Oculus Rift DK2 Thread

Direct mode should be working now so no more having to mirror the game in obs to use the menus.

Project cars is a blast in VR with a wheel set up. I always thought the missing element to being able to instinctively correct slides was the forces on your body... when putting a VR headset really seems to have been a huge upgrade on how I race in the virtual world. Easy to hot lap a new track with no guides.
 
Oh, man, I tried this tonight. That was fucking incredible. Maybe it means more as a space buff, and for someone playing Elite right now, to see those first steps into such a huge universe. I had tears in my eyes.

I just did this and had to keep taking my Rift off to dry my eyes, so amazing!
 
Many of us have been singing the praises of this thing. It truly is my absolutely favorite VR "thing" right now. Nothing else comes close.

I think it's a mix of reasons why...

For one thing, focusing on a screen within a screen pushes the rest of the world to your periphery and makes the surrounding feel more realistic to your brain.

Secondly, it's a small scale area so long draw distances, often spoiled by low resolution, don't interfere. It's also a very dark environment that is more difficult to poke holes in.

Plus, they're using excellent materials that appear fairly natural and realistic making things seem even more real.

What makes it even more realistic is when you use an actual arcade stick or SNES pad with the game. Doing that, with the right position, the world feels even more grounded. It's really quite remarkable.

Just played this. It's pretty freaking amazing. I've been using substance designer as well for materials and in this demo, it just shines. I'm pretty sure then this whole demo is PBR based which is amazing.
 
I feel like recounting my story, just because I've been in such an incredibly good mood lately and this is all I have been able to think about for the past several weeks. To begin with, I have been a prodigious programmer since 8 years old when my father introduced me to Q-Basic on my Epison 8088. From that day forward, I knew in the bottom of my heart I wanted to make video games professionally, and set my entirely life honing and crafting my skill. I've picked up a number of odd, low-level talents throughout the years which has made me perfectly suited for VR development.

Similarly, I have had a fascination with VR since about 1993, when I began saving money to buy the Sega VR headset, and later, the Atari Jaguar VR headset. I remember driving across the city with my dad to try Dactyl Nightmare, one of the first VR arcade games. Primitive as it was, I knew this would one day be the future.

But it wasn't. VR disappeared for 2 decades and only recently reemerged with a bang when Palmer Luckey turned Oculus into a tech-household name. Now, my family has always been very bleeding edge - we got Compuserve in 88, as an example. I saw the internet grow into the business it is today, but was too young to do anything about it. I saw smartphones rise while I was in college but, again, I was too inactive to do anything about it. So when I saw VR starting to take off 2 years ago, I determined myself to not let the opportunity slip by. A little under 2 years later, I am now the CEO of a multi-million dollar corporation. My entire life has turned around and I owe everything to Virtual Reality.

My story begins almost 2 years ago when I stumbled upon this video: https://www.youtube.com/watch?v=pAC5SeNH8jw

That 90 year old grandma's reaction was so intense that it instantly sold me on a dev kit. I ordered a DK1 and dove into development, quickly endearing myself to the VR community by absorbing any and all information I could. I played with the tech constantly, participated in all discussions I possibly could. Eventually I came to knew others in the online dev community and started watching for emerging technologies.

Thats when Sixense and Virtuix started kickstarting their platforms. I backed both just looking for hardware to support, and learned afterwards that Virtuix was actually headquarted in Houston, where I lived, and that their board contained board members from Sixense. Virtuix, days after their kickstarter ended, invited anybody in Texas to a backer event where we could meet their CEO, check out their hardware, and mingle with like minded individuals. I went to their event solely to network and hit a grand slam. One of the first people I spoke to was an old midway developer who took a quick shine to me and began bringing people around to meet me as we discussed retro gaming development. Throughout the night, I slowly met everyone in the entire room, including the CEO of virtuix and their developer of director relations. I was so enthusiastic at the event, they actually filmed me for a testimonial for their website, haha.

Not that long after the event ended, Valve announced their by-invitation only Steam Dev Days event, with the big not-so-secret being that half of the conference was devoted to experimental VR development. I called up Virtuix' director of developer relations and managed to have him get me in the ear of Valve's directors, who swung me a pair of tickets to Dev Days. Dev Days themselves were a no-press event, so, prior to the show, I announced on several websites that I would be live blogging from the event, and set up a blog to do just so. Within 8 hours of dev days starting, my blog had been visited 70k times. At the event, I met with some capcom developers who spilled the beans about Sony's Morpheus headset weeeellllll before sony had announced it. I posted many details on my blog and sort of went viral.

