Oculus Rift DK2 Thread

What did you do to get Titans working? I'm running the Rift in extended mode. Even when I mirror the displays, Titans doesn't render properly.

I seem to be able to get most things working just by extending the desktop and setting the rift as the main monitor. It's a pain sometimes to click the odd tickbox while peering into the rift lens while it's not in 3d mode.. but I've managed.
 
Reading impressions I feel like it might not have been a bad idea to completely disable running any demos on DK2 that were made for DK1 (by e.g. not letting it connect as a normal display at all). All the setup issues and stuff like chromatic aberration problems people are having are almost certainly caused by that.

Probably they will do this for the consumer release (not letting it connect as a normal display)
 
haha nice one doc, to anyone else just run the firmware update, it will open a dialog and just go into the firmware folder and 2.11 is in there (2.10 stock) millenium worked straight away :) and at 75fps will go test more



only negatives for me are the fov and the weak close up camera tracking, rest is a huge step up from dk1, 1080p resolution was never gonna be enough though

edit: firmware update fixed all demos for me, all work and at 75fps except radial g which is still broke

Hey bee, this might be a bit off topic but I have been dying to ask this question to someone unbiased that has experience with Multi monitor and VR.

In your honest opinion, going forward, do you feel like a multi monitor setup with TrackIR is better/worse than Oculus? or are they completely different and you plan to keep both setups for different kinds of games?
 
Reading impressions I feel like it might not have been a bad idea to completely disable running any demos on DK2 that were made for DK1 (by e.g. not letting it connect as a normal display at all). All the setup issues and stuff like chromatic aberration problems people are having are almost certainly caused by that.

Probably they will do this for the consumer release (not letting it connect as a normal display)

I was under the impression that having a DK1 mode ticked in the control panel forced the chromatic aberration fix. Now I know it doesn't , I'm wondering what exactly that setting does?

As for the direct mode, that's flakey as hell. Some of the direct mode demos refuse to work, some will work one minute, but if you restart the PC and try again it'll just black screen and I can't see any pattern to why.

When is yours arriving?
 
Anyone gotten the Minecrift mod working with the DK2? May sound stupid, but I think that's what I'm most interested in checking out when the DK2 arrives tomorrow (or whenever it's actually working with the DK2).

Edit: Missed that this was (kind of) brought up on the previous page.
 
As for the direct mode, that's flakey as hell. Some of the direct mode demos refuse to work, some will work one minute, but if you restart the PC and try again it'll just black screen and I can't see any pattern to why.
I'm sure that will be sorted out. By all rights direct mode should really be the only thing anything remotely production-ready should use. You circumvent so many issues with that.

When is yours arriving?
No idea, it has been at "Processing" since last Friday at noon.
 
I'll be picking up my DK2 at the UPS Customer Center tomorrow morning. From reading this thread, I think I'll just use my DK1 to cover any DK1 demos that I still might want to and stick with demos specifically made for the DK2. Would there be any reason to use the DK2 to play DK1 demos if I can just use a DK1? Besides the higher resolution?
 
I'll be picking up my DK2 at the UPS Customer Center tomorrow morning. From reading this thread, I think I'll just use my DK1 to cover any DK1 demos that I still might want to and stick with demos specifically made for the DK2. Would there be any reason to use the DK2 to play DK1 demos if I can just use a DK1? Besides the higher resolution?
The massively improved display response.
 
This was my first ever VR experience.
I tried the included tuscay demo and wow. Maybe I just have lower expectations but I thought the resolution was pretty great and didn't have any problems with the fov and the head tracking was really amazing. A lot of demos wouldn't work for me though, like the totoro one, the blue light does not appear on the rift, just stays orange and nothing appears on the rift screen. Clicking show demo scene on the config tool also makes nothing appear on the rift screen. Weird since tuscany and kokiri forest work.
 
Yeah just did it. Thanks for the suggestion, it certainly helps. Turns out my eyes are quite spaced apart lolol. Got 71.8mm. Help make things much clearer.

Wondering to those using glasses for astigmatism, are you using glasses with lens A or going commando with lens B?

I have it slightly in my right eye. Can see fine without glasses but the clarity really picks up when watching TV with them. Im thinking it might actually help the screen door effect haha kinda like real life AA ;)
 
Had my DK2 few days now. I had a DK1 aswel. Have been tring demos as they become available.

