Oculus Rift Development Kit 2 announced, up for preorder (based on Crystal Cove)

What in the actual fuck? I have a 780 Ti and an i7 2600k and I'm pissed off at that performance.. From what I saw, a 660 or 670 should have no trouble running that demo.

Does this mean my feeble 3gb 780 will not be able to handle the DK2? or is it just bad optimization on the part of this demo? I guess no one really knows, but I hope I dont have to update my card since I just got this one a few months back! :(
 
Yeah it's stupid high and a lot of devs don't alter it
What does the screen percentage setting affect? How much border space is drawn for the Rift projection?

I'd rather they err on the side of drawing too much than having black borders at the edge of your vision, so it's at least a bit understandable.
 
What in the actual fuck? I have a 780 Ti and an i7 2600k and I'm pissed off at that performance.. From what I saw, a 660 or 670 should have no trouble running that demo.

My laptop has a i7 4700MQ CPU and GTX 765M GPU. Will that be good enough for demos? What desktop system is it comparable to? It has an HDMI port, but I don't know if that's good or bad for framerate.

My desktop has an i5-2500K CPU and Radeon HD 6870 GPU. I feel like my laptop is better since it's newer, and seems to run Chivalry more smoothly. I'd prefer not to have to lug around a desktop to show off the Rift to people.

EDIT: Sorry for asking if my stuff is good enough. I hate when people keep asking that. There should be a thread for listing comparisons of hardware specifications and requirements for any kind of game or peripheral.
 
What does the screen percentage setting affect? How much border space is drawn for the Rift projection?

I'd rather they err on the side of drawing too much than having black borders at the edge of your vision, so it's at least a bit understandable.

It's super sampling. For whatever reason, by default UE4 with Rift 1080p renders at nearly 4k internally.
 
Does this mean my feeble 3gb 780 will not be able to handle the DK2? or is it just bad optimization on the part of this demo? I guess no one really knows, but I hope I dont have to update my card since I just got this one a few months back! :(

What does the screen percentage setting affect? How much border space is drawn for the Rift projection?

I'd rather they err on the side of drawing too much than having black borders at the edge of your vision, so it's at least a bit understandable.

No, its more on the developers and the default settings when starting with UE4. The screen percentage is stupidly high where the internal rendering practically becomes 4k. Any current card would suffer having to render that resolution twice.

And your 780 will be fine BladeSinner. Really it depends on the game, but even cyber (Community Manager) stated at minimum a 770 is required to full take advantage of DK2.

Remember the main thing, is turn down settings to keep a high framerate. I don't know about you guys, but the times I've felt like throwing up after putting on the Rift is when the framerate was around 30-40 constantly. It's horrible.
 
Let's just get it out of the way immediately that yes, I'm an idiot with more money than sense, but I love tech, I love games, I love gadgets, and I don't mind paying the premium to give this a go.

Normally I wouldn't be so gung ho (that may be a lie), but since the Rift first appeared, hearing people say "you have to try it to understand" has just compounded the more I heard it, and now I just really want to try it for myself :D

My only question is do I have hardware capable of running the demo's available in order to fully appreciate the device? I only have:

* Macbook Pro Retina (2.6Ghz i7, 16GB ram, GT 650M)

* Mac Mini (2.6Ghz i7, 16GB ram, HD4000)

Obviously the Pro is the way to go with the better GPU, but is it enough?

Thanks all ;)

EDIT: I should say that I build apps for a living, just not this kind of app. That said I'll likely give it a crack at somepoint should I end up with one. Plus, as above, sorry for asking this type of drivel in here...
 
Let's just get it out of the way immediately that yes, I'm an idiot with more money than sense, but I love tech, I love games, I love gadgets, and I don't mind paying the premium to give this a go.

Normally I wouldn't be so gung ho (that may be a lie), but since the Rift first appeared, hearing people say "you have to try it to understand" has just compounded the more I heard it, and now I just really want to try it for myself :D

My only question is do I have hardware capable of running the demo's available in order to fully appreciate the device? I only have:

* Macbook Pro Retina (2.6Ghz i7, 16GB ram, GT 650M)

* Mac Mini (2.6Ghz i7, 16GB ram, HD4000)

Obviously the Pro is the way to go with the better GPU, but is it enough?

