Oculus Rift - Dev Kit Discussion [Orders Arriving]

Ok, so last night I ran the "vr_calibration" tool in TF2. After I was done, I typed in "vr_separation_user_inches", and it autofilled in "2.5" at the end. I assume it automatically converts the millimeters taken from what you inputted into the vr_calibration tool and shows you what your separation is?

I then loaded up HL2, opened the console, and typed in "vr_separation_user_inches", and it autofilled in "2.5". How did it know that was my separation? Does it somehow talk to the TF2 config file?

I then changed "vr_separation_user_inches" to 1.5, 2, 2.2, and 2.7 and noticed no difference in the image coming through the rift. Is there some other console command I'm supposed to be using to input separation into HL2?

This is such a PITA.

the autofilling part doesn't tell you anything. what you have to do is type in vr_seperation_user_inches and hit enter. the console will then list the appropriate number that the TF2 calibration tool output.
 
Ok, so last night I ran the "vr_calibration" tool in TF2. After I was done, I typed in "vr_separation_user_inches", and it autofilled in "2.5" at the end. I assume it automatically converts the millimeters taken from what you inputted into the vr_calibration tool and shows you what your separation is?

I then loaded up HL2, opened the console, and typed in "vr_separation_user_inches", and it autofilled in "2.5". How did it know that was my separation? Does it somehow talk to the TF2 config file?

I then changed "vr_separation_user_inches" to 1.5, 2, 2.2, and 2.7 and noticed no difference in the image coming through the rift. Is there some other console command I'm supposed to be using to input separation into HL2?

This is such a PITA.

I used the setup guide from Road to VR. seemed to work fine for me.

www.roadtovr.com/2013/05/11/how-to-...beta-for-your-oculus-rift-gameplay-video-5730
 
I'd remain cautiously optimistic; I do believe they've fallen behind their shipping estimates before. But I'd also assume they are posting this for a reason, so hopefully everyone who has ordered up until now should have a Rift before the end of September.

Ugh man, that'd be awesome but I don't want to get my hopes up. I haven't stopped talking about the rift since I ordered one the other day. I'm a very impatient man.
 
QBEH

Found this at random when grabbing a bunch of Rift demos. I'm really surprised this hasn't been suggested or talked much about here on this board. It's a short, yet pretty impressive puzzle/platformer that has a visual style very reminiscent of games like Echochrome. The headtracking and 3D depth is solid, and its clean, calming style looks really wonderful through the Rift. Easily a top recommendation for demos to try out on it.

Qbeh_01_zps0fd4c617.jpg



Next, Lunar Flight Beta can be bought on Steam, 66% reduced price because of Summer Sale

https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=190

http://store.steampowered.com/app/208600/

Got all excited and grabbed this but found out after that it still doesn't have Rift support. I've been constantly going back to First Law and Titans of Space so I'm anxiously wanting a fully fledged space game to immerse myself in.
 
QBEH

Found this at random when grabbing a bunch of Rift demos. I'm really surprised this hasn't been suggested or talked much about here on this board. It's a short, yet pretty impressive puzzle/platformer that has a visual style very reminiscent of games like Echochrome. The headtracking and 3D depth is solid, and its clean, calming style looks really wonderful through the Rift. Easily a top recommendation for demos to try out on it.

Qbeh_01_zps0fd4c617.jpg
Thanks for the reminder! I think this is the one demo that I downloaded but HADN'T yet tried.
 
QBEH crashes on exit, which isn't a big deal, but like so many Unity demos there doesn't seem to be any way to adjust IPD, which is a big problem. :( If there's a way to force it, please let me know.

QBEH seems kind of cool. I feel like there isn't much anti-aliasing though, and the thing that drove me nuts was that if you ever mess up slightly by say, misjudging a jump near the end of a level, you have to redo the ENTIRE level. And if you quit and restart, you have to redo the entire demo from the beginning. The puzzles are pretty awkward when you have to look really far down to delete blocks since the Oculus control cable is not very long.
 