- FOV needs improving. I notice the side edges more than DK1.
- Resolution much better than DK1 but still needs improving. Feels about 75% there.
- Needs to be lighter
- Screen Door effect much better than DK1, its at the point where it doesnt bother me. No doubt the CV version will be better again and i can see it pretty much gone.
- The Black colour bleed issue needs to be fixed as right now its pretty bad.
- The head tracking is great , being able to lean in and look around the environment feels natural....but the camera needs a bigger more flexible range.

All the above i have no doubt will be fixed/improved for CV1 so im excited.

I have yet to play a game/demo where im 100% blown away and think i can only play the game this way.

Looking forward to more content as it gets updated.
 
It's odd that nobody mentioned most of this stuff during the DK2 demos that have been given. I don't doubt anybody, just seems like really glaring issues (especially the smearing blacks) that were overlooked.
 
It is. But your face is pressed against the screen so you don't see the whole image. The yellow circles represent your focussed view when looking forward. See how much of the screen is wasted and you aren't seeing?

kolbpX.jpg
That's not how your eyes work (resolution vs degree from center)
500px-AcuityHumanEye.svg.png

and remember that our eyes can rotate, and they have a much higher FoV
fig04_28wufol.gif

That's why foveated rendering will be such a huge deal.
 
The ONE day that UPS decides to deliver after 2 PM (the time I leave work ... ).

So irritated. I get tons of packages here all the time, haven't missed a single one.
 
Reading impressions I feel like it might not have been a bad idea to completely disable running any demos on DK2 that were made for DK1 (by e.g. not letting it connect as a normal display at all). All the setup issues and stuff like chromatic aberration problems people are having are almost certainly caused by that.

Probably they will do this for the consumer release (not letting it connect as a normal display)

The chromatic aberration is present in the Demo Scene and OculusWorldDemo (Tuscany lite). They said they've optimized the correction for an IPD of 63.5mm. Some dude mentioned it was less pronounced when running in extended mode but that remains to be seen.

Anyway, Brantlew (Oculus dev) said they would work on chromatic aberration correction for further releases of the SDK.
 
Finally got round to trying Titans of Space. Even without headtracking, and holding my head completely still to avoid nausea, it is as mindblowing as I remember, even more so with this display.

And indeed, the FOV does appear slightly larger, but the edges are still there (more obvious than DK1) and they end more abruptly, presumably because the feathering isn't there. Titans can fool the eyes too, because looking into the blackness of space on the OLED means it's very difficult to determine the edge of the display. But moving in front of the sun where it fills your entire view, it is quite clear that the edges are a bit further out due to the lack of a feathered edge. The harsh edge doesn't look great tbh, Oculus' solution is probably better.
 
I got Titans to work, but no luck with Radial G. I have it full screened on the Rift in extended mode. It loads fine, but it's like the images are slightly layered on top of eachother. It doesn't form one coherent image. Anyone else experience this?
 
That's not how your eyes work (resolution vs degree from center)

It wasn't about how your eyes work, it was about how much of the screen you could actually see through the lenses. I tested it on the DK1 and you could only see roughly the yellow circles on the screen. The rest was out of your field of view.
Try it yourself, load up a game which has a score across the bottom of the screen and you won't be able to see it with the rift on.
Look for images of rift team fortress and see where they placed the icons - in the rift they're right at the bottom of the screen yet on the images they're 20% up the screen.

edit: Found this..

http://www.gamesindustry.biz/articles/digitalfoundry-hands-on-with-oculus-rift_8_9

They say the DK1 had a viewable resolution of 420x360 pixels.
 
All these negative reviews make me wanna sell my DK2 before I try it out :/

Yeah me too,I think I might go ahead and let it go for now and pick one up down the line. It's only because I'm in the middle of buying a new house and the extra $800 is basically my living room furniture or a new front porch. I'm saying that now without it in my hands but come Thursday the thirst may be too real...
 
My take on fov:

If I pull the lenses out of my dk2 i can clearly see that the desktop renders all of the way to the edge of the oled display. However, in all of the demos that I've tried so far, there is still quite a bit of rendering room available at the sides of the screen, (yes including the edge feathering).

It appears that the sdk might be restricting the rendering area at the moment. So there definitely is some room for improvement in the fov. Can't wait to see a demo where someone gets the dk2 to render ALL of the way to the edge!

