Oculus Rift DK2 Thread

It seems like the judder in many cases is unrelated to frame rate. In Eurotruck Simulator I'm getting a steady 75 fps, and everything is super smooth. However, when I move my head, it judders. Keeping my head still everything is super smooth.
 
The judder is really annoying me.

Here is a rundown of the judder-fest that seems to be plaguing the rift currently. Can people post their own experiences and/or solutions so we can compare and contrast?

On all these games that allowed it, I've dropped all settings to their lowest to try to eliminate judder. I've tried turning off Aero, and making the Rift the primary display. It rarely if ever helps:

Running a 660ti, Win7, 12 gigs RAM-

Technolust - smooth as butter. Maybe a frame hitch here and there

Euro Truck Simulator 2 - driving/movement is smooth, moving your head causes medium amounts of judder.

(Sorry, can't remember the exact names here)

That breakout game thing - game and head movement are slightly juddery

The F-Zero tube racing game - absolutely smooth game and head movement

Elite: Dangerous - flight movement is smooth, some frame hitches. Head movement is always juddery, from medium amounts to drastic

DCS - flight movement is smooth, some frame hitches near airports. Head movement is always juddery, from medium amounts to drastic

Tuscany - both movement and head movement are smooth

Test Room - head movement is smooth

Millenium Falcon Demo - movement and head movement is smooth

Usually when I have choppiness or judder (that isn't just my computer struggling to keep the framerate) it's because I'm using extended mode and I haven't forced V-sync. If you play in extended mode, as far as I know, you need to force V-sync or you will get a bunch of judder and tearing. I've been manually forcing it on each demo's .exe (not direc to rift exe) in my Nvidia control panel and that makes it run buttery smooth as long as my PC can handle it.
 
Usually when I have choppiness or judder (that isn't just my computer struggling to keep the framerate) it's because I'm using extended mode and I haven't forced V-sync. If you play in extended mode, as far as I know, you need to force V-sync or you will get a bunch of judder and tearing. I've been manually forcing it on each demo's .exe (not direc to rift exe) in my Nvidia control panel and that makes it run buttery smooth as long as my PC can handle it.

Ah, interesting. I'll give that a shot.
 
So looks like mine is due to come in today sometime. Is there any word yet if Half-Life 2 or Doom 3 are compatible with the DK2 yet? After playing some demo's I want to try a legitimate game in VR and see how the experience is.
 
It seems like the judder in many cases is unrelated to frame rate. In Eurotruck Simulator I'm getting a steady 75 fps, and everything is super smooth. However, when I move my head, it judders. Keeping my head still everything is super smooth.

If Windows Aero is enabled, try turning it off. Had (what sounds like) a very similar issue and disabling that totally fixed the shakiness of head movement for me.
 
In my original post, I said that I tried disabling Aero and making the rift the primary monitor. Neither helped.
 
Wow Vanguard V is awesome, this guy really understood everything in term of vr control, it's defining experience.

But one thing, this and Proton Pulse are super contrasted with great black, but they are also the demos where the screen door is the most visible and boring. I've tried the Kon Tiki demo where it's super soft, uncontrasted colors and the screendoor was almost invisible.
 
I've heard on reddit that Windows syncs to the primary monitor. If so making the rift the primary monitor should reduce judder.

Doing that alone doesn't do it for me. I mean it does work in the sense that making it the primary monitor is how you effectively send the image to the Rift, but I also have to manually force v-sync too to completely eliminate judder or tears.
 
When I tried Proton Pulse (Win7 64 btw) Aero happened to be disabled, so if Unity was relying on Aero's vsync and doesn't activate it on its own (perhaps due to a lack of true fullscreen mode? idk off-hand), that would explain a lot of stutter, but I don't know without going back to it.

Just to check, does anyone get 100% smooth motion in Proton Pulse?
 
Just got my DK2, set it up a bit, tried OceanRift, Radial G, no probs, feeling movement without moving in Radial G was interesting. A few more i had didn't work so i fired up CyberSpace.

The first feeling of movement was quite strong, then i got used to it and was like this is nothing for a bit. Then it started spinning and after a moment of that i started to feel a bit nauseous and quit. Cool.
 
https://www.kickstarter.com/projects/1662894668/vanguard-valkyrie/posts/934599

I'm digging it too. I don't quite have my "VR legs" yet and any first person demo where you move around gradually causes nausea for me but this one is all nice and static. Gotta ease into it I guess.