Thanks all ;)

EDIT: I should say that I build apps for a living, just not this kind of app. That said I'll likely give it a crack at somepoint should I end up with one.

Demos will run, but you may struggle to hit 60+ fps. With time warp and lowering the res you should be okay I'd imagine.

In general, see what your fps is at 1080p and remove 20% and that will be roughly the frame rate in the Rift. It's just a guideline of course, but that should give you an idea of how well it will run.
 
Demos will run, but you may struggle to hit 60+ fps. With time warp and lowering the res you should be okay I'd imagine.

In general, see what your fps is at 1080p and remove 20% and that will be roughly the frame rate in the Rift. It's just a guideline of course, but that should give you an idea of how well it will run.

Gotcha. Thanks for that, much appreciated :)
 
I don't expect to get my rift this week :/
I guess one might say you're lacking

...

... FAITH.

The current discussion is whether there will be any form of PR, forum post, announcement, email, or whatever from Oculus this week. Even some sort of Twitter "yup we're still busy" message would be nice.
 
By any chance, would any DK1 owners happen to have an unused Unity Pro trial code that I may employ? I honestly didn't make good use of my trial period some months ago, and I've been hoping to tinker with it again.

I had originally planned to wait until the DK2 came so I received a fresh one, but apparently they're not giving out Unity Pro trial codes with the DK2. (And considering you need Pro to use the Oculus plugin... I know people have been raving about UE4, but I think Unity is more my speed at the moment.)


Edit: Still looking for one, unfortunately.
 
I would argue that UE4 is almost more beginner friendly than Unity. UE4's Blueprint visual scripting is very comfortable and powerful. In contrast you will have to program/script in C#/JS/Python in Unity. UE4's documentation, video-tutorials (I believe there's 150+ official ones now) and community is already great. Engine is highly advanced.

An advantage with Unity is the giant library of the asset store that's tied up with the editor. UE4 has its marketplace but they aren't ready to open it just yet to all users (but you can use external asset stores like Totalsquid etc for resources for now).
 
I would argue that UE4 is almost more beginner friendly than Unity. UE4's Blueprint visual scripting is very comfortable and powerful. In contrast you will have to program/script in C#/JS/Python in Unity. UE4's documentation, video-tutorials (I believe there's 150+ official ones now) and community is already great. Engine is highly advanced.

An advantage with Unity is the giant library of the asset store that's tied up with the editor. UE4 has its marketplace but they aren't ready to open it just yet to all users (but you can use external asset stores like Totalsquid etc for resources for now).

Oh, I've heard good things about UE4, it's true. It's just that when I did start to tinker, it was through Unity, and I'd rather try to make continued progress with that, instead of learning something else from the beginning again.
 
My gf invited me to her college game design class and they were using Unity, to this day I still don't really get to much of it but that is mostly because I am not really going into coding until I start college back up this year. Then a few months ago I said screw it and subbed to UE4, I can actually do things thanks to the blueprint system! I don't think I will ever go back to Unity with how user friendly UE4 is.
 
It's super sampling. For whatever reason, by default UE4 with Rift 1080p renders at nearly 4k internally.

Because of the distortion shader, Occulus actually recommends that you render at least 1.5x native resolution, otherwise it will look blurrier than it should.
 
XING was beautiful, but even my rig couldn't get it at 60 FPS @ 1080p. I was probably bouncing betwen 30-40, and it was...disconcerting.
 