Other notes: Absolutely blown away by the position tracking. Load up Tuscany, stand in the doorway sideways and lean around to view both the inside and outside of the building. /mind blown! There is no going back now.....

Never thought of testing that, afraid of getting dust on the screen. If that's correct that is a huge deal.
 
Where is my DK2, Elite Dangerous is calling for me....

And well, yeah really where is my DK2 / tracking, it's probably shipped already since Friday, yet stuck at processing. /cry
 
Other notes: Absolutely blown away by the position tracking. Load up Tuscany, stand in the doorway sideways and lean around to view both the inside and outside of the building. /mind blown! There is no going back now.....

omg, I can't wait to do this. One more day to go...

Just downloaded the Infinity Drive-In demo since it looks interesting enough and I can watch movie files with it. Also grabbed the Proton Pulse demo. If I get bored with those, maybe I'll finally purchase Elite: Dangerous, though I'm not certain my CPU can handle it since it's dual core.
 
Got my Oculus today, and I've been messing around with it. Loving it so far, when I can get it to work anyway (but that's to be expected).

Proton Pulse is fucking amazing, I almost jumped out my chair the first time I missed the ball and it came spinning towards me.
 
Are we allowed to post about kickstarters? Because I figure with all these new DK2 owners, it would be prudent to point out that Radial-G has 3 days left to go and is about 20,000 GBP away from its mark. They've put out 1 DK1 demo and 2 DK2 demos already. This is a project worth backing IMO.
 
Never thought of testing that, afraid of getting dust on the screen. If that's correct that is a huge deal.

I was really worried about dust as well! But fuck it, this is for science!! :)

No, I had to absolutely make sure there wasn't an issue with nvidia overscanning the dk2. It definitely does render the desktop all the way to the edge of the screen.
 
No way anyone can say that. Aside from the fov thing, dk2 >>>>> dk1.

And the FOV is only barely worse than dk1

Had my DK2 few days now. I had a DK1 aswel. Have been tring demos as they become available.

- FOV needs improving. I notice the side edges more than DK1.
That's not FOV, that's the lenses allowing you to see more of the screen, so you see right to the edge. They had to set it up that way because the screen is physically smaller than the old one.
 
That's not how your eyes work (resolution vs degree from center)
500px-AcuityHumanEye.svg.png

and remember that our eyes can rotate, and they have a much higher FoV
fig04_28wufol.gif

That's why foveated rendering will be such a huge deal.

Also the peripheral part of your vision are very sensitive to motion and its used to help correct your balance. So a much high FOV is needed to reduce motion sickness
 
Hey bee, this might be a bit off topic but I have been dying to ask this question to someone unbiased that has experience with Multi monitor and VR.

In your honest opinion, going forward, do you feel like a multi monitor setup with TrackIR is better/worse than Oculus? or are they completely different and you plan to keep both setups for different kinds of games?

triple monitor is great for work and general multi tasking as well as games, which is one thing to consider whilst the rift is purely a gaming accessory for now.

triple screen and 3d together or even just triple alone has quite a lot of driver issues you need to work around, fov, hud, aspect ratios, fisheye etc. whilst the current direct hmd mode from oculus is pretty bad i can see that being pretty much perfect in the future whilst triple will never be anywhere close

if you're talking purely gaming experience then oculus wins easily, it provides far greater immersion than even triple screen, 3d and trackir can give you. dk1 was pretty bad imo but you got a sense of what was ahead, dk2 is a big step forward, it certainly lacks the clarity of monitor based active 3d but the much better positional tracking, ghost free 3D, proper blacks etc more than make up for it

my plan is to get rid of my triple screen probably around the time cv1 launches, then get a 144hz 1440p panel (can't do without high refresh now) and a 4k panel (need at least two monitors) and a rift of course, already got a projector for films and stuff
 
I never thought VR would actually make me shit a brick.. until I tried Cyberspace ride.

http://youtu.be/gXPYIr-6Mb4

holy shit.. the part after 1:20 where you nose dive to the floor had my heart rate up to about 180bpm.

Amazing

I've done that ride a few times in real life. Gonna be interesting to see how this compares.
 
I have a feeling this will make me hurl. Well off to download! For science. Hopefully, my DK2 comes a day early and gets here tomorrow.

May want to check your order status again. Mine was supposed to come Thursday but was moved up to tomorrow today!
 
