what's right in front of me (which suggests something's not adjusted correctly, but it feels like I've tried everything).

Have you tried leaning in? It actually works. I've also heard that customizing your UI color scheme helps.

It would be nice if Elite was redesigned for more legible text in VR, though.
 
3. Text is almost never legible, especially in Elite Dangerous. I have to literally squeeze my cheek muscles to get a sharp enough focus to read what's right in front of me (which suggests something's not adjusted correctly, but it feels like I've tried everything).
Sounds like there may be some problem with how you're wearing it.

As for your other points, I was actually surprised by how well Elite looked, even though the SDE for me us almost unbearable. For better text legibility once you've sorted out the focus problems, you can make the text green - there are more green pixels on the Rift's display than red and blue, so text and other objects that are green are actually higher resolution.
 
Man I am super disappointed in the DK2.

1. "Sweet spot" is microscopic for me and I have a pretty average IPD (66)

2. Screen door effect is unbelievably worse than I was led to believe. Feels like I'm playing a 3DS XL but with games designed to be played at 1080p & up

3. Text is almost never legible, especially in Elite Dangerous. I have to literally squeeze my cheek muscles to get a sharp enough focus to read what's right in front of me (which suggests something's not adjusted correctly, but it feels like I've tried everything).

Since I'm so bummed by Elite, anyone have any recommended games to try?

Elite: Dangerous with a DK2 is one of the things which has impressed me enough to use it almost daily for the last couple of months.. HOWEVER, playing Elite with a DK2 without adjusting the HUD colors is basically impossible.

Here's a link, there are links in there to guide you to the goal

http://arkku.com/elite/hud_editor/

OH, AND: Tip for those of you that are annoyed that the E:D updates overwrites your custome HUD colors, you can override it by editing the GraphicsConfigurationOverride.xml in the C:\Users\yourusernamehere\AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics

Mine looks like this:


<?xml version="1.0" encoding="UTF-8" ?>

<GraphicsConfig>
<GUIColour>
<Default>
<LocalisationName>Standard</LocalisationName>
<MatrixRed> 0, 0.38, 0.74 </MatrixRed>
<MatrixGreen> 0.76, 0.16, 0 </MatrixGreen>
<MatrixBlue> 0, 1, 0 </MatrixBlue>
</Default>
</GUIColour>
</GraphicsConfig>

Anyway, it's a devkit, I think your expectations were a bit high.. If it helps I can tell you that the sweet spot in the DK1 was a even a lot (yes) smaller, lol. And not to mention the resolution.. AND the lack of positional tracking, AND a shitty LCD display without low persistence and 75Hz refresh, lol
 
So Palmer pretty much flat out squashes the idea of there being any input-related news for the Rift at GDC and had this to say:

Don't get too hyped on the possibility of seeing anything at GDC. VR input is hard - in some ways, tracking hands well enough to maintain a sense of proprioceptive presence is even more technically challenging than getting perfect head tracking.

We will show something if and when we get it working well, but we have to avoid showing off prototypes that are not on a clear path to being shipped at the same or higher quality level. Throwing together very expensive or impossible to manufacture prototypes for internal R&D is one thing, using them to publicly set expectations around the near future is another.

Not naming anything specific here, but the history of technology is littered with the corpses of companies that overpromised and underdelivered by shipping real products with real limitations that were glossed over in promotional materials. Oculus can't afford to do that.


http://www.reddit.com/r/oculus/comments/2ws0e3/sixense_stem_prototype_review/

I'm not surprised. I don't think input is something that anybody should be jumping on yet as *the* solution until we really know(or at least strongly believe) it is the right way to go. Otherwise you get a bunch of developers all working within the constraints of that particular input solution and perhaps if something different but more promising comes along in a year or two, then all the sudden these early projects/games/experiences are suddenly going to find themselves without a market going forward unless people buy the old, 'outdated' input setup.
 
Fair enough, and I don't disagree, but they seemed pretty convinced an input device would be an important part of the CV1 launch window (even if it were just a dev kit). I wonder if it pushes the whole project back, or just the input device...
 