Well that's what they said when DK2 was released. But yes, I suppose its entirely possible that plans have changed since then.

was from a wired article:
http://www.wired.com/2014/05/oculus-rift-4/ said:
“Oculus is also working on a second, outward-­facing camera that will be part of the headset itself. The Valve proto­type used such a camera to read fiducial markers on the walls for tracking, but Oculus seems to intend it for very different applications. For one, Carmack says, it can function as a pass-through camera, allowing Rift-wearing users to see what’s happening in the real world—a kind of external heads-up display that would allow you to grab a soda, for instance. But it has other, much more interesting potential uses. Right now the Rift allows players to look around a virtual world; to move through it, they use an Xbox controller. But a front-­facing camera might allow the Rift to someday track users’ gestures instead—like a Kinect, but more powerful. “In the early days of VR, it was all goggles and gloves,” Carmack says. “Nobody’s talking about gloves now—it’s going to be done with optical tracking. You want it to feel like a virtuoso with an instrument.” Add haptic feedback, which the company is also developing, and you've taken a giant step toward achieving true presence. Players will be able to engage with virtual worlds—and have those worlds engage back—unencumbered.”

There are quite a few things in there that I haven't seen mentioned here before.
Outward facing camera
Want to track hands with optical tracking, have no interest in working with gloves.
Working on haptic feedback for hands (no idea how they are planning to do this without gloves)
 
was from a wired article:


There are quite a few things in there that I haven't seen mentioned here before.
Outward facing camera
Want to track hands with optical tracking, have no interest in working with gloves.
Working on haptic feedback for hands (no idea how they are planning to do this without gloves)

Oculus, and specifically John Carmack, has been talking about an inside-out tracking solution for a long time now.
 
Sony has a patent for something that allows haptic (hand feedback) without directly being a glove:
vr-virtual-reality-controller-for-ps3.jpg
 
Sony has a patent for something that allows haptic (hand feedback) without directly being a glove:
vr-virtual-reality-controller-for-ps3.jpg

There are also devices that can stimulate the muscles in your hand to be worn on the wrist, although I wouldn't expect anything like that (at least so soon).
 
XING was beautiful, but even my rig couldn't get it at 60 FPS @ 1080p. I was probably bouncing betwen 30-40, and it was...disconcerting.

What rig do you have?

Anyway, no update so far from Oculus on my end. Ordered at 10 AM PDT @ the 19th. Hopefully, we get an update at least, but this is kind of worrying.
 
https://txrxlabs.org/

Got permission from the mods to post this here: I run a vr group with some guys out of Houston, Texas and we do monthly meetings. We're holding a meeting this Thursday at 7pm at TX/RX labs. This is a casual meeting, no membership or anything required. Open to anyone intetested in VR. We normally have at least a few vr stations set up (last month we were demoing fzero gx and senza peso). Lots of like minded people either interested in learning about vr or plenty of developers looking to team up across a number of disciplines.

Definitely check us out if you have nothing else going on. We were hopeful to have dk2s for this week but its looking like itd take a miracle.
 
Yeah and No ^^

We know it could happen any moment now....
smashing the F5 button at my Inbox - waitin for a Mail from Oculus VR ! :o !
I only see the glass half empty, all we know is that maybe an unknown number of dk2 might be delivered this week, but that each new day without update make it less likely that it will actually even happen this week.

I'd like to think that if there was a delay we would already know about it, but given how long they waited to tell us about how late they are in the manufacturing...
 
To all those waiting for their DK2 delivery/news about the delivery dates, do yourselves a favour and don't expect anything until the very the end of July at the earliest, I remember being in the same boat last year waiting for info about the DK1 shipments, and waited the entire month, I think we finally got some news towards the very end, and then it took another 3 weeks for the damn thing to arrive :)

Quoting myself from last month as I feel my recommendation was good :)
 
Quoting myself from last month as I feel my recommendation was good :)

Last time around was a lot easier. I couldn't believe a VR product was about to become real, so it was easier to presume delays, and since I wasn't in on the kickstarter day one, that I wouldn't be in the first batches.

I've never misunderstood that 'first few should arrive week of the 14th' meant that they hoped to ship the first batch *this week*, so there's no reason to presume anything has changed yet. Hopefully it hasn't.

I'm actually working on a concept for a game, or at least short demo. I wasn't planning on it, but I have something I think I can put together that would be interesting.

VR may make a dev out of me yet.
 
To all those waiting for their DK2 delivery/news about the delivery dates, do yourselves a favour and don't expect anything until the very the end of July at the earliest

Yeah, I only checked my order ~300 times the last couple of days, so I've basically given up.
 