Not long after that, I was invited onto a podcast hosted by VR evangelist Reverend Kyle. Within the emerging field, Kyle had gained prominence and having an entire show dedicated to interviewing me gained me exposure to other developers. With my popularity among VR devs pretty high, I hit up the group behind Half Life 2 VR to offer my services. Half Life 2 VR was, and still is, one of the highest profile VR mods, and one of the first to attempt full body tracking. Using Sixense hardware, they tracked the upper body. I offered help their tracking, as well as handle lower body tracking, and they accepted. I became the third member of HL2VR in early 2014. For several months, we put our heads down and dove into the hardware, figuring out how it works on an intimate level. Unlike most devs, rather than rely on engine support (unity, UE4, etc) - we relied entirely on the OVR API, as we were retrofitting it into source. This gave us a deeper understanding of how VR and specifically the rift worked.

It was around this time I founded a VR developers group in Houston out of a makerspace called TxRx labs. The intent of this group was to bring like-minded individuals together to network and establish themselves in the growing VR community.

A few months passed by and Oculus eventually released their Dev Kit 2 in August. Being ready, we released an updated version of HL2VR that included positional tracking to work with DK2. Within our first week of launching, we gained coverage from Eurogamer, Kotaku, IGN, Edge, Gamespot, among many others. Our newfound attention garnered us job offers from Crytek, whom we turned down, and opened lines of communication between us and valve's own VR team lead by Joe Ludwig. For several months, we talked about either joining their team in an official capacity, or selling our mod as a sanctioned Half Life Update, to even becoming Vive developers ourselves. Things were getting pretty crazy.

That's when my life basically changed. In the midst of all this, I was still running my VR Dev group meetings out of houston. We would advertise them on meetup.org, encouraging all who were interested in VR to come check us out. One day, out of the blue, a woman stopped by. She had never heard of VR, but said it sounded interesting. We showed her some demos and blew her away.

Well, this lady actually sat on the board for Memorial Hermann and MD Anderson Cancer Research here in Houston. The next week, she flew out to Brussels for a medical conference, and VR was on everybody's lips. By the time she came back to Houston, she was convinced VR was going to be this huge deal and pitched to her fellow board members that they needed to check us out. The next meeting, MD Anderson set out their largest investors along with their cancer research team and sat in the back and watched and listened. After our meeting, they approached us and invited us to MD Anderson to give a private pitch about the potential medical benefits of VR.

Now, at this time, officially, I was just one person. But I had a fraternity brother who had made a small fortune by selling his analytics company to google. Part of the acquisition meant he had to be employed by google for 6 months, and his employment period just happened to end juuuuust as my pitch was going down. We met up, partnered, and he became my COO in principle.

That was about 6 months ago. We have slowly progressed since then, but today was the culmination of a very long journey. We have just filed our S-Corp, and have received enough backing to prop up our entire corporation with MD Anderson's hand. They have set us up as a wholly independent, entirely autonomous VR development corporation, which they can contract out development from going forward. Part of our setup is a multiple team structure - we have one team working on MD Anderson's research for them, while we are using another team at the exact same time to develop our first commercial VR game. We have also found unrelated software development work in the advertising field, unrelated to VR, and are prepping to add a fourth project to our corporation.

Even if VR is a bubble, even if I doesn't catch on, it has completely transformed my life. In under 2 years, I went from living paycheck to paycheck, with massive student load debt, to now being debt free and pretty damn well off. I am a CEO, I own my own company, and it's not rinky-dink.

Absolutely life changing. Just a small story to let any aspiring devs know that dreams do come true if you reach hard enough.

One final note: when I was a kid, like 10 years old, I cockily told my mother and god mother that I would one day become a big programmer and make a lot of money and that I would take them on a trip to japan when I did. They never let me forget it, and would periodically bring it up at points in my life (i.e. highschool and college graduations, "so when are you going to become rich and take us to japan?").