The way I interpreted the article about input was that if/when Oculus has an input device it feels would work well, it would release it as an add-on device to the Oculus Rift. It would be similar in release fashion (DK1 and DK2) but it would not make it in time for CV1 given the difficulties surrounding good VR input.
 
Fair enough, and I don't disagree, but they seemed pretty convinced an input device would be an important part of the CV1 launch window (even if it were just a dev kit). I wonder if it pushes the whole project back, or just the input device...

Judging by their acquisitions, t seems like they ultimately want to use some sort of depth camera that does both hand tracking and inside-out positional tracking. I think they've said that technology isn't going to be ready for CV1, and I don't think stuff like sixsense or control VR are solutions that are going to work for widespread adoption, so we're probably stuck with gamepads even though most people don't find it a very good experience.
 
Judging by their acquisitions, t seems like they ultimately want to use some sort of depth camera that does both hand tracking and inside-out positional tracking. I think they've said that technology isn't going to be ready for CV1, and I don't think stuff like sixsense or control VR are solutions that are going to work for widespread adoption, so we're probably stuck with gamepads even though most people don't find it a very good experience.
My guess is the first-party content will be very carefully tuned to avoid too much traditional control altogether. Ranging from control-free experiences where you can just look around while on rails, a few where it adds 'looking' with your head as the only input, and a few where a bit of leaning comes into play too. Beyond that, perhaps some simple platformers that use a basic gamepad, avoiding camera control, perhaps in the style of Mario Galaxy. I'm wondering if they'd be tempted to launch CV1 with an optional gamepad that doesn't even have a right stick, to really hammer home the importance of avoiding that kind of camera control in VR game design.
 
They should release some official 1:1 tracking & pointer devices like PS Move because the next step up will take years and years.
 
Man I am super disappointed in the DK2.

1. "Sweet spot" is microscopic for me and I have a pretty average IPD (66)

Have you tried the other lenses? I had much better results after switching mine, even though I have contacts (-5 nearsighted). I thought the alternate lens was intended for people who need glasses but aren't wearing them. It must be something about the optics I don't understand.
 
UE4 now has a "play in VR" mode.....man even though I made a really shitty 3 second game to test it out, its really weird hopping in your own game in VR lol
 
They should release some official 1:1 tracking & pointer devices like PS Move because the next step up will take years and years.
They strongly hinted at having an input 'dev kit' to release later this year, possibly before CV1 even hits, so they've definitely got something in mind and I think if all they wanted was a Move-like device, they could have copied that idea ages ago.
 
I forgot I owned Elite Dangerous, and found out they finally released it. I just loaded it up, and wow, the judder is so bad I can't even play. The last time I played was right after when the DK2 shipped and the game was a LOT smoother, but still had some judder issues that I had hoped they fixed by now. But instead its unplayable. Is there a trick yet or is it still in the hands of Oculus to help these dudes program it right?
 
I forgot I owned Elite Dangerous, and found out they finally released it. I just loaded it up, and wow, the judder is so bad I can't even play. The last time I played was right after when the DK2 shipped and the game was a LOT smoother, but still had some judder issues that I had hoped they fixed by now. But instead its unplayable. Is there a trick yet or is it still in the hands of Oculus to help these dudes program it right?

No judder here (except when the framerate dips below 75 fps of course). Which graphic card and which drivers do you use ?
 
I forgot I owned Elite Dangerous, and found out they finally released it. I just loaded it up, and wow, the judder is so bad I can't even play. The last time I played was right after when the DK2 shipped and the game was a LOT smoother, but still had some judder issues that I had hoped they fixed by now. But instead its unplayable. Is there a trick yet or is it still in the hands of Oculus to help these dudes program it right?
I found the extended mode to work far better with ED than direct mode.
 
Has this article been posted?
http://www.seas.harvard.edu/news/2015/02/perfect-colors-captured-with-one-ultra-thin-lens
Flat lens using nanotech to focus different wavelengths differently. It would eliminate the need for chromatic aberration correction on the rift display.
mind_blown.gif


Amazing!
 