The cable length is an issue for me. I need a longer HDMI and USB cable. ( included HDMI was only 3ft) having my PC on the floor makes the control box quite far back
 
Got all excited and grabbed this but found out after that it still doesn't have Rift support. I've been constantly going back to First Law and Titans of Space so I'm anxiously wanting a fully fledged space game to immerse myself in.

didn´t read the first link?

Once you have purchased & downloaded the game you can opt into the Beta by:
- Right click on the Game in your Library
- Select Properties
- Select the BETAS Tab
- Select the BETAS - Oculus Build
 
I'm really interested in picking up Retrovirus for half off on steam, but I heard the framerate is abysmal, even on high end graphics cards like the 690. 20 fps on a 690? C'mon now.
 
Also, just got to Ravenholm in HL2 last night. Decided to stop right there in the opening area. Cannot wait to delve into it tonight. The hovercraft segment was so good (except I could not get the damn turret aiming correctly). There are occasional moments where you'll swear the game was made for the VR experience.

Also got Doom 3 running recently. Another great experience so far (although I've barely gotten anywhere yet). Lots of really cool things to look at. Imps in your face are seriously intense.

One thing about both of these games that I find pulls me out of the experience a bit is player height. In both games, if I play while standing, it feels like the ground is up at my knees or something. Well that's a bit of an exaggeration, but it feels like I'm wading ankle deep in the floor lol. Every time I look down at the ground I'm immediately aware its not the actual ground I'm standing on. Hopefully VR games in the future will use the Oculus configuration settings or at least something similar.
 
Also, just got to Ravenholm in HL2 last night. Decided to stop right there in the opening area. Cannot wait to delve into it tonight. The hovercraft segment was so good (except I could not get the damn turret aiming correctly). There are occasional moments where you'll swear the game was made for the VR experience.

Also got Doom 3 running recently. Another great experience so far (although I've barely gotten anywhere yet). Lots of really cool things to look at. Imps in your face are seriously intense.

One thing about both of these games that I find pulls me out of the experience a bit is player height. In both games, if I play while standing, it feels like the ground is up at my knees or something. Well that's a bit of an exaggeration, but it feels like I'm wading ankle deep in the floor lol. Every time I look down at the ground I'm immediately aware its not the actual ground I'm standing on. Hopefully VR games in the future will use the Oculus configuration settings or at least something similar.

What are your settings for DOOM 3? I tried to get it working earlier and couldn't figure it out.
 
Also, just got to Ravenholm in HL2 last night. Decided to stop right there in the opening area. Cannot wait to delve into it tonight. The hovercraft segment was so good (except I could not get the damn turret aiming correctly). There are occasional moments where you'll swear the game was made for the VR experience.

Also got Doom 3 running recently. Another great experience so far (although I've barely gotten anywhere yet). Lots of really cool things to look at. Imps in your face are seriously intense.

One thing about both of these games that I find pulls me out of the experience a bit is player height. In both games, if I play while standing, it feels like the ground is up at my knees or something. Well that's a bit of an exaggeration, but it feels like I'm wading ankle deep in the floor lol. Every time I look down at the ground I'm immediately aware its not the actual ground I'm standing on. Hopefully VR games in the future will use the Oculus configuration settings or at least something similar.

there's an eye height setting in Doom 3 that you can tweak to fix that. or, you can tweak the IPD to make everything feel bigger, rather than making yourself feel taller. I got Doom 3 feeling pretty damn good.
 
What are your settings for DOOM 3? I tried to get it working earlier and couldn't figure it out.

I just extracted v4 of the mod and put in this guy's config file:

"**EDIT: Recommended Settings for 'seta stereoRender_warpTargetFraction' are for 1920x1080 resolution only

//DOOM 3 BFG EDITION CONFIGURATION FILE FOR THE OCULUS RIFT VERSION Doom3BFG-VR4.zip

//*NOTE* A line with double forward slashes in front of it will be "commented out" and not executed in the console.