I booked a tour yesterday :D
 
One final note: when I was a kid, like 10 years old, I cockily told my mother and god mother that I would one day become a big programmer and make a lot of money and that I would take them on a trip to japan when I did. They never let me forget it, and would periodically bring it up at points in my life (i.e. highschool and college graduations, "so when are you going to become rich and take us to japan?").

I booked a tour yesterday :D


Glad to see you opening doors into fields outside of gaming and share your progress with the rest of us. It's wonderful that you have taken that step in fulfilling the "Once you get rich" statement in light of your accomplishments.
 
No idea what did it but my direct mode is completely broken. Getting an exception error even trying to run the desk demo. Extended is mostly fine. I tried rolling back my drivers (290x) and that didn't work. Tried the old runtime, tried the new one...nothing.
 
I feel like recounting my story, just because I've been in such an incredibly good mood lately and this is all I have been able to think about for the past several weeks.

Thanks for sharing, I'm honestly very glad for you. Without even having yet tried a VR headset, I can't tell you how excited I am for this technology. And even though the hardware upgrade and a consumer headset will undoubtedly be a significant hit on my budget, I'm looking at it as an investment, to create virtual spaces I've dreamed about, so in that regard, your story fills me with optimism and inspiration.
 
thanks for the kind words. I indeed do have plans beyond VR, although to be sure VR is our primary focus. My COO is flying out to San Fransisco to pitch another VR product to some investors out there as well.

Seems the hardest part to any sort of dream of working in "the industry" is money. Getting in the ear of a private investor is the key. How did I do it, specifically? I talked my ass off on the internet. Threads like these. People think these types of conversations don't matter: they do. My investors from MDA knew everything about me and my name apparently came up in lots of conversations they had with other individuals in VR specifically because I am so vocal.

I know the people from Zeboyd games pretty personally. One of their team goes out with me all the time, to dinner and socials and stuff like that. I know for a fact they got started basically the same way - they had a conversation on a forum and the right people were reading at the right time and presented them an awesome opportunity to grow their brand, which they seized and ran with and now they get discussed on stage at Sony's E3 conferences.

It's all possible so long as you just put yourself out there. Don't let anybody ever tell you otherwise.
 
Is great to see such an advocate of VR going places like you are.
I've seen you in this forum defending VR against the naysayers and I like you see VR as something special.
I'm just a dude working an average job who like to follow cutting edge stuff (I was born in time to see us go from calculators and digital watches being new tech to what we have now) and really hope people like you can make VR happen.

Go for it dude.
 
thanks for the kind words. I indeed do have plans beyond VR, although to be sure VR is our primary focus. My COO is flying out to San Fransisco to pitch another VR product to some investors out there as well.

Seems the hardest part to any sort of dream of working in "the industry" is money. Getting in the ear of a private investor is the key. How did I do it, specifically? I talked my ass off on the internet. Threads like these. People think these types of conversations don't matter: they do. My investors from MDA knew everything about me and my name apparently came up in lots of conversations they had with other individuals in VR specifically because I am so vocal.

I know the people from Zeboyd games pretty personally. One of their team goes out with me all the time, to dinner and socials and stuff like that. I know for a fact they got started basically the same way - they had a conversation on a forum and the right people were reading at the right time and presented them an awesome opportunity to grow their brand, which they seized and ran with and now they get discussed on stage at Sony's E3 conferences.

It's all possible so long as you just put yourself out there. Don't let anybody ever tell you otherwise.

Congratulations, Krejlooc.

I always look for your posts on every VR and tech related thread, it's such a pleasure having detailed explanations or just "insider knowledge" on a regularar basis.

I'm building a VR-based business myself (while not directly related to programming, it's more of a commercial endeavour), so I'm thrilled to hear how big of an impact VR can have on non-tech or non-gaming people.

I'm happy VR changed your life, now let's see it change the world ;)
 
Direct mode should be working now so no more having to mirror the game in obs to use the menus.

Project cars is a blast in VR with a wheel set up. I always thought the missing element to being able to instinctively correct slides was the forces on your body... when putting a VR headset really seems to have been a huge upgrade on how I race in the virtual world. Easy to hot lap a new track with no guides.

Whoops. Still not patched. Forgot I had made this comment here. -vrdirectmode for pCars isn't public yet. Hopefully it will be soon.
 