Cool, thanks. Will download when I'm off work!

Just got my DK2, set it up a bit, tried OceanRift, Radial G, no probs, feeling movement without moving in Radial G was interesting. A few more i had didn't work so i fired up CyberSpace.

The first feeling of movement was quite strong, then i got used to it and was like this is nothing for a bit. Then it started spinning and after a moment of that i started to feel a bit nauseous and quit. Cool.

Oh man, I STILL get nauseous with that rollercoaster. It's just like a real one, my stomach goes up and down. It's always the last one I show people as they usually get sick, lol.
 
Positional tracking tends to drop out, it works most of the time in the Tiny Room, but I can't get it to work in f.ex. Elite Dangerous. Odd.
 
For judder try:

Turning off Aero (dwm) in Win 7.
If you have a multi-monitor setup, reduce to one monitor.
Use direct mode in the rift.
Make everything is set in the Oculus config tool.

Also report your bugs to Oculus so they can improve the sdk/drivers.
 
So because the issue of privacy with regards to the ir cam has arisen, I figured I'd point people to this usb hub:

http://m.staples.com/touch/product.html?catname=USB Hubs&catid=CL162937#IM1GB0972

Its an iogear usb hub, you can buy one with a bundled ac adapter for a few bucks more. Its sold at numerous stores, and it provides a kill switch. I hooked my camera up to it, so when im not using my dk2 I just flip the switch to turn off the camera.

Are we really worried that a camera that can only really see IR is spying on us in any meaningful way?
 
Positional tracking tends to drop out, it works most of the time in the Tiny Room, but I can't get it to work in f.ex. Elite Dangerous. Odd.

How far are you from the camera? The camera's FOV is much narrower than I'd have hoped for. Mine is mounted 10' away from my couch, where I play my DK2, and I'm using a USB and HDMI extender and a 2.5mm female-to-male extender for the sync cable to play from my couch. Positional tracking isn't a problem at that depth, but if I get close to my TV, positional tracking is easy to drop out as I move past the viewing cone.

Are we really worried that a camera that can only really see IR is spying on us in any meaningful way?

Someone demonstrated yesterday that if your room is bathed in IR light, such as from a window, you can make out individuals through the camera. And yes, some people are, enough to make numerous topics on the dev boards.
 
For judder try:

Turning off Aero (dwm) in Win 7.
If you have a multi-monitor setup, reduce to one monitor.
Use direct mode in the rift.
Make everything is set in the Oculus config tool.

Also report your bugs to Oculus so they can improve the sdk/drivers.

No games support "direct mode" for the Rift. Everything requires you use "extended" mode.

Unless making the Rift the only monitor changes that?

Also, how do you load games when you have the rift set as the only monitor? I can barely see the desktop at all when the rift is the only display...
 
I'm glad I'm not paranoid. :/

There is one game that supported Direct Mode, IIRC.
I do not however remember which one had worked with it.
 
It seems like the judder in many cases is unrelated to frame rate. In Eurotruck Simulator I'm getting a steady 75 fps, and everything is super smooth. However, when I move my head, it judders. Keeping my head still everything is super smooth.

The exact same thing is happening with me. It's the only issue preventing me from truly enjoying the experience.
 
I'm glad I'm not paranoid. :/

It's not paranoia. Don't conflate "someone could watch me" with "someone is watching me." This is a $10 switch for peace of mind, and watching unsecured, random webcams is a very common script kiddy activity. Please refrain from snark about paranoia if you're fine with leaving your webcams open to all, that's insulting.
 
The only demo that doesn't have judder for me besides the demo scene is the Kon Tiki demo which also just happens to run in direct mode like the demo scene does. In fact, I think it's the only 3rd party demo available so far that uses direct mode. It has ZERO judder for me. Works flawlessly.

I'm convinced that direct mode is what all developers should be aiming for with their demos and games in order to avoid a potentially unpleasant experience. Some of us just aren't able to eliminate judder in extended mode, despite our best efforts. It's definitely not a framerate issue, that much we all know. It's likely something to do with having multiple monitors. And personally, I don't want to be troubled with setting up my DK2 as the main monitor every time I want to play a demo, so I don't even bother with that. Even then, that doesn't fix the judder for everybody either.

