Oculus Rift DK2 Thread

I'm seeing posts on the Project CARS forum about people in the UK getting delivery(ies) even while their status is still "processing".

Mine came 9:30 today, UK (County Durham). It has said processing since last week (and still does in fact) so it was a nice surprise.

That's great, thought my dream of receiving it this week was dead when status didn't change from processing today, there's still hope.

Stay strong, people.
 
Just got mine today (9:57 PDT order) , been processing since last week and I wasn't sent an email update with the tracking info. Huzzah though, time to play around.
 
Heres a Quote from the official Community Manager from the Oculus VR Forums:

Sometimes there can be delays in receiving the tracking numbers, which would cause some orders to remain in "processing" for an extended period of time. In this case, it is even possible your package will ship (or has already shipped) before you get the tracking number. So you should be on the alert for a package arriving soon.

and many ppl comment in the forum that theyve got the Rift before getting the confimation or shipping mail (also from EU) - so if you are Processing - youd be happy in the next few days - or maybe hours :)
 
I've just received my shipping email despite having already got it this morning :) Looks like the system is a little backed up :)

Just got my shipment email with tracking, and 30 minutes later:

IMG_20140728_154702.jpg


:D
 
Anyone who already got their shipping get theirs early too? Mine says I get it in 3 days but I'll be happy if I get it today too
 
Come on, how is it possible that people who ordered way later than me got their devkit and mine is still processing :(
 
Did anyone else here have their DK2 shipped by USPS? All the other posts I've seen about shipping to Canada were with UPS so far. Regardless my DK2 still seems to be stuck in California.
 
someone please create a thread on whats available to play with DK2 and keep it updated

there isnt much available at the moment I think
 
Guys, it's been confirmed. Lower FOV than DK1.

Per Brantlew from Team Oculus:

I believe the specs for DK1 were listed at around 110 and the DK2 at 100. That's about right. If you view at comfortable eye relief (approx 10mm) then you probably will not see a difference between the headsets. If you like to have your eyelashes brushing the lenses then you will notice the screen edges on the DK2 more than the DK1 (appearing as black bars on the sides). The DK1 was overspec'd in this regard and you pretty much couldn't see the edge even with your eyeballs touching the lens.

The hidden secret about FOV is this. INCREASING FOV COMES AT HUGE COSTS TO RENDER SPEED. Why - because the pre-warp render texture size increases exponentially as FOV increases. In fact, render speed is much more affected by FOV than by final resolution of the output device. Go into your Config Util while rendering the Demo Scene on DK1. Now play with the eye-relief slider while the demo is running (this is easier now with Direct Mode). You can see the rendering radius increase or decrease along with the slider. That's a function both of the lens distortion and the oversized screen of the DK1. The same thing on the DK2 will produce less variability. Render target size for DK2 is more-or-less constant, but is highly variable on DK1. So here's the interesting thing - the maximum render target size on DK1 is GREATER than on DK2 which leads to a rather counter-intuitive fact. At the same frame-rate it is actually MORE expensive to render out to DK1 than DK2. The higher render requirements for DK2 are almost entirely a result of the higher frame rate rather than the higher resolution.

Engineering for VR is a constant set of trade-offs. It's easy to say that it would be better if FOV was 120 or 140 degrees. Of course it would feel better if you can achieve it. But those values would pretty much melt all your computers because we are talking about render target resolutions of probably 6k x 4k or larger!

Edit: This statement kind of confirms to me that, with CV1, we can expect an increase to maybe 1440p resolution wise, but I'm not expecting an increase in FOV. It'll either be 110 or 100. From the last paragraph we can say goodbye to 120-140+ FOV at least for the CV1.
 
Guys, it's been confirmed. Lower FOV than DK1.

Per Brantlew from Team Oculus:



Edit: This statement kind of confirms to me that, with CV1, we can expect an increase to maybe 1440p resolution wise, but I'm not expecting an increase in FOV. It'll either be 110 or 100. From the last paragraph we can say goodbye to 120-140+ FOV at least for the CV1.

:(
 
Damn so far can't get it to work. I've downloaded the runtime which installed the drivers for the headset and tracker. I have everything plugged in. But when I started the config tool as soon as the camera comes on I get:

"OVRService_x64.exe has stopped working"

:(
 
Damn so far can't get it to work. I've downloaded the runtime which installed the drivers for the headset and tracker. I have everything plugged in. But when I started the config tool as soon as the camera comes on I get:

"OVRService_x64.exe has stopped working"

:(

You can start the service manually. I had the same issue after testing the runtime/config before receiving the Rift. Just make sure you close the config tool before doing so.

I'd post the path but I'm not by my computer at the moment.
 
If render target size is a bottleneck, why wouldn't you instead chop up the frame into areas with different pixel aspect ratios? you don't need all that vertical information in the horizontal edges or all that horizontal information in the vertical edges.
 
If render target size is a bottleneck, why wouldn't you instead chop up the frame into areas with different pixel aspect ratios? you don't need all that vertical information in the horizontal edges or all that horizontal information in the vertical edges.
The overhead of doing multiple render passes would probably outweigh any gains from that.
 