That gif reminds me that Oculus said they were planning on speaking about input very soon.

I wonder if we are getting built in Nimble VR? That may be just wishful thinking. I do wonder what their team has been up to, though... and if they've managed to improve their prototypes thanks to Oculus' finnancial support.
 
thanks for the kind words. I indeed do have plans beyond VR, although to be sure VR is our primary focus. My COO is flying out to San Fransisco to pitch another VR product to some investors out there as well.

Seems the hardest part to any sort of dream of working in "the industry" is money. Getting in the ear of a private investor is the key. How did I do it, specifically? I talked my ass off on the internet. Threads like these. People think these types of conversations don't matter: they do. My investors from MDA knew everything about me and my name apparently came up in lots of conversations they had with other individuals in VR specifically because I am so vocal.

I know the people from Zeboyd games pretty personally. One of their team goes out with me all the time, to dinner and socials and stuff like that. I know for a fact they got started basically the same way - they had a conversation on a forum and the right people were reading at the right time and presented them an awesome opportunity to grow their brand, which they seized and ran with and now they get discussed on stage at Sony's E3 conferences.

It's all possible so long as you just put yourself out there. Don't let anybody ever tell you otherwise.

Pretty inspiring, congrats!

time to get my game in shape for the VR big launches basically
 
Jackpot Krej, awesome that you are helping cancer research with this.

Say, you wouldn't be able to talk about a Vive version of Half Life 2 if it was in development, would you?
 
Congratulations Krejlooc!

there is nothing like promising your mother something, and being able to actually come through with it.

I still owe my mother.

After probably being the only 19 year old with a PocketPC in the early 2000's in my area...as well as a hard disk drive that played mp3s (Archos...before Apple)...and having hundreds of ideas run through my head regarding these gadgets I had.... Since then I've watched as technology and opportunity have passed me by. Distracted with a comfortable City job, that paid just enough and was just flexible enough for my partying lifestyle. Sometimes I wonder if I were backed against the corner, if my life would be different.

at 34 years of age, I just don't know if I have the energy to get into coding (which you were able to get into at a young age). That added to other responsibilities regarding my culture (needing to work on finding a wife and then children). I don't know. I know its possible to fit in learning coding, but I just don't seem to have the drive that other people do when it comes to these things.

BUT I always feel there is a way to getting something done. And my way is going to have to be working my ass off and earning money. Learning the fundamentals of coding, and seeing what ideas I have running through my head are realistic. And from there, paying someone/group to get things started and going from there....eh, it's worth a try.

I remember that 90 year old lady video like it was yesterday. Again, Congratulations and thank you for going into detail about how your journey went about. I'm bookmarking that post haha.
 
Thank you for sharing your story Krejlooc, your contributions to VR discussion have been invaluable, and it seems like your contributions to VR development have the potential to have an even greater impact on the wider world too.
 
I am a VR consumer noob and I was wondering if someone could help clear up some of my questions and concerns about VR.

1) What are the top 2 or 3 traditional genres that transfer over the best to VR? I have heard that Driving & Flight similuators tend to be pretty good.

2) John Carmack gave a talk at Texas Univeristy where he talked about some of the things that get people sick when using VR ( https://www.youtube.com/watch?v=FaRHbmXU9xI&feature=youtu.be&t=13m9s ). I was a little concerned to hear him say that "starting at a stationary point and then slowly accelerating and then migrating to another place, that's problematic". Maybe I am not interpreting his statement correctly but that sounds like racing & flight games. So do those game get people sick if they play for long periods of time? I assume some people are more at risk for sickness than others, but the statement from Carmack really concerned me about VR in a traditional gaming uses.

I admit I am ignorant on the topic of VR, and I have never worn a VR headset. So I don't know if my concerns about motion sickness with racing & flight are legitimate or just misplaced.

Thank you.
 
I am a VR consumer noob and I was wondering if someone could help clear up some of my questions and concerns about VR.

1) What are the top 2 or 3 traditional genres that transfer over the best to VR? I have heard that Driving & Flight similuators tend to be pretty good.

