Oculus Rift DK2 Thread

After experimenting for a while, I need to sleep, but here are some brief thoughts:

  • The resolution is better. You still see dots, but even with my poor eyesight I can sometimes see things in at least one eye now.
  • I tried calibrating IPD, using the eye relief all the way out as instructed, and I got an even LARGER value than before -- 71 mm or so. Mah head is big.
  • Because mah head is big, I can basically only use 2 eye relief notches from the max.
  • Because of the 2 notch setting, I see the lens edges and cannot seem to see any screen borders at all -- thus FOV isn't even an issue for me.
  • The Tuscany demo included with the SDK seems to be the only demo I have found that properly uses smooth rendering and position tracking. I'm hoping it wasn't a framerate problem for other things I tried like the chill space shooter demo, but they all seemed to have weirdly messed up or laggy head tracking and rendering with direct mode.
  • However, the Tuscany demo does NOT seem to have correct chromatic aberration correction for some reason.
  • It seems like the best course of action may be to wait around until everything starts supporting direct mode, if the performance is acceptable.
  • The spacebar popup in the Tuscany demo doesn't seem to show any latency information, even though the DK2 is supposed to have a built-in latency tester, unless the 3 timing values on one screen are the latency. They added up to something like 15ms.
 
Tried getting Doom 3 (BFG) edition to work with a DK1 rift following these instructions:

http://www.roadtovr.com/cymatic-bruce-doom-3-bfg-oculus-rift-support/

But it can't quite get the image lined up nicely. Am I missing something. Does that game work at all with the rift at this moment? That post is quite old...

Managed to fix this. Just needed to change the 3d mode from 'side by side' to 'side by side full'.

Nausea remains an issue though. Cutscenes and loading screens are especially jarring.
 
Better avoid visualy stimulating the sensitive peripheral regions until framerates are in the 200fps and above.
If you read my post, you'll see that 200fps is overkill. 120Hz is fine even in worst-case scenarios for motion perception.
If you're talking about temporal aliasing, even 1000 Hz would not be enough. But eye-tracking motion blur will be able to eliminate that at 120 Hz.
 
Did a lot of playing tonight, and I'm loving it. Bought Technolust and Elite: Dangerous. Both are pretty wow.

I'm having a little bit of a hard time with Elite because most of the HUD/UI is a bit difficult to read. It's also tough to use the mouse/kb with it having such intense controls (this may prompt me to finally order sticks/etc. Suggestions?). It's probably a good idea for me to learn the game outside the Rift first. Other than these small complaints, I was pretty blown away. I flew a space ship!

Technolust seems really cool too, but I need to spend more time with it.

I'm probably the most infatuated with Proton Pulse. That is an incredible display of VR's potential. I hope that project evolves a LOT.
 
It's a shame i cannot play Proton Pulse cause of amd card.. but i'm buying a gtx 770 today so it should be resolved (Also frame rates :p).
 
As a non-developer do I need to do anything except running "Oculus Runtime" and then update my headset firmvare before I am ready to try any games/demos?

I downloaded "Oculus SDK for Windows" and "Unity 4 Pro Integration" as well but not sure what those files do? Having a hard time finding any information about what they do as well.

Also noticed people mentioning that you should enable V-Sync. Can I do this in the Oculus configuration utility or is it supposed to be done in the games/demos I run?
 
[*]The Tuscany demo included with the SDK seems to be the only demo I have found that properly uses smooth rendering and position tracking. I'm hoping it wasn't a framerate problem for other things I tried like the chill space shooter demo, but they all seemed to have weirdly messed up or laggy head tracking and rendering with direct mode.
Yeah, Chilling Space is weird for me too. I suggest you try Radial-G - it's better than Tuscany for smooth rendering and position tracking, and the aberration isn't as bad. The best image quality I've seen so far.
 
As a non-developer do I need to do anything except running "Oculus Runtime" and then update my headset firmvare before I am ready to try any games/demos?

I downloaded "Oculus SDK for Windows" and "Unity 4 Pro Integration" as well but not sure what those files do? Having a hard time finding any information about what they do as well.

Also noticed people mentioning that you should enable V-Sync. Can I do this in the Oculus configuration utility or is it supposed to be done in the games/demos I run?

Answering my own questions as I received my Rift about 15 minutes after I asked these question.

- I installed Oculus Runtime and upgraded my headset and everything seem to work fine. Tried the demo scene that was included in the configuration tool and it's pretty cool. The sense of 3D is far greater than any 3D movie i've seen. Kept losing positional tracking when I tried to look behind the stuff on the desk though. :(

- I have not needed the SDK and Unity 4 Pro Integration stuff so far... I suppose that is some type of developer tools.