Direct mode is where it's at for the smoothest possible experience currently available. Hopefully once things smooth out more for devs we'll start to see more and more demos take advantage of that mode.

tl;dr:
Games properly done for the dk2 have a direct to rift exe.
 
How far are you from the camera? The camera's FOV is much narrower than I'd have hoped for. Mine is mounted 10' away from my couch, where I play my DK2, and I'm using a USB and HDMI extender and a 2.5mm female-to-male extender for the sync cable to play from my couch. Positional tracking isn't a problem at that depth, but if I get close to my TV, positional tracking is easy to drop out as I move past the viewing cone.

I made a bad choice of words.. What I meant is that positional tracking doesn't work at all in Elite Dangerous (the blue light on the camera doesn't even light up). But it works in the Tuscany demo and the demo scene in the Oculus Config Tool. The only other stand alone demo I got to work so far was "Crystal Rift".

Edit: Actually, I can't get the Rift to work at all in Elite Dangerous, not even normal tracking, I can only see a static screen that is obviously out of bounds..


Yes I too noticed that the camera is narrow when sitting close to a monitor.
 
The only demo that doesn't have judder for me besides the demo scene is the Kon Tiki demo which also just happens to run in direct mode like the demo scene does. In fact, I think it's the only 3rd party demo available so far that uses direct mode. It has ZERO judder for me. Works flawlessly.

I'm convinced that direct mode is what all developers should be aiming for with their demos and games in order to avoid a potentially unpleasant experience. Some of us just aren't able to eliminate judder in extended mode, despite our best efforts. It's definitely not a framerate issue, that much we all know. It's likely something to do with having multiple monitors. And personally, I don't want to be troubled with setting up my DK2 as the main monitor every time I want to play a demo, so I don't even bother with that. Even then, that doesn't fix the judder for everybody either.

Direct mode is where it's at for the smoothest possible experience currently available. Hopefully once things smooth out more for devs we'll start to see more and more demos take advantage of that mode.


That said i still have judder (but wait whet are we calling judder exactly in games with direct modes. By judder i mean some latency and blur when moving the head.
 
I made a bad choice of words.. What I meant is that positional tracking doesn't work at all in Elite Dangerous (the blue light on the camera doesn't even light up). But it works in the Tuscany demo and the demo scene in the Oculus Config Tool. The only other stand alone demo I got to work so far was "Crystal Rift".

Edit: Actually, I can't get the Rift to work at all in Elite Dangerous, not even normal tracking, I can only see a static screen that is obviously out of bounds..


Yes I too noticed that the camera is narrow when sitting close to a monitor.

just checking all the normal stuff with elite dangerous: you've killed wscript and ovrservices, right? Placed the rift into extended mode, then went into E:D and changed 3D to "Oculus Rift Experimental"

right?
 
That said i still have judder (but wait whet are we calling judder exactly in games with direct modes. By judder i mean some latency and blur when moving the head.

I guess the judder that is common in my experience is from rotating my head side to side. The image stutters as I pan my view of the horizon. It's not a blur, but it's more like the image is skipping rapidly.

I'm not sure if we're both experiencing the same thing though, since you're saying it happens in direct mode too for you. Not sure what that's about.
 
So my rift came, and I've only been able to fool around with it a little bit. There is no way my glasses are fitting inside the Rift, so I foresee a lot of switching back and forth between A and B lenses in the future (for my fiance, who has 20/20 vision) :(

My question: What is the best way to store the lenses so as to prevent scratching/dust/residue etc.? It might be obvious, but I can't think of anything particularly great at the moment.
 
So my rift came, and I've only been able to fool around with it a little bit. There is no way my glasses are fitting inside the Rift, so I foresee a lot of switching back and forth between A and B lenses in the future (for my fiance, who has 20/20 vision) :(

My question: What is the best way to store the lenses so as to prevent scratching/dust/residue etc.? It might be obvious, but I can't think of anything particularly great at the moment.

I keep them in the plastic they came in, with the little plastic cling wrap dealie that came over the lenses in the first place. When I'm not using them, I put the plastic cling wrap thing onto the lense then drop them in the plastic baggy they arrived in, wrap them up, place a piece of tape on the back to keep them secure, then put them in the box.
 