2) John Carmack gave a talk at Texas Univeristy where he talked about some of the things that get people sick when using VR ( https://www.youtube.com/watch?v=FaRHbmXU9xI&feature=youtu.be&t=13m9s ). I was a little concerned to hear him say that "starting at a stationary point and then slowly accelerating and then migrating to another place, that's problematic". Maybe I am not interpreting his statement correctly but that sounds like racing & flight games. So do those game get people sick if they play for long periods of time? I assume some people are more at risk for sickness than others, but the statement from Carmack really concerned me about VR in a traditional gaming uses.

I admit I am ignorant on the topic of VR, and I have never worn a VR headset. So I don't know if my concerns about motion sickness with racing & flight are legitimate or just misplaced.

Thank you.

Anything where you and your virtual avatar are stationary. So driving games, flight sims, roller coaster... basically anything with a seat. I think the movement issue is not so bad if you are moving slowly (and accelerating slowly) in game. I found just walking around in GTA V to be acceptable... but as soon as you start running things get a little dizzy.

The thing gets most people sick though is not having a consistent framerate. Nothing is worse than a erratic framerate in VR.


Separate topic:

I cannot seem to get direct mode to work with pCARS. I tried the extra command in steam and I get nothing. I still get the Oculus image on my TV and not on my Rift (which remains black). ????
 
Any game where you are in a cockpit of some kind is perfect, especially if you can see part of your player's body. Elite Dangerous, for example, is just amazing in VR as a space flight simulator, especially if you have a flight stick - in the game when you see your player's wrist moving the in-game stick exactly like you are moving the real thing, it really gives that feeling of bring there. You don't tend to feel sick in those games because the cockpit gives your brain a frame of reference - it knows that being in a cockpit changes how motion feels.

a5HiNHv.jpg


What Carmack was talking about was when you don't have a solid frame of reference like a cockpit. VR sickness occurs when what you see is different from what your body expects based on the forces acting on it. In a first-person shooter, for example, when you turn using the mouse, your view tells your brain you are turning, but your sense of balance and direction do not, and that can trigger VR sickness in a lot of people, especially, as Carmack says, if the turn isn't a constant speed, or is faster than a human would turn (especially if already moving faster than a human would, which is common in shooters). Another thing that can trigger VR sickness is if one moment you can look around in-game, and the next looking around doesn't change what you see - such as a static loading screen. VR apps are going to have to be built so that even loading screens allow some movement, even if it's just looking around a black area with a "loading" word hovering in space.

Now, VR sickness usually isn't a sudden thing - it adds up over time. So it's not like if you turn once in a shooter you're going to feel like puking, you can play for a while, especially once you've gotten used to playing games in VR. Over time if you are playing something that your brain doesn't like, you start feeling more and more sick, until you just have to stop, and the feeling lasts a while. So once that happens, you're done with VR for a few hours.
 
Anything where you and your virtual avatar are stationary. So driving games, flight sims, roller coaster... basically anything with a seat. I think the movement issue is not so bad if you are moving slowly (and accelerating slowly) in game. I found just walking around in GTA V to be acceptable... but as soon as you start running things get a little dizzy.

The thing gets most people sick though is not having a consistent framerate. Nothing is worse than a erratic framerate in VR.


Any game where you are in a cockpit of some kind is perfect, especially if you can see part of your player's body. Elite Dangerous, for example, is just amazing in VR as a space flight simulator, especially if you have a flight stick - in the game when you see your player's wrist moving the in-game stick exactly like you are moving the real thing, it really gives that feeling of bring there. You don't tend to feel sick in those games because the cockpit gives your brain a frame of reference - it knows that being in a cockpit changes how motion feels.

a5HiNHv.jpg


What Carmack was talking about was when you don't have a solid frame of reference like a cockpit. VR sickness occurs when what you see is different from what your body expects based on the forces acting on it. In a first-person shooter, for example, when you turn using the mouse, your view tells your brain you are turning, but your sense of balance and direction do not, and that can trigger VR sickness in a lot of people, especially, as Carmack says, if the turn isn't a constant speed, or is faster than a human would turn (especially if already moving faster than a human would, which is common in shooters). Another thing that can trigger VR sickness is if one moment you can look around in-game, and the next looking around doesn't change what you see - such as a static loading screen. VR apps are going to have to be built so that even loading screens allow some movement, even if it's just looking around a black area with a "loading" word hovering in space.