- I tinkered around in my Nvidia Configuration panel and found and option for V-sync which I enabled. Not sure if it helped or not as I did it before turning on the Rift for the first time. The demo scene seemed fine to me anyway.
 
Any people who are going to show this on thing on YouTube?
Tons of DK2 impression videos already up.

If you're talking about Gaffers specifically, I know jacksepticeye will eventually have some videos up. Great videos if you can take that crazy Irish accent. lol
 
How do people keep track on their "FPS" in each application? I have no clue if I manage to run stuff in 75Hz or not.
 
Tons of DK2 impression videos already up.

If you're talking about Gaffers specifically, I know jacksepticeye will eventually have some videos up. Great videos if you can take that crazy Irish accent. lol

Thanks for the info. (was talking about gaffers indeed.)
 
mine has 2 stuck pixel :(, they are green/blue and show black on red and green/blue on white

fov with b cups is like dk1 and thats my main negative about it, still like looking through a hole, dont know if a way bigger horizontal fov is possible

screen door is nicer than dk1 and colors are better too, just tested tuscany for now
 
[...]
  • Because of the 2 notch setting, I see the lens edges and cannot seem to see any screen borders at all -- thus FOV isn't even an issue for me.
[...]
I need to turn the eye-relief all the way out, because of my nose. Sucks a bit.

edit: I think it's called a Roman nose.
 
Man, couldn't get Eurotruck 2 to work properly. Tried all different extended mode possibilities, Steam beta Oculus settings as well "-oculus" in the Steam properties launcher.

I'd probably be in for Elite:Dangerous and a HOTAS but I can't take the risk of going $125 (game and X-stick) and then having it not run correctly.

So far, the only smooth demos I've had without the infamous "jutter" has been the included (Desk, Oculus World). I've gotten others to work (Spirited Away, Kokiri Forest, Totoro, the Space Coaster - where you just swing in a circle) but it's all been jittery.

Been reporting all I can to the Oculus forums so hopefully they are working on a fix as I know I'm not alone in this.
 
Only half shown? Odd. Menus worked okay for me (but they're not as good as in Elite since you can't get closer to them yet, I only had positional tracking inside the truck).

I probably can't help much regarding setup, at least for now... It was 1am and I spent like 30 minutes trying all kinds of stuff till I decided to simply say "fuck it", popped out the lenses, set the Rift as the main and only display and simply started running stuff from there (obviously replacing the lens once I had each game/demo running). Probably not the best way to go about it.

So, you're saying that the rift was just set to "main display", and the game just worked? You didn't have to do anything else?
 
Pretty sure I used mine too much for my first day. I went to bed feeling ill lol.

Used my (new to me) DK1 for a grand total of three minutes this morning playing Doom 3. (Still) feeling ill as well at the moment.

And yesterday, I was able play Half-Life 2 for about 8 minutes before I got extremely nauseous. Makes me wonder if it really is something I can get used to with practice. Also makes me wonder if they're really going to be able to get this at a point where it is suitable for a larger audience.
 
I got my DK2 thanks to my job, but I can play around with it a bit. Is the driver that lets me play any 3d game working for dk2 yet? If not, what should I try out?
 
Used my (new to me) DK1 for a grand total of three minutes this morning playing Doom 3. (Still) feeling ill as well at the moment.

And yesterday, I was able play Half-Life 2 for about 8 minutes before I got extremely nauseous. Makes me wonder if it really is something I can get used to with practice. Also makes me wonder if they're really going to be able to get this at a point where it is suitable for a larger audience.

Ouch.
 
Used my (new to me) DK1 for a grand total of three minutes this morning playing Doom 3. (Still) feeling ill as well at the moment.

And yesterday, I was able play Half-Life 2 for about 8 minutes before I got extremely nauseous. Makes me wonder if it really is something I can get used to with practice. Also makes me wonder if they're really going to be able to get this at a point where it is suitable for a larger audience.

I'm in the same boat with you, and it never got better. I tried everything, including playing until I was sick every day for 3 weeks straight.

That said, I was able to play DCS, Elite: Dangerous and Proton Plus for about 4-5 hours yesterday in the DK2 and I only got a bit queasy a few times. Felt fine afterwords.

Positional tracking seems to have solved my nausea.
 
Has anyone got HL2 working with the DK2 yet? If so can you tell me what steps you took?

I got the DK2 running mainly in extended mode, with the DK2 monitor orientated to 90 degrees. I have had to play technolust in windowed mode and drag it to the DK2 screen. A pretty shitty solution. Anyone got a better way to do this yet?
 
Am I the only one who thinks we won't see CV1 until 2016?