Finally unpacked my DK2 and got it working in Elite after a little tweaking.

Looking up while flying is goddamned incredible. It's hard to imagine how much freelook can help you navigate but oh god it does.

I haven't tried DK1 but DK2's resolution is still much lower than I'd like. While I can read most text, everything is still pretty hazy. Can't wait for CV1.
 
Tuscany makes me sick. Holy shit. The sudden turns and acceleration is very jarring. Feels like throwing up.

Same, even moving forward made me feel queasy.
Any game where you're standing up and moving around has made me feel that way. I seem to feel alright with 'cockpit' games, however.
 
Finally unpacked my DK2 and got it working in Elite after a little tweaking.

Looking up while flying is goddamned incredible. It's hard to imagine how much freelook can help you navigate but oh god it does.

I haven't tried DK1 but DK2's resolution is still much lower than I'd like While I can read most text, everything is still pretty hazy. Can't wait for CV1.

I can't imagine playing it without head tracking. It seems like the game is practically built around it.
 
It's not paranoia. Don't conflate "someone could watch me" with "someone is watching me." This is a $10 switch for peace of mind, and watching unsecured, random webcams is a very common script kiddy activity. Please refrain from snark about paranoia if you're fine with leaving your webcams open to all, that's insulting.
I mean in that, I personally don't care if they are watching. As far as they are concerned, I'm just some other dude, doing something just like what so many other people do. I know I'm in the far minority here, but if they are a stranger to me, and me a stranger to them, I'm not totally bothered.
THATS what Im glad about. I literally don't care.
 
Being able to lean in to menus in Elite helps a ton. I hope Euro Truck Driver adopts this method.

ETS2 already does. It has had DK2 support for the last couple days. And it's quite good.

The only problem is it's really hard to read the menus, so it's tough to select jobs. All they need to do is project the menu on a poly and make it huge, and the problem is solved. I think previous versions of ETS2 did this with DK1?
 
just checking all the normal stuff with elite dangerous: you've killed wscript and ovrservices, right? Placed the rift into extended mode, then went into E:D and changed 3D to "Oculus Rift Experimental"

right?

Yes, thanks for the help, that was it. I couldn't find the wscript, it was a different place than I thought..

But positional tracking is dropping out and doesn't reinitialize unless restart. I see others also have the same problem..
 
Yes, thanks for the help, that was it. I couldn't find the wscript, it was a different place than I thought..

But positional tracking is dropping out and doesn't reinitialize unless restart. I see others also have the same problem..

Windows 8? Ya, it's in the details tab, not processes like win 7
 
Fuck, you guys. I tried out Rift Away's Cyber Space demo yesterday. As someone who isn't into crazy amusement park rides, that thing is terrifying. I'm not a fan of heights, and the demo gave me the same feelings I get on the rare occasions I have ridden a roller coaster or gone on something that shoots me up into the air. Admittedly I have many more demos to try, but Cyber Space is the most convincing one I've played yet. It also lets you launch yourself from the ride at anytime, in which you can then examine your decapitated body afterward from the viewpoint of your head. I highly recommend everyone who has a DK2 check it out. I also made a video of my first experience with it. It has a lot of cussing.

The cool thing about the demo is that it didn't give me motion sickness like DK1 demos would (though I never tried Cyber Space on the DK1), but it did make me feel very uneasy, but in the way you would expect on a ride like this. I was grasping the bottom of my chair as tightly as I could the entire time.

The same developer made Chilling Space, which I have read good things about. I think I will check that out next. I'm expecting a much more peaceful experience.
 
Got mine setup and running pretty smoothly without issues.

Tried Oculus World, Oculus Demo Room, Digital Rain, and Spirited Away Boiler Room. All seemed to work fine and launch with Direct to Rift mode.

Standing up at the balcony in Oculus World made my legs wobbly. Even though the visuals are quite crude, my body was getting a little confused.

I never got to try the DK1, but the screendoor effect is still pretty noticeable. Can't imagine how bad it was in DK1.

Also, are these demos supposed to have positional tracking? They only have head tracking for me. Is it an issue on my end or is positional tracking not implemented yet?

Gonna give Ocean Rift, Proton Pulse, and Tuscany a go next and see how they are.
 
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