// Move the center of the individual eye viewports towards the center of the physical screen. This is needed for the 7" devkit screen.
//1920x1080 res and 'A' Cups set to 0.86
//1920x1080 res and 'C' Cups set to 0.80
//1920x1080 res and 'B' Cups set to somewhere in between 0.80 and 0.86
//Other resolution settings are unknown, play around with this setting until you have eliminated the black borders.
seta stereoRender_warpTargetFraction "0.86"

// Infinite convergence for HMDs
seta stereoRender_convergence "0"

// Set IPD in centimeters. So an IPD of 64mm set to 6.40.
seta stereoRender_interoccularcentimeters "6.40"

// Disable headbob effects to minimize motion sickness. I prefer to keep head bobbing on, if you disable it you feel like you're floating around.
//seta pm_bobroll "0"
//seta pm_bobpitch "0"
//seta pm_bobup "0"
//seta pm_runroll "0"
//seta pm_runpitch "0"
//seta pm_runbob "0"
//seta pm_walkbob "0"
//seta pm_crouchbob "0"

// Increase pitch range to allow upside down positions.
seta pm_maxviewpitch "989"
seta pm_minviewpitch "-989"

// Set your height in inches. This is important for sense of scale.
seta pm_normalviewheight "73.0"

// Disable screen effects. Sometimes screen effects only apply to one eye. When that happens, it's very uncomfortable.
seta g_skipvieweffects "1"
seta g_doublevision "0"
seta g_kickTime "0"

// Set the FOV. 99 seems to be the perfect FOV setting, anything higher and you get a looking through a fishbowl effect.
g_fov 99

// Disable looking up and down with mouse or controller.
set joy_pitchSpeed 0
set m_pitch 0

Copy and paste this into a text file with the extension .cfg or download the attachment. Place this file in C:\Users\[USER NAME]\Saved Games\id Software\DOOM 3 BFG\base

When you start the game, bring down the console and type exec rift.cfg to exec all cvars at once."

Make sure you launch the game with the Doom3BFGRelease exe in the game's directory after extracting, not the normal Doom3BFG.exe. At first I was still launching the game through steam and nothing was working.
 
LOL just noticed the player height setting right in this config file I copied. D'oh. Should have noticed that from the beginning.

I don't know why they recommend 1080. 1920 x 1200 with of an fov of something like 105 is what I think I used, but I'd have to double check the FOV.

edit: nope. I used 100.
 
I don't know why they recommend 1080. 1920 x 1200 with of an fov of something like 105 is what I think I used, but I'd have to double check the FOV.

edit: nope. I used 100.

Hmmm. I'm also wondering...

My RL height is right around 73-74 inches, which is what I currently have it set to using that guy's cvars. Maybe using a 16x9 resolution is messing the proportions up and making the world feel shorter both above and below my line of sight...

Will definitely play with this later.
 
Hmmm. I'm also wondering...

My RL height is right around 73-74 inches, which is what I currently have it set to using that guy's cvars. Maybe using a 16x9 resolution is messing the proportions up and making the world feel shorter both above and below my line of sight...

Will definitely play with this later.

don't be shy about tweaking the ipd either. reducing that a bit will make everything feel bigger.
 
Wouldn't this be bad for your eyes if the value is incorrect, though? Like it would force them to try to merge images that are the wrong distance apart.

not really. try it! the wrong ipd will make things feel like the wrong scale, but I don't think it's going to break you unless you push it way too far apart, or into negative values or something mad.
 
Man, if you want to impress people with this thing, let them walk around the world of Dear Esther for awhile. Just incredible all the detail
 
iRacing Rift support in this Tuesday's coming build.

http://racesimcentral.com/2013/07/iracing-release-notes/

Oculus Rift

- Added preliminary support for the Oculus Rift VR Headset Development Kit.