They just don't seem to have it together. Either on the manufacturing side or (though less so) hardware side. The inclusion of something as critical as positional tracking in a second dev kit that wasn't even going to be a thing makes me think that we're just much earlier in the process for thing than people might be expecting.
 
Am I the only one who thinks we won't see CV1 until 2016?

They just don't seem to have it together. Either on the manufacturing side or (though less so) hardware side. The inclusion of something as critical as positional tracking in a second dev kit that wasn't even going to be a thing makes me think that we're just much earlier in the process for thing than people might be expecting.

I'm expecting a Holiday 2015 release and no earlier. There's still a ton of problems they have to fix.
 
I'm in the same boat with you, and it never got better. I tried everything, including playing until I was sick every day for 3 weeks straight.

That said, I was able to play DCS, Elite: Dangerous and Proton Plus for about 4-5 hours yesterday in the DK2 and I only got a bit queasy a few times. Felt fine afterwords.

Positional tracking seems to have solved my nausea.


Man, that is dedication, can't imagine doing it for three weeks. But it is a testament to how much fun this is that we're willing to put up with it all.

Very promising though that you seem to have less of an issue with the DK2, maybe it really does get better as the fidelity (in terms of movement) increases. Good to hear.
 
Inside the DK2. Not surprised. lol

wxGXI42.jpg
 
Well I used the Intel SDE which emulates SSE4.1 and finally I have my DK2 fully working. Now my problem is judder, no just at all in the config demo, but crazy amounts in Cryberspace and other demos. I've partly solved it by using extend display and moving the game over to the rift, which tells me its a framerate issue. But what's the best way for me to be able to see the current framerate in a game running on DK2?
 
And yesterday, I was able play Half-Life 2 for about 8 minutes before I got extremely nauseous. Makes me wonder if it really is something I can get used to with practice. Also makes me wonder if they're really going to be able to get this at a point where it is suitable for a larger audience.
Do you have a Razer Hydra for positional tracking with Half-Life 2? For me, that made all the difference in the world. I can't imagine playing HL2 on DK1 without it, and it should feel even better in DK2 + STEM later this year.
 
Can't wait till they start using custom screens. Probably the best thing that will come out of the facebook deal.

Don't expect it CV1 though. Palmer already stated that the effects of the FB deal will be for CV2.

Even during their reveal of the DK2, Palmer was quoted as saying that most of the CV1 specs have already been finalized.
 
Had to stop last night after trying that American Pie demo, because the judder and walking around was making me nauseous. I hope this is something that either myself or Oculus can fix. Proton Pulse is the only demo so far (outside of the desk demo) that doesn't make me nauseous. It's also the only demo that gave me a sense of presence.
 
Had to stop last night after trying that American Pie demo, because the judder and walking around was making me nauseous. I hope this is something that either myself or Oculus can fix. Proton Pulse is the only demo so far (outside of the desk demo) that doesn't make me nauseous. It's also the only demo that gave me a sense of presence.

You have to help with the kickstarter don't you to get Proton Pulse?

I really want to help with Vanguard V, but the 200k they're asking for I feel like is too much.
 
Used my (new to me) DK1 for a grand total of three minutes this morning playing Doom 3. (Still) feeling ill as well at the moment.

And yesterday, I was able play Half-Life 2 for about 8 minutes before I got extremely nauseous. Makes me wonder if it really is something I can get used to with practice. Also makes me wonder if they're really going to be able to get this at a point where it is suitable for a larger audience.

I couldn't do more than 3-4 minutes in Half-Life 2.. Most seated demos I could do for 15-30 minutes without any sickness whatsoever though.
 
You have to help with the kickstarter don't you to get Proton Pulse?

I really want to help with Vanguard V, but the 200k they're asking for I feel like is too much.
I came across the demo when someone posted a direct link to the download for it on Twitter, which is where I first heard about it. The developer sent me a message letting me know about the Vanguard V kickstarter (after I raved about Proton Pulse on reddit), so I'm gonna check that out shortly.

edit: Actually, before I do anything, I'm gonna run to the store and get some ginger ale. Still feeling a tad bit woozy today.
 
Am I the only one who thinks we won't see CV1 until 2016?

They just don't seem to have it together. Either on the manufacturing side or (though less so) hardware side. The inclusion of something as critical as positional tracking in a second dev kit that wasn't even going to be a thing makes me think that we're just much earlier in the process for thing than people might be expecting.

DK2 was designed and was being produced before Facebook bought Oculus out. Now that they have all that money behind them, I expect the product to come sooner because they can dedicate money into getting custom screens designed to be optimized for VR use as well as build their team which they have done extensively since the purchase.

Right now their priority has to be to get a consumer version out that improves on the DK2 to show investors the $2 billion purchase was justified. I'm expecting the first CV to be out before E3 next year.
 
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