So I've been doing some dev work with the dk2 at school, but only get to actually touch it, like once a week. Should I just go ahead and order a dk2 of my own, or does anyone think they'll be refreshing it soon, especially with gdc next week?
 
I forgot I owned Elite Dangerous, and found out they finally released it. I just loaded it up, and wow, the judder is so bad I can't even play.

Elite Dangerous is a graphic intensive game and it looks beautiful. But it's solid 75fps 95% of the time (sometimes stutter inside stations) with everything maxed out - Except ambient occlusion on my i7 3770k with a MSI GTX970. What are your specs btw?

So I've been doing some dev work with the dk2 at school, but only get to actually touch it, like once a week. Should I just go ahead and order a dk2 of my own, or does anyone think they'll be refreshing it soon, especially with gdc next week?

Honestly, I don't think there's a good answer on this one.. We just don't know when the consumer version is to launch. My bet is October-November, but I don't know why I think that..
 
So I've been doing some dev work with the dk2 at school, but only get to actually touch it, like once a week. Should I just go ahead and order a dk2 of my own, or does anyone think they'll be refreshing it soon, especially with gdc next week?

Well I'd sure wait until next week if I were you.
 
I forgot I owned Elite Dangerous, and found out they finally released it. I just loaded it up, and wow, the judder is so bad I can't even play. The last time I played was right after when the DK2 shipped and the game was a LOT smoother, but still had some judder issues that I had hoped they fixed by now. But instead its unplayable. Is there a trick yet or is it still in the hands of Oculus to help these dudes program it right?

Just turn all settings to their lowest, and put the "Oculus quality" slider to half way. If that solves all issues, gradually put the graphics higher until you get judder and find the sweet spot.
 
That sounds like a big deal, mostly for weight reduction, I'd guess?

Would also dramatically reduce the size of the headset. The lens could be applied directly to the face of the display.With a curved screen, you could have something very thin and lightweight indeed.
 
In addition to the weight reduction and tighter packaging, if they have such precise control over refraction it may not only solve problems like chromatic aberration, but also provide brand new optical techniques that can help with creating a more natural VR image - wider FOVs, accurate elimination of SDE, etc.
 
I finally got around to playing Elite: Dangerous in VR and what an experience it is! Unfortunately I spent a too much time, 2 hours with a 5 minute break, straining my left eye. My eye was good after an hour, but the experience did scare me from using the headset with the game. I have not experienced the same thing with other games (alien, HL2) or demos.

PSA: Limit your time using the headset
 
Well the end goal is to hopefully develop a method of pain management for cancer treatment using vr headsets.

But first we (well, the neurologists) have to do lots of study on the brain. Its really cool shit. What was exciting is that the woman who heads the nuerology department is passonate anout the brain, in the exact same capacity that im excited about vr. Her passion was infectious. Very interesting women.

Super interesting. Good luck with all your work!
 
I saw a presentation today on neuro-feedback input devices with some incredibly impressive demoes. This is the future of input afaik. The tech is so early but holy hell its unlike anything I've ever seen before. In vr, or god willing in ar soon enough, it is essentially telekinesis. So amazing.
 
I saw a presentation today on neuro-feedback input devices with some incredibly impressive demoes. This is the future of input afaik. The tech is so early but holy hell its unlike anything I've ever seen before. In vr, or god willing in ar soon enough, it is essentially telekinesis. So amazing.

So it's like that experiment with the chimp moving the robot arm? Or is it something else?
 
http://www.engadget.com/2015/03/03/amd-liquid-vr/

http://vrfocus.com/archives/12336/amd-announces-new-vr-hmd/


The aim of the kit is to make VR development accessible and combat issues such as simulation sickness. ”You can plug an Oculus Rift into a computer and start 3D rendering directly to the headset, even without Oculus’ SDK,” the company noted during a presentation. The first version of the SDK includes an affinity multi gpu – one GPU per eye rendered simultaneously, avoiding any duplication. The SDK is also said to massively reduce latency and should eliminate judder. It aims to deliver a direct to display seamless plug and play VR experience for any VR headset and includes shaders that minimise stuttering.
 
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