Trying to prepare a bit for my DK2 and I'm not really sure how to go about this mirroring thing on another monitor so outsiders can see what's going on.

I hear there's 1 frame of latency (16.67 - 13.33 ms @ 60 - 75 Hz) when mirroring, how bad is that really?
Considering that DK2 should have around 20ms latency, that's about 66% - 84% added latency and doesn't sound good in my ears, but a total of 35-40 ms might not be so bad after all?

Now, if I would want to use a DVI/HDMI splitter instead, apparently I need one that can rotate the image, since DK2 screen actually have a portrait aspect ratio (did DK1 have landscape AR?).
Does such splitter exist? AFAIK Oculus use their own custom made splitter (too bad they're not offering it to devs/enthusiasts).

There's another problem though, if I want to run DK2 in 75 Hz and mirror it, I obviously must set my monitor on 75 Hz as well(?).
I have an ASUS VG248QE monitor which supports 144 Hz @ 1080p, though, when I check resolution settings, only 59, 60, 100, 120 and 144 Hz are available.
The manual only list 75 Hz @ 1440x900 or below.
Can I somehow force it to run 75 Hz @ 1080p without damaging it?

Edit: Another idea to do this, might be the best way really and it's free, is using a monitor capturing software like Open Broadcaster Software?
Seems like it could do just fine, even if not optimal, though I can't find a way to rotate the image in OBS.
Am I simply missing it or are there other softwares where you can rotate it?
 
Quoting myself from last month as I feel my recommendation was good :)

This is really kinda foolish... We're in mid-July with no updates still. I'm set to go on vacation mid-August and I can't expect ths thing to sit out. I was expecting them to at least hit the month they advertised when we ordered back on the 19th.

Edit: I ordered on the 19th March at 10:03 AM PDT
 
Sorry to double post, but new update from Cyber regarding DK2 shipments..

A quick update:

We've decided to hold the initial shipment of DK2s until the middle of next week so that we have an additional week to polish and QA the new Oculus SDK.

We’ve been working on this update for over a year, with a focus on making the Rift easier to use and develop for. There are multiple major improvements including overhauled device and display handling, and we want to make sure the new SDK ready for integration by thousands of developers when DK2s start arriving at doorsteps.

Sorry to make everyone wait another week. We wouldn’t delay if it wasn't important.

The good news is that this only affects the very first group that would have received their units, and this doesn't change the total number of units that will ship in July.

Again, we'll keep everyone posted. Thanks for bearing with us!
// cybereality
 
And more fresh news today...

Unreal Engine 4.3 release update details:

  • Upgraded to new Oculus SDK (0.3.3-pre.1 SDK), with latest goodies!
  • Oculus Rift DK2 supported out of the box, with full motion tracking
  • New direct rendering path and time-warping, which significantly reduces latency on the device.
  • Check out our new “Couch Knights” sample, created to show off the new Oculus Rift DK2’s capabilities
 
And more fresh news today...

Unreal Engine 4.3 release update details:

  • Upgraded to new Oculus SDK (0.3.3-pre.1 SDK), with latest goodies!
  • Oculus Rift DK2 supported out of the box, with full motion tracking
  • New direct rendering path and time-warping, which significantly reduces latency on the device.
  • Check out our new “Couch Knights” sample, created to show off the new Oculus Rift DK2’s capabilities

There are a TON of changes listed in there. I feel like the amount of updates UE4 has been getting with the community involvement is one of the most developer-positive things to happen in quite some time. :)
 
Sorry to double post, but new update from Cyber regarding DK2 shipments..

Good to finally see something from oculus on this, the reddit and official forums were getting a little crazy.

Luckily this does not affect the other orders for July so I'm still hopeful I will receive my DK2 this month.

Delaying for an SDK sounds a little suspect though. Couldn't they have the SDK available for download by then or do they actually need a week+ to get it ready?
 
Delaying for an SDK sounds a little suspect though. Couldn't they have the SDK available for download by then or do they actually need a week+ to get it ready?

Just a bit.. if this company was some guy on ebay you'd be reaching for a paypal dispute by now.
 
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