Follow the instructions of the dev kit to install it as either an extended desktop monitor (recommended) or as a duplicated monitor (may allow you to see on a monitor what is visible
inside the Rift). The resolution for the dev kit monitor should be 1280×800.

When launching the simulator, it will attempt to detect the Rift. If it is detected, a dialog box will prompt you if you want to use the Rift. If the simulator does not properly detect the
Rift, try configuring it differently on the PC.

Centering the Rift: When the simulator first launches, the 2D loading screen image will appear (as usual), about a meter way from the view point. While on the loading screen, hold
your head straight and level, and press any key to re-center the head tracking. Any time after loading completes, such as on the replay screen or while driving, you may use the
assignable hot key (options screen, default is ‘;’) to re-center the head mounted display (HMD). You may want to assign this command to a button on your wheel, to make it as easy as
possible to re-center if necessary.

VSYNC is optional when the Rift is enabled, specified via the graphics options screen. VSYNC is recommended to prevent tearing, but many report less latency and better tracking with it
disabled.

Multisampling is supported with the Rift. The number of samples per pixel is specified in the graphics options screen (AA #samples) and is applied to the Rift’s display if supported on
your GPU.

The user interface screens now pan (to a limited extent) with head tracking. This allows navigation of the garage and options screen within the Rift. It also allows the black boxes
and other driving UI to be viewed while driving. This is a work in progress.

In general, achieving higher frame rates is very important when using the Rift. Reduce graphics quality as necessary to achieve low latency head tracking.

There are several new options located renderer.ini related to the Rift as follows.

[Oculus Rift]
CorrectYaw=1 ; Enable magnetic yaw correction
CorrectPitch=1 ; Enable gravity based pitch correction

UsePrediction=1 ; Enable motion prediction
PredictionTimeMS=20 ; How many milliseconds to use during prediction
ForceVSYNC=0 ; Force on VSYNC for Rift even if disabled in the graphics
options settings
PanUserInterfaceToEdge=0 ; Allows user interface to pan further with head tracking

ForceVSYNC causes VSYNC to be enabled whenever the Rift is in use. When set, it overides the setting from the options screen only for the Rift. We don’t currently set this option by
default because it increases controller lag and head tracking latency on some PC’s.

The CorrectYaw and CorrectPitch settings, when enabled, use the Rift’s magnetometers (for yaw/magnetic fields) and accelerometers (for pitch/gravity) to help correct any drift
accumulated during driving. When Yaw correction is enabled, whenever you recenter the Rift
(using the hotkey) a magnetic calibration will automatically begin – the calibration will automatically complete after the headset is rotated over a large enough range (it helps to
look around after initiating the calibration).
 
I just ordered. The pre-order site claims orders will ship in August? Anyone have any idea if this is accurate?

Oculus put out an official shipping update earlier in the week stating that all current orders are in fact expected to be fulfilled by end of August.

However, they have claimed similar things before and were wrong, so take it with a grain of salt.
 
Oculus put out an official shipping update earlier in the week stating that all current orders are in fact expected to be fulfilled by end of August.

However, they have claimed similar things before and were wrong, so take it with a grain of salt.

Great! Thanks for the info, I'll remain cautiously optimistic that I'll get mine sooner than later.
 
I got one HDMI cable when I received my Rift and it was a 3-foot one too. I didn't even think about the second one until I saw this message because it did say there would be two included.

I got mine less than a week ago and what was in the kit and what the sheet that came with it said would be included were a bit different. No DVI cable, no DVI/HDMI adapter, and just a 3 foot HDMI cable, no 6 foot. Luckily I'm using DVI for my monitor so I was left with an open HDMI slot on my video card so it all worked out for me regardless. Cutting corners to ship the units out faster maybe?

Also, any idea where I'm supposed to find the TF2 hat code? I assumed it was going to show up on the Oculus site in the dev section but I haven't seen a thing. Same thing with the steam credit for Doom 3, unless that was just for kickstarter backers or something.
 
yes! just got an email saying my order will be updated to processing with the next 48 hours

Boom!