Now, VR sickness usually isn't a sudden thing - it adds up over time. So it's not like if you turn once in a shooter you're going to feel like puking, you can play for a while, especially once you've gotten used to playing games in VR. Over time if you are playing something that your brain doesn't like, you start feeling more and more sick, until you just have to stop, and the feeling lasts a while. So once that happens, you're done with VR for a few hours.

Thank you both very much for the explanation about cockpits and movements. That is good to hear, and thanks for the explanation of VR motion sickness. I haven't experienced motion sickness before so that helps me understand the process and results.

Thank you both again. :)
 
Krej, you need any new employees? &_& I can do stuff, I swear lol.

I know this is said tongue-in-cheek, but I do wonder if this part of the tech industry will ever support non-technical staff. If it will ever grow (or bloat, depending on your philosophy) large enough to "need" people without coding skills. From the complete outsider's perspective, it seems like everyone who works for a VR company has significant technical ability, and that's the way they like it. May be just that young industries run lean because that's the responsible way to go about it, I dunno.

Working in product evangelism/PR/marketing in an industry that (I feel) is going to cause such a monumental shift in the way society operates would be amazing.

Are there any forums/reddits out there solely for discussion of VR gaming but also VR applications outside the entertainment sphere?
 
Thank you both very much for the explanation about cockpits and movements. That is good to hear, and thanks for the explanation of VR motion sickness. I haven't experienced motion sickness before so that helps me understand the process and results.

Thank you both again. :)
I'd also add that while a cockpit reference in the foreground makes for a generally more comfortable VR experience, it is still entirely possible to get a strange feeling in space/flight/driving sims, particularly as the visuals become more and more convincing. No matter how 1:1 VR becomes, you'll still be missing the G forces, and some people find that quite disconcerting. And if you start doing more outrageous things, such has doing extreme flight manoeuvres, it can have other effects too. For example, people have reported getting headaches after flipping their car or having a big barrier impact in VR in iRacing.
 
One final note: when I was a kid, like 10 years old, I cockily told my mother and god mother that I would one day become a big programmer and make a lot of money and that I would take them on a trip to japan when I did. They never let me forget it, and would periodically bring it up at points in my life (i.e. highschool and college graduations, "so when are you going to become rich and take us to japan?").

I booked a tour yesterday :D
awesome story and this is the best part. I really like details like this. Getting them to Japan all of a sudden is a great suprise :) I hope this is not only a bubble though.


edit: I can't remember where I read it but recently there was an article somewhere where research (guys like Krej probably) showed that including a virtual nose distortion for each eye like you are seeing in real life is helping a lot for motion sickness as well. Did you experiment with this already, Krej?
 
I'd also add that while a cockpit reference in the foreground makes for a generally more comfortable VR experience, it is still entirely possible to get a strange feeling in space/flight/driving sims, particularly as the visuals become more and more convincing. No matter how 1:1 VR becomes, you'll still be missing the G forces, and some people find that quite disconcerting. And if you start doing more outrageous things, such has doing extreme flight manoeuvres, it can have other effects too. For example, people have reported getting headaches after flipping their car or having a big barrier impact in VR in iRacing.

Thank you. I have heard about the effect of extreme acceleration causing sickness. I was hoping that devs would be able to work around it in some cases by making events like crashing less jarring by moving the player into a 3rd person mode to watch the crash or just make the crash happen in slow mo?

I am not a dev, so I have no clue. But thanks again for the heads up.
 
Thank you. I have heard about the effect of extreme acceleration causing sickness. I was hoping that devs would be able to work around it in some cases by making events like crashing less jarring by moving the player into a 3rd person mode to watch the crash or just make the crash happen in slow mo?

I am not a dev, so I have no clue. But thanks again for the heads up.

Although, it iurns out when you crash a car in real life or do a barrel roll in a plane... you will likely get a head ache.
 
Although, it iurns out when you crash a car in real life or do a barrel roll in a plane... you will likely get a head ache.

LMAO!

I wouldn't know. I only flipped 1 car in real life, and I was so concerned with my parents attempting to murder me because of it. I didn't think about having a headache or not :).

I was searching for the "do a barrel roll" Starfox gif and I didn't know Google had a little trick. It messed with me. :)
 
That's a one hell of a success story, Hey Kerijloc, as a soon to be MD, what is it you're working on in the medical field related to VR?
 