I successfully navigated the levels of the UE4 ContentExample demo using the DK2 with the workaround. However, performance was in the sub-20s even for simple scenes, in other words, where is my GTX 1080 Ti. Still, it was a "nice" test to see just how well I respond to low framerates in the rift. As long as I did not move my head except along the lateral axis (looking up or down), I did not get sick. I knew already that moving my head in any other direction for long would start to make me feel ill. Albeit, this was after a couple days usage of the DK2, so I got over the initial simulator sickness going into UE4.
 
This was my first ever VR experience.
I tried the included tuscay demo and wow. Maybe I just have lower expectations but I thought the resolution was pretty great and didn't have any problems with the fov and the head tracking was really amazing. A lot of demos wouldn't work for me though, like the totoro one, the blue light does not appear on the rift, just stays orange and nothing appears on the rift screen. Clicking show demo scene on the config tool also makes nothing appear on the rift screen. Weird since tuscany and kokiri forest work.

Did you update the firmware?
 
I successfully navigated the levels of the UE4 ContentExample demo using the DK2 with the workaround. However, performance was in the sub-20s even for simple scenes, in other words, where is my GTX 1080 Ti. Still, it was a "nice" test to see just how well I respond to low framerates in the rift. As long as I did not move my head except along the lateral axis (looking up or down), I did not get sick. I knew already that moving my head in any other direction for long would start to make me feel ill. Albeit, this was after a couple days usage of the DK2, so I got over the initial simulator sickness going into UE4.

That's not really a good indicator. If you didn't know, all the UE4 demos have some sort of insane render target, something way way beyond 4k. Developers developing prototypes or demos (including me) have to actually turn down those render targets and change it.

Users unfortunately can't do it. You need to go into the source code to change it.
 
Did you update the firmware?
Yup, unless I updated to the wrong firmware. I installed the configtool etc like the instruction manual said, started up the configtool, chose update firmware and selected whatever firmware was already there in the firmware folder... I'm guessing that wasn't the new firmware i was meant to install?
The tuscany demo ran fine but nothing else did.
 
triple monitor is great for work and general multi tasking as well as games, which is one thing to consider whilst the rift is purely a gaming accessory for now.

triple screen and 3d together or even just triple alone has quite a lot of driver issues you need to work around, fov, hud, aspect ratios, fisheye etc. whilst the current direct hmd mode from oculus is pretty bad i can see that being pretty much perfect in the future whilst triple will never be anywhere close

if you're talking purely gaming experience then oculus wins easily, it provides far greater immersion than even triple screen, 3d and trackir can give you. dk1 was pretty bad imo but you got a sense of what was ahead, dk2 is a big step forward, it certainly lacks the clarity of monitor based active 3d but the much better positional tracking, ghost free 3D, proper blacks etc more than make up for it

my plan is to get rid of my triple screen probably around the time cv1 launches, then get a 144hz 1440p panel (can't do without high refresh now) and a 4k panel (need at least two monitors) and a rift of course, already got a projector for films and stuff

Thanks for the opinion, I currently have a triple screen setup with 24" screens, and while I love it, you are right that it is a pain to setup for a lot of games, and the desk space it takes its just too much.

I guess I will be getting rid of all this stuff at some point then, and moving to a Rift Setup as soon as the CV becomes available.
 
Just got the DK2 setup! How do I play Unity games like Vanguard V and Proton. Downloaded them and they come with a EXE file and no installation, do I need to insall some version of Unity? Also I download the Unity for Rift from the website but no idea what I'm supposed to do with since there was no installation file.
 
That's not really a good indicator. If you didn't know, all the UE4 demos have some sort of insane render target, something way way beyond 4k. Developers developing prototypes or demos (including me) have to actually turn down those render targets and change it.

Users unfortunately can't do it. You need to go into the source code to change it.
Can't users control 'Screen percentage' via a console command? 130-150% being the ideal for VR?
 
That's not really a good indicator. If you didn't know, all the UE4 demos have some sort of insane render target, something way way beyond 4k. Developers developing prototypes or demos (including me) have to actually turn down those render targets and change it.

Users unfortunately can't do it. You need to go into the source code to change it.

Completely forgot about that issue. Also didn't know render targets required a source code change. Either way, I had also forgotten to allow for screen percentage override and brought it down to a much more reasonable, yet blurry, 70%. Now I'm getting at least a better experience.
 
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