"You're receiving this email because your Oculus order will be advancing to "Processing" status in the next 48 hours."

56XXX (US)
 
Speaking of Doom 3: I was playing it the other day, everything was fine but then audio stopped working. I get sound effects, but every time there's dialogue, it just produces a beeping sound.

Anyone knows what could that be?
 
I got mine less than a week ago and what was in the kit and what the sheet that came with it said would be included were a bit different. No DVI cable, no DVI/HDMI adapter, and just a 3 foot HDMI cable, no 6 foot. Luckily I'm using DVI for my monitor so I was left with an open HDMI slot on my video card so it all worked out for me regardless. Cutting corners to ship the units out faster maybe?

Also, any idea where I'm supposed to find the TF2 hat code? I assumed it was going to show up on the Oculus site in the dev section but I haven't seen a thing. Same thing with the steam credit for Doom 3, unless that was just for kickstarter backers or something.

Did you buy your Rift before April 1st? If so, go here: https://www.oculusvr.com/sales/. Enter your email address you bought your Rift with and it will be on the page that shows up on your email. As for the Doom 3 code, I may be wrong, but that was for Kickstarter backers.
 
I got mine less than a week ago and what was in the kit and what the sheet that came with it said would be included were a bit different. No DVI cable, no DVI/HDMI adapter, and just a 3 foot HDMI cable, no 6 foot. Luckily I'm using DVI for my monitor so I was left with an open HDMI slot on my video card so it all worked out for me regardless. Cutting corners to ship the units out faster maybe?

Also, any idea where I'm supposed to find the TF2 hat code? I assumed it was going to show up on the Oculus site in the dev section but I haven't seen a thing. Same thing with the steam credit for Doom 3, unless that was just for kickstarter backers or something.
The TF2 hat code should be in the Oculus order status page I think, some sort of redeem button.

As for cables, maybe I was lucky, I think I got the full set of DVI/HDMI adapter, DVI cable (which I'm using for the Rift as well as a DVI monitor), and two HDMI cables. The cable from the Rift to the control box is the thing that is a bit short though if I stand up, since I'm about 6'2". =P
 
Did you buy your Rift before April 1st? If so, go here: https://www.oculusvr.com/sales/. Enter your email address you bought your Rift with and it will be on the page that shows up on your email. As for the Doom 3 code, I may be wrong, but that was for Kickstarter backers.

Purchase Date: Mar 31, 2013 10:08 PM PDT

Ha, I guess I squeaked it in there. I found the code, thanks! I already had Doom 3 but apparently only the BFG edition has 3D support. It was only $5 during one of the steam sales so no big deal as much as free $20 steam credit would have been nice.
 
Also, I know low latency was supposed to be one of the big draws, but does anyone else feel like some games, like TF2, have a tiny bit of latency with the head tracking? I'd guess maybe 20-30 ms but it could just be my imagination. I have Aero turned off, TF2 fullscreen, running at 100+ fps...the only thing I could try changing is extending the desktop instead of cloning it again, but that makes it really annoying to launch games and I don't think it really seemed to improve latency for me.
 
Also, I know low latency was supposed to be one of the big draws, but does anyone else feel like some games, like TF2, have a tiny bit of latency with the head tracking? I'd guess maybe 20-30 ms but it could just be my imagination. I have Aero turned off, TF2 fullscreen, running at 100+ fps...the only thing I could try changing is extending the desktop instead of cloning it again, but that makes it really annoying to launch games and I don't think it really seemed to improve latency for me.

You should be able to just hit win+p at any time to quickly switch between display screens
 
You should be able to just hit win+p at any time to quickly switch between display screens
Hmm, I'm trying that, but it gives me a 4-option menu (only one monitor). It still makes it super awkward to see your taskbar, launch games, and so forth. Plus it means you can't read text in TF2 by tilting the Rift off temporarily. :P
 
Top Bottom