Thank you. I have heard about the effect of extreme acceleration causing sickness. I was hoping that devs would be able to work around it in some cases by making events like crashing less jarring by moving the player into a 3rd person mode to watch the crash or just make the crash happen in slow mo?

I am not a dev, so I have no clue. But thanks again for the heads up.
As paskowitz points out, this is an understandable result, and in that sense you could argue it's a very good thing for simulators, having real consequences to your actions. It could ultimately make people quite fearful of crashing, which is how it should be for something like iRacing.

I should say it hasn't happened to me with the DK2 - I still get the occasional odd feeling from simply being in VR for too long, but I've done many severe crashes in several driving sims with no ill effects. I don't particularly enjoy barrel rolls in space sims though...

I wouldn't be surprised if using a higher spec headset like the Vive or Rift CV1 reduces (or completely eliminates) the slow nausea/headache build-up I get from using the DK2, but increases the potential to be affected by severe G moments in VR.

As for your ideas to reduce the impact, that kind of thing might not be suitable for sims, but certainly possible for other games. Will be interesting to see whether they start offering those kind of solutions.
 
I wouldn't be surprised if using a higher spec headset like the Vive or Rift CV1 reduces (or completely eliminates) the slow nausea/headache build-up I get from using the DK2, but increases the potential to be affected by severe G moments in VR.

Yeah, the better the VR specs, the less VR sickness people experience. Just the difference between Oculus Devkit 1 and Devkit 2 made a HUGE difference, going from 720p/60fps to 1080p/75fps with motion sensing and very low pixel latency. One of the executives at Oculus said he's very sensitive to VR sickness, he could only use DK1 for a few minutes at a time, but he could use DK2 for 45 minutes or longer. I imagine going to 90 fps, better displays with 25% more pixels, better optics which use more of the available pixels on the screen, lighter and more comfortable headsets, with the more advanced SDK, will be an even bigger improvement in VR sickness.
 
Separate topic:

I cannot seem to get direct mode to work with pCARS. I tried the extra command in steam and I get nothing. I still get the Oculus image on my TV and not on my Rift (which remains black). ????
I still haven't tried it myself yet. I have a silly question though, you have made sure to turn the Rift on and set the Oculus control panel to use Direct Mode before launching PCARS, correct?
 
Yeah, the better the VR specs, the less VR sickness people experience. Just the difference between Oculus Devkit 1 and Devkit 2 made a HUGE difference, going from 720p/60fps to 1080p/75fps with motion sensing and very low pixel latency. One of the executives at Oculus said he's very sensitive to VR sickness, he could only use DK1 for a few minutes at a time, but he could use DK2 for 45 minutes or longer. I imagine going to 90 fps, better displays with 25% more pixels, better optics which use more of the available pixels on the screen, lighter and more comfortable headsets, with the more advanced SDK, will be an even bigger improvement in VR sickness.
From what I've seen from some developer discussions about 85fps is a sweetspot for many people hence why both the Vive and CV1 are targeting 90. Higher might also be beneficial, but CV1 is a good place to be.
 
So, I haven't been using my DK2 in the past 6 or so months but with the announcement of CV1 and E3 in sight, I want to catch up.

I already tried Apollo (pretty good, but I'd rather prefer no humans at all than dead bodies, so uncanny and scary), Surge (pretty cool and good looking in UE4!) and am downloading Neos The Universe right now.

I've spotted that mech demo on Oculus Share and will get to it tomorrow. Any personal reccomendations? Welcome To Oculus still doesn't work for me due to codec shit unfortunately... not going to mess up my codec setup for one demo.
 
I still haven't tried it myself yet. I have a silly question though, you have made sure to turn the Rift on and set the Oculus control panel to use Direct Mode before launching PCARS, correct?

Yeah, tried that. At this point I have tried just about everything. IMO both pCARS and AC are terribly unoptimized for the Rift. pCARS is only using between 40-60% of my GPU when playing on the Rift (could be a bug). In AC it makes my card go crazy and constantly keeps the power limit above 115% (causing crashes... which I do not normally get).
 
Has anyone seen the new Hot Pockets commercial on Hulu? Weird question I know, but it's 3 dudes playing video games wearing fake VR hmds. I know a big concern with detractors is if VR would ever reach the mainstream, so wouldn't this kind of answer that?