Even with Brantlew's statement we have Doc Holliday's impression of the FOV seeming to be wider in Titans of Space. Along with that, the previous impressions of Radial-G having wider FOV than say the Spirited Away and Totoro demo.
 
mine shipped so should be here tomorrow, is there a list of stuff you need to install first anywhere?
 
Edit: This statement kind of confirms to me that, with CV1, we can expect an increase to maybe 1440p resolution wise, but I'm not expecting an increase in FOV. It'll either be 110 or 100. From the last paragraph we can say goodbye to 120-140+ FOV at least for the CV1.

How big should the horizontal/vertical FOV be for one to not see black bars anymore?
 
Mine is slowly coming from the UK to Barcelona. In France now according to the tracking. Should be here wednesday and ironically I'm going on vacation that day... Well at least I hope they iron SDK issues and patch the games in the meantime.
 
What was the name of that rendering technique where things are higher quality in the center of the screen and lower on the outer edges?

It's starting to sound like we're going to need that shit sooner than later.


How big should the horizontal/vertical FOV be for one to not see black bars anymore?

It depends on the lenses and how close you can get your eyeballs to them.
 
Damn, was really hoping to wake up to either an email or a status change or something. ANYTHING. Still stuck in processing...
 
What was the name of that rendering technique where things are higher quality in the center of the screen and lower on the outer edges?

It's starting to sound like we're going to need that shit sooner than later.
That requires eye tracking. Give that 5 years and it'll probably be in.
 
You can start the service manually. I had the same issue after testing the runtime/config before receiving the Rift. Just make sure you close the config tool before doing so.

I'd post the path but I'm not by my computer at the moment.

Tried closing the config tool and starting the OVRservice manually. But when I tried a DK2 demo (the Zelda one) it starts but then within a few seconds (just as the cameras blue light goes on) I get the same "OVRService_x64.exe has stopped responding".
 
So, there isn't an Oculus dev thread here right I could go to the Oculus board but i'm shy.

I'll have to investigate when i receive mine, cause it would be really cool if i could find a way to make some kind of 3D viewer to see my wallpapers as if they were windows, with a ton of depth and perspective changes. I'm really interested in how the Rift can allow new things for imagery or even photography.

Maybe if someone is interested by the idea on GAF, let me know.
 
So, there isn't an Oculus dev thread here right I could go to the Oculus board but i'm shy.

I'll have to investigate when i receive mine, cause it would be really cool if i could find a way to make some kind of 3D viewer to see my wallpapers as if they were windows, with a ton of depth and perspective changes. I'm really interested in how the Rift can allow new things for imagery or even photography.

Maybe if someone is interested by the idea on GAF, let me know.

you do have the original files so you could theoretically separate all the layers correct? probably wouldn't be too difficult to manually place each layer in 3D space to give them a sort of diorama feel

my DK2 should be arriving in a few hours by the way!!
 
Guys, it's been confirmed. Lower FOV than DK1.

Per Brantlew from Team Oculus:



Edit: This statement kind of confirms to me that, with CV1, we can expect an increase to maybe 1440p resolution wise, but I'm not expecting an increase in FOV. It'll either be 110 or 100. From the last paragraph we can say goodbye to 120-140+ FOV at least for the CV1.

Not sure I like that tradeoff. I feel that kills immersion more than resolution. It's the difference between being there versus just looking through a screen.
 
you do have the original files so you could theoretically separate all the layers correct? probably wouldn't be too difficult to manually place each layer in 3D space to give them a sort of diorama feel

Yes i actually did that with some of them in After Effect, but this is more a problem of not being too big. What's cool about my 3ds versions is that i had sometimes more than 100 layers to use for depth, but the same in 3D and higher rez would be pretty heavy.

Not sure I like that tradeoff. I feel that kills immersion more than resolution. It's the difference between being there versus just looking through a screen.

Damn i'm really worried by those kind of comments, i just hope they didn't fucked up their device right.. I've read many times about the DK2 being less immerse than the first one.. That shouldn't be the case at all..
 
I've never had a VR experience.

Is the DK2 better/faster than looking trough a digital viewfinder of an Alpha A7?
 
Not sure I like that tradeoff. I feel that kills immersion more than resolution. It's the difference between being there versus just looking through a screen.

I'm still wondering if something is off with their software. Because like you said Titans Of Space was fine and same as Radial-G from other user reports. Along with that, during the various times the DK2 was shown people never mentioned there being a noticeable degradation in FOV.
 
Guys, it's been confirmed. Lower FOV than DK1.

Per Brantlew from Team Oculus:



Edit: This statement kind of confirms to me that, with CV1, we can expect an increase to maybe 1440p resolution wise, but I'm not expecting an increase in FOV. It'll either be 110 or 100. From the last paragraph we can say goodbye to 120-140+ FOV at least for the CV1.
That's incredibly disappointing.

Still stupidly excited for CV1, but I hope that much of their new resources are going into improving this aspect. I think its the single biggest 'presence-killer' for VR at the moment in terms of visuals.

If you don't see the black bars unless you try to look out of the farthest corner of your eye, I don't see a problem.
Well yea, that's fine. The problem is that you can usually see the black bars at all times. You generally forget about them after a while, but its still something that if improved, would be incredibly more immersive.
 
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