Still looking for the video can't find it right now, it's pretty new.

caught it the next time it came around:
https://vid.me/GR8U
 
As I'm currently in the US, I ordered myself a DK2 here. Initially I wanted to wait until the Vive CV is releasing but after trying the DK2 at a friends home I simply can't wait and I can sell the DK2 later on for at least the same price I bought it for in Germany.

Now as I'm LTTP what demos should I try and if there is any resource on how commercial games do work with the DK2 (either by native support like Alien or Driver injection). Could you guys help me on that?

Also, will be games that will release for the CV1 be compatible with the DK2?
 
As I'm currently in the US, I ordered myself a DK2 here. Initially I wanted to wait until the Vive CV is releasing but after trying the DK2 at a friends home I simply can't wait and I can sell the DK2 later on for at least the same price I bought it for in Germany.

Now as I'm LTTP what demos should I try and if there is any resource on how commercial games do work with the DK2 (either by native support like Alien or Driver injection). Could you guys help me on that?

Also, will be games that will release for the CV1 be compatible with the DK2?

A few links to get you started:

https://share.oculus.com/
http://www.theriftarcade.com/oculus-rift-dk2-supported-games/
http://www.reddit.com/r/oculus/comments/2btu2o/unofficial_list_of_dk2_demos_and_resources/
https://www.wearvr.com/

Some may not be kept up to date...

I imagine many CV1 games will work with the DK2, either 'out of the box' or with some additional steps. But there is no obligation for anyone to support a devkit, so don't expect it.

(I'd also suggest not playing CV1 games on DK2 even if it's possible... surely it's better to wait for the real deal?)
 
A few links to get you started:

https://share.oculus.com/
http://www.theriftarcade.com/oculus-rift-dk2-supported-games/
http://www.reddit.com/r/oculus/comments/2btu2o/unofficial_list_of_dk2_demos_and_resources/
https://www.wearvr.com/

Some may not be kept up to date...

I imagine many CV1 games will work with the DK2, either 'out of the box' or with some additional steps. But there is no obligation for anyone to support a devkit, so don't expect it.

(I'd also suggest not playing CV1 games on DK2 even if it's possible... surely it's better to wait for the real deal?)

Thanks man! :)
 
While we are at it: since I only have a laptop here when my Rift arrives but still want to try it (the integrated demo with the SDK should run more or less fine), what are the least demanding demos in terms of the GPU requirement? Like a virtual cinema or something video based? (I only have a old Quattro Nvidia in here - something like Half-Life 2 runs in medium details)
 
Direct mode should be working now so no more having to mirror the game in obs to use the menus.

Project cars is a blast in VR with a wheel set up. I always thought the missing element to being able to instinctively correct slides was the forces on your body... when putting a VR headset really seems to have been a huge upgrade on how I race in the virtual world. Easy to hot lap a new track with no guides.

I have been wanting this, but there is no direct mode and I read it was a big chore to get working properly. I have a 780ti dual classified with 4790k. Can you advise? How hard is it to set up and get running optimally.
 
So I tried Alien Isloation with DK2. Besides plenty of tech issues and annoying drifting...

...this is a COMPLETE game changer. Really. I'm not even remotely interested in what a new console/PC whatever can bring to the table. This is the future and there is no doubt about it. I mean I already played through the game and yet it feels like a complete new WORLD, not GAME, mind you. It's great.
 
I have been wanting this, but there is no direct mode and I read it was a big chore to get working properly. I have a 780ti dual classified with 4790k. Can you advise? How hard is it to set up and get running optimally.

It's pretty easy actually.

All I had to do was set my Rift to extended mode and the primary monitor. Then I turned off the Rift, launched the game, immediately turned on the Rift and let the game load. Then turned off the Rift again and fiddled with the settings. Make sure you set the resolution to 1080*1920 74Hz and turn off shadows and stuff like lens flare.

Then you just have to turn the Rift on every time a race starts and of when the race is over. That is annoying but it works. I just wish there was an option so you had more time to get ready and make sure your headset is on correctly.

The game runs really smoothly for me, one of the best DK2 experiences I have had and no ill feeling. I am running it on a 780 and 4770k both over clocked so similar if a bit weaker than your setup.
 
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